Dark Path should teleport without a target

Dark Path should teleport without a target

in Necromancer

Posted by: Blaine Tog.8304

Blaine Tog.8304

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.

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

Dark Path should teleport without a target

in Necromancer

Posted by: emon.1863

emon.1863

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.

Dark Path should teleport without a target

in Necromancer

Posted by: Dredlord.8076

Dredlord.8076

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.

Dark Path should teleport without a target

in Necromancer

Posted by: striker.3704

striker.3704

I completely disagree. The necro doesn’t need raw mobility, he just needs more ways to “lock horns”.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Dark Path should teleport without a target

in Necromancer

Posted by: Overkillengine.6084

Overkillengine.6084

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.

Dark Path should teleport without a target

in Necromancer

Posted by: Phoebe Ascension.8437

Phoebe Ascension.8437

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.

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No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.

Dark Path should teleport without a target

in Necromancer

Posted by: Draehl.2681

Draehl.2681

I’d be happy if the projectile was just much faster with a slightly longer range. The cd/general functionality are fine IMO.

Dark Path should teleport without a target

in Necromancer

Posted by: Copenhagen.7015

Copenhagen.7015

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.

Dark Path should teleport without a target

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

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.

Dragonbrand |Drarnor Kunoram: Charr Necro
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Dark Path should teleport without a target

in Necromancer

Posted by: Pendragon.8735

Pendragon.8735

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.

Dark Path should teleport without a target

in Necromancer

Posted by: Lorelei.3918

Lorelei.3918

DS should be a steal style teleport. That is all.

Dark Path should teleport without a target

in Necromancer

Posted by: RashanDale.3609

RashanDale.3609

DS should be a steal style teleport. That is all.

but with a cast time, yes. that would be perfect

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Dark Path should teleport without a target

in Necromancer

Posted by: emon.1863

emon.1863

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,

Dark Path should teleport without a target

in Necromancer

Posted by: Otaking.4675

Otaking.4675

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.

-___________________________________-

Dark Path should teleport without a target

in Necromancer

Posted by: Riot Inducer.8964

Riot Inducer.8964

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.