The Pet Guide

Originally Published by Inde


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Untitled Document

by Jenosavel and Epinephrine

Table of Contents

Introduction / Background Information

  1. Acquiring a pet: The Charm Animal skill
  2. Location of pets
  3. Statistics of pets
  4. Pet evolution
    1. Training Your Pet for a Specific Evolution
      1. Summary
      2. Damage taken, deaths, or healing?
      3. Damage dealt by the pet?
      4. Controlling the damage done to the pet
      5. More than just a build
      6. Unevolved pets
      7. Choosing which enemies to level on
    2. Sample training builds
      1. Dire
      2. Hearty
    3. Evolutions and Statistics
  5. Combat effectiveness
    1. The Skills
      1. The Attacks
      2. Pet Skills
      3. Summary
      4. Use of the pet
      5. Controlling pet aggro
      6. Skills and pets
      7. Anti-pet skills
    2. Builds
  6. Footnotes

Introduction/Background Information

Why consider a pet? What builds can use a pet, and what level of investment is useful? How do you up the effectiveness of a pet? Where do you get a pet?

This guide is an attempt to answer all questions about pets and provide the fullest explanations regarding pets, pet use, and pet attributes. While other guides have been written on the subject they have in the past been full of speculation and not been rigorously tested, as well as lacking in completeness. To ensure the data is correct, nearly every element has been tested and notes on the testing techniques and data are available through the footnotes, so that suspect data/conclusions can be identified. Please bear in mind that guides may become out of date and take into account the publication date of the guide – subsequent patches may well change aspects of the guide.

Rather than wait till the end, we’d like to make some acknowledgments to start with: Thanks to Dragon Incarnate for the original Ultimate Pet Guide, the first work of its kind, and to Valerius for his role in maintaining Dragon Incarnate’s work in the more recently updated pet guide. A big thanks to Daegul Mistweaver for his help with damage values on various foes, which helped kick start the true damage testing; I look forward to your treatise on damage. Of course, the support of our guild (Servants of Fortuna!) through testing has been invaluable, with much time donated to our efforts and help with finding appropriate testing areas. The community has provided insights into many of the issues in this guide, and we of course thank the pet loving community for the time and energy put into pet related posting. Hopefully the new information gleaned from all this testing will be useful, and will settle many debates about pet functionality and usefulness.

We’ll start with the basics:

1) Acquiring a Pet: The Charm Animal Skill

To get a pet requires the use of the Charm Animal skill; at most stages of the game this is only possible as a Ranger/* or */Ranger character, as the Charm Animal skill is a ranger skill. In the tutorial stage of the game the quest from Master Ranger Nente grants this skill, both to ranger primaries (R/*) and to those wishing to try ranger skills – as such you can charm a pet without being a ranger or ranger secondary, though only in this beginning stage of the game.

To charm an animal one simply activates the skill while targeting an animal. The animal will close the distance and begin attacking, but you should not move as it will stop the skill from completing.

Some creatures will display a notice that they are not animals; these creatures cannot be charmed. Moss spiders are likely the first “animals” that are met by most rangers that are not “animals”. At least one type of animal has a charm breaking ability – the pre-searing Black Bears have a skill that allows them to interrupt attempts to charm them. While it was once possible to bypass this through careful timing of knockdowns it is no longer possible; the only source of charmable bears is post-searing.

You cannot charm a pet if you already have a pet, and there is no way to release your pet save the dialogue with Jarrel the Tamer. Jarrel is located by Master Ranger Nente in pre-searing, and just outside the gates of Ascalon in post searing. Visiting him and selecting the appropriate option removes your current pet. He will compensate you for your pet with a token amount of 100 gold if your pet was level 20.

You cannot get around the single pet restriction – using Echo while charming a pet will duplicate the Charm Animal skill upon completion of the first Charm Animal, however neither copy of Charm Animal on the skill bar will work to capture a pet, as there is a pet currently charmed.

It is possible to have a pet while not having Charm Animal on your skillbar. Provided you have charmed a pet in pre-searing as a non-ranger primary, using the skill while trying the ranger skills (but not having accepted the ranger as secondary class), you can visit another trainer in an instanced area and try a new secondary (or select a secondary) – all ranger skills will disappear from your skillbar, but your pet will remain so long as you stay in the instance. Even passing to another instanced area will cause the pet to disappear; we can conclude that the existence of a pet is checked for upon entering an instanced zone. Other methods to have a pet without having Charm Animal on your skillbar are to replace Charm Animal when unlocking a skill in an instanced area or through the Ranger path quest in the Crystal Desert. No matter which method is employed to have a pet without Charm Animal present on the skillbar, the pet will vanish on crossing an instance portal.

You cannot charm a creature that has already been charmed. There are some areas in the game in which enemies will charm animals to use against you. These animals can’t be charmed back, even after the death of their master.

Once a pet is charmed you can name the pet with the /petname or /namepet command; without any text following the command it simply resets the pet name to the default, which can be handy to check pet evolution, while using /petname YourPetName would result in a pet called YourPetName. Pet names are limited to 12 characters in length.

2) Location of Pets

There are several types of animals charmable by a ranger. A list of pets and their locations are found below:

Strider/Moa: These tall birds are found in the area around Ascalon, both pre- (Strider) and post-searing (Moa); they are most likely ratites, resembling the ostrich or rhea in that they are tall, flightless birds with well developed leg muscles, but larger like Aepyornis maximus, armed with a heavy slashing beak. Typically several level 1 Striders are found in the area around Ashford in pre-searing, while level 3 Moas are found in the hills around the area and even in mission instances in the early post-searing game (Old Ascalon, Regent River Basin etc…). One particularly fast way to get a Moa is to enter the Fort Ranik mission, as there are Moas patrolling the area where the first Charr are found.


