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Star Wars: The Old Republic

Star Wars: The Old Republic 

Questions & Answers  » How do you change companion abilities?

6 posts found
  zigmund

Apprentice Member

Joined: 12/13/04
Posts: 420

 
1/04/12 4:50:33 PM#1

I've noticed that my companion gets new abilities as I level - but I can't seem to figure out how to move them around.

They seemed "fixed" on the mini bar and if you expand them.

It seems I can turm them on or off, but not move them?

The reason I'm asking is because in the mini bar for the companion you get 4 abilities.

Can I switch these 4 out?

If I expand the mini bar for my companion it takes over my whole bottom row - for my main chracter hot keys.

Thanks.

 

  Volkmar

Advanced Member

Joined: 3/04/04
Posts: 2332

1/05/12 3:11:13 AM#2

Hello!

You cannot move the companion abilities around, neither on the mini bar nor on the fully expanded bar, ask Bioware why :P

What is worst, the settings are not saved and will reset when you zone. so you could tell your pet to not use this and instead use that ability (the green square next to each ability, toggled with right click on the icon) but when you zone.... he will forget and return to the default.

Stances tend to stick... but sometimes also they will reset... as will reset the bar you choose where to put your companion abilities ><

Also pets get stuck in hallways and decide not to follow you and you have to recall them... they will unstuck by themselves if you go far enough, but I have had plenty of occasion of starting a fight just after a big door or the start of an hallway just to realize the pets did not follow and are now looking at me from the doorway.... the damn cowards!

"If you give a man a fish, you feed him for a day, if you teach him how to fish, you feed him for a lifetime"

  InFlamestwo

Novice Member

Joined: 5/20/11
Posts: 197

1/05/12 3:14:30 AM#3
Originally posted by Volkmar

Hello!

You cannot move the companion abilities around, neither on the mini bar nor on the fully expanded bar, ask Bioware why :P

What is worst, the settings are not saved and will reset when you zone. so you could tell your pet to not use this and instead use that ability (the green square next to each ability, toggled with right click on the icon) but when you zone.... he will forget and return to the default.

Stances tend to stick... but sometimes also they will reset... as will reset the bar you choose where to put your companion abilities ><

Also pets get stuck in hallways and decide not to follow you and you have to recall them... they will unstuck by themselves if you go far enough, but I have had plenty of occasion of starting a fight just after a big door or the start of an hallway just to realize the pets did not follow and are now looking at me from the doorway.... the damn cowards!

Have you sent this feedback to Bioware? if not, do it.

http://medias.luna-atra.fr/gw2/char_tool/CT_imageGenerator.php?pseudo=Zoid&lang=EN&code=&code=TSwtLDUsLSw1LC0sNiw5LDIyLDIzLDI0LC0sMTgsMzYsODIsODQsODk%3D

  Xasapis

Tipster

Joined: 1/12/07
Posts: 5146

1/05/12 3:20:04 AM#4

The abilities actually reset every time your companion leaves your side for any reason. So if you summon another and go back to him, you'll need to re-adjust his skills. Also when you use the vehicle and dismount, again re-adjustment is needed. I was painfully aware of the fact when my tank companion was breaking my stuns with his AoE taunts.

  fadis

Hard Core Member

Joined: 12/16/09
Posts: 403

1/05/12 3:25:24 AM#5

Err.... just left click the abilities so they are on auto and the pet will use them as fast as they recharge...

 

Sometimes I toggle on/off the AOE abilities, but that is about it. 

 

 

  Wrender

Apprentice Member

Joined: 2/03/04
Posts: 1185

The truth shall set you free!
The truth shall piss you off!

1/05/12 3:33:46 AM#6

I will have to agree on this one. This is one of the more  irritating things for me in this game. Why in the hell would you not be able to move the skills around on the companion skillbar when you can move your own skills around on your own skillbar? At least let us put the activatable ones in the first 4 slots so we could use them when the skillbar is closed? I am sure bioware will fix this soon. Can't understand why they would even let the game go out the door in the first place with such an idiotic setup in place!