Dark Path

Dark Path

in Necromancer

Posted by: Stand The Wall.6987

Stand The Wall.6987

http://wiki.guildwars2.com/wiki/Dark_Path

There have been many, many times when I have tried to use dark path to escape. Since it behaves like a projectile, it will hit the first thing in its way and teleport you to that location. Scenario: I moved approx. 3 feet and I’m still going to very much die. Sometimes it gets reflected, which isnt so bad because someone sacrifices a slot for said reflects, but still. Sometimes it will get blinded and fail altogether leaving you with no port, which again its blind and it misses ( I think only the damage/condi part should miss not the port) so I wont push it.

Dark path should not behave like a projectile. Its one of the only gap closer/escapes for necro, and to have it fail often enough is depressing.

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Dark Path

in Necromancer

Posted by: FLiP.7680

FLiP.7680

It could behave like Lighting Flash, and swap with Doom because of the cooldown.

Doom – Same effects, 15s cooldown

Dark Path – 25s cooldown
3/4 cast time
Damage: ~10 (very low, only to trigger in-combat mode)
3x Bleed (5s)
Chill (3s)
Info: 5 targets
Radius: 180
Range: 900
Teleport

Ground target
Unblockable removed

Dark Path

in Necromancer

Posted by: Brujeria.7536

Brujeria.7536

It can behave like a projectile, but it needs a longer range to make up the distance you or your enemy can create between cast and impact as well as better velocity. a 1500 range, as well as a 33% velocity increase should do wonders.

Dark Path

in Necromancer

Posted by: Stand The Wall.6987

Stand The Wall.6987

Brujeria

How can you say this?! I would take a non-projectile dark path over both velocity+range increase any day. Those are both useless if you only move a couple meters!

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Dark Path

in Necromancer

Posted by: manveruppd.7601

manveruppd.7601

That’s how it used to work in betas and I really think thjey should revert it to that! It’s not a very good gap closer because of the slow projectile speed: it’s so slow that if you cast it from 900-1200 range the target can literally outrun the projectile till they’re out of range! Therefore, it’s only good for using while actually in combat, and while it’s a pretty good in-combat ability, what the necro needs is more mobility, both offensively and defensively.

A bad necromancer always blames the corpse.

Dark Path

in Necromancer

Posted by: Anchoku.8142

Anchoku.8142

Was Dark Path not nerfed so it would not work on critters? Cannot remember some of the early nerfs.

Dark Path

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Was Dark Path not nerfed so it would not work on critters? Cannot remember some of the early nerfs.

I still Dark Path to rabbits all the time in WvW. Works nicely as a gap opener.

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Dark Path

in Necromancer

Posted by: Bias.4306

Bias.4306

It could behave like Lighting Flash, and swap with Doom because of the cooldown.

Doom – Same effects, 15s cooldown

Dark Path – 25s cooldown
3/4 cast time
Damage: ~10 (very low, only to trigger in-combat mode)
3x Bleed (5s)
Chill (3s)
Info: 5 targets
Radius: 180
Range: 900
Teleport

Ground target
Unblockable removed

Just changing it BACK TO Ground target (like it was in Beta) would be enough.

Dark Path

in Necromancer

Posted by: Dirame.8521

Dirame.8521

Get in line with the crazy amount of things that shouldn’t be projectiles but are.

In any case, just to add to the discussion, why not have Dark Path act like a Burning Speed. A short range Dash with the added effect of blasting at the end of it, dealing chill and bleed and leaving a trail of chill behind you.

Perfect combo with a successful immob from Tainted Shackles or even a fear and also a good disengage because of the trail of chill.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

(edited by Dirame.8521)

Dark Path

in Necromancer

Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Get in line with the crazy amount of things that shouldn’t be projectiles but are.

In any case, just to add to the discussion, why not have Dark Path act like a Burning Speed. A short range Dash with the added effect of blasting at the end of it, dealing chill and bleed and leaving a trail of chill behind you.

Perfect combo with a successful immob from Tainted Shackles or even a fear and also a good disengage because of the trail of chill.

With PoC I could easily see this be a bit over the top – especially with its current range ._.

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Dark Path

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Posted by: Dirame.8521

Dirame.8521

Get in line with the crazy amount of things that shouldn’t be projectiles but are.

In any case, just to add to the discussion, why not have Dark Path act like a Burning Speed. A short range Dash with the added effect of blasting at the end of it, dealing chill and bleed and leaving a trail of chill behind you.

Perfect combo with a successful immob from Tainted Shackles or even a fear and also a good disengage because of the trail of chill.

With PoC I could easily see this be a bit over the top – especially with its current range ._.

It would be exactly like burning speed. Range would be the same as burning speed.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

Dark Path

in Necromancer

Posted by: Flumek.9043

Flumek.9043

With PoC I could easily see this be a bit over the top – especially with its current range ._.

