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OBEY ME! (The Ranger Pet Command Guide)

ranger pets pet commands

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#1 misterdevious

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Posted 28 July 2012 - 09:25 PM

Part 1:  The Basics
Spoiler
Part 2:  Using the Basics
Spoiler
Part 3:  How Pets Decide Which Skill to Use
Spoiler
Part 4:  Getting Your Pet to Use the Skill You Want
Spoiler
Part 5:  Shouting Helps
Spoiler
Part 6:  Stupid Pet Tricks
Spoiler
This guide was written after following the development of the ranger for a year, playing ranger in every event, reviewing extensive footage, and trying new tactics each event.  Some of the Stupid Pet Tricks I have successfully used, and others are ones that appear viable based on observations made reviewing BWE3 + stress test footage.  Of course, some things could change before release.

Edited by misterdevious, 24 August 2012 - 05:15 AM.


#2 Swift Red

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Posted 28 July 2012 - 09:30 PM

Not too bad of a read, most I knew already though.

Edited by Swift Red, 28 July 2012 - 09:31 PM.


#3 Dimglow

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Posted 28 July 2012 - 09:34 PM

View Postmisterdevious, on 28 July 2012 - 09:25 PM, said:

Three Tailed Devourer Once your ranged pet has decided where to set up shop to fire ranged projectiles, you position yourself behind it. You can shoot through your pet, but your opponent can't (and your Devourer has 4k Toughness.) When the opponent reaches your pet, it will either retreat (meaning you should move) or do a knockback (moving your opponent). You may have to repeatedly reposition yourself and your pet during combat against some enemies.

I like this. The only thing holding devourers back is their retreat and maintain range AI. Using them as a literal meat shield against ranged enemies would make it easy.

#4 misterdevious

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Posted 29 July 2012 - 12:15 AM

View PostDimglow, on 28 July 2012 - 09:34 PM, said:

I like this. The only thing holding devourers back is their retreat and maintain range AI. Using them as a literal meat shield against ranged enemies would make it easy.
Using the Three Tailed Devourer technique, I was able to defeat Svanir, Chieftain, and some of the profession NPCs in the mists without taking any damage at all on my ranger and rarely needing to move.  I just had to avoid an occasional AoE and the Chieftain's Axe move.  I didn't get around to trying it on WvW NPCs.

#5 ocirne23

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Posted 29 July 2012 - 12:23 AM

Should probably post it in here too;

You can time F1 to reset pet's attack animation. This works especially well with bird pets. It's very hard to do, but you can get a huge dps boost.


Edited by ocirne23, 29 July 2012 - 12:23 AM.


#6 Freddy_Fakename

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Posted 29 July 2012 - 09:19 AM

Good guide. I didn't know that pet skills could work while I was downed. Also I liked this tip:

Quote

Three Tailed Devourer Once your ranged pet has decided where to set up shop to fire ranged projectiles, you position yourself behind it. You can shoot through your pet, but your opponent can't (and your Devourer has 4k Toughness.) When the opponent reaches your pet, it will either retreat (meaning you should move) or do a knockback (moving your opponent). You may have to repeatedly reposition yourself and your pet during combat against some enemies.

I will try this out on launch.

#7 Segraine

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Posted 29 July 2012 - 12:53 PM

Interesting tips. I thought that the Target command made the pet chase down the critter till out of range or  one of them dies even when the Pet is in active mode. I used it to attack multiple targets frequently.

A lot of the Pet tricks could be pretty easy to do if you bind the F keys to your mouse. I don't have enough buttons on mine for all the F keys so I just bound F2 and F4.

it would be nice if we could get a small pet skill bar window to command the pets more directly. Although I can see this causing some issues.

#8 misterdevious

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Posted 29 July 2012 - 06:40 PM

View PostSegraine, on 29 July 2012 - 12:53 PM, said:

Interesting tips. I thought that the Target command made the pet chase down the critter till out of range or one of them dies even when the Pet is in active mode. I used it to attack multiple targets frequently.
I haven't used Active mode much since BWE1. The differences between active and passive were some of the very first tests I did, so if anything has changed I may not have noticed. Passive mode is a definite lock on, even over large distances and much time. With Active mode and F1 I noticed my pet eventually returning to attack a new target that was attacking me or a new target I was attacking while my original target was still alive.  Of course when dealing with pets chasing people across the map and out of sight, there's always the possibility that non-stealth classes were stealthed by teammates, thus breaking the lock.

