Necromancer Bug Compilation Mk II

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Posted by: Softspoken.2410

Softspoken.2410

Buglist Two, Necromantic Boogaloo~

This thread is an attempt to catalog all Necromancer specific bugs, for the benefit of both developers and players. Bugs that are based on larger game-wide problems (odd pathing with pull skills, phantom obstructions for projectiles) generally are not listed here.

  • Bugs relating to skill – trait interactions are listed under the trait.
  • Some bugs are only found in certain game modes. If not noted otherwise, assume the bug applies to all game modes.

ReMortis has generously provided videos showing clearly the behavior of each bug. Where available, click the name of the skill / trait for a link to the video. Each bug is followed by a date indicating when the bug was last checked and confirmed.

Death Shroud Bugs

  • When forced to leave Death Shroud (Decay or enemy damage), you are locked out of your healing/utility/elite (6-0) skills for up to one second. (21 June, 2013)
  • When forced to leave Death Shroud, the recharge for “Entering DS” is not reset to 10 seconds. (21 June, 2013) -Note: The timer for this recharge starts at 10 seconds when you first enter DS.
  • In the Temple of Grenth event chain, entering death shroud cleanses the “Entered Grenth’s Realm” buff, making Shades immune to your death shroud skills. (19 June, 2013)
  • Entering Death Shroud temporarily removes some transformation visuals, such as the ghost disguise of AC exp path 3. (9 Feb, 2013)
  • Signet passive effects are not kept while in Death Shroud. (28 May, 2013) -Note: Possibly intentional?

Skill Bugs
Death Shroud

  • The tooltip for Death Shroud states it ‘removes other spectral effects’, but spectral walk / armor persist through Death Shroud. (26 July, 2013)

Weapons
Staff

  • Putrid Mark: creates two blast finishers, based on when the mark is laid and when it is triggered. Both activate only when the mark is triggered. (24 June, 2013)
  • Putrid Mark: Can only transfer 3 conditions from the necromancer to each target. (4 July, 2013)
  • Putrid Mark: Does not transfer conditions from allies to enemies. (4 July, 2013)
  • General: If the necromancer is interrupted while casting a mark skill, it will go on full recharge instead of the typical 5s delay of other non-channeled skills. (9 July, 2013)

Trident

  • Feast: Range indicator does not use Feast’s 600 radius, appears to use a distance of 360 units instead. (25 June, 2013)

Corruptions

  • Epidemic: Does not appear to work on ‘object’ boss monsters. (Tequatl, the Nightmare Tree, etc) (28 May, 2013)
  • Corrupt Boon: Still gets blocked by skills such as Shelter, despite having the Unblockable effect listed in its tooltip description. (10 Jun, 2013) -Note: Not observed in PvE. (Ornery / Hermit crabs)

Spectrals

  • Ethereal Wall: The combo field is low enough to the ground that projectiles (Flesh Wurm and Bone Fiend attacks) can pass over without proccing the field, especially when attacking tall targets. (30 May, 2013)

Minions

  • Bone Minions: When using Putrid Explosion, the combo finisher heart pops up immediately, but the actual effect is delayed for a few seconds. (28 May, 2013)

Wells

  • Well of Suffering: lasts for 5 seconds and applies 6 hits, not the 6 & 7 listed on its tooltip, respectively. (17 July, 2013)

Elites

  • Plague: The AoE indicator is not accurate. It will scale in size to match the player model instead of having a static radius of 240. The actual area of effect still has a radius of 240, regardless of character size. (28 May, 2013)
  • Plague: Even if ended early, the AoE indicator will persist for the full duration of plague. (31 May, 2013)
  • Lich Form / Plague: Causes interference with “On Swap” sigils (eg: Sigil of Geomancy) in PvP, and cannot be procced again until the sigil is unequipped & requipped. (15 May, 2013) -Note: Difficulty getting consistent reproduction of this bug.
  • Lich Form: Does not preserve auto-attack choices (For example, auto-cast skill 1) between uses. (28 May, 2013)
  • Lich Form: Skill 5 (Grim Specter) does not rip aegis properly, and is blocked by it instead. (11 Feb, 2013)
  • Lich Form: Cannot proc the 6 rune set bonus of Superior Runes of Lyssa. (22 June, 2013)
  • Flesh Golem: Despawns if it enters deep water, even if the Necromancer has not entered water themselves. (28 May, 2013) -Note: Other minions can swim across water, even if they are not equipped on the underwater skill bar.
  • Flesh Golem: If Charge is used while the Flesh Golem is controlled (Stunned, dazed, etc) the ability will go on full cooldown, but the golem will not charge or receive stability. (30 May, 2013)
Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

