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Old Aug 20, 2005, 07:42 PM // 19:42   #1
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Default Fix Tiger's Fury?

Tiger's Fury says in the description that it disables non-attack skills: that's fine, it needs limits. It is in Beast Mastery, which is fine because it is a powerful skill that synergises well with the abilities in the other lines (upping the preparation damage as well as weapon damage when it hits more).

What I don't get is why pet Attack Skills are disabled - I can see disabling the Comfort Animal, Restore Animal and the Spirits - that's not part of attacking furiously, like a tiger. I can even see disabling Call of Haste and Call of Protection, as they aren't attacks, but call of haste is used to boost attack rate...

The pet attack skills however are precisely that - ATTACK skills. Penalising any beast master for using the best skill for their own damage in the attribute line seems silly. It is completely fitting that your pet can continue to use special attacks while the two of you rage at the enemies - losing out on your pet attacks for 50% of the time is a pretty big penalty, given that they are "attack skills" anway, just pet attack skills...

So please ANet, allow pet attacks during Tiger's Fury. Calls would be nice, though since they last a long time anyway it isn't important - but having my pet drop in effectiveness when I attack is just odd.
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Old Aug 21, 2005, 02:16 AM // 02:16   #2
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Pet Attacks are not attack skills. However, disabling the pet attacks does seem kind of dumb. Oh well, not like anyone plays pet Ranger... I guess they can put this on the bottom of the "to fix" pile though.
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Old Aug 21, 2005, 03:47 AM // 03:47   #3
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I would honestly play a R/Mo or Mo/R smiter beastmaster if

a: They weren't so stupid, and would attack what I was attacking at all times (if I shoot an arrow at it, I want my pet to run like mad and rip it's throat out!)

b: I didn't have to carry around 3 skills by default: Heal Pet, Heal Me, Charm Animal, and if you're not using Comfort, Rez Pet.

c: They rezed when I did.


But, on to the topic, yes... TF disabling pet calls is crap.
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Old Aug 21, 2005, 08:44 PM // 20:44   #4
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Quote:
Originally Posted by Nash
Pet Attacks are not attack skills. However, disabling the pet attacks does seem kind of dumb. Oh well, not like anyone plays pet Ranger... I guess they can put this on the bottom of the "to fix" pile though.
No - I realise they aren't "attack skills" Nash, but they're called "pet attacks", and they are skills, so they seem pretty close... and they function just like attack skills do, resolving on the attack following activation, just like a bow attack or sword attack does - so I figure they really are basically attack skills, in disguise...

Yeah, I figure it's not a huge deal, but since I decided to play around with builds some more I found it annoying. Also, pets should res with you at cut scenes - after all, if Thom reappears at the seer in Iron Mines after you left him a mile behind for the run, where the heck is my bear? Who gathered up all my henchmen's corpses, ressed them and brought them to the seer's cave and left my bear out there?
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Old Aug 22, 2005, 12:58 AM // 00:58   #5
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I agree but we already have a topic on this.

Tiger's Fury should not disable pet attacks
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Old Aug 22, 2005, 02:21 PM // 14:21   #6
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Quote:
Originally Posted by Thomasuwoo
I agree but we already have a topic on this.

Tiger's Fury should not disable pet attacks
Ah, I did a search, but the keywords were so common that I couldn't find anything specific - thanks for the link.
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Old Aug 22, 2005, 02:29 PM // 14:29   #7
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Quote:
Originally Posted by Weezer_Blue
I would honestly play a R/Mo or Mo/R smiter beastmaster if

a: They weren't so stupid, and would attack what I was attacking at all times (if I shoot an arrow at it, I want my pet to run like mad and rip it's throat out!)

b: I didn't have to carry around 3 skills by default: Heal Pet, Heal Me, Charm Animal, and if you're not using Comfort, Rez Pet.

c: They rezed when I did.


But, on to the topic, yes... TF disabling pet calls is crap.
And with smiting in mind for a beastmaster, please see that Zealot's Fire work on a pet as on any other ally, and that pet attack are considered as "use skill on an ally"

I am not sure I mind my pet not switching target all the time if I switch target... Some builds might require a lot of switching around. To be able to give pets some kind of indication whether they shall switch target, keep on the same target, or stay close to their master would be nice.

Otherwise I agree with OP regarding TF... Kind of odd for a beastmaster to kick TF out of the skill bar... because it just feels like the pet died...

Louis,
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Old Aug 22, 2005, 07:28 PM // 19:28   #8
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They shouldn't count as attack skills. They can just change Tiger's Fury though.
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Old Aug 23, 2005, 02:08 PM // 14:08   #9
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Quote:
Originally Posted by Nash
They shouldn't count as attack skills. (...)
why not?
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Old Aug 23, 2005, 09:37 PM // 21:37   #10
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Because you're not attacking, your pet is. And some skills that work for attack skills only etc would be affected and it would cause more potential balance issues.
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