Quote

You can time F1 to reset pet's attack animation. This works especially well with bird pets. It's very hard to do, but you can get a huge dps boost.
Sounds like an Exploitable Feature instead of something intended, so I'm not going to add it to the guide.  I left the exploits I found out of the guide.  I bug reported those and put them on the official forum so hopefully they will be addressed.

#9 Miteshu

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Posted 01 August 2012 - 04:00 PM

What are good ways to keep your non-tank pet alive?

#10 misterdevious

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Posted 02 August 2012 - 03:01 AM

View PostMiteshu, on 01 August 2012 - 04:00 PM, said:

What are good ways to keep your non-tank pet alive?
I'll come up with some terms real quick for concepts I've written about before...

Sandwich  You and your pet should be positioned on opposite sides of the target.  One of you will get hit less than the other.

Waterbowl  Getting your pet to fight on top of a Healing Spring provides regeneration, condition removal, and the chance to do healing combos.  Canines, Porcines, Birds, Drakes, Devourers, and Spiders all have some healing or regen combo they might do, and even some Cats.

Swap-Meat Loud Whistle reduces the cooldown on pet swapping, making it easier to keep your pet from being dead.

Heel  Simply pulling your pet out of combat for awhile (before it dies) can save you some grief.  If you let your pet die, you will often be forced to swap and get the really long dead-pet cooldown which can hurt you more in the long run.  Ounce of prevention... pound of kibbles and bits.  You get the idea.

#11 Bilateralrope

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Posted 02 August 2012 - 07:19 AM

Quote

Stow is useful for jumping puzzles and taking screenshots without your pet in the way.

But then you won't get to see your pet cheating at the jumping puzzles ;)

#12 Waiting

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Posted 03 August 2012 - 02:40 AM

In todays stress test they changed the pet use to be more like WoW.  The old F3 changing modes was a bad design, now it's the "come back to me" key.

#13 MikeT

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Posted 03 August 2012 - 10:39 AM

View PostWaiting, on 03 August 2012 - 02:40 AM, said:

In todays stress test they changed the pet use to be more like WoW.  The old F3 changing modes was a bad design, now it's the "come back to me" key.
yes. noticed that too.
ranger Ui
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ranger Ui
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#14 misterdevious

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Posted 03 August 2012 - 11:25 AM

Yeah, I'll update the instructions after I have a chance to review my footage.

#15 MikeT

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Posted 03 August 2012 - 12:54 PM

Did some ranger testing in the Mists during last stresstest.
I used the default traits as given when you enter the Mists. Forgot to even look them up :-/

Tested hyena, lynx, raven and falcon. All these did very good damage on the golems. I was surprized how fast they attacked.

What bothers me though, pathing is still underwhelming.
a.   If I attacked a golem in the second row they had difficulty to navigate between the other golems standing in front of them.
b.   What's more serious is that if you stand on a ledge (height advantage!) they always took the long route around it instead of moving in a straight line to target. They could have easily just jumped down (flying) and reach the target in an easy straight line.

Another thing:
After every attack sequence they always came back to the ranger. I found no way of keeping them in the target area.
What I like to do is -> position my toon on higher ground and keep the pet in the 'combat area' a bit away from the ranger.
Some 'stay'/ 'guard'/'wait' command would be nice. So bacically a way to position the pet at a certain place (not in the vicinity of the ranger).

Any ideas how I can accomplish that?

Edited by MikeT, 03 August 2012 - 12:56 PM.


#16 Waiting

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Posted 03 August 2012 - 03:19 PM

View PostMikeT, on 03 August 2012 - 12:54 PM, said:

Some 'stay'/ 'guard'/'wait' command would be nice. So bacically a way to position the pet at a certain place (not in the vicinity of the ranger).

Any ideas how I can accomplish that?

I'm sure they are receiving millions of less-than-friendly messages, in one form or another, from all the hunters of WoW that will point these problems out.  Just like the problem they fixed of not having a separate 'come back to me' key.

