Fleshwurm, and "OMG WHAT MOUNTAIN"
Assuming the same principal is applied to the wurm as is applied to Thief shadow step abilities, the explanation is simple. When shadow stepping (or wurm porting), the game engine doesn’t teleport you to the target location, but rather attempts to track the run given the maximum allowed distance (range) of the ability, and then instantaneously ‘runs’ to the target location, giving the illusion of an actual teleport.
The reason you can’t teleport to some of the places you have left your wurm is because the distance required to actually run to that location is out of the range of the ability.
There is also issues with teleports and reaching places that involve jumping (e.g. You can’t use shadow steps to easily complete jumping puzzles even though they might technically stay within the ability’s range).
I hope that helps.
Icetrinity
Hi Ice.
I thought that might be the case, too. But in 2) and 3), walking woudl take a good 20 seconds; you’d have to walk around the impassible fence, or around the impassible mountain.
It’s not that.
Follow up: Found a ledge. Walked towards it casting Wurm until I could cast it. Steps wer a long way away (much more than 1200 distance in walking). Could port onto it.
Hi Ice.
I thought that might be the case, too. But in 2) and 3), walking woudl take a good 20 seconds; you’d have to walk around the impassible fence, or around the impassible mountain.
It’s not that.
It’s not a hard and fast rule. In Battle of Khylo a thief can shadow step from the ground to the top of Clock Tower. I don’t know the full detail of the way it works, but I think it is something like if you draw a radius around yourself to the range of the ability, so long as you don’t have to leave that radius to get to where you are going it works.
As a side note: Thieves shadow return (second part of shadow step ability) seems to have an unlimited range, so there could be something buggy with teleport abilities. It’s really hard to say, just sharing my experience and (limited) understanding of how these abilities work.
Hi Ice.
I thought that might be the case, too. But in 2) and 3), walking woudl take a good 20 seconds; you’d have to walk around the impassible fence, or around the impassible mountain.
It’s not that.
It’s not a hard and fast rule. In Battle of Khylo a thief can shadow step from the ground to the top of Clock Tower. I don’t know the full detail of the way it works, but I think it is something like if you draw a radius around yourself to the range of the ability, so long as you don’t have to leave that radius to get to where you are going it works.
As a side note: Thieves shadow return (second part of shadow step ability) seems to have an unlimited range, so there could be something buggy with teleport abilities. It’s really hard to say, just sharing my experience and (limited) understanding of how these abilities work.
Think it has 5000 range, much like shadow trap.
I am almost positive that this has to do with the inability to teleport vertically.
Back in the earlier Betas, things like this would work. And it led to players getting to a lot of areas they otherwise were not supposed to be at. Arenanet “fixed” it by simply disabling the ability to travel vertically via teleport mechanics, as far as I’m aware.
This was just one of those fantastic side effects.
You can also telestomp using Flesh Wurm/Spectral Walk, if you didn’t know.
I can teleport vertically to about 50% of places. Experiment with it yourself, if you can’t get to place nromally then it’s out of bounds, but ledges with stairs somewhere in the vicinity are fine, even if the stairs are 5000+ away and the ledge is 1199 away.
I think it’s like the pet pathing. Some things our pets get stuck on – well, some things we get stuck on when porting.
TMA – explain telestomping?
You can also telestomp using Flesh Wurm/Spectral Walk, if you didn’t know.
That’s pretty awesome. I imagine it would work similarly to Thief shadow step stomp, where it is useful only against professions using projectiles to interrupt the stomp, Guardian bubble, and you could (if done right) LOS Ranger daze, but it would have to be set up coming into the battle, I doubt you could manage the Ranger one without preparation. Just leaves Thieves and Eles to chase. Mesmer are easy, you can fake out the stealth by cancelling the stomp mid-way and restart channeling. If they fall for it they will reappear from stealth before you finish stomping, and so long as they are still in range, they are dead.
…. I don’t PvP a lot ….
Icetrinity
I have a build that uses both Flesh Wurm and Spectral Walk, it’s better than stability, and works quite well. You place your flesh wurm before the fight at a far away distance, as soon as you down your opponent, activate spectral walk right next to him, start up the stomp channel, then Necrotic Traversal, then Spectral Return the moment your stomp would connect. Works really well in group fights. Long CDs though are irritating.
Crafty.