Wolf/Snow Wolf/Elder Wolf: The level 2 wolves are found in the area around Ashford Abbey and as well in Regent Valley pre-searing. In post-searing, the level 5 Snow Wolves are found in the north Shiverpeak Mountains (Traveler’s Vale, Iron Horse Mines, Anvil Rock etc…) – the area of Anvil Rock has numerous Snow Wolves, and often one spawns right at the Ice Tooth Cave entrance, making for an easy capture. The Elder Wolf is one of the few pets post-searing that has already evolved and is available at a higher level. It starts at level 15 fully evolved, and is only found in Spearhead pass. Capturing an Elder wolf here may require a bit of luck: they are charmed quickly by the Stone Summit Rangers in the area, and once charmed by a dwarf they aren’t available to you. They sometimes spawn out of range of the dwarves, however, and can be easily acquired after combat in these cases. Wolves howl from time to time, an endearing trait to some, an annoyance to others.

Warthog: The Warthog can be found both pre- and post-searing; in pre-searing they are common just north of the wall. Since there is a quest to cross the wall anyway this is as good a time as any to capture a level 2 Warthog. Should you miss that opportunity they are again available post-searing at level 5; however, they aren’t found until the Kryta/Maguuma areas of the game. My favorite place to catch one is just outside The Wilds, as one will frequently spawn by the resurrection shrine and you can thus capture it without facing a single foe. The Warthog makes whuffling noises that are much less intrusive than wolf howls, and is the smallest of the pets.


Melandru’s Stalker: Likely the first pet the ranger tames, the Melandru’s Stalker looks rather like a dark panther. It starts at level 5 in both pre- and post-searing, and is found in Regent Valley in pre-searing and in old Ascalon in post searing. Not a particularly noisy animal and of medium size, it is an attractive companion to many.






Lynx: The lynx is nothing like a true lynx from our world, resembling a mountain lion but clearly an evolutionary step away from other felines – it seems to possess only three claws on its paws. Similar in size and behaviour to the Melandru’s Stalker, it is a less common choice, perhaps due to its colouration. Lynxes are found in Kryta, around Bergen Hot Springs, Beetletun, the Ascalon Settlement and various other areas, and are level 5.




Bear: Bears exist both pre- and post-searing, but the pre-searing bears are not charmable. Bears are the largest of the pets available, being bulkier and more imposing that the smaller pets. Found in the southern Shiverpeaks, but as far north as Lornar’s Pass, bears are level 5 in the wild; to catch a bear I typically leave from Port Sledge and simply run east – there is nearly always a bear within a fairly short run.






Dune Lizard:
Dune lizards are first (and only) encountered at level 5 in the Crystal Desert. Looking somewhat like a monitor lizard or iguana, they are powerfully built, low bodied lizards with somewhat short tails (for a lizard) and a crest on their heads. Heroes Audience is my favourite settlement from which to capture a Dune Lizard, there is nearly always one wandering near the entry and often within range of your Charm Animal, eliminating any risk from the enemies in the area and allowing solo capture.




Spider:
The only charmable type of spider so far in the game is the Black Widow (the Moss Spiders are NOT charmable) – the Black Widows are found only in the Underworld, and are rewards from certain quests. The only animal found at high level other than the Elder Wolf, the Black Widows are always level 20 and evolved when found – it seems to be a random evolution, as Elder, Hearty and Dire Black Widows have all been found from the same spawn point. Unlike the counterpart in our world, the Black Widow is non-venomous, but makes up for it by being the size of a dog.



3) Statistics of pets:

All pets share the same base health progression, the same AL progression and the same base damage progression (the word base is used here as the pet evolution can change these figures, and the level of the Beastmastery attribute will change the damage actually dealt much as weapon mastery changes the damage dealt by a weapon, but does not alter its base damage). There are however differences between pet attack speeds, contrary to other published data on pets, and the damage types are here reported correctly, as opposed to the erroneous claims of the Prima guide and other sources.

The base health of all pets is 80+20/level, resulting in the following table of health values.(1)

Pet Level

Health

1

100

2

120

3

140

4

160

5

180

6

200

7

220

8

240

9

260

10

280

11

300

12

320

13

340

14

360

15

380

16

400

17

420

18

440

19

460

20

480


The base damage range of all pets depends on the pet’s level, and is displayed in the following table; the distribution is also available and is clearly nonlinear. The notes include the statistical tests.(2)

Pet Level

Minimum Damage

Maximum Damage

Mean Damage

Distribution + Statistics

3

3

7

3.9

Level 3

4

3

8

4.9

Level 4

5

4

9

5.6

Level 5

6

5

11

6.7

Level 6

7

5

12

7.3

Level 7

8

6

14

8.4

Level 8

9

7

16

9.2

Level 9

10

8

18

11.1

Level 10

11

8

19

11.4

Level 11

12

9

21

13.1

Level 12

13

10

22

13.7

Level 13

14

11

26

15.5

Level 14

15

12

27

16.3

Level 15

16

13

30

18.0

Level 16

17

14

32

18.8

Level 17

18

15

35

21.3

Level 18

19

16

37

22.2

Level 19

20

17

41

24.4

Level 20


The armour level (AL) of the pets is likewise determined by the pet level. Pet AL progression is listed in this table. The figures for level 1 and 2 pets are not verified, due to the difficulty of testing the AL at such low levels, but are presumed to follow the pattern. You will note that this differs from the assumed change to pet AL – the AL bonus was added to base pet AL, boosting pets of all levels – pets receive 29.3% less damage at any given level since this (very welcomed) patch.(3)

Pet Level

AL

1

23

2

26

3

29

4

32

5

35

6

38

7

41

8

44

9

47

10

50

11

53

12

56

13

59

14

62

15

65

16

68

17

71

18

74

19

77

20

80


Pets vary in the type of damage delivered. The following table of damage types shows the type of damage associated with each pet. The Prima Guide had a list of damage types which were largely accurate, but incorrect in some cases. The correct types are listed below. The entries that differ from the Prima Guide are in italics. Note that no pet deals blunt damage.(4)