#17 MikeT

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Posted 04 August 2012 - 05:03 PM

View PostWaiting, on 03 August 2012 - 03:19 PM, said:

I'm sure they are receiving millions of less-than-friendly messages, in one form or another, from all the hunters of WoW that will point these problems out.  Just like the problem they fixed of not having a separate 'come back to me' key.
Probably ;)
It's not a 'problem' for me but a minor annoyance and a restriction for tactical gameplay. I'm not demanding or QQ-ing, it's just something I wish for.
IIRC there was already something for that matter in form of a shout (one of the three pet-commands which leaked somewhere).
But I really hope it won't take an utility slot to get what I wish.

good hunting!

Edited by MikeT, 04 August 2012 - 09:42 PM.


#18 misterdevious

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Posted 05 August 2012 - 09:46 PM

Updated the OP with observations from the stress test.

  Right now I expect people to complain about the Come to Me command because after using it my pet would not defend itself even when set to Guard mode.  It was like F3 turned the pet to passive and locked it there.  Someone said that the pet would guard again after the target died, or maybe it is when combat ends.  I don't know at this point.  I had to order it to attack a target to get it to do anything after calling it back with F3.  The advantage of Come to Me is that you can recall your pet with a single click (instead of 2) which allows for more responsive control.  And you can do some of the tricks with less clicking.  The disadvantage is that now you need to click or bind some other key to behavior toggle to get behavior control in combat.  In the past I would leave my pet on passive and give it direct commands, and then when facing opponents who tended to stealth a lot, or if I was going to go afk, I'd swap to active mode so my pet could respond faster in those situations.


Quote

Some 'stay'/ 'guard'/'wait' command would be nice. So bacically a way to position the pet at a certain place (not in the vicinity of the ranger).

Any ideas how I can accomplish that?
There originally was a stay command.  It was thrown off the command bar when they put in the ability to control one of your pet's skills.

#19 Trei

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Posted 06 August 2012 - 01:48 AM

View Postmisterdevious, on 05 August 2012 - 09:46 PM, said:

Right now I expect people to complain about the Come to Me command because after using it my pet would not defend itself even when set to Guard mode.  It was like F3 turned the pet to passive and locked it there.  Someone said that the pet would guard again after the target died, or maybe it is when combat ends.  I don't know at this point.  I had to order it to attack a target to get it to do anything after calling it back with F3.
On the contrary, it makes more sense now.

The only reason I would pull my pet back with it would be because it is in trouble.
There would be no point if I call my pet only for it to turn around and dash back to the target in the next second my own arrow hits the target again.

I was specifically testing this particular aspect of the new button, so I can confirm that once the initial target your pet was attacking (when you call it back) is no longer available, your pet will once again automatically attack the next target you engage combat with, if it is on Guard all this while.

I deliberately engaged two targets at once, sic my pet on one and promptly F3 it back, while continuing to attack the same target myself.
While the first target was alive, my pet did not autonomously attack again when I switched temporarily to the second target.
Once the first target died however, my pet resumed attacking my next target normally without additional command from me.

Edited by Trei, 06 August 2012 - 01:49 AM.


#20 misterdevious

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Posted 15 August 2012 - 06:01 PM

I think they should at least make it so that cycling your pet back to active mode will cancel the enforced passiveness caused by Return to Me. There will be situations where the initial enemy will live a very long time, like a PvE Boss or someone that runs away in PvP.

Quote

The only reason I would pull my pet back with it would be because it is in trouble.
There would be no point if I call my pet only for it to turn around and dash back to the target in the next second my own arrow hits the target again.
It is actually a really smart thing to do... this thing you don't do. Let's say your pet is beside the enemy, hitting him in the side while he shoots a rifle at you, and you shoot a bow at him. Your bear's 21k health isn't being used. His regen isn't being used. His defy pain isn't being used. If you pull the pet back a bit towards you and then send it straight towards the enemy, it will now be between you and the enemy. Enemy bullets can't pass through a bear, but your arrows can.  With active positioning, your pet can intercept projectiles (I won't say block, because your pet still gets hurt.)  In some PvE encounters, using your pet as a literal meatshield can make a humongous difference.


