I was screwing around with the new weaver pet in the moors yesterday and I noticed that the ranged auto attack is insanely slow!!! At first I thought the new pet was only attacking once and then not continuously attacking after the first attack... I experimented more and noticed NO he does continue it just takes a wopping 12sec..... which is ridiculous. and i cant seem for the life of me be able to stack its new poisen past tier 2. Spider also has to finish his next auto attack before running back to be eaten. which adds a huge delay!
So what im saying is stick to the original strong pet... DO NOT BUY THE NEW PET its not worth the TP!
I was screwing around with the new weaver pet in the moors yesterday and I noticed that the ranged auto attack is insanely slow!!! At first I thought the new pet was only attacking once and then not continuously attacking after the first attack... I experimented more and noticed NO he does continue it just takes a wopping 12sec..... which is ridiculous. and i cant seem for the life of me be able to stack its new poisen past tier 2. Spider also has to finish his next auto attack before running back to be eaten. which adds a huge delay!
So what im saying is stick to the original strong pet... DO NOT BUY THE NEW PET its not worth the TP!
The super slow auto attacking is a bug... it should be attacking 5% slower than the base hatchling (non-strong brood), which is MUCh shorter than 12 seconds.
The contact poison stacking, you should be able to get this to 3 stacks easily; the cooldown is 10 seconds and the stack lasts 20 seconds. You only have problems if one application is blocked/evaded or resisted. Your pet has a decent bit of finesse (I suspect it actually scales with yours, but am unsure), so for me at least this was rare.
If you'd like to get the stacks up faster, apply necrosis to your target first. This makes the contact poison START at maximum level (but removes the necrosis). You can now use necrosis on the run, making this very easy to set up... BUT if they cleanse/pot the max tiered contact poison you're back to nothing, so use your poison spray/venomous haze or even your tainted kiss to buffer their poison pot.
Contact poison cools down in 10 seconds, so if you open with TK and wait about 3 seconds past its cooldown to reapply, you will keep TK ahead of the contact poison, and prevent a potion from removing it (much better dps output having contact poison on max tier).
"Spiders CC is unbearable... it's just as bad as loremasters" ~ Brodster
There are no reasons to slot the ranged pet as it is.
Much less damage output.
It lags behind the target because it's ranged and is thus more likely to be out of range when you need the heal.
Doesn't explode.
STROZZAPRETI 10/X6|RIGATONI 8|GNOCCHI 7|MACCHERONI 7|RAVIOLI 6|FUSILLI 6 ASTERIX|CHARAKHA|KHAGATAI|VORO RIP Nidor, we miss ya.
There are no reasons to slot the ranged pet as it is.
I disagree, the ranged slow is very useful against melee opponents. Personally I'm not so keen on the root as far as its balancing against the addition to the target's DR but I guess its just adjusting to that...
I don't understand this. I though I'll be able to stack three poisons from my ranged pet. Instead it always says:
Your companion failed to perform Contact Poison. Always, can only get T1 as starter or T3 with Necrosis on... Or you cannot stack 3 poisons? It just upgrades the previous dot always?
Also when you right click the Contact Poison so it fires off every time off CD, it does not work...
How could you possibly release it THIS bugged? How is it even possible?!
I just found out this thread today, and thought this issue needs to attract Turbine's eyes once more.
Turbine, you made this ranged pet almost 1 year ago. And ever since the day you released the update, this ranged pet has been broken. Are you kidding?
Why are they broken even though they are working well on Bullroarer, the test server?
I hope you people are trying to fix this bug.
Last edited by Fingoras; Jun 15 2012 at 07:03 AM.
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There are no reasons to slot the ranged pet as it is.
Much less damage output.
It lags behind the target because it's ranged and is thus more likely to be out of range when you need the heal.
Doesn't explode.
I disagree. If it auto attacked properly then the DPS would overtake the melee hatchling.
The melee hatchling does give off a poison cloud, but it takes a freep .5 seconds to move out of the cloud. However if they are stupid (like the majority are) they'll stay in it, which is great.
Originally Posted by Fingoras
I just found out this thread today, and thought this issue needs to attract Turbine's eyes once more.
Turbine, you made this ranged pet almost 1 year ago. And ever since the day you released the update, this ranged pet has been broken. Are you kidding?
Why are they broken even though they are working well on Bullroarer, the test server? I hope you people are trying to fix this bug.
You hope? They arn't fixing it. The bugs they've fixed this year are typo's and renaming NPC's in grams. The WL bug has been here for 5 years I hear. Turbine doesn't even attempt to fix that.
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Browsing the forums till GW2 is released.
I disagree. If it auto attacked properly then the DPS would overtake the melee hatchling.
The melee hatchling does give off a poison cloud, but it takes a freep .5 seconds to move out of the cloud. However if they are stupid (like the majority are) they'll stay in it, which is great.
You disagree, but all the points you make say the melee pet is superior?
STROZZAPRETI 10/X6|RIGATONI 8|GNOCCHI 7|MACCHERONI 7|RAVIOLI 6|FUSILLI 6 ASTERIX|CHARAKHA|KHAGATAI|VORO RIP Nidor, we miss ya.
You disagree, but all the points you make say the melee pet is superior?
...
I said 2 points. 1 of which where the hatchling has the cloud, which IS good, but not good if the freeps know what they're doing. The other point is stating that I think that if the auto attack worked properly then the ranged hatchling would be better.
The ranged hatchling also has a small slow and root, helpful for targets are getting away.
Healerstevo - Rank 6 Warleader
Blackbowstevo - Rank 6 Blackarrow
Browsing the forums till GW2 is released.
Would be better == not currently better. So far I haven't seen word of any fixes in the pipeline for it either.
The slow is very minor in my experience. It's only 10% iirc, which might give you a situtational edge over guards and freeps that eat move speed food. We already have +10% ms over anything else.
The root is just bad. It adds to DR, doesn't greybar like fear/stun/mezz, and would net you only a second or two after those have been used. Also, it doesn't help with catching up, because your pet is positioned behind you most of the time and has no movespeed advantage. At most, it could help in a pinch if you can't get an induction off in melee range and your attacker has stun immunity (though Shadow's Bite is usually better).
If they spend time to kill the melee pet, I generally try to get off a stun or mezz just as the pet dies--or I did when I played my weaver. Gives them a few ticks of the poison cloud.
Last edited by Rainyman; Jun 17 2012 at 07:16 PM.
STROZZAPRETI 10/X6|RIGATONI 8|GNOCCHI 7|MACCHERONI 7|RAVIOLI 6|FUSILLI 6 ASTERIX|CHARAKHA|KHAGATAI|VORO RIP Nidor, we miss ya.