Pet Type

Damage type

Strider

Slashing

Moa

Slashing

Wolf

Slashing

Snow Wolf

Slashing

Dune Lizard

Piercing

Bear

Slashing

Warthog

Slashing

Melandru’s Stalker

Slashing

Lynx

Slashing

Spider

Piercing


The most striking difference in pet statistics is in the pet attack speeds. As can be seen, the pets are invariant excepting the type of damage delivered, and it turns out, attack speed. The attack speeds are recorded as such. A note – the Moa/Strider does initially have a higher attack rate than the other pets. This difference in attack speed disappears on leveling, approaching the other pets in speed. The Bear's brutal mauling slows it's attack speed, but does not add any damage.(5)

Pet Type

Attack period

Strider

2.14

Moa

2.14

Wolf

2.14

Snow Wolf

2.14

Dune Lizard

2.14

Bear

2.61

Warthog

2.14

Melandru’s Stalker

2.14

Lynx

2.14

Spider

2.14


In summary; initially on release of the game claims were made that one type of pet was tougher, another faster and so on, to balance them. Gaile Gray said in an interview:

Quote:
Originally Posted by Gaile Gray
You’re right in noting that pets do have differences. Some have more armor, some attack faster, some have more health, etc. You will note that the specifics are not really called out in the game. That’s because, to some degree, we leave at least some aspects of the game in undisclosed state so that the community can figure things out.
As we can see however, this was an exaggeration. In reality pets differ very little, with only two types of damage being delivered, with all pets having the same exact AL, health and damage. The attack rate is the sole variable in effectiveness, and isn’t balanced by any compensating factors – a Bear is simply the worst pet due to its slower attack rating. All other pets are equally effective - to mention this again however the Black Widow does not have a poison attack - it is no more effective than any other pet.

4) Pet evolution

Pets undergo evolution up to twice in their existence, to our knowledge. These evolutions occur at level 11 and at level 15, and it has yet to be shown to occur after this level, though isolated reports of level 20 pet evolution has been reported. The evolutions happen immediately upon leveling to 11 and 15. Evolutions are a way for the pet to vary slightly from others of its ilk – it alters the pet statistics slightly. It would seem that the evolutions also are associated with the size changes observed – that pets change sizes at 11 and 15, and perhaps again at level 20 – there is no doubt that pets do grow throughout their experience – a level 20 Strider is MUCH larger than its level 1 counterpart, but as pets don’t tend to stand still very well it is very hard to come up with exact figures and observations. In this section we will address the process of evolution, facts and fallacies about evolution and finally statistics on evolved pets.

Training Your Pet for a Specific Evolution

Summary
The current, common understanding of pet evolution is that your pet’s state exists on a slider. One side of the slider has the Hearty pet with high defense and low offense. The other side has the Dire pet with high offense and low defense. In the middle lies the balanced pet, the Elder. It is commonly believed that the pet taking damage and being used under a low Beast Mastery stat shifts it towards Hearty, while dishing out damage and being used under a high Beast Mastery stat shifts it towards Dire. These ideas are common knowledge for good reason: they have a lot of truth to them. Since there are numerous posts and articles already written with precise methods that can be used to train up a specific pet evolution, I will only touch on training methods briefly at the end of this section. Instead, I would like to devote this space to shedding some light on why certain training methods work and others do not. Thus, I will focus on individual factors that influence how the pet evolves.

• have the pet deal more damage than you to move it towards Dire
• allow the pet to take a lot of damage to move it towards Hearty
• healing has no direct impact on the pet’s evolution
• damage received is a key factor in determining the pet’s evolution
• use Call of Protection combined with Symbiotic Bond or Otyugh’s Cry to minimize damage taken
• how a build is used can be nearly as important as the build itself, pay attention to how you play!
• a pet that won’t evolve simply means it already has the Elder’s stats, even though it will never have a prefix
• level your pet on enemies that deal direct damage which can be easily prevented
• avoid leveling your pet on enemies that use degen or armor ignoring damage

Damage Taken, Deaths, or Healing?
It is difficult to test whether it is damage taken, damage healed, or deaths sustained that pushes the pet towards Hearty. However, it appears to be damage taken, rather than the other two, which is the key factor. To test this, a pet was raised to level 10 as an Aggressive pet with all variables remaining constant from my previous successful Aggressive pets. This included the pet being forced to deal 100% of the damage dealt to enemies. Then, it was taken outside of the Temple of the Ages and made to stand in poison until it died. Once dead it would be revived, allowed to naturally regen its health, and then killed again the same way. Rinse, repeat. Upon turning level 11, the pet was Playful rather than Aggressive. The same test was repeated with a second pet, only this time the pet was not allowed to regen to its full health before being poisoned again. Although it sustained the same number of deaths, it took considerably less damage. Surprisingly it still came out Aggressive.

With respect to the healing of the pet, a different test needed to be done. This time, the pet was leveled to 11 by the same method as the previous two pets, but was the subject of much healing through Comfort Animal, Predator’s Pounce, and Heal Area. Although the pet was not allowed to take damage it was still healed. The pet came out Aggressive, thus proving that healing alone has no direct impact on the pet’s evolution. Most likely, previous connections between healing and pet evolution where a side effect of a pet taking too much damage.

Damage Dealt by the Pet?
A factor which has been attributed to a pet moving towards Dire has been a high pet damage output in relation to the damage output of its master. Note the key phrase here: in relation to its master. Using points in Beast Mastery is all well and good when attempting to move a pet towards Dire, but it may not be enough by itself. Theory suggests that the pet must put the player’s damage to shame. Dumping out any points in other weapon attributes is a common way of achieving this. Also, one might simply not attack. The pet will defend its master and itself so long as the attacking foe is not at range, and thus the player does not actually have to attack for the pet to start killing enemies.

