Flesh golem should work underwater.
Yes please… The only underwater epic kills all my minions.
The only issue I see is like you say, “I’m tired of having my big guy despawn every single time [I’m underwater].” It starts the CD for the summon. So, if you have to cross a small creek, it’s BYE BYE flesh golem for 60 seconds. You’re being punished as if he’s been killed.
They should remove the cool down if he’s unsummoned under water.
I agree
It’s silly that we can’t have our Flesh Golem underwater
and even worse that we have to wait the entire sixty seconds to resummon
if we so much as splash through a puddle!
They need
1. To allow our Flesh Golem underwater (his Charge skill would be great for making enemies sink)
Or at the very least offer us an alternate underwater elite skill, one that is actually useful for a Minion Master
2. Make it so that there is no cooldown for ANY minion who is removed/killed
But was not killed either by an enemy attack or via Skill activation
(e.g. Bone Minion’s putrid Explosion/Blood Fiend’s Taste of Death)
His charge should be like a drill underwater. He has a horn on his face, he should use it. Lots of classes already have a move that makes them spin in a circle, just do it for the flesh golem.
And I think its dumb that we only get one elite underwater.
And I think its dumb that we only get one elite underwater.
As far as I’m aware everyone gets 1 underwater elite.
(Doesn’t make it any less stupid)
And I think its dumb that we only get one elite underwater.
As far as I’m aware everyone gets 1 underwater elite.
(Doesn’t make it any less stupid)
http://wiki.guildwars2.com/wiki/Elite
Look, not everyone only gets one. And the people that get only one elite underwater severely outclass our one elite. Its either a shorter cooldown or it does way more damage.
Banner underwater? Who the crap thought that made sense. Supply crate is so BS underwater. The one elite that kinda sucks is the basilisk of thieves but thats such a short cooldown, and they got tons of initiative moves that let them dodge/evade stuff underwater its ridic. Mass invis and time warp underwater cmon thats just not fair. And then we got our plague, AOE blindness for a tanking time too bad once you drop out of plague you’ll 50% die instantly cause of the way bonus health works.
(edited by Berullos.6928)
Ah you’re right, I completely forgot they patched supply create to work underwater.
Well Anet I tried to make you look good.
I vaguely recall being able to use the Flesh Golem underwater during the first beta weekend. Anyone else? Makes me wonder why they would make such a seemingly arbitrary change to the skill.
I agree, and if they can’t fix that, at least don’t RESET the timer on him when you kill him off in the water. Make him instantly respawnable. That is what annoys me the most.
I vaguely recall being able to use the Flesh Golem underwater during the first beta weekend. Anyone else? Makes me wonder why they would make such a seemingly arbitrary change to the skill.
They never actually implemented an underwater Flesh Golem though. He didn’t have an animation, he just kinda hung there like he does now before he despawns. Also keep in mind you also used to be able to use Flesh Wurm underwater and he would follow you around everywhere. Those were the days. I now, almost regret reporting that bug saying that my ‘immobile’ Flesh Wurm was following me around. He should at least tunnel to keep up with you…
Signed: all the other minions work, why not ol’ Fleshie?
Support, plus if you accidentally fall in the water you lose it too. And MOA morph should not make all of your minions despawn as well.
Well i wouldnt mind that they’d make the minions actually kill stuff im killing….half of the time it just stands there and comes in on the last 5% of health >:
Ranger pet system *hint*hint*
Sir Elron Noki – Warrior lv80
Server: Gunnar’s Hold
I support this…I also support the Flesh Golem not running so far when he charges. I want him going for power not distance. You lose DPS as he walks his dumb kitten back to the fight and there’s a chance he pulls aggro. SLOW DOWN MAN!
I support this…I also support the Flesh Golem not running so far when he charges. I want him going for power not distance. You lose DPS as he walks his dumb kitten back to the fight and there’s a chance he pulls aggro. SLOW DOWN MAN!
More than once my Fleshy charged straight into the water and drowned mid battle
I now have to watch and not use charge when I fight close to the water edge. At least please make it stop when it reaches the water if you can’t teach it how to swim…