E.A.D.
(edited by Merlin Dyfed Avalon.5046)
Please add your discovered Necromancer Bugs in this topic so i can bug the debuggers with these bugs that are bugging us.
-Please be clear in your description.
-Add if the bug is pre or post patch.
-Add if you tested it, or if it needs testing (second opinion)
-Add your game settings (some bugs seem to happen on low spec systems only)
Cheers!
PS: Please try to report as many bugs in game when you find them.
(edited by Merlin Dyfed Avalon.5046)
Life blast isn’t hitting sometimes. This happened for the first time in PVP. It shoots and passes through the target but doesn’t hit. It happened to me for the first time after the patch. No testing. My game settings are all low.
(edited by Luke.4562)
I’ve got a feeling that “Dark Armor” actually gives armor and not Toughness. Remember that Toughness improves Armor, but they are actually separate stats.
• Reapers touch: @ PvE dungeon -> I’m standing in a spot in front of my target, my golem between us, I use reapers touch and the scythe bounces between target and flesh golem, also in pvp I have seen it bounce between flesh wurm/ blood fiend and target aswell
• Haunt & Rigor Mortis: Can be activated directly, but from that moment they have to charge it up before it goes, think about a small channel ( you can see the shadow fiend growing in size and the bone fiend gets chained up)
• is fetid consumption verified about the remove, not drawn part ? Because I swear that I’ve seen couple of minions gaining my confusion, immob , poison & chill several times (or it could’ve been some aoe but not sure)
I’m pretty sure that minions gain the conditions they draw. The bug I have the biggest problem with is that conditions, drawn or not, often last longer on minions. My flesh golem died from full hp from a 3 sec burn that didn’t end. This effect is most noticed during spirit watch when the opposing team takes tranquility while you’re on point. Your minions get varying duration chill that can last for quite some time.
-Casting projectiles at your feet don’t or barely hit the object or foe (Binding roots).
-Spectral grasp “pull effect” often pulls your foe at your feet (see above)
-Players who use lower settings experience more casting failure of skills (projectiles and conversion skills like Corrupt Boon)
-Minions AI still unresponsive on target swap.
-Stuck and unresponsive skills after the condition immobilize runs out or is cleared and/or converted. (stun mechanic at times has the same effect)
-Character Stuck after immobilize & stun is cleared/converted.
Extra notes:
-Flesh wurm teleportation needs a workover or a clear description on how the skills works with LoS and range.
-Spectral walk “recall” often not working when immobilized.
Link to older topic for reference:
https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-bug-collection/first#post3976219
(edited by Merlin Dyfed Avalon.5046)
Two things:
Reapers touch will try to prioritize based on type over range in a cluster f*
Because of mesmers whining minions gained condition duration, all transfers apply the owner/casters condition duration
writing stuff .
Master of Terror: According to tool tip it increases fear duration by 50%, however, if you take it without any other condition duration a 1second fear will become a 1.25secomd fear, so I guess there is something wrong.
- When Unyielding Blast is traited, Underwater DeathShroud 1 applies vulnerability to yourself as well as the mob
- Your 2 stacks of vulnerability are then transfered to the mob, giving the mob double the intended stacks of vuln; the mob can have 25 stacks of vuln within five or six hits
- I’ve only noticed this post-patch
Master of Terror: According to tool tip it increases fear duration by 50%, however, if you take it without any other condition duration a 1second fear will become a 1.25secomd fear, so I guess there is something wrong.
Actually i dont think master of terror is shown in the tool tip at all. It should work just fine through.
It is shown in the tool tip but tool tip shows only a 25% increase.
If you add a 10% condition duration increase via traits or rune, the tool tip will show 1,5 seconds.
I don’t know if this is a bug per say, but maybe someone can help me with it/I’d like to write it down for Anet if it’s relevant. Basically, sometimes, if I’m out and attacking things, if I accidentally tab to neutral mobs and don’t attack them usually — I hit ‘esc’ and try to move on — but my minions get excited and go YEAH IT’S MURDER TIME and start going all out on the thing. It’s just a minor annoyance so nothing huge, perhaps not a bug, but if my minions wouldn’t attack things until I actually start attacking them that would be nice.
I use a dagger so usually I’m out of range of these things too — so I’m not hitting anything and by the time I’ve tabbed away or hit ‘esc’ my minions have already started to fight it. (I’ll try to turn off autoattack w/ tab targeting to see if that changes though).
- When Unyielding Blast is traited, Underwater DeathShroud 1 applies vulnerability to yourself as well as the mob
- Your 2 stacks of vulnerability are then transfered to the mob, giving the mob double the intended stacks of vuln; the mob can have 25 stacks of vuln within five or six hits
- I’ve only noticed this post-patch
Are you sure it isn’t Death Shiver?
