I don't own crawly, but did test him extensively before the PVP Legend of the Week event. However, since there would be no benefit to snaring a stunned person, that isn't something I would think to test. However, if a proc is involved, it might cause oddities if there is some conflict between stun and "root". Also, how will it work with panic? There's so many implications with it that it's impossible to say.
There's really no way to know how this will function until the gear is released and we can test it in practice. So many things look one way on paper but act unlike we would expect. I don't like speculating.
I don't understand what you are asking and/or laughing about. Root and stun are totally different things, and even if the dev statement below doesn't affect pets, the fact is the same, you can still do everything under the Crawley AA except walk. The only problem when rooted or snared is that auto aim is not 100% (It does, however, work about 75% of the time.).
(PS: This kind of post is why I never make statements I can't back up)
1)
As per the devs when PVP was introduced: Skills won't function the same as they do in a PvE map. For example,
all roots become snares.
2) As per the
Terminology Guide:
Root - Rooting a Mob holds it in place - it cannot move if it's been rooted. Handy for solo kiting mages and crowd control.
Snare - Snaring a Mob makes it slower - slightly less effective than root, however still an effective means of kiting and crowd control.
Stun - A Stunned Mob does not move,
nor can they attack or cast spells - a highly effective method of crowd control, although typically effects don't last as long as Root or Snare.
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