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Old Apr 06, 2007, 10:32 PM // 22:32   #21
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Quote:
Originally Posted by eggs0wn
On the other hand...I've been talking to some Rangers in game and they think Enraged Lunge is going to get nerfed. Your thoughts?
There's no reason to, it's fine. In comparison to Blades of Steel.

Thanks,
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Old Apr 07, 2007, 02:17 AM // 02:17   #22
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Okay, so I finally had some time to spend on trying out the new pet controls... and I can honestly say, that I feel they are perfect. Easily the best implemented improvement I've to seen to date.

My two biggest pre-udate concerns and frustrations with Beastmastery as a whole was:

1.) There was no way to send your pet to attack, apart from attacking
yourself.
2.) There was no way to get your pet to come back.

With the new pet controls, both issues have been resolved.

While it's true, you can't send your pet on attack at bow range (unless you fire on a baddie) once a group of foes are in melee range, you only have to lock your pet on a target, and watch as it runs off to attack. This opens all sorts of options for you equipment usage as you are not limited to auto-attacking so your pet can stay on target. My favorite so far is a +5 energy sword with a +30 hp mod and a +30/+armor vs damage shield. I don't have to attack, I can stay out of damage way, I can keep an eye on what my hero's are doing, and I can contribute to the party in other ways. Granted, I've not completely explored the new found utility... but rest assured it will be something I'll be delving into deeply. I've also noticed that a pure beastmaster build is pretty light on energy, giving you some additional resources to apply to party utility.

The other issue of getting your pet to retreat on command is also huge. Pets were very weak against things like AoE and kiting, and it's entire possible now to call your pet off attack, re-evaluate your situation, and send it against a better/more likely target. Before hand switching targets wasn't all that precise. Now it's entirely possible to play a beastmaster much like a warrior: Shifting targets as required, picking up unblocked enemy warriors, and getting out of harms way.

I'm very impressed with the change, however slight and simple, and will be trying out any number of new options.
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Old Apr 07, 2007, 06:01 AM // 06:01   #23
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It's cool because now I can use my pet and my bow to attack 2 different targets at the same time. Heal as one is a decent self-heal now so I can ignore wildnerness survival and pump up beastmastery and Marksmanship.

I'm having fun hunting golden eggs with my pet and my ranger killing 2 at a time .
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Old Apr 07, 2007, 07:05 AM // 07:05   #24
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First, flagging a pet makes sense, for commanding a pet, being in earshot range makes sense too.

Enraged lunge hits hard, but then other skills can do that to, no need to nerf lunge.
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Old Apr 07, 2007, 12:03 PM // 12:03   #25
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Quote:
Originally Posted by eggs0wn
People in RA are stupid...I killed one touch ranger with my pet while he was attacking me. *So he saw me using pet skills* He was then ressed and threw Throw Dirt on ME and my pet killed him again.

On the other hand...I've been talking to some Rangers in game and they think Enraged Lunge is going to get nerfed. Your thoughts?
Enraged won't get nerfed... its the only reason primary rangers even use pets anymore (for the most part). Even with Otyughs Cry it still has the exact same major shutdown it had before. Protective Spirit. Pet builds aren't exactly brilliant and with spare slots. Snaring/Hexing the pet into obvilion would probably happen if you brought it into any high level PvP. Once it hits 60dp it dies so easily and pets are NEVER priority heals for real monks.

I was messing around with the pet controls yesterday clearing out some Insects/Mandragor outside Yohlon. Send the pet in as normal and just run off, aslong as you change the pets target quickly once its killed it it can stay extremely far away. Killed Enadiz with him and decided to call it quits after.

I need to get myself a zealous spear.
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Old Apr 07, 2007, 02:21 PM // 14:21   #26
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i start a ranger today to try out the pet commands. pet still get stuck at ress temples even if you use heel.
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Old Apr 07, 2007, 03:17 PM // 15:17   #27
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People in RA are still clueless, meh. Had a mesmer hit me with Visions of Regret (wtf?), Empathy, Spirit of Failure, Inetptiude from another Mesmer; meanwhile my pet is happily bashing away at their monk and screwing him over with Bestial Pounce every 2 seconds.
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Old Apr 07, 2007, 03:30 PM // 15:30   #28
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Quote:
Originally Posted by Marverick
People in RA are still clueless, meh. Had a mesmer hit me with Visions of Regret (wtf?), Empathy, Spirit of Failure, Inetptiude from another Mesmer; meanwhile my pet is happily bashing away at their monk and screwing him over with Bestial Pounce every 2 seconds.
Appearently you need to read the skill once more, it can only be activated once every ten seconds, and only slightly more when u use skills like quickening zephyr or serpents. However u will never reach a bestial poune each 2 seconds.
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Old Apr 07, 2007, 06:27 PM // 18:27   #29
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Quote:
Originally Posted by Patrick Smit
Appearently you need to read the skill once more, it can only be activated once every ten seconds, and only slightly more when u use skills like quickening zephyr or serpents. However u will never reach a bestial poune each 2 seconds.
It's called stretching the truth Mr.Literal.....
Anyway,I am definatly making my ranger a beastmaster now that they added some control over them,truly good patch
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Old Apr 07, 2007, 08:21 PM // 20:21   #30
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I have to say i haven't focussed on BM since the update, will try to do this later tonight but what i'm reading is very interesting. BM has finally become a serious part of the whole Ranger profession.