I recall my pets often for many purposes other than "get out of danger"
  • Pulling them back so that their AoE buffs will land on me.
  • Pulling them back before they accidentally aggro other things.
  • Pulling them back so the elite spirit can heal them.
  • Pulling them back so they shoot through a combo field.
  • Pulling the boar/pig/warthog/siamoth back so that the foraged item is near me.
  • Pulling the devourer onto the control point so he might knock an opponent off.
  • Sending the moa into the cluster of enemies and allies, letting it get hurt, then pulling it back a bit, and ordering it to attack so that it heals those allies then and there.
  • Repositioning them to intercept projectiles.
  • Getting Birdspeed, then cancelling the attack.


#21 Trei

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Posted 15 August 2012 - 11:30 PM

View Postmisterdevious, on 15 August 2012 - 06:01 PM, said:

I think they should at least make it so that cycling your pet back to active mode will cancel the enforced passiveness caused by Return to Me. There will be situations where the initial enemy will live a very long time, like a PvE Boss or someone that runs away in PvP.


It is actually a really smart thing to do... this thing you don't do. Let's say your pet is beside the enemy, hitting him in the side while he shoots a rifle at you, and you shoot a bow at him. Your bear's 21k health isn't being used. His regen isn't being used. His defy pain isn't being used. If you pull the pet back a bit towards you and then send it straight towards the enemy, it will now be between you and the enemy. Enemy bullets can't pass through a bear, but your arrows can.  With active positioning, your pet can intercept projectiles (I won't say block, because your pet still gets hurt.)  In some PvE encounters, using your pet as a literal meatshield can make a humongous difference.
I can always F1 it back onto my target for all of these.
I can't F anything to make it not run back to my target if the command does not hold back my pet the way it currently does.

Although I will probably end up micro'ing my pet a lot because I like pets, I was more speaking for the general ranger population who may or may not be heavily dependent on pet use.

There will be players who would treat pets as just a mobile DoT, but there is nothing wrong with that kind of playstyle and game mechanics should not be biased against them.

Edited by Trei, 15 August 2012 - 11:32 PM.


#22 misterdevious

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Posted 24 August 2012 - 05:20 AM

I managed to do some testing with shouts during these recent stress tests.

  Seems pretty clear that using a second shout or using any pet command will deactivate the current shout.  Using anything will immediately break Guard and it is really obvious, and so I tested it with Sick' Em.  I saw how much damage they did against target dummies with and without it on.  Then with a fresh Sick 'Em activated, I hit F1 to assign it the same target and the damage immediately dropped down to regular quality.

Kind of important to know if you want to use Shouts, so I added it to the guide.  I currently have several more Stupid Pet Tricks in development that utilize shouts, but at this stage they are all theoretical and untested.

#23 Niall MacColl

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Posted 24 August 2012 - 10:44 AM

So  I can use "Guard" to give Protection to my pet and then hit F1 to have a Protected pet attacking my target ? Do we know if that's working as intended ? (seems nearly too useful.. :D )

#24 misterdevious

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Posted 24 August 2012 - 03:09 PM

View PostNiall MacColl, on 24 August 2012 - 10:44 AM, said:

So  I can use "Guard" to give Protection to my pet and then hit F1 to have a Protected pet attacking my target ? Do we know if that's working as intended ? (seems nearly too useful.. :D )
When it reaches the spot you designate, it will automatically start attacking hostile enemies, and defend that area for awhile.  If you hit F1, it will stop guarding that spot but now be locked onto your target with any Protection it has left.

Using Guard + F2 you can essentially ground-target your pet's F2 skills which may be more useful.  Send it over to your allies and then hit F2 to trigger its AoE Regen boon or send it right up next to the enemy and then hit F2 to start the fire breathing from stealth (hit F2 right before it reaches the spot, otherwise it will start biting the guy and break stealth early and get smashed into the ground like my Salamander Drake was).

The Protection is really nice.  The ability to leave your pet somewhere like a trap (or with other traps) is nice.  Stopping your pet from running back to you after every kill can be nice.  And the ability to ground-target where your pet will use its skills opens up some cool tactics.

#25 Tohkay Ahtok

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Posted 24 August 2012 - 05:17 PM

Thank you! I learned a couple things, even after playing a ranger thru the beta tests.




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