(edited by Berullos.6928)
I think flesh wurm should be changed
I’m thinking the combo blast and poison are to deter people from meleeing the wurm.
-enemy runs up to wurm (trying to kill it so you can’t use it to port)
-you or ally drops combo field
-get a free combo, poison, and 10% life force
If the enemy attacks the wurm with a ranged attack, then their priorities aren’t quite straight and you should win the fight anyway. At the very least you can get the 10% life force from the wurm.
S/I/F engineer Z/R/D guard
Hmm, I guess that makes sense to deter them from attacking it, however it is all cases its just better to attack them the whole time while they kill the wurm. Using the teleport is the same purpose that they want to force you to get rid of stun breaker.
I think its mandatory to take 50% minion life if you use wurm/golem anyways, so them attacking the wurm is me attacking them the whole time which will put me ahead.
Tried using the wurm today. It would just bug out all the time when I’m trying to use the teleport (i.e., I don’t move at all, even though we’re both on the same ground level). It really should act more like the Mesmer’s portal. If the dev thinks that could be too powerful, then maybe just increase its range, but make the wurm die immediately when the owner is out of range.
Edit: apparently I got my memory mixed up between spectral walk and the wurm. I did use the wurm today, but it wasn’t the skill that was bugging out—spectral walk was bugging out.
(edited by Stormy O.7025)
I wish it acted like the Mesmer portal.
But if they have trouble with people using it to bypass puzzles or something they should just split the skill. Pve and pvp.
And then if people are abusing it to teleport to places, then just make it self ground casted so you can only cast where you stand. I would love that wurm so much then.
The wurm is my favorite minion also, but its ‘extra’ effects are completely useless-
Poison: A necromancer who needs to poison you is likely running a condition spec, with either a scepter or staff, or both, with more reliable ways to apply it. Not to mention most would run with a staff for a secondary anyways.
Combo: Its a nice touch but that would also mean the combo field needs to be at where the wurm is, which is a very conditional situation at best. Enemies are gonna go after you, and that’s where you’ll be dropping your fields. Your wurm is likely to be at a harder to reach location to constantly dps.
Breaks stun: is truly meaningless when it requires precasting.
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.
Its actually the only minion I like (in reverse of BWE1 where it was the only minion I didn’t like). If I could make one change about it I would take away the poison and make it so you could swap between positions with it every 20s for a stun break/teleport.
A precasted stun breaker isn’t that bad. Sure you’ll suck in ambushes but you got the death shroud for initial burst. Just get some breathing room and then drop the wurm out.
@chuiu, if I could switch positions with it back and forth that would be amaaaaaazing.
Like a dig/tunnel or something.
And yes, still my favorite minion. If the golem actually attacked what I attacked it would be my favorite. The golem hits like a truck especially his charge.
Golem charge : Get out of the way; I’m a golem.
Its actually the only minion I like (in reverse of BWE1 where it was the only minion I didn’t like). If I could make one change about it I would take away the poison and make it so you could swap between positions with it every 20s for a stun break/teleport.
That is actually an amazing idea, I think that the current ability on the wurm is slightly unintelligent because why would I want to actually kill the only pet that effectively deals damage? Being able to switch locations with it with a 20(ish) second cooldown would be fantastic. However how would that work if you were too far away from it? I think increasing the range to more than 1,200 would be too over powered.
Also I don’t think the wurm should act as a mesmer portal because for a mesmer to be able to use the portal he has to actually be standing on the specific spot, while we can simply cast the wurm where we wish. Plus having an eternal portal that’s just waiting for us back at the base (for example) is ridiculously over powered for a variety of reasons.
I think there’s some confusion going on.
When we say mesmer portal, we just mean teleport. Because right now, the “teleport” of the wurm is not an actual teleport—it just try to displace you towards the wurm, so if there’s any obstacles in the way (no matter how minor), then you don’t move the full 1200 range. Actually, my explanation isn’t completely true—the wurm’s teleport is more like the Mesmer’s Blink skill or Elementalist’s Lightning Flash or Thief’s Shadow Step.
But, I suppose it could be too powerful if it was like the mesmer’s portal teleport (in certain places such as at several places in Niflheim map).
Anyways, if “teleporting” doesn’t kill it, then it would cause a different issue. Because someone may want to kill it. Certainly this can be done by swapping out the wurm skill for another skill during the match, but it’s not a feature that should be relied on.
(edited by Stormy O.7025)
Hmm, I guess that makes sense to deter them from attacking it, however it is all cases its just better to attack them the whole time while they kill the wurm. Using the teleport is the same purpose that they want to force you to get rid of stun breaker.
I think its mandatory to take 50% minion life if you use wurm/golem anyways, so them attacking the wurm is me attacking them the whole time which will put me ahead.
If they’re going to kill the wurm either way it would be a waste not to take advantage of the free weakness (I’m going to assume you use putrid mark to setup a combo), poison, and 10% life force since it’s instant cast as it still leaves your other abilities you would be casting on the ready.
However yes, if they are attacking it from a range you might be better off simply attacking the player.
S/I/F engineer Z/R/D guard
Easy way to make the worm viable in pvp, just have a 10 sec cooldown that telepports your worm to you
Call i Burrow
I agree with OP that worm is the best all around necro pet, the damage is the best, even better than the Flesh Golem overall, and it has a combo finisher
ahh if only could put flesh wurm to all utility slots,, would be really nice in www.
From a PvE perspective the wurm is more annoying than it is useful, which is a darn shame.
It’s immobility makes it a pain to use, because it doesn’t despawn no matter how far away you get from it, so the skill never goes on cooldown. If it survives a fight, you need to trigger it’s ability to be able to use it again in a fight a moment later.
It also isn’t worth killing (Using it’s skill) in PvE since it’s damage output drastically outweighs the benefit from the combo field, or the teleport effect.
For PvE it would be more useful if it had the ability to follow the Necromancer and it’s ability instead was a Ground Target AoE knockdown/back attack similar to the large rock thrown by the larger PvE wurms.