2 slots lost, but I suppose it saves on 30 pts in SR for stability.
here is link to help you with teleporting on 3 map [old tpvp maps]
There are 3 types of “porting” in game, first is the obvious actual portal that has point a and point b, moving target from one to the other (Swalk, waypoints on shor distances, mesmer portal, keep/wvwvw doors, etc), Shadowsteps that move the character the set distance in a almost instant effect if they can run there (dark path, 99% of thief teleports) and the good old blink (mesmer phase retreat, guardian blink utilites and our dear wurm) that are a combination of both, trying to move you a set distance first ignoring all collision, but then if something actually doesnt let you move it either sticking you to the wall or glitching you into limbo/a small rock or other microscopic to medium sided object you cant jump or move out of/over invisible walls into places the game clearly shouldnt let people be in (e.g. the keep tqtl likes to faceplant into)
You can port anywhere a thief/ele can port.
You can port from below battle kylo through the floor to the center mid point. You can port from below the trebs to above it. You can port up to the walkways.
Foefire you can port up both ledges its just really finicky.
Nilfel you can port up to the side ledges overlooking the mid poin if you’re to the side of the stairs just like a thief can port up with his arrow teleport.
The main drawback is its 40s CD. And the cast time is atrocious. I wish the cast time was like 1/4 or 3/4 at the most. 1 & 1/2 seconds to cast a minion is horrible. Who ever thought that was a good idea needs to die. And then you expect someone to try to use minions in pvp.
Hunter pets have no cast time in issuing commands or summoning/swapping pets.
Interestin tests.
Temple of Storms – cannot port onto gate ledge easily. Can port onto ledge below stairs on either side of gate capture zone. Is there a trick to the ledge over gate?
That Norn Map – can tele onto the wooden walkways provided you’re not standing on a large rock at the time. Can tele from directly underneath, or slightly to either side. Can tele to the wooden platform at Raven, but only if NOT directly underneath.
Winning wurm strategy on That Norn Map – place Wurm on wooden platform from raven. Port up to raven, fight, and as soon as CD is up place Wurm where he was. You can now guard raven, cast marks from the ledge, jump down and port back up, or fight at raven and have an easy escape. Very, very interesting tactical play.
Temple of Storms is a bit trickier. Found two neatish tricks:
At 10:00ish, I set Willy near to the vital capture point. If he dies, there is an enemy down there. IF he doesn’t die, he’ll interrupt their channel. At 08:30, you can use it to port a good portion of the distance there from gate.
For the rest of the match, Willy sat on top of the ledge overlooking gate.
Come on necros, let’s see what you can come up with when playing with Willy.
I have a build that uses both Flesh Wurm and Spectral Walk, it’s better than stability, and works quite well. You place your flesh wurm before the fight at a far away distance, as soon as you down your opponent, activate spectral walk right next to him, start up the stomp channel, then Necrotic Traversal, then Spectral Return the moment your stomp would connect. Works really well in group fights. Long CDs though are irritating.
That combo is brilliant, never though about it.
Tho using two long CD utility is kinda hardcore for a stomp
Server : Anvil Rock (Since Release!) [SOLO]
Idk, don’t other classes pretty commonly blow long CD things for stomps (except stealth stomps).
Still can’t work out how I can port through the mountain at Nilfel.
Still can’t work out how I can port through the mountain at Nilfel.
With http://i1251.photobucket.com/albums/hh548/SkySpazer/imagination_zpsa2cb3e79.jpg
Still can’t work out how I can port through the mountain at Nilfel.
With http://i1251.photobucket.com/albums/hh548/SkySpazer/imagination_zpsa2cb3e79.jpg
Very pithy, but please redo the macro with steps.
STEPS.
Because if Willy is behind the mountain on the back path to keep, and I’m on the stairs at the central keep having hopped off the ledge, I can port through the mountain. I can also port back up onto the keep ledge, which is a massive advantage.
So the correct meme would’ve just been “steps”. It’s a tragedy, it really is.
Idk, don’t other classes pretty commonly blow long CD things for stomps (except stealth stomps).
Pretty sure they dont use 2 stunbreaks lol
No, but they commonly blow long CD utilities for it.
In wvw you can wurm port from ground level, to bridges above you. In the north eastern part of the map, where there is a sentry, you can port from below up to the bridge, and there’s a good distance tbh.