Tree of Savior Forum

Hunter pet Ai fixed?

I don’t know about pointing, but hounding makes your pet unreliable x3
Hounding out in the field serves little purpose if you’re hunter 2 as by that point you would of changed from coursing to retrieve.

Retrieve latches onto a target and slowly brings it towards you. with hounding this makes it bring it at normal speed hindering your damage if you don’t begin running away from your pet.

But in pvp, think scorpion from mortal kombat. Oh they’re bunched up, let’s grab something at random cause you can’t decide, so you pray it’s not that cryomancer with sub zero shield on and you end bringing someone out of the ball to be hit by everyone’s clubs.

Note, Coursing and retrieve from hunter are concidered physical strike, this means that if you retrieve/course a cryomancer with sub zero shield you can be at the other side of the map and end up frozen, this also applies to Falconers hovering and sonic strike. end of note

Now, to be effective with a hunter you must at all times keep your pet close to you if you don’t want your skills to just bring forth the cooldown with no actual skill beign executed.

So if pointing makes your pet more aggresive than it currently is. I’d just say that you won’t have a good time. since following your pet into all those mages doesn’t seem healthy.

-EDIT-
OH I forgot, Do you remember that magic missiles are homing missiles right? and if you run away from them they eventually accelerate and hit you anyway?

Well… retrieve and coursing behave exactly the same. but if you run away our pets don’t accelerate to eventually catch you. they will simply give up eventually, to avoid this you must give the pet a booster AKA use rush dog.

Be carefull though, since casting retrieve and rush dog too close to each other and without a single target infront of you will trigger a split choice.

You will see your pet spazzing between planes of existance trying to execute both commands and failing at both if the pet has two commands with two different targets.

I’m a scout cannon. Cannon Blast gives a very nice AoE attack which can one-shot normal mobs, and sometimes players. Cannoneer also has two 5s cd skill, which can be spammed together with Rushdog.

My level 223 pet deals exactly 3781 damage with Lv15 Rushdog and 25% enhance against Red Truffle.

Yeah, both work at the same time.

It has its uses. You can drag a leftover mob when moving to next room in grind parties (I had groups stop to kill that one mob).
Also, when using Retreive with Hounding active, use Growling to slow the pet down to intended speed. That’s my usual go-to when grinding solo and my pet bugs out.

Does it? I’ve only had it happen with Coursing. Usually using Rushdog/Snatching with Retreive active will make the pet launch itself into the target, then do quick movement to your current position, even without Hounding.

Are you Genbu on fedi by any chance? He’s also a scout canon. Probably the #1 2v2 player.

Yup I can agree about growling. but that’s just a simple “patch” that disables your pet for a lil longer, after all you’ve got to make your pet teleport like 2 or 3 times before it finishes growling with hounding on as you remember, hounding makes it teleport to you instead of rooted.

And yes if you are casting retrieve and the dog is following your target and you decide to give it that boost that you so need but there’s another target infront of you closer than your actual target. You will trigger said split choice causing it to try to execute both commands at once, often in PvE it just forgets about retrieve/coursing and prefers rush dog. but in PvP you can bet you’ve broken your pet.

-Edit-

Now that I’ve read the last point you made better.

Yeah is a way to trigger the similar behaviour that hounding does. but the difference is that instead of permanently doing it, you can control it.

As if you retrieve and then rush dog, whatever is being retrieve will land on your face and end retrieve. but if you move, whole other story. it will land on the position you’ve used rush dog and relocate a bit, but if you’ve moved you still got your retrieve active and a closer enemy.

Nope, I’m Azebu on Klai.

Oh, that. I dunno, it honestly rarely happens to me, I think I’ve gotten used to preventing that. I know it happens sometimes, but I don’t think it has ever cost me a round.
That’s Hunter in general, I stopped seeing most bugs as bugs at this point.

Well, since you’re also a scout and a cannoner you’re a whole different beast.

For us that can neither be invisible nor deal amazing damage with our hawk, we have to adopt a different play style. The magic of this game.

Isn’t that what we all expected from this class system? Not only variety of classes, but also variety of usage depending on other class choices?

I’ve never seen the appeal of Hunter Falcon. Both classes do similar stuff and have very little AoE damage, and have no synergy with each other. But new attribute for circling seems like it might make stuff happen. And maybe R9 will bring a beastmaster class, similar to Murmillo. A man can dream.

Oh, by the way. In the korean game files, R8 patch finally added food for guinea pigs. If you ever wanted to use one, now is a good time to level them.

Agreed. as for falconer hunter, I personally chose it because I want to be that guy that you can’t see because he’s covered in pets. but sorcerer stole that dream from me. So I’ve got to wait now.

Now about that attribute circling going to get

  1. It will be too expensive
  2. It will reward reckless and high risk mobing

about point 2, why?

Well. since its going to have 0,75% of just spawning an extra hit that will hit everything within circling area at its max level.

This will possibly mean that circling + multishot + 10 enemies will do the 11 base hits to everything you can hit thanks to the aiming skill that enlarges enemies hitboxes and on top of that. you have 110,7510 = 82.5 spawned hits to cover the whole area.

In the end you could possibly end up hitting 94 hits with a single multishot + circling, so this essentially mean that the more enemies you gather, you’ll deal more damage.

And in parties where allies also deal physical damage, this would multiply damage from everyone. add joint penalty and you’ve got a like x5 multiplier of damage.

-Edit-

This also means that a single retireve/coursing could posibly damage everything underneath circling’s area of effect, dealing double damage to the single target and some bonus damage to everything else, and in cases where enemies are immune to CC and immune to hunters skills, if there’s something near that isnt, you would deal collateral damage to that immune cc bastard.

-Edit of the edit-

If circling behaviour is like that, I foresee clients crashing unable to cope with so many hits at once.

-Edit of the edit for guinea pig edit-

I’ve got an egg some days ago, just waiting for my guild master to renew the tower to begin hatching a mammal <3 .

Multishot won’t do anything with the new circling attribute as it’s not a physical, it’s a missile. Only strike/slash/pierce are going to proc the new attribute which almost every class in the archer tree does not have.

It’s either a support skill for party members or synergy with pet skills specifically, not with ranged attacks.

Clients don’t crash from cryokino teams quadrupling icewalls with a chrono using pass and putting psychic pressure on them. Number of hits isn’t really an issue.

No enemies are ever immune to Hunter CC skills, they are level 10 debuffs and can not be stopped by anything in the game. This includes things like Safety Zone, ausrine invincibility, etc, everything. Nothing is immune to any Hunter pet skills so it doesn’t really matter. I’m slightly confused that you don’t know this, do you not play the class?

Have you ever been to demon prison second floor and been able to use course, retrieve and growling?

Well now if what you says turns out to be true, well that sucks. but anyway I’ll be happy having a wider hit box.

-Edit-
However in the showcase of rank 8, falconer has this written:

“The ‘Circling’ skill is getting an expanding attribute that has a 5% chance of repeated attack within its area. For Archers having trouble dealing with multiple enemies, this could be a life-saver.”

Given how competent they are if they made a mistake by saying this, it wouldn’t be surprising. but I’ve got a lil faith in that they’re not that dumb.

-Edit 2-

If you pay close attention, archer missiles are beign replicated https://treeofsavior.com/img2/news/developersblog/20160729/04.gif

no, the pet programation still ridiculous bad

Quick question: Does Coursing add crit chance when Boss walk away from the pet?

I must’ve missed something, because I don’t recall Coursing working on bosses.

Ok that answer 2 question for me.