Bug? Golem charge interrupt
It might possibly because it’s flesh golem doing the interrupt and not really you. though I’m not sure, never used perplexity runes before.
The minions have their own tables for proccing things on hit and causing effects. That’s why their siphons are different and they don’t proc confusion for you (otherwise a mesmer could kill you by putting 9 stacks of confusion on you and using evasion in your minions). Likewise their CCs aren’t you doing the CCing, but them.
S/I/F engineer Z/R/D guard
It might possibly because it’s flesh golem doing the interrupt and not really you. though I’m not sure, never used perplexity runes before.
Basically this. When you activated Charge, you actually just press a button that makes your Flesh Golem use a skill; the Flesh Golem is the one to interrupt them. This is counter to how conditions applied by the minions work, as they are credited to you.
It might possibly because it’s flesh golem doing the interrupt and not really you. though I’m not sure, never used perplexity runes before.
Basically this. When you activated Charge, you actually just press a button that makes your Flesh Golem use a skill; the Flesh Golem is the one to interrupt them. This is counter to how conditions applied by the minions work, as they are credited to you.
This could be explained by the fact that minions have their own stats and don’t scale with the necro’s gear. So you would probably have to equip your Flesh Golem with a seperate set of perplexity armor if you wanted him to trigger confusion for you.
Thx for the help. From what I read in the wiki, the minions inherit condition damage and condition duration.
I played mesmer for a long time, and there’s a shatter skill for a mesmer that causes the illusions to run to the opponent and do a daze. That skill procs interrupt traits for the mesmer.
So it feels like this is a case where necro is not getting credit. The player choose when to use the skill. From my testing so far, it’s pretty tough to land interrupts with the flesh golem, so it seems like a reasonable thing to reward.
Thx for the help. From what I read in the wiki, the minions inherit condition damage and condition duration.
I played mesmer for a long time, and there’s a shatter skill for a mesmer that causes the illusions to run to the opponent and do a daze. That skill procs interrupt traits for the mesmer.
So it feels like this is a case where necro is not getting credit. The player choose when to use the skill. From my testing so far, it’s pretty tough to land interrupts with the flesh golem, so it seems like a reasonable thing to reward.
There is a lot of unreasonable things for necros. -_- why do siphons not heal us in DS? (Granted that’s coming) Why do we have no infinitely scaling defensive mechanics? (Blinds, blocks, teleports, extra evades, invul)? Why do we have barely any pulls? WHY DID THEY MAKE OUR SPECIALIZATION CENTER ON CHILL, THEN (possibly) NERF IT TO KINGDOM COME?!?!
Simply, minion/pet do not proc sigil and rune effect. It would be absolutely OP otherwise.
why do siphons not heal us in DS?
Hopefully this issue will be addressed in the next update.
Why do we have no infinitely scaling defensive mechanics?
DS defensives capacities are difficult to balance. One can argue that using spectral armor/DS/locust swarm provide a very good defense.
Why do we have barely any pulls?
I can see 2 pull skills on the necromancer. (I didn’t say they were userfriendly skills)
why did they make the elite specialization center on chill?
Because the flavor fit their idea of the necromancer.
Why did they “nerf” impairing movement condition?
Well, chill also enhance cool down duration which can already be viewed as a huge effect on almost all movement skills (thieves does not count). Beside, they most likely do these changes to stop exploit with movement buff like swiftness and super speed. things that could probably ruin a part of the futur content of the game.
I completely get why normal minion attacks don’t proc sigils or runes.
Charge is a skill. It happens to be implemented via a minion, but there are tons of skills that are implemented via ranger pets, mesmer illusions, engi turrets, etc.
Charge has a 40 second cooldown and a 3/4 second cast time. Plus there’s a very big tell to the flesh golem using the skill.
It’s hard to see how it’s OP for this skill to proc a rune on the chance that you actually manage to get an interrupt.
Simply, minion/pet do not proc sigil and rune effect. It would be absolutely OP otherwise.
why do siphons not heal us in DS?
Hopefully this issue will be addressed in the next update.
Why do we have no infinitely scaling defensive mechanics?
DS defensives capacities are difficult to balance. One can argue that using spectral armor/DS/locust swarm provide a very good defense.
Why do we have barely any pulls?
I can see 2 pull skills on the necromancer. (I didn’t say they were userfriendly skills)
why did they make the elite specialization center on chill?
Because the flavor fit their idea of the necromancer.
Why did they “nerf” impairing movement condition?
Well, chill also enhance cool down duration which can already be viewed as a huge effect on almost all movement skills (thieves does not count). Beside, they most likely do these changes to stop exploit with movement buff like swiftness and super speed. things that could probably ruin a part of the futur content of the game.
Good points, you get an Internet cookie. I’ve been railing that announcement but am plum wore out otherwise I would like to discuss with you further….that and we really don’t need this to devolve into another thread arguing about the subject. -_- Not being snarky! Truly am not, that post was mainly to show the OP that the necro class is currently full of contradictions.
Simply, minion/pet do not proc sigil and rune effect. It would be absolutely OP otherwise.
why do siphons not heal us in DS?
Hopefully this issue will be addressed in the next update.
Why do we have no infinitely scaling defensive mechanics?
DS defensives capacities are difficult to balance. One can argue that using spectral armor/DS/locust swarm provide a very good defense.
Why do we have barely any pulls?
I can see 2 pull skills on the necromancer. (I didn’t say they were userfriendly skills)
why did they make the elite specialization center on chill?
Because the flavor fit their idea of the necromancer.
Why did they “nerf” impairing movement condition?
Well, chill also enhance cool down duration which can already be viewed as a huge effect on almost all movement skills (thieves does not count). Beside, they most likely do these changes to stop exploit with movement buff like swiftness and super speed. things that could probably ruin a part of the futur content of the game.
Necro flavour…. you can’t have anything nice because of flavour and reasons. Necro is not allowed scaling defence, mobility/disengage because of flavour, but everyone else gets reasonable access to it.. at least it looks like their improving the stability in the upcoming patch.
Guardian has no good long range weapon? Fixed. Even though Scepter/Torch is better than any long ranger power weapon the Necro has….
Mesmer has no AoE for Zerg fights? Fixed.
Necro has no mobility, give chill and then nerf before released.
I don’t trust A-net to make adequate changes that put us on par with other professions.
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)
Well, it’s well known that the GW2 necromancer flavor is really bitter and always leave an after taste of death.
Thx for the help. From what I read in the wiki, the minions inherit condition damage and condition duration.
This is not strictly true. If you could open up the minion’s stat sheet, you wouldn’t necessarily see their condition damage/duration match yours exactly, though it could if ANet wanted it to. The reality is that any conditions they apply are treated as though you applied them. You can prove this with Chilling Darkness very easily, if Shadow Fiend was the one applying the Blind, it would just be a blind because it doesn’t have the Chilling Darkness trait, however Haunt will apply the chill on blind. Parasitic Contagion will also heal you for all the conditions your minions have applied; test using Bone Fiend/Flesh Wurm with CPC, they apply the poison through combo finisher and it will heal you.
So they don’t actually have condition damage or duration, the game itself treats everything they apply condition wise as though it was your own.
Thx for all the help. I’m not trying to rant about necro. I actually think necro has some of the most interesting build possibilities of any profession after the changes.
In this case, I was just trying to see if the interrupt issue might be a known problem.
It would be fun to make perplexity runes work with a necro because it feels like it would increase the skill ceiling on a build like I’m trying