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View Full Version : Wyvern Pet Abilities



Beowulf
03-09-2011, 07:48 AM
Seems there is much speculation as to ways to keep wyverns alive. I'm suggesting pet abilities, what do you all think?

1. "Stay" - (with increased healing range to match that of a WHM's range) This will allows DRGs to strategize the location of their wyvern keeping them out of AoE and therefor alive.

2. "Attack" and "Return" - This could allow wyverns to pull without... engaging, turning or super jump then turning, and then disengaging so the wyvern returns (huge waste of a super jump) Or the attack command could be used to move your wyvern to a new monster so the elemental breaths are not wasted when finishing off a mob with a WS.

3. "Retreat" - Maybe wyverns fly fast enough to get out of range of those AoE spells... no way to know for sure.

Dais
03-09-2011, 10:13 AM
'Stay' would be enough to make me happy. Enhanced healing breath range is something we need critically even without it but the two do seem to go hand in hand.

Stromgarde
03-09-2011, 10:50 AM
'Stay' would be enough to make me happy. Enhanced healing breath range is something we need critically even without it but the two do seem to go hand in hand.
I agree with Dais. 'Stay' would go a long way towards preserving healing ability while fighting dangerous AOE-heavy opponents. The rest ranges from troublesome to implement to nearly impossible.

Ryaan
03-09-2011, 01:31 PM
I would love to see a pet ability to allow you to disengage wyvern. Its a bit annoying to have to comepletly disengage something instead of just turning around cause if you don't the wyvern will just keep attacking. Would make it bit more friendly for any sleeper or the occational shadowbind if its still used.

Zigou
03-09-2011, 08:53 PM
A hate control JA will be nice like pup have and bst instead of waiting for jump to be ready , yes please

Teak
03-10-2011, 02:53 AM
The full complement of familiar abilities would be nice. Would allow wyvern to pull and tank or sit idle - heel and snarl is i had to pick two. Defensive wyvern might need to be engaged for heals though.

xbobx
03-10-2011, 04:03 AM
how about. Fly a little higher would you and stop getting in my damn way when i try and move.

ChiefCurrahee
03-10-2011, 06:09 AM
a "Stay" command I've wanted for many years.

Lancil
03-10-2011, 08:17 AM
I have to admit, I've always thought that getting the same commands that bst gets would be great, but what about an ability that moves your wyvern to your side during combat. This could prevent it from taking unnecessary damage from conal attacks.

Usukane
03-10-2011, 05:01 PM
Seems there is much speculation as to ways to keep wyverns alive. I'm suggesting pet abilities, what do you all think?

1. "Stay" - (with increased healing range to match that of a WHM's range) This will allows DRGs to strategize the location of their wyvern keeping them out of AoE and therefor alive.

2. "Attack" and "Return" - This could allow wyverns to pull without... engaging, turning or super jump then turning, and then disengaging so the wyvern returns (huge waste of a super jump) Or the attack command could be used to move your wyvern to a new monster so the elemental breaths are not wasted when finishing off a mob with a WS.

3. "Retreat" - Maybe wyverns fly fast enough to get out of range of those AoE spells... no way to know for sure.

Genius. This could be simple to implement, as the commands already exist for the Beastmaster class.

Usukane
03-10-2011, 05:03 PM
I have to admit, I've always thought that getting the same commands that bst gets would be great, but what about an ability that moves your wyvern to your side during combat. This could prevent it from taking unnecessary damage from conal attacks.

In regard to taking damage from attacks, some of the other threads have suggested a 'Pet Physical Damage Taken-% and Magical Damage Taken-%' job trait for the Dragoon class.

Wenceslao
03-11-2011, 04:01 AM
i've always wanted to give comands like this to my wyvern

Stromgarde
03-11-2011, 04:38 AM
Seems there is much speculation as to ways to keep wyverns alive. I'm suggesting pet abilities, what do you all think?

1. "Stay" - (with increased healing range to match that of a WHM's range) This will allows DRGs to strategize the location of their wyvern keeping them out of AoE and therefor alive.

2. "Attack" and "Return" - This could allow wyverns to pull without... engaging, turning or super jump then turning, and then disengaging so the wyvern returns (huge waste of a super jump) Or the attack command could be used to move your wyvern to a new monster so the elemental breaths are not wasted when finishing off a mob with a WS.

3. "Retreat" - Maybe wyverns fly fast enough to get out of range of those AoE spells... no way to know for sure.
I'd like to see 1, I don't expect us to get 2 given the paper-thin nature of our wyvern's defenses, and how would you propose to implement 3? There's no anchor position for it to run to, such a command might well send it into a wall in an arbitrary direction.

