Minion range correction

Minion range correction

in Necromancer

Posted by: Blueblob.1726

Blueblob.1726

Currently when activating minion skills the range is determined via your range and not the minion range which can lead to misleading info, for example when you get your shadow fiend to teleport and attack this can sometimes be out of range even when no red bar shows on your skill. This can lead to some fights turning into losses instead of wins, so I feel that minion skills should work with the range of the minion not the player.

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Crystal Desert
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Minion range correction

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Haunt range: 1200
Bone Fiend range: 900
Blood Fiend range: 900
Flesh Wurm range: 1200

Everything else: melee.

The tooltips have always said these for me and it’s been consistent with observed behavior.

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Minion range correction

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

What skills are you talking about? There are only two minion skills that could possibly have this behavior: Haunt and Charge, and I have never noticed this behavior. All the rest are either between you and the minion (Necrotic Traversal, Taste of Death) or centered on the minion (Rigor Mortis, Putrid Explosion).

Edit: I guess what you are asking is for the red tooltip to update when the minion is out of range. I understand why, but I don’t know how they’d program that, or that they have to. That is the difficulty (skill) in using a minion build. All minion skills (I just tested this) center on the minion, not you.

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(edited by Bhawb.7408)