While the damage output ratio between the pet and its master is undoubtedly an important factor, it must be noted that it is not the only factor. High damage sustained by the pet can override a high damage output ratio, as was illustrated in my first test where the pet was made to deal 100% of the damage but still came out Playful. In fact we do not know with certainty that it is the ratio of damages; the interaction is difficult to untangle as pet kills, damage and experience rate are all tied together, and damage dealt by the master by definition reduces the damage the pet deals, as the enemies die sooner.

Controlling the Damage Done to the Pet
If damage sustained by the pet is so important in determining its evolution, what are the best ways to mitigate damage? When seeking a Dire pet, as much attention should be paid to this question as to how you will make your pet dish out damage. Since it is damage taken, and not healing or even number of deaths, that seems to push the pet towards Hearty, minimizing the damage that the pet endures is vital. Symbiotic Bond and Call of Protection are therefore immeasurably helpful. Via these two skills you can nearly eliminate all damage dealt to the pet. At extremely low levels, Otyugh’s Cry can be added to the mix to make up for a low natural Armor Level. Since Call of Protection’s effect is linked to Beast Mastery, a high Beast Mastery stat will not only allow your pet to deal better damage, but also minimize the damage it takes. Therefore a high Beast Mastery stat has a dual sided benefit when trying to train a Dire pet.

More Than Just the Build
Another matter I would like to mention is the importance of the play style itself rather than just the build used. It may sound absurd to some, but a Dire pet can still be attained with no points in Beast Mastery and no pet attacks equipped. It is extremely difficult, but has been done. Similarly, a Hearty pet can be attained with full points in Beast Mastery. The key is in the way the player plays, such as whether it is the player or the pet at the forefront of battle. If the player charges in and makes a target of himself, it will push the pet towards a Dire evolution. However, if the player hangs back and sends the pet on ahead, it will push the pet towards a Hearty evolution. This is most likely due to the simple fact that the main target sustains more damage than the one that comes in behind; thus, if the pet is always being sent in ahead it will be targeted more often and will inevitably take more damage, pushing it towards Hearty. While this detail will not make or break your pet’s evolution, it is nonetheless important to take note of. In a situation where the pet is on the brink and you are having difficulty getting it across the line and into the category that you want, a detail such as this may make all the difference.

Unevolved Pets?
One evolution predicament that has, to my knowledge, not been previously explored is that of the unevolved pet. It does occasionally happen that upon reaching level 11, the pet’s base name does not change. This means that even after resetting the pet’s name it has neither the Aggressive nor the Playful prefix. These unevolved pets will not evolve at a later time; they are fixed at the base name for the duration of their lives. They are not secretly one of the evolutions, and instead remain without any of the modifiers associated with the different evolutions. This means that it is the equivalent of an Elder pet, for the Elder pet has no modifiers either. Knowing this, the cause of getting an unevolved pet is as one would expect. If upon hitting level 11 the pet still remains in the middle of the slider instead of to one side or the other, it will remain unevolved. The most common method of keeping the pet balanced through these early levels is to use a build which levels up the pet very quickly without allowing it to deal or receive much damage at all, such as a Necromancer minion-master who happens to bring along a pet. Another means to the unevolved pet is to make the pet deal great amounts of damage and take quite a bit of damage as well. This is more difficult, as it is hard to tell how much damage the pet should take and dish out to be balanced, and it is harder still to keep the ratio right. An example of a possible method would be to level the pet up while keeping its damage taken at nothing and forcing it to deal 100% of the damage. Then, upon each level-up of the pet, take it outside of Augury Rock and let the Hydras kill it once. Another successful method of getting an unevolved pet was to train the pet for 1 level as an Aggressive and 5 levels as a Playful. Another easy way to get an unevolved pet is simply to level the pet while it is dead; a dead pet deals no damage and suffers no damage. The range for experience is apparently unlimited – even if the pet doesn’t show the leveling it will level when you get within range of the pet again, or if you cross an instance portal/map travel.

Choosing Which Enemies to Level On
Most masters of pet evolution will recommend one of two areas in the entire game when trying to evolve a pet. These are: the Minotaurs outside Ice Tooth Cave and the Mergoyle Wavebreakers outside of Gates of Kryta. These enemies have no mystical qualities about them that make them better for training pets with. What they do offer is an easily controlled environment. Since pet training can be a delicate process with many different factors influencing how the pet evolves, you will want to control as many variables as possible to maximize your success. The enemies are no exception, and choosing an enemy with an easily predicted and countered damage type is very helpful. Warriors and elementalists offer direct damage that can be easily reduced through Symbiotic Bond and Call of Protection. They do not degen or condition your pet, which can wreak havoc with its training. They conveniently have no means to protect themselves against your own condition spreading, and come without friends of other classes to mess you up. Additionally, they are of a low enough level that your own character shouldn’t be in danger of dying from them, yet a high enough level that your pet can still level all the way to 15 on them if you so choose.

You do not need to level your pet in either of these two spots to train the pet you want, although they will make your life easier. If you choose to go elsewhere, remember to avoid enemies with any of the following: degen hexes, degen conditions, blinding, armor-ignoring damage.

Sample Training Builds

Dire
For training pets towards Dire, Call of Protection is a necessity. Symbiotic Bond and Otyugh’s Cry will be helpful for the same reasons as Call of Protection is; however, all three may not be necessary beyond the early levels of the pet. As for pet attacks, the elite Ferocious Strike is wondrously helpful. The additional energy gained from it will allow you to use pet attacks more frequently. Another pet attack that should be considered is Feral Lunge. This will allow your pet to deal damage against foes whose armor is still too high for it. Also, if you choose to fight foes who are heavy on spell casting, Disrupting Lunge is a good skill to consider. Not only will you deal damage with it, but you can prevent damage as well.