The thing that is debatable is mobility, which they dont want to give any to necro and guard.
Keep mind, they recently made a clever teleport for guard meditation- it needs to hit an ally to teleport.

Its faster to hit, but no homing projectile means you need to hit the place in 3/4s. I think that part evens out.

Now the mobilty part – aka necro becoming as mobile as shortbow thief.

If they make it same as guard, so it need to hit something – not much will change honestly. In that case the unblockable homing projectile would mostly win.
The best thing IMO, would be to increase the CD. The whole point of what we lack is to slightly reposition yourself from a CC/immob chain.
Ofc youre wasting a offensive CD for defense / or vice versa but never both, so i think its good design – it forces choices.

The actual new cooldown?
12s traited would be a bit unfair for out of combat teleporting. 20s base (17s traited) would be long enough to prevent perfect overlapping with DS. It would also be used max 1x times when moving between points – a bit slower than a double phase reatreat.

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Dark Path

in Necromancer

Posted by: Anchoku.8142

Anchoku.8142

I tend to agree that low mobility has consistently been a design theme for Necromancer.

Dark Path

in Necromancer

Posted by: baylock.1703

baylock.1703

Actually it reads range on impact so i usealy use it when im on 1500 range of enemy leave ds run towards target and ready my attack

Dark Path

in Necromancer

Posted by: manveruppd.7601

manveruppd.7601

I’d be happy with a cd increase, or a range reduction to 900, if it became a targeted teleport.

A bad necromancer always blames the corpse.

Dark Path

in Necromancer

Posted by: SupahSpankeh.8452

SupahSpankeh.8452

We’re not mobile and we’re not stable.

In a game where you must be one or the other to survive spikes and trains, this sort of sucks.

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Dark Path

in Necromancer

Posted by: Stand The Wall.6987

Stand The Wall.6987

It could behave like Lighting Flash, and swap with Doom because of the cooldown.

Doom – Same effects, 15s cooldown

Dark Path – 25s cooldown
3/4 cast time
Damage: ~10 (very low, only to trigger in-combat mode)
3x Bleed (5s)
Chill (3s)
Info: 5 targets
Radius: 180
Range: 900
Teleport

Ground target
Unblockable removed

I dont think Doom should get a cd decrease, its pretty strong where it is now. Otherwise this would be ideal, reduced chill and range * nodnod *.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

Dark Path

in Necromancer

Posted by: Stand The Wall.6987

Stand The Wall.6987

Get in line with the crazy amount of things that shouldn’t be projectiles but are.

In any case, just to add to the discussion, why not have Dark Path act like a Burning Speed. A short range Dash with the added effect of blasting at the end of it, dealing chill and bleed and leaving a trail of chill behind you.

Perfect combo with a successful immob from Tainted Shackles or even a fear and also a good disengage because of the trail of chill.

This is interesting but like Brandon said it would be ridiculous with Path of Corruption. Unless PoC only procs at the end of the dash in its small 180 aoe? Leaving behind a trail of chill would be a really strong change.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

Dark Path

in Necromancer

Posted by: Dirame.8521

Dirame.8521

Get in line with the crazy amount of things that shouldn’t be projectiles but are.

In any case, just to add to the discussion, why not have Dark Path act like a Burning Speed. A short range Dash with the added effect of blasting at the end of it, dealing chill and bleed and leaving a trail of chill behind you.

Perfect combo with a successful immob from Tainted Shackles or even a fear and also a good disengage because of the trail of chill.

This is interesting but like Brandon said it would be ridiculous with Path of Corruption. Unless PoC only procs at the end of the dash in its small 180 aoe? Leaving behind a trail of chill would be a really strong change.

Yes that would be how it would work. I thought it wouldn’t need an extra explanation. Sorry for the confusion.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

Dark Path

in Necromancer

Posted by: Bias.4306

Bias.4306

We’re not mobile and we’re not stable.

In a game where you must be one or the other to survive spikes and trains, this sort of sucks.

Very much agreed.

Dark Path

in Necromancer

Posted by: manveruppd.7601

manveruppd.7601

We’re not mobile and we’re not stable.

In a game where you must be one or the other to survive spikes and trains, this sort of sucks.

Yeah agreed. Even our best escapes are totally flakey. The number of times I pushed Necrotic Traversal only to be teleported about 2cm to the left because of some weird pathing issue to my Flesh Wurm is beyond reckoning.

Mind you, we wouldn’t HAVE to be either mobile or stable if every single profession in the game hadn’t been boosted to the point of absurdity by relentless power creep.

A bad necromancer always blames the corpse.

Dark Path

in Necromancer

Posted by: Stand The Wall.6987

Stand The Wall.6987

Bump

dark path is bogus, also spectral grasp is a projectile for some reason.

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