[Suggestion] New Sic Em
Sic ’Em is great the way it is. It has 2000 range and is instant cast and has no tell whatsoever. Good luck revealing anyone around your pet.
Search & Rescue needs a much shorter cooldown and be a targetable skill like Sic ’Em and shadow step the pet to the target.
That is a reason of why may thieves cry on actual Sic ´Em, because it has no tell.
But unless you are in wvw trying to kill a thief who is almost at max range of longbow, revealing him just so he cant shadow refuge or something like that, and on a more tan 2x the cooldown its not a very flexible skill.
With new Sic em, you can reveal multiple people who just used shadow refuge / mass invisivility, etc to revive a downed ally / scape and show them to your allies so they cna attack them, on people who is alredy on stealth.
Not to mention that in increases damage on pet more reliably tan current Sic´em, because it doesent gets cancelled by any of your skills.
Sic’ em is gimmicky but very fun in it’s current form and great for countering those pesky thieves and mesmers, that rangers have a hard time with. All it needs is the pet bonus to stay on even if you use another pet skill or command.
That radius is way too small, and since it’s a shout it should originate from the player instead of the pet. Increase the range, the reveal and the cooldown (not by much, something like 25 seconds will do), the rest is fine.
tbh with these changes I’d actually consider using that shout.
right now?
well I don’t like shouts that even when traited have 32s cd on 10s of not-that-gamebreaking-boon wiht 6s of reveal that makes sense only when used in perfect moment….
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles
Add the effect to guard, so it has another reason in game except of being a shout -.-
btw. add an effect to “reveal”, that it kills illusions (kitten illu mesmer everywhere >:D)
(edited by Aleksander Suburb.4287)
I think reveal is a must in this shout. Right now is mostly useless because you have to activate it before the thief try to stealth, and because it has that short duration is mostly useless.
That and the fact that if you do anything else with the pet you cancel the shout effects it make it utterly non-viable.
With the amount of stealth that the balance patch brought i can’t understand why this shout does not actually reveal. But in case they didn’t want to change the mechanics at least the revealed effect should last longer. At least 20 seconds of revealed in its 35 sec CD.
Yes that´s the point of wanting to change this shout´s revealing mechanic, because
-You must use it before your target goes in stealth
-Comanding anithing to your pet removes the damage and speed benefit
But the reason of having small radius is to prevent stealth clases from becoming angry at us saying “U have 1 utility that directly counters my buid”
So now there is the reason that “Dont enter stealth if you have our pet too close because if we want we will reveal you and you wont know what to do when that happens”
And also, the damage increased its no longer linked to a target because it just gives boons to the pet, which makes it more versatile and counterable because they can be removed/stolen/corrupted by many clases.
And with that new cooldown of 15 seconds, it will synergize better with soldiers of the soldier and resounding timbre.
Truth be told,
Sick’Em now just needs to be Fixed.
There’s absolutely no logical, grammar or Dev-statement involving anything such as “is cancelled if you accidentally touch your pet”.
Pet’s Increased attack or his movement speed has nothing to do with changing targets or calling pet back (Or for gods sake activating his attack abilities).
The bug comes from Protect Me mechanic where your pet “trades attacking for damage transfer” – meaning that if you force your pet to attack – he will consider it an order and stops his former action (damage transfer) in order to attack.
True, for “protect me” it makes sense that it gets cancelled by comands since its suposed to stop attacking, but it makes no sense for Sic´Em
i also hope, wenhever they change Sic ´Em, that they balance it around a low cooldown to make it synergize with soldier runes / resounding timbre.
So… another skill made half useless in PvE for the sake of being “good” in PvP? No thanks.
Note that I have no idea how good that would actually be as I don’t partake in PvP, but clearly geared toward that mode at the very least.
Fix the wonky mechanics (cancel stuff) and reduce the cooldown a bit and it’ll be fine.
If you mean to my suggestion, it would actually be better in PvE, since it would basically :
Keep your pet with quickness uptime that goes from high(8 of every 15 seconds) to basically permanent quickness wich can be archieaved with:
(8+1.6(20% of 8 from nature magic) (3.6(20% of 3)2(from nature magic boon share trait).4(20% of 2))= 15.6 seconds of quickness every 16 seconds (pet swap timer with Beastmastery line).
So, if you have Sic´Em, Beastmastery with quikening Zephir and Nature magic line you basically have perma quickness on pet at all times, wich means literally +50% damage increase, at all times, compared to the current +40% damage for 10 seconds every 40 seconds, wich tanslates to a total of 10% damage increase, wich has absolutely no comparation to my suggestion.
It has no tell but fails unless you’re in range, looking directly at him, he doesn’t dodge it and Elvis reanimates himself to enslave the living. I can’t imagine thieves cry too much about it’s current state.
For the current Sic ´Em thats true, and you forgot to mention that if all stars dont aling and you dont manage to hit him with the reveal, you have to wait another 40 seconds to try again.
They just need to make it so that Sic’Em! Doesn’t get its effects canceled, then it’d be a great skill.
As their mother, I have to grant them their wish. – Forever Fyonna
I honestly think it has too long cooldown for what it does, thats why im trying to balance it around a shorter cooldown, which also creates more synergies from being a shout aside of just its base efects.