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Softspoken.2410

Trait Bugs
Spite

Curses

  • Banshee’s Wail: Tooltips are not changed, although the skills do last longer. (Wail of Doom gains about 1 second of Daze, Locust Swarm gains around 3 seconds of duration / swiftness as well as applying 2s of cripple per second) (28 May, 2013)
  • Spectral Attunement: All spectral skills gain increased duration (Longer lasting wall with longer protection application, longer spectral effects on walk and armor with bonus protection duration on armor, longer lasting chill on grasp, etc) but none of these changes are listed in the skill descriptions. (28 May, 2013)
  • Spectral Attunement: Spectral Grasp does not grant a bonus 5% life force on activation, unlike all other spectral skills when using this trait. (26 July, 2013)
  • Focused Rituals: Disables the trait “Spiteful Vigor” (Master Major trait in Death Magic) when using Well of Blood. (17 Aug, 2013)
  • Focused Rituals: grants an extra second of duration (and one more damage tick) to Well of Corruption. (25 June, 2013)

Death Magic

  • Dark Armor: Does not apply when reviving a downed or defeated character. -Note: The trait may be intended to only apply to skills, but clarification would be nice. (5 June, 2013)
  • Death Nova – Extra damage does not proc if the minion is sacrificed via its active skill. (25 June, 2013)

Blood Magic

  • Bloodthirst: Changes Signet of the Locust’s heal to scale exclusively with power, rather than healing power. (17 Aug, 2013) -Note: Values acquired in PvP with similar behavior observed in PvE.
  • Bloodthirst: The new heal-per-pulse for Life Siphon (Dagger 2) properly increases the scaling with healing power, but the base heal appears to be 298 instead of 303. (17 Aug, 2013)
  • Bloodthirst: Does not increase the siphon / healing from Deadly Feast (Spear 3). (25 June, 2013)
  • Quickening Thirst: Requires the use of a dagger in the main hand to receive the 10% speed boost for an offhand dagger. (28 Mar, 2013) -Note: Possibly intentional, but not clear from the trait’s wording.
  • Mark of Evasion: Triggers while out of combat, unlike most traits that proc effects on dodges. (28 May, 2013) -Note: Could be intentional, and whether this behavior is a true liability is up for debate.
  • Mark of Evasion: The trigger range seems to be less than the 180 unit radius indicator the mark creates. (5 Aug, 2013)
  • Blood to Power: Grants a 90 power bonus instead of 5% damage. This bonus only updates when entering or leaving combat, or using a transformation such as Plague or Moa, but not Death Shroud. (23 June, 2013)

Soul reaping

  • Unyielding Blast: While underwater, Life Blast pierces but does not apply vulnerability. (17 Aug, 2013)
  • Last Gasp: Is not properly augmented by Spectral Attunement. (28 May, 2013)
  • Strength of Undeath: Rather than a flat 5% damage boost when above 50% LF, gives 20 power for every 20% life force you have. This bonus also only updates when entering or leaving combat, or using a transformation such as Plague or Moa, but not Death Shroud. (23 June, 2013)
  • Deathly Perception: Does not update the indicated critical chance on the hero panel. (4 July, 2013) -Note: Appears to function correctly, just doesn’t update the display.

Not Quite a Bug

  • Mark of Evasion: Applies only 2 bleeds instead of the 3 that Mark of blood does. (15 Jan, 2013)

Traits that trigger versions of an active skill tend to do less damage than the standard skill, but provide similar utility benefits: See Caltrops / Uncatchable (Thief) and Churning Earth / Evasive Arcana (Elementalist).

  • Bloodthirst: does not increase “Sigil of Blood” life siphoning.

This is probably a balance concern, since the siphon from said sigil is cross-profession.

  • Spectral Walk: If this skill is removed from your skill bar (swapped out, going underwater) while spectral recall is available, it will remove all swiftness from the player, not just the swiftness granted by the skill.