Pixiehawk
03-11-2011, 01:13 PM
how would you propose to implement 3? There's no anchor position for it to run to, such a command might well send it into a wall in an arbitrary direction.
Maybe send the little guy "behind" you so as long as you were facing the enemy move away from it?

Ophannus
03-13-2011, 12:29 PM
The ability to target who you want to use Restoring Breath on would be awesome.
Soothing Breath- Commands your Wyvern to remove a status ailment.(Remove Poison/Blind or Paralyze)

Anucris
03-15-2011, 02:44 AM
how bout a new front flip type animation attack (back spikes) for a dmg(critical) + stun move.

also stay and targets for restoring is nice.

Stromgarde
03-16-2011, 04:00 AM
Maybe send the little guy "behind" you so as long as you were facing the enemy move away from it?
Consider the situation when you are fighting with your back to a wall to avoid WS knockback. Your wyvern would go through the wall, or more realistically, move about 2 feet then stop, still in melee range of the mob.

Byxfluzba
03-16-2011, 09:50 AM
Longer healing breath range would thrill me to no end... With, or without the stay function. As for retreat, why not just make Super Climb /pet-able? No having to worry about it running away through walls in random directions like some sort of retard on crack.

Rosuto-Fenrir
03-17-2011, 07:08 AM
I agree with the issues of lacking pet abilities. My main issue is the healing aspect. Not so much range but to the wyvern itself. Spirit Link can only go so far. The AOE is a little crazy with a 20 min call wyvern recast. What about lowering Call Wyvern to 10 min? Or like pup has, have a second ability to bring wyvern out in a weakened state? Drg Specific food for something like Recover would be nice aswell.

Stromgarde
03-17-2011, 09:02 AM
Longer healing breath range would thrill me to no end... With, or without the stay function. As for retreat, why not just make Super Climb /pet-able? No having to worry about it running away through walls in random directions like some sort of retard on crack.
I think you may be confused as to what Super Climb does. All it does is remove the wyvern from combat for a period of roughly 3 seconds, unable to act or be acted upon, while the player performs Super Jump. It does not affect enmity in any way, either. Perhaps you are thinking of something along the lines of Edward of FFIV's "Hide" command?

Anucris
03-17-2011, 11:24 AM
well i assumed super climb removed hate from wyvern as super jump did the dragoon, either way, when u see an AOE coming u could make the wyvern super climb on its own if it were a pet command and he would be out of range (in the air) while the AOE went off (as i've done with super jump many times). I believe thats what Byxfluzba meant. although this may or may not dodge one AOE depending on your timing. I think this wouldnt be nearly enough help for the "Keeping wyvern alive during AOE spam on NM's" problem. the wyv simply needs to be tougher in some way.

surely super climb removes hate...because when u come back down neither u or your wyvern has hate. You have to turn and let your wyvern hit it before he has hate.

Byxfluzba
03-17-2011, 02:52 PM
What exactly are you talking about Strom. No where in this thread was wanting to shed your wyverns enmity mentioned, but the 3rd point of the OP was an ability to retreat your wyvern out of AoE range... Also Anucris, you're correct in assuming the situation I was alluding to but completely wrong about super climb shedding hate. It doesn't. Your second paragraph scenario is false. Super Climb was added almost entirely to prevent your wyvern from getting an unfair beat down for the 5 seconds you were off screen from Super Jump, it has no affect on a wyverns enmity.

Stromgarde
03-19-2011, 12:52 PM
What I was getting at is that Super Climb would preclude keeping the wyvern in the fight in any meaningful way, as Super Climb completely removes the wyvern from combat for as long as it's away... i.e. you can't use healing breath while it's Super Climbing. It's not like it moves it 10 feet in the air, or out of harm's way, it's just... gone. I still maintain that for most situations, getting Stay would be the ideal solution.

Edit: Re: Anucris: As soon as you land, disengage. Your wyvern will be taking the beating, so long as it's hit the target even once.

Byxfluzba
03-20-2011, 12:44 AM
Being dead also prevents keeping your wyvern in the fight in any meaningful way.

Shakuzen
03-20-2011, 08:55 AM
Perfect. The Stay command being implemented into wyverns sorts out most of our problems, with the increased HB range it sorts out...all of our problems.

Anucris
03-20-2011, 09:02 AM
except it takes them out of the fight except for a heal.... tougher wyvern is what i want.

Limecat
03-21-2011, 03:18 PM
I'd be all over a Stay command for my wyvern. More durability would potentially be better depending on just how much more of a beating is involved, but Stay would at least deal with the problem of going into normal Mario mode when Muffin buys the farm.

Troca
03-21-2011, 10:06 PM
except it takes them out of the fight except for a heal.... tougher wyvern is what i want.

This. I don't understand why the wyvern needs to be so squishy in the first place. The thing doesn't have the capacity to tank as it is without some sort of provoke-esque ability.