Cheers
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Old Apr 08, 2007, 08:35 AM // 08:35   #31
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Quote:
Originally Posted by Evilsod
Send the pet in as normal and just run off, aslong as you change the pets target quickly once its killed it it can stay extremely far away. Killed Enadiz with him and decided to call it quits after.
I found this extremely effective in Fort aspenwood and AB. I was very far from the fighting yet my pet was up there doing massive damage while I remained untouched . After abit, my pet came back to me and I had to "reset" the range thing. I'm gonna practice tryin to get it to happen more often.

It seems pets will chase people very very far too. I had mines chase someone so far to the point where the target lock thing said "Unknown target".
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Old Apr 10, 2007, 06:20 AM // 06:20   #32
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i personallylike the new pet controls. I am currenntly running a test pve, Heroes Zoo build and the controls are very helpful with it. It is a bit tricky monitoring the controls of four pets but worth it.

Right now I am testing the build using casters and pets..to see how well the zoo patrol can tank the mobs before the casters take major damage. Its fun for pve though till some kinks are worked otu i wouldnt attempt it in pvp due to the skill disabling when pet dies as that could be a real trouble.
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Old Apr 10, 2007, 09:11 AM // 09:11   #33
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Heh, Heroes zoo

I've been trying a zoo in the Isle, two monks and two rangers and four pets. It's fun.

Too bad Otyugh's only applies to your own pet, despite the description. But it could be overpowered in all-pet teams.
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Old Apr 11, 2007, 11:33 AM // 11:33   #34
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Quote:
Originally Posted by XvArchonvX
Pet controls are great. Now, if only they would fix Keen Arrow and buff Power Shot and Point Blank Shot...
QTF,

lets hope they sort those out in the supposed upcoming ranger bow attack update. I think the New controls are exactly how they should be, anymore and pets wouldn't be pets they would be Heros.
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Old Apr 11, 2007, 12:15 PM // 12:15   #35
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Oh well, looks like they fixed Otyugh's description. As 1 would've guessed, it was only meant to affect your pet anyway.
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Old Apr 12, 2007, 08:03 PM // 20:03   #36
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You should be able to flag a pet.

has nobody taught their dog to stay?
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Old Apr 12, 2007, 08:51 PM // 20:51   #37
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Heel = Stay


i don't agree with the flagging... i DO agree with the calling without the attacking...

i noticed that you need to engage the attack motion for the pet to attack...

calling the target and the pet attacking is realistic because pets can be taught to go fetch...imho
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Old Apr 12, 2007, 09:21 PM // 21:21   #38
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^^^

No, Heel means to stay close. It makes the pet follow you instead of attack.

And no you do not need to engage the attack motion for the pet to attack. The pet has to be in Melee range, but you don't have to attack. You just have to lock the target.
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Old Apr 12, 2007, 10:39 PM // 22:39   #39
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Quote:
Originally Posted by SnipiousMax
^^^

No, Heel means to stay close. It makes the pet follow you instead of attack.

And no you do not need to engage the attack motion for the pet to attack. The pet has to be in Melee range, but you don't have to attack. You just have to lock the target.

i have to disagree... if i have a flatbow and i engage a foe from a higher level then my range will be able to attack and the pet will also attack... but if i must be in aggro of the foes for the pet to attack, this will kill the point of pure beastmaster builds... i think
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Old Apr 13, 2007, 01:51 AM // 01:51   #40
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Yeah as far as i know you still have to attack your target for the pet to bother joining in even if you set it on 'locked on'. If the enemy is particularly close the pet will probably attack it regardless. But they also use to attack the enemy if you were under attack by melee, so this may be getting mixed up.

Either way... you only need to wand your target once and the pet charges in, after that you can just run off and it'll stay locked on.
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