Anyway for sure its an op way to stack vulnerability but it’s a terrible obstacle to the condi removal from Plague Blast.
Are you sure it isn’t Death Shiver?
Anyway for sure its an op way to stack vulnerability but it’s a terrible obstacle to the condi removal from Plague Blast.
Yeah, I’m sure. I have no points in Death Magic.
Ok, modified my first post.
Death Shiver (Death Magic IX) when underwater applies 3 stacks of vulnerability on the Necromancer self. It should just apply stacks to enemies.This effect is caused by Unyelding Blast.
Related consequences: you won’t be able to send conditions with Plague Blast. Post Patch.Verified
-Condi Caps/Objects don’t take condi dam.
-Foot in the Grave – Totally countered by a single knockdown.
-Elite Minion – Dies if Wet. Can be exploited to charge on spot. (Ugly – looks like a whales boy bits on a undead chicken)
-Minions upscale events/champions as tho they were a player each.
-Minions A.I. broken (AGAIN – Even when they were ‘fixed/best’ they all focused different target if piecing projectile was used).
-Projectiles – Don’t hit some objects/can’t brake roots on your feet etkitten
ch Form – (And other transforms) broken auto-attack.
- Interact in DS – Can’t res/stomp/press objects while in DS. (Except for ‘exploit’ play of doing it in the upload que/same time as you enter DS)
-Exit Death Shroud / no life force orb gain in DS – adds a new CD (One added on Enter), you get no life force from dead monsters/green balls while in DS. Counter productive to things like Deathly Invigoration. Things like transfusion heal you if you time it on non exit-button exit. (Removing exit CD will fix your talents & add skilled game play into exiting DS. Vs current AFK till it runs out/exploits)
-DS Weapon Damage – DS only runs off mainhand weapon+Weapon Swap bug added and left. Meaning swap to staff, before entering DS is a ~60% DPS change.
-Siphons – Damage from Power stat, ignores all mitigation like a condition. But is direct damage. (Not sure if this is a bug, or a ‘cheap’ feature as the heals side is soo kitty)
-Loads more, not enough empathy to play long enough to test.
Corrupt Boon is still not working for me as well. About 75% of the time it fails. I’ll cast it, and the skill recharge starts, but I see no change on opponent’s boons….and I’m not blinded so that’s not it.
-Foot in the Grave – Totally countered by a single knockdown.
-Minions upscale events/champions as tho they were a player each.
-Projectiles – Don’t hit some objects/can’t brake roots on your feet etkittench Form – (And other transforms) broken auto-attack.
- Interact in DS – Can’t res/stomp/press objects while in DS. (Except for ‘exploit’ play of doing it in the upload que/same time as you enter DS)
-DS Weapon Damage – DS only runs off mainhand weapon+Weapon Swap bug added and left. Meaning swap to staff, before entering DS is a ~60% DPS change.
-Siphons – Damage from Power stat, ignores all mitigation like a condition. But is direct damage. (Not sure if this is a bug, or a ‘cheap’ feature as the heals side is soo kitty)
Fitg is buggy because of bad engine design, not true profession bug (same reason why you can do ds stomps right noe)
Siphons always did true damage (and even ignored some total invuls), intended.
DS weapon scaling adds actual gameplay depth (in a non twitch resource management mechanics way).
Projectiles shoot based off camera position, again more of a engine than profession bug.
I didnt and wont mention others because their “bug” list is either true or removed and implemented as “feature” by devs.
Reapers touch will fail to bounce at certain distances from large hit box targets.
http://youtu.be/Nk2NNMxp3t4?t=5m35s
Happens at 5:35, 6:18, 7:00 and 7:52.
Also on world bosses such as golem mark 2 in melee range it will completely fail to cast and interrupt itself.
- Interact in DS – Can’t res/stomp/press objects while in DS. (Except for ‘exploit’ play of doing it in the upload que/same time as you enter DS)
I’m not sure that this is a bug. And it’s been in the game as long as I can recall, I believe.
well of corruption: Retaliation corruption only gives 1 stack of confusion instead of 3 like corrupt boon.
parasitic contagion bug: conditions casted by corruptions on yourself don’t heal you for it untill you transfer them, other transferred conditions don’t heal as well.
If you let your Life Force run out while in Death Shroud and then immediately go into Plague, Plague gets cancelled immediately.
A demonstration of it in combat:
http://youtu.be/4t6eqbZNZ4M
And one in PvP without external factors:
http://youtu.be/nJS3eOtOZeg
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