(Intentional?) Changes of abilities.

(Intentional?) Changes of abilities.

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Posted by: Scott Lockharte.3412

Scott Lockharte.3412

I decided on posting a big list of various issues with utility skills, but the original reason for this post (and the name) was that Well of Power’s behaviour changed, nerfing it considerably, read further down to see this.

Well of Power’s behaviour was changed, If you leave the well, the condition removal effect no longer remains
i’m unsure if this is intentional, but it is a definite nerf
I also believe the effect itself may not work sometimes (Could someone confirm this?)

On the topic of wells, vampiric effects, do not work with non-damaging wells if you take Vampiric Rituals

Signet of Spite does not apply the intended conditions, It only applies one vulnerability and one bleed, (Tooltip says 5 and 2)

Spectral Wall and Well of Corruption both give life force but the tooltips do not mention this. (Wall is 4% when a enemy walks into it, Well is 2% for every hit enemy per tick)

Flesh Wurm does not gives life force on it’s death, only on it’s sacrifice
Flesh Wurm’s sacrifice isn’t affected by Soul Comprehension (I just find this very weird behaviour, and what i think is new, since Soul Comprehension was bugged before the patch to affect all LF generation)

There’s multiple facing bugs with a very large portion of our abilities, ones to note are Plague Signet and Minor Signet of Vampirism from Blood Bond (Doesn’t even trigger a good portion of the time because it’s automatic and still has a facing requirement)

of course, everyone knows the many A.I bugs making certain minions (Flesh Golem, Shadow Fiend) not even do anything even on perfectly flat terrain.

Channeled effects do not actually begin doing their effects until over 25% of the channel is complete, this has significance since Life Transfer will not teleport immediately if traited with Transfusion.

Dark Path casts from the place where you initially started it range-wise, so it misses even when your current position is in range.

Wail of Doom has severe vertical/horizontal aiming problems, if the enemy is SLIGHTLY above it or to the side, it fails.

Almost missed this, Putrid Mark is larger than the Blast it produces, if you place it on the edge of a combo-field, it sometimes does nothing even though the edge of it is blasting “within” the field.

Banshee’s Wail does not affect the actual life-force gain effectiveness of Locust Swarm (Probably not a bug, but i included it)

I believe it was said necromancer’s would be able to heal themselves in death shroud, and a exception was even made to Blood Magic traits:

Spiteful Renewal does not heal in Death Shroud.
Parasitic Contagion does not heal in Death Shroud.
Blood Bond does not heal in Death Shroud.

[UPDATED] could anyone confirm if Corruptor’s Fervor actually does the condition damage reduction? it feels like it doesn’t:
Corruptor’s Fervor does not work for self-inflicted conditions -Credit to manveruppd

Minions with Sacrifice effects (Flesh Wurm, Bone Minions) Do not cause the direct damage component of Death Nova – Credit to Drarnor

Lingering Curse does not affect the condition duration of Grasping Dead -Credit to Ovid & manveruppd for bringing this to the attention of this thread

Feel free to post your own bugs you’ve found, i’ll add them to the main list to keep things concise.

(edited by Scott Lockharte.3412)

(Intentional?) Changes of abilities.

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Posted by: Login.5102

Login.5102

I remember playing during beta STRESS test and trying to get bone minions blast finisher working reliably…….

years later……combo still activates seconds after the blast.

All bugs are features, they just haven’t updated the Tooltips yet.

(Intentional?) Changes of abilities.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The Well of Power change was in all likelihood intentional. A nerf, yes, but that really is the way it should have worked since the start.

Minions with Sacrifice abilities do not give life force on death. This has been true for a long time, likely to prevent Necros from running Bone Minions for 20% life force easy, plus good damage, plus two blasts. Sacrifice skills also do not proc the direct damage component of Death Nova (poison cloud remains).

Banshee’s Wail never did increase Life Force gain from Locust Swarm (other than giving more hits to proc it).

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

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Posted by: Bhawb.7408

Bhawb.7408

Minions with Sacrifice abilities do not give life force on death. This has been true for a long time, likely to prevent Necros from running Bone Minions for 20% life force easy, plus good damage, plus two blasts. Sacrifice skills also do not proc the direct damage component of Death Nova (poison cloud remains).

It has always been the case, and in fact the LF on minion death was added a while after the game was released but not added to those minions on purpose.

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: manveruppd.7601

manveruppd.7601

Can confirm the Signet of Spite bug, 1 stack vulnerability and 1 stack of bleeding.

A bad necromancer always blames the corpse.

(Intentional?) Changes of abilities.

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Posted by: manveruppd.7601

manveruppd.7601

Self-inflicted conditions from corruption definitely aren’t decreased by Corruptor’s Fervor, but that might be intentional (they’re self-inflicted rather than “incoming”).

A bad necromancer always blames the corpse.

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Posted by: manveruppd.7601

manveruppd.7601

Also, as Ovid discovered Lingering Curse does not increase condition duration of Grasping Dead, only of the autoattack chain.

A bad necromancer always blames the corpse.

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Posted by: Scott Lockharte.3412

Scott Lockharte.3412

Self-inflicted conditions from corruption definitely aren’t decreased by Corruptor’s Fervor, but that might be intentional (they’re self-inflicted rather than “incoming”).

Does this also count for Plague Signet / Unholy Martyr? does condition pulling from allies count as self-inflicted?

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Posted by: Crowlia.1987

Crowlia.1987

“Quickening Thirst: Dagger skills recharge faster if activated above the health treshold.”

Tested with 100% HP.

Dagger #2, #3 and#4 fail to get the reduced coooldown under some circumstances.

Dagger #2: Do NOT recharge faster if you cancel the channel. Full recharge duration activates.

Dagger #3: Do NOT recharge faster if you start casting with a target, but target ends up behind you, or out of sight. If the cast finishes with target behind you, it gets the full recharge duration.

Dagger #4: Do NOT recharge faster if you activate and immediately turn your back to the target. The skill goes off and hits as normal, but it gets the full length recharge.

(edited by Crowlia.1987)