My idea on improving the Flesh Wurm
what? remove the telport? no??
that’s exactly the one thing that makes the skill good and one of the few good escape buttons for a necro (and good is just because necro escape buttons have low standards),
if you just want stuff that goes boom run with bone minions.
Only things that need to change on Flesh Wurm are for the Blast finisher and poison to occur at your location instead of the wurm’s. Maybe a cast time reduction for summoning it.
what? remove the telport? no??
that’s exactly the one thing that makes the skill good and one of the few good escape buttons for a necro (and good is just because necro escape buttons have low standards),
if you just want stuff that goes boom run with bone minions.
I haven’t tried out Bone Minions all that much, but they seem a little flimsy compared to the other minions. Personally, I never found use for the Flesh Wurm’s teleport ability as Spectral Walk does it fine for me as it gives me a nice speed boost plus the Wurm’s cooldown just to reuse it seems way too long when compared to Spectral Walk for it to be actually useful, at least for PvP.
Next to flesh wurm, bone minions are my favorite. When traited they hit for about 2k when you use putrid explosion, which is instant and has a one second cooldown, plus if you use death nova, they leave a poison field behind. One thing I love doing is using staff 3, which leaves a poison field, then blow them both up, stacking a lot of weakness and poison.
Sure they’re flimsy, but their main use is to be moving land mines that go off at the necro’s command, not melee fighters like flesh golem or shadow fiend.
(edited by TheLastNobody.8319)
Flesh Wurm is fine, the only thing I’d do is lower its cast time, make the poison/blast where you are, and maybe increase its teleport distance. Although if they ever do what I want them to and rework Training of the Master, teleport distance increase + AA range increase would be perfect.
" It would be even better in my opinion to just remove the teleporting thing all together and substitute what with perhaps a wider blast radius."
Helllllll nooooooooooo
You obviously don’t play Minion Master if your reasoning for this is “just run Spectral Walk if you wanna teleport.” Flesh Wurm is near essential as a minion:
-Large damage with Projectile Finisher
-Stun-breaking Teleport and AoE
-Plus any benefits if you spec into MM traits
It’s only balanced by virtue of being stationary (though it needs a lower cast time).
Like the other guy said, if you just wanna blow stuff up, run Bone Minions, they’re NOT supposed to be straight DPS. Blow them up once they’re close to the enemy.
Even better if you’re good enough to watch them and let them get in some hits before they’re hit by AoE to maximize damage.
Even better if you’re good enough to watch them and let them get in some hits before they’re hit by AoE to maximize damage.
Actually you lose DPS every second they are not blown up after the CD is up, especially with traiting. So optimizing them is actually making sure they die as quickly as possible after they come off CD.
" It would be even better in my opinion to just remove the teleporting thing all together and substitute what with perhaps a wider blast radius."
Helllllll nooooooooooo
You obviously don’t play Minion Master if your reasoning for this is “just run Spectral Walk if you wanna teleport.” Flesh Wurm is near essential as a minion:
-Large damage with Projectile Finisher
-Stun-breaking Teleport and AoE
-Plus any benefits if you spec into MM traitsIt’s only balanced by virtue of being stationary (though it needs a lower cast time).
Like the other guy said, if you just wanna blow stuff up, run Bone Minions, they’re NOT supposed to be straight DPS. Blow them up once they’re close to the enemy.Even better if you’re good enough to watch them and let them get in some hits before they’re hit by AoE to maximize damage.
I do play Minion Mancer, though I just thought Spectral Walk was better has it gives me the movement speed PLUS the teleport.
“Actually you lose DPS every second they are not blown up after the CD is up, especially with traiting. So optimizing them is actually making sure they die as quickly as possible after they come off CD.”
That is true, I was thinking PVP wise (since I’ve been doing a lot of that recently).
But I play casually to begin with :p
At this level, I often find people who will turn around to try to kill my minions before me. My statement above was in the mindset of immediately killing them isn’t as good as letting them get to my opponent and let them try to kill one before I blow it up in their face.
Of course, I make a lot of practice in actually watching what’s going on. Basically letting them do a few hits on their own while my opponent tries to kill them only for me to blow them up right before they die is much better than just letting them blow up as soon as their close. Obviously this changes if the enemy player is much smarter.
In PVE, I watch first that someone isn’t in the middle of using a combo field (like Fire and blasting), but yeah I usually blow them up quick there.
“I do play Minion Mancer, though I just thought Spectral Walk was better has it gives me the movement speed PLUS the teleport.”
Hmm, well maybe? But we already have Warhorn for Swiftness (which is huge now) and one of the points of MM, I feel, is to have as much of an army of minions as possible for their passive damage (hitting opponents) and their utilities. If you take out the Wurm for SW and if you follow the popular build you’ll also have CC over Blood Fiend. At that point I kinda feel you should be running the other builds.
I dunno, maybe it works for you, but in any case I feel that it’s an inherently dumb idea to remove Teleporting from the Wurm in favor of another exploding Minion.
SWalk isn’t worth it in MM builds. Wurm is strictly better for the kind of things that you should be doing in a PvP match, namely roaming between side nodes (or wherever the teamfight isn’t), and in WvW if you don’t want/need Wurm you should take an extra minion. The issue with walk is it isn’t a true mobility, unlike wurm which allows you to instantly move somewhere once you have it down, Walk is a very limited thing that lets you juke or jump in and out of fights if you want to do some weird tricks.
But overall an MM build should basically always have 3 minions on the utility bar (only exception is condi, where you can take CB).
Oh, I see what you mean.
Make it work like shadowstep with same range or bound by ground pathing.
problems solved.
E.A.D.
I always liked the suggestion that the wurm switches places with you. On top of the consensus in this thread.
Make it work like shadowstep with same range or bound by ground pathing.
problems solved.
It does follow shadowstep rules.
Also swapping places would suck. It ends up artificially increasing the CD significantly, for no real benefit except maybe a few extra AAs. There really is no general scenario where the wurm lives long enough for a second swap, just maybe a few very niche situations.
Honestly, bonus range on NT wouldn’t hurt
[SALT]Natchniony – Necromancer, EU.
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All in all the wurm is good the way it is now. The only thing that’s weird about it is its blast… which seems a bit out of place. Sure, its attacks are strong, but it shines in that it gets you out of sticky spots (stun break and port) so the blast+poison is really… out of place, in my opinion. The only improvement that’s reasonable would be to make the blast around you, as you tele back. So you explode in poison and what not, then teleport to your wurm. This would make it easier to combo with your allies’ fields. For example, if a thief drops a smoke field on you, and you use the wurm to port out, you’d be stealthed and away.
-Its cooldown is in line with other teleports like Blink and Lightning Flash, Judge’s Intervention, and what not, so it’s nothing outrageously long.
-It’s cast time is there but it’s not really relevant because you’ll be summoning it before a fight anyway, so reducing its cast time isn’t that necessary.
-Its range seems in line with other teleport too. Of course, I wouldn’t mind an increased range, lower cooldown and cast time, but overall the teleport is in line with other teleports too so buffing it flat out isn’t justified when the skill is already good.
-Swapping positions with the wurm looks good at first, but you use the wurm to get away, right? So if you swap positions with it, and it lives through the whole cooldown of the teleport…. your wurm will now be back in the fray, which means your teleport will also be back in the fray, and you don’t want that.
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(edited by MethaneGas.8357)