Generally speaking, you should only need one or two slots for self-defense. I suggest that one of these be Troll Unguent. The other may be a stance such as Whirling Defense, or an armor buff such as Armor of Earth or Physical/Elemental Resistance.

Ranger/Mesmer vs. Minotaurs
Beast Mastery: 12 + 3 + 1
Expertise: 12 + 1
Wilderness Survival: 3 + 1

Ferocious Strike {E}
Feral Lunge
Symbiotic Bond
Call of Protection
Comfort Animal
Charm Animal
Troll Unguent
Physical Resistance

Hearty
For Hearty pets, you have the freedom to bring almost any solo build you want. As long as you keep your Beast Mastery low, send your pet in ahead of you, and let it earn some experience while dead, you should be just fine.

Ranger/Elementalist vs. Minotaurs
Expertise: 9 + 3 + 1
Wilderness Survival: 8 + 1
Marksmanship: 11 + 1
Earth Magic: 8

Poison Arrow {E}
Penetrating Attack
Dual Shot
Ignite Arrows
Armor of Earth
Troll Unguent
Charm Animal
Comfort Animal

Evolutions and Statistics

Evolutions are more complex than initially thought; while the health information was accurate, rather than a flat damage adjustment it is observed that the bonus in damage varies with the level of the pet in question. The health adjustments for pets are indeed:

+30 health for a Playful pet
+60 health for a Hearty pet
-30 health for an Aggressive pet
-60 health for a Dire pet


As such, the table of pet health levels is as follows (6):

Pet Level

Playful/ Hearty Health

Unevolved/ Elder Health

Aggressive/ Dire Health

1

 

100

 

2

 

120

 

3

 

140

 

4

 

160

 

5

 

180

 

6

 

200

 

7

 

220

 

8

 

240

 

9

 

260

 

10

 

280

 

11

330

300

270

12

350

320

290

13

370

340

310

14

390

360

330

15

440

380

320

16

460

400

340

17

480

420

360

18

500

440

380

19

520

460

400

20

540

480

420

As far as damage is concerned, the damage range and average damage shifts with each level, and the damage adjustment doesn’t seem to level off until level 14. As of level 14 it becomes a ~15% bonus/penalty to damage, and this rule is followed right up to level 20. The following table indicates damage ranges and average damages for the various evolutions (7).

Pet
Level

Playful/Hearty

Unevolved/Elder

Aggressive/Dire

min

max

mean

min

max

mean

min

max

mean

11

8

18

10.9

8

19

11.4

8

20

12.0

12

9

21

12.1

9

21

13.1

10

22

13.1

13

9

21

13.2

10

22

13.7

10

24

14.3

14

10

25

14.7

11

26

15.5

12

29

17.7

15

10

24

14.2

12

27

16.3

13

31

18.4

16

11

26

15.7

13

30

18.0

14

34

20.6

17

12

27

16.9

14

32

18.8

15

35

21.4

18

13

28

18.1

15

35

21.3

17

40

23.8

19

14

32

18.8

16

37

22.2

18

41

25.1

20

15

35

21.1

17

41

24.4

20

46

28.1




As can be seen from the damage ranges and the average damages the effect of evolution isn’t a simple +2 to damage, but is instead approximately a +/-15% at level 20; the table of ratios shows that at low levels of aggressive/playful the damage adjustment is smaller, but grows. While the percentages aren’t exact, given the standard errors the ratios a 5% adjustment for levels 11-13 and 15% for level 14-20 lie within a 95% CI. (8)

Pet Level

Hearty/Elder

Dire/Elder

11

- 4.6%

+ 5.3%

12

- 4.0%

+ 4.1%

13

- 3.4%

+ 4.4%

14

- 4.6%

+ 14.2%

15

 

+ 12.9%

16

 

+ 14.4%

17

 

+ 13.8%

18

 

+ 11.7%

19

 

+ 13.1%

20

 

+ 15.2%


5) Combat effectiveness

A basic pet thus attacks every ~2.14 seconds for ~24.4 average damage vs. 60 AL at level 12 beastmastery, for 11.4 DPS with no other skills used. Use of Call of Haste increases this to 15.2 DPS, so a pet can with minimal spending prove to be an effective attacker.

Here's a table showing the damage, DPS and DPS under Call of Haste for beastmastery 0-12 for a level 20 pets.

BM Level

Damage Adjustment

Hearty

Unevolved/Elder

Dire

Mean Dmg

DPS

DPS (CoH)

Mean Dmg

DPS

DPS (CoH)

Mean Dmg

DPS

DPS (CoH)

0

35.6%

7.5

3.5

4.7

8.7

4.1

5.4

10.0

4.7

6.2

1

38.6%

8.2

3.8

5.1

9.4

4.4

5.9

10.9

5.1

6.7

2

42.0%

8.9

4.1

5.5

10.3

4.8

6.4

11.8

5.5

7.3

3

45.9%

9.7

4.5

6.0

11.2

5.2

7.0

12.9

6.0

8.0

4

50.0%

10.6

4.9

6.6

12.2

5.7

7.6

14.1

6.6

8.7

5

54.5%

11.5

5.4

7.2

13.3

6.2

8.3

15.3

7.2

9.5

6

59.5%

12.6

5.9

7.8

14.5

6.8

9.0

16.7

7.8

10.4

7

64.8%

13.7

6.4

8.5

15.8

7.4

9.8

18.2

8.5

11.3

8

70.7%

14.9

7.0

9.3

17.3

8.1

10.7

19.9

9.3

12.4

9

77.1%

16.3

7.6

10.1

18.8

8.8

11.7

21.7

10.1

13.5

10

84.1%

17.8

8.3

11.0

20.6

9.6

12.8

23.7

11.1

14.7

11

91.7%

19.4

9.1

12.0

22.4

10.5

13.9

25.8

12.1

16.0

12

100%

21.1

9.9

13.1

24.4

11.4

15.2

28.1

13.1

17.5

13

104%

22.0

10.3

13.7

25.4

11.9

15.8

29.2

13.7

18.2

14

107%

22.6

10.6

14.1

26.2

12.2

16.3

30.1

14.1

18.7

15

111%

23.5

11.0

14.6

27.1

12.7

16.9

31.2

14.6

19.4

16

115%

24.3

11.4

15.1

28.1

13.1

17.5

32.3

15.1

20.1


For a single skill slot this isn't bad - even with no skills in the pet at a 12 BM it would be slightly better than having a permanent Conjure Phantasm running, draining away health constantly. They have decent health, equivalent to a player of their level, with variations due to their "evolution". How much good can we get out of the pet?

