Feedback: Torment Shriek for Drakes
even if you make it 10 stacks it will still suck because pets dont have a condi damage stat.
10 stacks of torment would hurt even with zero condi damge. :O
Hmmmm, should probably make it 20 then, really make em hate rangers!
10 stacks of torment would hurt even with zero condi damge. :O
If the drake manages to connect all of it…..XD
I’d rather have the underwater skill, which is basically the same as mesmer’s feedback.
http://wiki.guildwars2.com/wiki/Sonic_Barrier
Definitely more useful as a pet skill than a straight up condition applier.
(edited by Lazze.9870)
I’d rather have the underwater skill, which is basically the same as mesmer’s feedback.
http://wiki.guildwars2.com/wiki/Sonic_BarrierDefinitely more useful as a pet skill than a straight up condition applier.
Now this will be really helpful! Instaed of a straight up brain dead f2. An AoE pull would would be nice too
It wouldn’t make any sense for the Reef Drake to have torment, as wild Reef Drakes cause confusion.
I mean, our drakes aren’t always 100% accurate to the “wild” versions to begin with, but in this case you’d be changing a fitting skill to one that doesn’t fit.
Now, if you wanted a skill that was both more useful AND fitting, then do what Sticker suggested and make it that pull the wild Reef Drakes have, maybe with a few confusion stacks thrown in for good measure. The pull combined with the AoE attacks drakes naturally have would be pretty handy on groups of enemies, I think.
Sadly the issue with drakes are the fact that only two have an f2 that is reliable. the river and the marsh drake. In PvP and WvW and even most parts of PvE its almost impossible to reliably land the ice drake, reef drake, and fire drake breath attacks. Id really like something to change on that end before altering there damage or conditions. Like maybe doubling the width and length of the cone.
Sadly the issue with drakes are the fact that only two have an f2 that is reliable. the river and the marsh drake. In PvP and WvW and even most parts of PvE its almost impossible to reliably land the ice drake, reef drake, and fire drake breath attacks. Id really like something to change on that end before altering there damage or conditions. Like maybe doubling the width and length of the cone.
Even with the river and marsh, if you’re opponent as much as steps out of the drakes 180 degree field of view, the skill is canceled. Drake f2’s would be great if they were more reliable.
I agree soilder but at the same time those skills are also insanely strong (ive gibbed turret engis with a SotW and that lightning breath…and the marsh f2 is one of the best poison appliers in the game.
So it should take a bit more than (insert random f2 in the middle of combat and hope the pet is positioned correctly) to pull of reliably. Pulling the pet off the point (sending it after another player then having it turn around and use its f2) is pretty easy to do and increases its reliability by alot.
I feel like leaving those skills with counterplay is a good idea. And id like to focus on the f2s that CAN’T be worked into reliable use. Like the other drake f2s.
Edit: but thats not the purpose of this thread. Ill possibly make another thread on hte matter in the future.
I understand, but those are extreme examples of what drakes are capable of.
I don’t want their f2’s buffed into oblivion either, but I just wanted to point out that its generally agreed that only two of the drakes have f2’s that are even capable of landing, and even they have their issues with reliability.
And yes, river drake can hit very hard, but don’t forget that pets can’t avoid any damage at all. That drake will be crippled, chilled, immobilized, blinded, stunned and all, so a strong f2 is kind of justified.
You know what I’d really, really love?
If drake F2’s (well, the cone ones) actually gave you a targeting cursor that you could position, and then the pet would move to that position and use the attack. Then I could actually aim it at a group properly rather than trying to finagle the pets position using recall and attack commands in relation to the mob to hopefully get it to aim in roughly the direction I want.