Flesh Golem Activation time?!?

Flesh Golem Activation time?!?

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Posted by: tboneking.2531

tboneking.2531

Im just gonna put this out there- I think its absolutely ridiculous that flesh golem has a 1.5 second activation time on ITS ability, but all of the elementalist elementals have their skill activation times on instant speed. Its infuriating that a skill that should be used to interrupt someone has double the cast time of whatever theyre about to use!

Flesh Golem Activation time?!?

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Posted by: ronpierce.2760

ronpierce.2760

Yeah, its a bit excessive, especially after the last wave of “fixes”/nerfs to fleshy. He’s in a really rough spot right now.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Bhawb.7408

Bhawb.7408

Wait wait wait, I just now looked at the elementals because I’ve never paid attention before. Those elites are instant cast actives? What the actual kitten?

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Posted by: tboneking.2531

tboneking.2531

Wait wait wait, I just now looked at the elementals because I’ve never paid attention before. Those elites are instant cast actives? What the actual kitten?

Exactly.

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Posted by: ronpierce.2760

ronpierce.2760

Wait wait wait, I just now looked at the elementals because I’ve never paid attention before. Those elites are instant cast actives? What the actual kitten?

Bhawb, you spend too much time being optimistic to realize just how lousy things really are. :P Not that we’re bottom barrel, but they’ve screwed us over at quite a few turns. Transforms also don’t kill other pets (IE moa and other similar pve effects, don’t really mind our own doing it.) Turrets (though stationary) are all ranged and immune to crits/conditions so they can survive in aoe situations and are plantable specifically to be out of danger, and don’t have to deal with cruddy terrain issues and can be set to start off-point, unlike pets. They also took several unneeded nerfs like Putrid explosion nerfs (damage and unblockable removed) and other things without and sort of help at all in regards to aoe support (specifically on maps like Kyhlo and Skyhammer where even without fighting an aoe target you can end up screwed no matter where you go). Just saying, I think they could do quite a bit to improve our functionality without making us OP, and much of it would involve taking the clunk out of game play and not make us have such a hard swing from “Great 1v1” to “Useless if you ever end up fighting 3+ people, or are pressured against 2 burst power builds”.

I don’t enjoy complaining but the nerfs we had gotten back when I stopped playing were silly being that I was one of two top 100 who played MM and even then it wasn’t considered a viable competitive spec because of its crippling weakness to team play and it only got worse as time went on. I don’t really get how you can say they’re fine in s/tPVP outside of sitting on a home point and hoping only 1 guy ever comes, but even then that’s not really an optimal bunker because you can’t bunk middle (can’t team fight) and a home bunker isn’t as ideal as a highly mobile player who can do both.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Wait wait wait, I just now looked at the elementals because I’ve never paid attention before. Those elites are instant cast actives? What the actual kitten?

Because they still have to finish what they’re doing before casting it. Our minions interrupt whatever they were doing to execute the command.

Still a bit on the dumb side, but necro minions are actually more responsive on that front.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

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Posted by: ronpierce.2760

ronpierce.2760

Wait wait wait, I just now looked at the elementals because I’ve never paid attention before. Those elites are instant cast actives? What the actual kitten?

Because they still have to finish what they’re doing before casting it. Our minions interrupt whatever they were doing to execute the command.

Still a bit on the dumb side, but necro minions are actually more responsive on that front.

Still silly to have a double cast. Necro minions (except Bone minions) all have cast times associated with their skills. There’s a reason they were all removed. Flesh golem really needs to follow suit, especially since its effectiveness has been reduced and the trample bug fixed.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Flesh Golem Activation time?!?

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Posted by: tboneking.2531

tboneking.2531

Wait wait wait, I just now looked at the elementals because I’ve never paid attention before. Those elites are instant cast actives? What the actual kitten?

Because they still have to finish what they’re doing before casting it. Our minions interrupt whatever they were doing to execute the command.

Still a bit on the dumb side, but necro minions are actually more responsive on that front.

The problem with the activation time is that I have to interrupt whatever IM doing in order to activate their abilities. Eles can be channeling meteor storm or be stunned or what have you and still cast the activated abilities. Its not really a disadvantage to disrupt the creatures auto attack to make it use an ability, but it IS a disadvantage to have to channel flesh golems charge for 1.5 seconds

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Posted by: Bhawb.7408

Bhawb.7408

I’m not asking for Charge to be instant activation, I’m saying it should be instant cast. Its something I’ve said a lot but all minion actives (except for the heal) should be instant cast, put the activation time on the minions if it is too strong. I’d even argue that the only minion with an active so strong it can’t be instantly activated (again, ignoring the heal) is Flesh Golem. In addition to the fact that it takes way too long to summon them.

There are just quite a few changes they could make to make MM much less clunky to play without directly increasing its power at all.

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Posted by: tboneking.2531

tboneking.2531

This is all also ignoring the fact that they typically stand by idle while youre fighting. They should just make them automatically agro on whatever youre attacking. But thats beside the point. (not really)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I’m not asking for Charge to be instant activation, I’m saying it should be instant cast. Its something I’ve said a lot but all minion actives (except for the heal) should be instant cast, put the activation time on the minions if it is too strong. I’d even argue that the only minion with an active so strong it can’t be instantly activated (again, ignoring the heal) is Flesh Golem. In addition to the fact that it takes way too long to summon them.

There are just quite a few changes they could make to make MM much less clunky to play without directly increasing its power at all.

And the only minions with activation times are…Blood Fiend and Flesh Golem.

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Posted by: tboneking.2531

tboneking.2531

I’m not asking for Charge to be instant activation, I’m saying it should be instant cast. Its something I’ve said a lot but all minion actives (except for the heal) should be instant cast, put the activation time on the minions if it is too strong. I’d even argue that the only minion with an active so strong it can’t be instantly activated (again, ignoring the heal) is Flesh Golem. In addition to the fact that it takes way too long to summon them.

There are just quite a few changes they could make to make MM much less clunky to play without directly increasing its power at all.

And the only minions with activation times are…Blood Fiend and Flesh Golem.

And I think they should remove it from flesh golem, or at least half it, considering the fact that elementalist’s elementals have had their’s removed.

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Posted by: Bhawb.7408

Bhawb.7408

Cast time =/= activation time. Blood Fiend and Flesh Golem are the only ones without instant cast abilities, however Shadow Fiend and Bone Fiend have activation times that can significantly delay the effects of their abilities, making them extremely clunky to use.

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Flesh Golem Activation time?!?

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Posted by: tboneking.2531

tboneking.2531

I can’t tell if we’re debating something, or actually agree on what we’re saying but are differing on terminology… I think that the activation times (time before the ability happens) should remain, but the cast time should be removed (time I personally spend channeling it). Essentially the minion takes on the cast time.

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Posted by: ronpierce.2760

ronpierce.2760

I can’t tell if we’re debating something, or actually agree on what we’re saying but are differing on terminology… I think that the activation times (time before the ability happens) should remain, but the cast time should be removed (time I personally spend channeling it). Essentially the minion takes on the cast time.

This is how it should be, so it’d match up with all of the other minions. And frankly, it couldnt hurt on the heal since the heal is so much weaker than Consume Conditions in a realistic approach anyways.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)