Reasons to Consider the Pet

Pets add damage even without using energy - that extra ~11 damage a second for no energy is about the cheapest damage you'll ever find; sure, there are signets that do damage, but they can't compare. Pets also draw some fire (sometimes) and provide additional attacks, triggering hit effects for example. If a ranger is using a bow, some of the usefulness of a pet is lost, but pets can be used to perform many of the tasks that a bow might be used for; pets’ attacks can:

• Cripple
• Bleed
• Skill interrupt + 20 second denial
• Knockdown (vs casters)
• Do additional damage vs enchanted foes
• Do additional damage against foes with conditions
• Do additional damage to foes with health <50%
• Provide energy and adrenaline.

In addition, these attack skills add to the DPS the pet puts out, by varying degrees. Tables follow, detailing the damage caused by each attack. Things do get complicated with Call of Haste (CoH)- since it changes the attack period from 2 seconds to 1.5 seconds you can actually lose effectiveness of some skills when doing so - for example; the skill Ferocious Strike could normally be used every 8 seconds, or every 4th pet attack; it would thus add 25 damage/8seconds and generate a strike of adrenaline /8seconds and 9 energy every 8 seconds at level 12 BM. If the pet is under a call of haste however, the attack period becomes 1.5 seconds, so on the 5th attack at 7.5 seconds the skill still isn't recharged; at 9 seconds the ferocious strike gets used again, so it has gone from being every 4th attack to every 6th attack, and it has been reduced from 3.125 DPS(25/8) to 2.778 DPS(25/9); from 1/8th of an adrenaline per second to 1/9th and from 3.375 pips of energy regeneration to 3 pips. Such effects get more complex with the introduction of skill recharge effects like Quickening Zephyr and Serpent's Quickness, so I will leave those situations off the table.

Energy Burdens are listed WITHOUT expertise - if you know the amount of reduction you have simply multiply the energy burden by the portion of cost you pay; thus, if you have a 13 expertise and are running Bestial Pounce (cost 5, energy burden 1pip) you only pay 2 energy to activate it, 40% of the cost. Your energy burden would thus be 1 pip*0.4 = 0.4 pips. Attack burdens represent the frequency of attack that can be dedicated to the skill; 1/4 means that 1 out of 4 attacks can use it, and that is how the DPS was calculated.

The Skills (bonuses listed are for 0/12/16 Beastmastery)

The Attacks:

Bestial Pounce

Description: Your animal companion attempts a Bestial Pounce that deals +5/+17/+21 damage. If the attack strikes a foe who is casting a spell, that foe is knocked down.

Visual: A cloud of green sparkles in the air around the pet that falls to the ground and forms a pentagon over a pale disk.

Energy Cost: 5.

Casting Time: Instant.

Recharge Time: 15 seconds.

Analysis: As seen on the tables, the skill adds very little damage, and is chiefly a utility skill. since the timing of these attacks are essentially at best 1.5 seconds (under CoH, averaging to maybe .75) by the time you see a 1 second spell it is too late to try to interrupt it unless your pet happened to just be winding up. This skill is only thus useful as a chance interrupt vs. fast spells or to purposely take out 2 second plus spells.

DPS (12BM) = ~1.1

Attack burden: 1/8; 1/10 under CoH

Energy burden = ~1 pip

Rating = **000


Brutal Strike

Description: If this pet attack hits, it deals +5/+17/+21 damage. If it strikes an enemy whose health is below 50%, that enemy takes an additional +5/+17/+21 damage.

Visual: Sparkles on the ground that form a triangle with the point forward over a pale disk.

Energy Cost: 10.

Casting Time: Instant.

Recharge Time: 5 seconds.

Analysis: This skill is a damage skill, designed to finish an opponent As is noted, it is incredibly energy intensive, demanding 5 pips of energy without expertise, and 2 pips (40%) even with 14 expertise. While it adds a reasonable amount of damage, the cost per point seems a bit excessive, less than 6 DPS for 2 full pips of energy with maxed out expertise makes this a weak option, but the best damage spiker in the line once a player is down on his luck.

DPS (12BM) = 2.83 (5.67)

Attack burden: 1/3; 1/4 under CoH

Energy burden = 5 pips

Rating = **000

 


Disrupting Lunge

Description: If this pet attack hits, it deals +1/+10/+13 damage. If it strikes an enemy who is using a skill, that skill is interrupted and disabled for 20 seconds.

Visual: Sparkles on the ground that form a square with a corner forward over a pale disk.

Energy Cost: 5.

Casting Time: Instant.

Recharge Time: 5 seconds.

Analysis: Another utility skill; it is useable much more frequently, and thus is more spammable. While you could choose to aim for a given spell (especially vs. long casting opponents) it is cheap enough to run full time vs. faster casters and in fact skill users - because of timing it actually only attacks every 6 seconds, but that's 10 shots a minute to try to catch a skill or spell being used. Although the damage bonus is lower than some other skills, the 20 second skill knockout and interrupting ability make this a skill to bank on if you desire a suppressive style of play, and with 13+ expertise it's only 1 pip of energy. I think that this is the best of the non-elite skills in the line.

