I’ll give you an example of what often happens to me.
When there is only one mob or two left from the first pack (with low health), many tanks rush to the second pack very quickly.
When I target the mob of the second pack, the pet’s time to attack my target is decidedly long, especially when it doesn’t have the dash available.
If, on the other hand, the mob packs are close together like in VP, I don’t have this problem.
Fair. I suppose, if I encountered this problem, my solution would be to put dash under my control so it only uses it when I need it to rather than stopping the pet attacking altogether.
The moment I see that the tank is moving to the second pack furthest from the first (example in Neltharus) I move forward, put the pets in passive, give them time to recover ground and then put them back in attack on the second pack of mobs.
The only solution.
P.S. Trying to have the dash under control isn’t a bad idea either.
Regarding Dash, the pet AI will opt to use that ability, if on auto-cast, whenever it’s off CD, and if it senses that your pet isn’t in melee range of its target, even if the target in question is just a yard or two outside of attack range. If, however, the pet is within attack range of its target, Dash shouldn’t be activated even when auto-cast is turned on.
For Beast Mastery, with all the built-in charge mechanics you have in for example Kill Command, and Barbed Shot, the only times you have a real need for Dash is inbetween mob packs which are spread very far apart, or during certain encounters where you need your pet to move larger distances to reach a target.
TL;DR - I found that it’s usually the best thing to have strict manual control over when Dash is used, such as through a keybind of some sort, since the risk of it being wasted due to the way the pet AI(and auto-casting for certain pet abilities) functions.
We all have our preferences ofc. I typically don’t use /petattack macros which have been combined with our other abilities. Only macros which include manual usage of the pets Basic Attack(Bite, Claw, Smack).
I don’t recall when I set this up, been using it for as long as I can remember really. We have a pet actionbar, with individual buttons for Pet Attack, and to make it Follow you(and with this, stop attacking its current target). I just assigned a specific keybind to the button for the pet to attack, and the same keybind + the shift modifier key to make it follow me instead.
This is what I’m using(just my preferences):
‘R’ is my keybind to Attack on the pet actionbar.
‘Shift + R’ is for telling the pet to Follow me + Dash(macro).
‘CTRL + R’ is for the ability Fetch(loot a corpse)(macro).
Ah !
That meshes with what I’ve read on the tooltip itself, and on various websites and discord : since misdirection concerns the attacks of the character and not the pets, added that roughly 70% of the total damage output of a Beast Master comes from the pets, misdirection is not really needed, while by contrast a Marksman absolutely needs it before launching his “nuke them from orbit” burst damage.
And yes, I’ve learned about macros recently, and “baked in” the /petattack + the three /use Claw etc in my Barbed Shot, Kill Command and Multi Shot shortcuts, but not Cobra Shot nor the Interrupts (because I need to learn a bit more about what “set focus” does, to be able to keep my pets on one target and do something else on another target like Interrupts).
Thank you !
I’m learning a lot today … THANK YOU !
This depends. If you’re pulling for the tank (I’ve played with some tanks who like hunters to pick up adds at range), you need it. If someone accidentally body pulls, you can use MD to send the adds to the tank and perhaps save deaths (if a dps body pulls and dies, the adds will go onto the healer if the tank hasn’t picked them up). There are plenty of uses for MD other than saving yourself from dying because you ripped aggro on pull.
Hm.
It might be the French translation of my UI, but the tooltips reads that I transfer the threat I, myself, not my pets generate towards the selected target, so if someone else did a bodypull, I’d have to misdirect to the tank then starting wailing on the “unplanned” adds for the 8 seconds of the duration of misdirect, right ?
I usually take enormous care to avoid body pulling or bringing unwanted adds, and I still wait roughly 3 seconds at the start of any fight before opening fire, just to see who/what goes where.
In PUGhell, it’s a survival tactic, but NOT for my character : for my own sanity !
I never know who I’ll get in the team, nor even if they will actually know the concept of “teamwork” instead of playing the DPS-meter to see who got the biggest epeen.
Quick example : BH, the Guardian Druid ran around everywhere, nice job on his tanking, but he did not even care about leaving the 4 of us behind dealing with those shadow daemons while trying to open the prisonner’s cages, then he spent 5 minutes blaming our poor overworked Shaman healer because, I quote “your healing suck, and why are the first bosses not there ?”.
