How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
I’m sure this has been mentioned before but it would do wonders for Necro mobility. Increase the cooldown if necessary or require a second activation to teleport, if it needed further balancing.
disagree!
DS teleport is very effective for agressive gameplay.
Your idea with teleport without a target ,but with longer cooldown will make necro even worth as it is atm.
this skill is just lacking in so many ways, even on a basic functional level.
If it pierced through to its intended target the fact it’s a projectile wouldn’t be so bad.
I see it miss all the time by less than a half character width from players just strafing to the side slightly.
Having to use Doom to make sure it hits is kittening ridiculous.
I understand them having a target requirement so we don’t use it for mobility (something we aren’t supposed to have).
The devs are too lazy to put that requirement on many of our abilities that would help us (quality of life improvements), instead those abilities just go on full cooldown if we lose target just before activating them.
I completely disagree. The necro doesn’t need raw mobility, he just needs more ways to “lock horns”.
More frequent and longer duration access to chill and cripple would do wonders at that, if anything dark path should just get its recharge/travel time reduced to help make it missing not such a big deal.
Necromancers just need more ways to remove enemy mobility both offensively and defensively. I noticed a massive increase in how much I helped my team in WvWvW when I moved from a vamp spec to a blind+chilling darkness build. Anyone that got near me was fodder for focus fire from my team; only real issue was of course chain ranged cc directed at me and the large gaps in debuff coverage.
disagree!
DS teleport is very effective for agressive gameplay.
Your idea with teleport without a target ,but with longer cooldown will make necro even worth as it is atm.
Aggresive? Then you haven’t played against good players. The only time you will make it hit a good player is if you stand RIGHT NEXT TO HIM. At all other times this skill is a 100% waste against a good player.
I’d be happy if the projectile was just much faster with a slightly longer range. The cd/general functionality are fine IMO.
What really bugs me about Dark Path is that you cannot carry the orb on Spirit Watch and use the teleport. It will drop the orb. Some classes have multiple ways to leap ahead with the orb while we get kittened. Spectral Walk tele? Drop. Dark Path? Drop. Wurm? Most likely drops but have not tested.
Teleports universally make you drop the orb on Spirit Watch. That isn’t necro-sepcific.
However, necros are stuck with Signet of the Locust for any movement enhancement whatsoever while they have the orb.
Considering you can’t use utilities in DS, yes this would make a lot of sense actually increasing our core mechanics versatility. In beta of course Dark Path was originally a teleport. Back then the whole DS mechanic was different and potentially OP and perhaps this skill suffered the chopping block because of it, but putting it in now like this would not imbalance us. The skill would still go on cooldown targeting it at nothing. But its so slow, you’d hardly get to your destination that much faster than swiftness, certainly compared against like a blink or RTL.
DS should be a steal style teleport. That is all.
DS should be a steal style teleport. That is all.
but with a cast time, yes. that would be perfect
disagree!
DS teleport is very effective for agressive gameplay.
Your idea with teleport without a target ,but with longer cooldown will make necro even worth as it is atm.Aggresive? Then you haven’t played against good players. The only time you will make it hit a good player is if you stand RIGHT NEXT TO HIM. At all other times this skill is a 100% waste against a good player.
Very funny,
I’m pretty sure the devs are on record somewhere as not wanting necros to have mobility.
We make up for it with our fearsome damage and survivability.
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DS should be a steal style teleport. That is all.
but with a cast time, yes. that would be perfect
Agreed, the basic functionality is fine it simply needs to be more responsive with the actual teleport, it’s very unreliable as a gap closer due to the fact that it can be dodged that and its relatively short range means that most of the time you’d be better off just running up to the target manually anyways.
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