DPS (12BM) = 2.17

Attack burden: 1/3; 1/4 under CoH

Energy burden = 2.5 pips

Rating = *****


Feral Lunge

Description: If this pet attack hits, it deals +5/+17/+21 damage. If the attack strikes an enemy who is attacking, that enemy suffers from Bleeding for 3/21/26 seconds.

Visual: An upward spiral of green mist that starts out wide and tightens in as it rises.

Energy Cost: 5.

Casting Time: Instant.

Recharge Time: 10 seconds.

Analysis: Really a damage skill, but also a source of conditions; Feral Lunge is a workhorse skill of the Beastmastery line - the 1.7 DPS is pretty insignificant, but bleeding is an additional 6 DPS, and thus it is actually ranking highly at 7.7 DPS, provided it isn't overlapping bleeding from other sources. It has a comparatively low energy burden, and plenty of time in between lunges to work in other attacks, as it only uses 1/5 (or 1/7) of the pet's attacks. Because of the prevalence of the bleeding condition however I will only rank it a 3.

DPS (12BM) = ~1.7 (7.7)

Attack burden: 1/5; 1/7 under CoH

Energy burden = ~1.5 pips

Rating = ***00


Ferocious Strike {Elite}

Description: If this pet attack hits, it deals +13/+25/+28 damage, and you gain Adrenaline and 3/9/10 energy.

Visual: Sparkles on the ground that form a square with a side forward over a pale disk.

Energy Cost: 5.

Casting Time: Instant.

Recharge Time: 8 seconds

Analysis: This skill is brilliant, and fully deserving of your elite slot in most cases. It isn't really a highly damaging skill, as can be seen by the low boost to DPS, it in fact is worse under CoH. What this spell does though is ups damage a bit while providing energy and adrenaline - the adrenaline gain isn't huge; it work to a strike every 8 second or so, which is the equivalent of 16% gain in adrenaline if you were attacking the whole time at normal rates. The energy however is quite good; for a non ranger it is a bit limited, as it only gives 1.5 pips of energy gain, though it does damage at the same time, so one can't complain. For a ranger with 13+expertise however it generates 2.625 pips of energy while dealing damage, a respectable gain. I don't know that I can give it a rating of 5, as it is not fully an energy tool, and it is definitely not a damage tool, but it is indispensable for rangers wishing to run beast skills and have energy for other activities.

DPS (12BM) = 3.13; 2.78 under CoH

Attack burden: 1/4; 1/6 under CoH

Energy burden = 1.875 pips; 1.67 pips under CoH

Energy generation = 3.375 pips; 3 pips under CoH

Adrenaline gain = 1/8; 1/9 under CoH

Rating = ****0

 


Maiming Strike

Description: If this pet attack hits, it deals +5/+17/+21 damage. If it strikes a moving enemy, that enemy becomes Crippled for 3/13/17 seconds.

Visual: Sparkles on the ground that form a square with a corner forward over a pale disk.

Energy Cost: 10.

Casting Time: Instant.

Recharge Time: 10 seconds

Analysis: The 10 second recharge time is too long to make an effective damage engine out of this skill, but shorter than the cripple duration. This is a decent alternative to the ranger cripples, being cheaper than a pin down and more easily applied to have continual coverage. As a utility skill I'd give it a 4, but it really needs to be used in conjunction with CoH to ensure being able to get fleeing opponents.

DPS (12BM) = ~1.7

Attack burden: 1/5; 1/7 under CoH

Energy burden = ~3 pips

Rating = ****0

 


Melandru's Assault

Description: If this pet attack hits, it deals +5/+17/+21 damage. If it strikes an enemy with an Enchantment, that enemy and all adjacent enemies take an additional +5/+17/+21 damage.

Visual: Sparkles on the ground that form a triangle with the point backwards over a pale disk.

Energy Cost: 10.

Casting Time: Instant.

Recharge Time: 10 seconds.

Analysis: This sounds like a very powerful skill at first, adding up to 21 damage, then another 21 if an enchantment is up, but the actual damage added works out to a dismal 3.4 DPS at 12 beastmastery, even with the enemy under enchantments. True, it does splash damage around the target, but the damage range is adjacent, the closest range possible, so the odds in PvP of catch a second person aren't great, and the only time you'd get multiples is vs. a healing ball. A fairly costly attack with little benefit; even disrupting lunge outperforms it vs. a non-enchanted target in terms of damage, and predator's pounce is just as good vs. an enchanted target, minus the ineffectual splash damage.

DPS (12BM) = ~1.7 (~3.4)

Attack burden: 1/5; 1/7 under CoH

Energy burden = ~3 pips

Rating = *0000

 


Predator's Pounce

Description: If this pet attack hit, it deals +5/+17/+21 damage and your pet gains 5/41/53 health.

Visual: Sparkles on the ground that form a pentagon over a pale disk.

Energy Cost: 5.

Casting Time: Instant.

Recharge Time: 5 seconds.

Analysis: Although not really a damage skill at first glance (it has no bonus damage for example) this skill is one of the top damage dealers in the lineup, with no conditions to it. It is slightly more efficient in energy burden than a skill like Maiming Strike and does nearly as much damage vs. an enchanted foe - in fact, the damage per energy is identical, and with the skills now functioning as shouts one may be able to creep even closer to the 3.4 DPS of the other damage boosts. In addition to dealing a fair bit of damage (as these skills go) it functions as slightly more than a 3 pip mending, healing the pet's incidental wounds fairly nicely. As a generally useful skill it should easily find it's way onto the skillbar.

DPS (12BM) = 2.83

Healing (HPS) = 6.83

Attack burden: 1/3; 1/4 under CoH

Energy burden = 2.5 pips

Rating = ****0

 


Scavenger Strike

Description: If this pet attack hits, it deals +5/+17/+21 damage. If it strikes an enemy suffering from a Condition, that enemy takes an additional +1/+12/+16 damage.