It took myself and the two other DPS to explain to him that he left a trail of shadows on us, he was out of range of the healer almost all the time, and we just could not open the cages while being aggro’ed with him instantly rushing to the next pack.
We timed that one, with only a +1, by 7 seconds, it was my own keystone, and he even agreed when I asked him to slow down to allow the rest of us to keep with his pace before I slotted my keystone in, but NEVER slowed down, prefering to take 5 whole minutes ranting while the rest of us dealt with his mess !
After the run, he left the group immediately without a word.
When I’m forced to deal with that kind of behaviour, after fruitlessly trying to find a mostly stable premade group for months, I will always be extremely cautious, it totals to having to deal with the hostiles in the dungeons, the mechanics, the affixes alone, and sometimes the other players are worse than the dungeon !
Same experience in a Neltharus +16 this morning : no communication, the Palatank took a route I had never seen before, when we reached the platform with two big adds, a big bird and two other big adds on the other side he pulled everything then came back up the stairs, effectively cornering the whole group in a angle of the walls, trapping everyone in the AoE blasts and “push back” winds … those mechanics are deadly, they can usually be avoided just by moving, but when we you cannot move because you’ve been trapped in a corner by the tank … of course the Healer, the Rogue and myself died, and he left us there, rushing to the next pack, while telling us to “release and cloak”.
Nice job …
No, a body pull generates the absolute minimum thread. All you would need to do to send the adds to the tank would be misdirect and hit them once. This is why dps who start attacking adds when the tank is grouping them up while mounted invariably die (unless they are a misdirect class).
Do you mean he brought them to the chain? If it’s where I think it is, he probably left some adds just inside the room and expected you to collect them so the chain would be active.
Ah, no, the last platform just before the final Boss, no chain in sight.
And we already had 100%, because he took every possible add in massive packs at each opportunity, dealing with that big bird and his two bodyguards on the wide platform would have worked nicely, but nope, let’s bring even more AoEs into a corner where everyone if buffeted against the walls.
But mostly, not a single word, how were we supposed to know what he would do ? He just jumped in his indoor horse, made a wide circle aggro’ing everything by proximity, and brought everything back in the smallest possible corner.
I find that type of behaviour infuriating, disgusting and disrepectful.
It’s actively playing against the other members of the group in team-oriented content.
I honestly don’t understand where you were. Do you mean the pack of 3 at the bottom of the stairs with the 2 at the top of the stairs? (But if you do, I’m not sure what you mean by saying he pulled them back up the stairs, or where the corner was.) After that, there’s just one pack (3 mobs with a big bird in the middle) before the last boss.
Quite hard to describe, but yes, I think that’s the pack in question.
One big bird, 2 nasty bodyguard, we usually get there after jumping down from a ledge (of course without leaving me 2 seconds to unsummon my pets), then a short stairway with a flame-spewing grill, 2 more nasty bodyguards, a last pack of big bird + bodyguards that spawn mini flame elementals, and finally the last boss with the piles of treasure.
He jumped down first, ran to the big bird, then up that small ramp to get the other big bird and the elemental-spawning adds, and then came back to the point where we dropped down from the ledge, and set the fight right there, with everyone but him getting slammed in the wall by the “wing slam” of those birds.
Honestly, I don’t know the most efficient way to tackle that pack, but cornering your whole team into walls with mechanics that slam you back and break casts felt like the wrongest way to do that.
And after that (and four deaths right there), he again abandonned us all, told us to cloak and skip the last two standing elemental-spawning adds and go straight to that last boss with the piles of treasure.
Yeah, that’s where the chain is. If you’d looked inside the room, you’d probably have noticed he left some adds there that you could have pulled and brought out to make the chain active. I’ve never seen it done with the second bird, but pulling some of the hard trash back up to that chain is standard practice in higher keys.
AH-ha !
Another thing learned, so far so good.
And how do we use those chains ? I know I’m still learning, but none of the other members of the PUGhell seemed to know either, and we were thrown back against the walls every 10 seconds or so anyway …
I’ve watched videos and read guides, with the only thing about chains being “they don’t hurt players anymore”.
Could you take some time to help me a bit more ?
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