Visual: A cloud of sparkles around the pet that fall to form a hexagon over a pale disk.

Energy Cost: 10.

Casting Time: Instant.

Recharge Time: 5 seconds.

Analysis: A slightly weaker version of Brutal Strike, but with more flexibility. It can't quite match the numbers than Brutal Strike puts out, but is easier to get the damage from - all you need is a condition, so you can be doing big hits on the target's whole health bar, not just the bottom half. Personally I like that flexibility - with rangers in the party conditions are often everywhere, and you may need extra damage at the beginning of the fight as well as at the end. As such I'll rate it a little higher than Brutal Strike.

DPS (12BM) = 2.83 (4.83)

Attack burden: 1/3; 1/4 under CoH

Energy burden = 5 pips

Rating = ***00


Summary Tables of Skill Effectiveness

 

Bestial Pounce

Brutal Strike

Disrupting Lunge

Feral Lunge

BM

Bonus

DPS

Bonus/ Cond.

DPS

bonus

DPS

bonus

DPS

0

5

0.31

5/10

0.83/1.67

1

0.17

5

0.50

1

6

0.38

6/12

1.00/2.00

2

0.33

6

0.60

2

7

0.44

7/14

1.17/2.33

2

0.33

7

0.70

3

8

0.50

8/16

1.33/2.67

3

0.50

8

0.80

4

9

0.56

9/18

1.50/3.00

4

0.67

9

0.90

5

10

0.63

10/20

1.67/3.33

5

0.83

10

1.00

6

11

0.69

11/22

1.83/3.67

5

0.83

11

1.10

7

12

0.75

12/24

2.00/4.00

6

1.00

12

1.20

8

13

0.81

13/16

2.17/4.33

7

1.17

13

1.30

9

14

0.88

14/28

2.33/4.67

8

1.33

14

1.40

10

15

0.94

15/30

2.50/5.00

8

1.33

15

1.50

11

16

1.00

16/32

2.67/5.33

9

1.50

16

1.60

12

17

1.06

17/34

2.83/5.67

10

1.67

17

1.70

13

18

1.13

18/36

3.00/6.00

11

1.83

18

1.80

14

19

1.19

19/38

3.17/6.33

11

1.83

19

1.90

15

20

1.25

20/40

3.33.6.67

12

2.00

20

2.00

16

21

1.31

21/42

3.50/7.00

13

2.17

21

2.10


 

Ferocious Strike

Melandru’s Assault

Maiming Strike

Predator’s Pounce

Scavenger’s Strike

BM

Bonus/ Energy

DPS/ EPS

Bonus/ Cond.

DPS

bonus

DPS

Bonus/ Heal

DPS/ HPS

Bonus/ Cond.

DPS

0

5/3

0.31/0.38

5/10

0.5/1.0

5

0.50

5/5

0.83/0.83

5/6

0.83/1.00

1

6/3

0.38/0.38

6/12

0.6/1.2

6

0.60

6/8

1.00/1.33

6/8

1.00/1.33

2

7/4

0.44/0.5

7/14

0.7/1.4

7

0.70

7/11

1.17/1.83

7/10

1.17/1.67

3

8/4

0.50/0.5

8/16

0.8/1.6

8

0.80

8/14

1.33/2.33

8/12

1.33/2.00

4

9/5

0.56/0.63

9/18

0.9/1.8

9

0.90

9/17

1.50/2.83

9/14

1.50/2.33

5

10/5

0.63/0.63

10/20

1.0/2.0

10

1.00

10/20

1.67/3.33

10/16

1.67/2.67

6

11/6

0.69/0.75

11/22

1.1/2.2

11

1.10

11/23

1.83/3.83

11/18

1.83/3.00

7

12/6

0.75/0.75

12/24

1.2/2.4

12

1.20

12/26

2.00/4.33

12/20

2.00/3.33

8

13/7

0.81/0.88

13/16

1.3/2.6

13

1.30

13/29

2.17/4.83

13/21

2.17/3.50

9

14/7

0.88/0.88

14/28

1.4/2.8

14

1.40

14/32

2.33/5.33

14/23

2.33/3.83

10

15/8

0.94/1.00

15/30

1.5/3.0

15

1.50

15/35

2.50/5.83

15/25

2.50/4.17

11

16/8

1.00/1.00

16/32

1.6/3.2

16

1.60

16/38

2.67/6.33

16/27

2.67/4.50

12

17/9

1.06/1.13

17/34

1.7/3.4

17

1.70

17/41

2.83/7.83

17/29

2.83/4.83

13

18/9

1.13/1.13

18/36

1.8/3.6

18

1.80

18/44

3.00/7.33

18/31

3.00/5.17

14

19/10

1.19/1.25

19/38

1.9/3.8

19

1.90

19/47

3.17/7.83

19/33

3.17/5.50

15

20/10

1.25/1.25

20/40

2.0/4.0

20

2.00

20/50

3.33/8.33

20/35

3.33/5.83

16

21/10

1.31/1.25

21/42

2.1/4.2

21

2.10

21/53

3.50/8.83

21/37

3.50/6.17


Pet Skills:


There are only 6 skills dealing with pets; pet skills can modify the way that pet attacks work (Call of Haste), the way that pets experience damage (Call of Protection, Symbiotic Bond, Otyugh's Cry) or deal with healing and reviving the pet (Symbiotic Bond, Comfort Animal, Revive Animal).

Call of Haste

Description: For the next 30 seconds, your animal companions have 25% faster attack speed and move 33% faster than normal.

Visual: Sparkles on the ground that form a hexagon over a pale disk.

Energy Cost: 10.

Casting Time: Instant.

Recharge Time: 25 seconds.

Analysis: This skill is one of the best for upping pet damage - it boosts the base damage by 33%, as well as making the pet much more capable of dealing with enemies who try to flee.

Energy Burden: 1 pip

Rating: = ***** for an attacking build