Whenever a skill removes its own boon for any reason (removed from skill bar, cancelled early, etc) it will remove the entire stack of that boon, not just the amount that corresponds to the skill. This is probably an engine limitation.

  • Deadly Strength: Does not increase power given when under the effects of Dark Armor

Stats granted through boons, signets or trait buffs are not used in stat-conversion traits like Deadly Strength or Death Into Life, etc. for any profession.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

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Posted by: Swagg.9236

Swagg.9236

This list depresses me and I don’t even play Necromancer. All of my whys and hows. I commend you for the work you put into it, though.

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Posted by: Du Bist Schuld.8097

Du Bist Schuld.8097

The Focus skill ’Reaper’s Touch’ CAN bounce to minions (at least to fleshie) if they are in Range for the bounce. It just focuses on Real Players (and maybe NPCs, but i’m Not sure about that).

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Posted by: Softspoken.2410

Softspoken.2410

The Focus skill ’Reaper’s Touch’ CAN bounce to minions (at least to fleshie) if they are in Range for the bounce. It just focuses on Real Players (and maybe NPCs, but i’m Not sure about that).

I’ll try and test this further later then: maybe it only bounces to Flesh Golem?

I agree that it prioritizes player characters (which I think is a good implementation), but in this case it didn’t appear to bounce at all, even if minions were nearby. The way I tested it was having two bone minions and a blood fiend swarm a jungle wurm, then standing about 800 distance away and using the skill. Even though they were damaged, none of my minions showed the green healing numbers I usually get when I apply regeneration to them (mark of blood) and the Jungle Wurm would only ever get 4 stacks of vulnerability. (One hit of the skill, zero extra bounces.)

EDIT:

The ethereal field from spectral wall can be combo’d off, the field is merely at your feet when you cast instead of at the wall.

Really? That’s… Well, that’s probably a bug in and of itself. I’ll test it myself tomorrow, but I’ll put it on the list for now.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

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Posted by: War Mourner.5168

War Mourner.5168

The ethereal field from spectral wall can be combo’d off, the field is merely at your feet when you cast instead of at the wall.

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Posted by: Luke.4562

Luke.4562

TRAIT: Death Nova still doesn’t apply to Flesh Wurm when using Necrotic Traversal (note that works correctly when it’s killed by an enemy unit).
http://wiki.guildwars2.com/wiki/Death_Nova
http://wiki.guildwars2.com/wiki/Summon_Flesh_Wurm

TRAIT: Deadly Strength doesn’t increase Power from the Thoughness gained from Dark Armor.
http://wiki.guildwars2.com/wiki/Deadly_Strength
http://wiki.guildwars2.com/wiki/Dark_Armor

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

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Posted by: Haley.2390

Haley.2390

The Focus skill ’Reaper’s Touch’ CAN bounce to minions (at least to fleshie) if they are in Range for the bounce. It just focuses on Real Players (and maybe NPCs, but i’m Not sure about that).

Doesn’t work for me with Flesh Golem. Only one hit on the target, no additional stacks of vulnerability, no regeneration on Flesh Golem, no additional procs of Life Force gain. Golem was right next to target. Also tested with Mesmer clones, doesn’t bounce off of them either, but does bounce off my Mesmer friend.

And to OP, Spectral Attunement does work with Spectral Walk. It lengthens it from 8 seconds to 12 seconds, along with giving you 5 base Life Force when you activate it.

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Posted by: lettucemode.3789

lettucemode.3789

Hey dude, thanks for reviving the list.

If you get transformed into a Moa you can’t leave DS – this was fixed somewhat recently by making Moa Morph just remove DS.

Spiteful Talisman – In PvE and WvWvW, the cooldown and range of Reaper’s Touch (Focus 4) are not changed. This trait works fine in sPvP.

Spectral Attunement – Spectral walk’s duration DOES change when using spectral attunement, in fact I’m using Spectral Attunement in my build right now. The swiftness doesn’t change, the tooltip doesn’t change, but the length of time you have the “Spectral Walk” buff on you and can teleport to your original position is increased from 8s to 12s. The wording may be slightly confusing but I think this is working as intended.

Greater Marks – as far as I know the bug where Guardians could still block the marks was fixed a while ago, it shouldn’t be a problem anymore.

Again, thanks for bringing the list up to date. Mods, replace the old sticky with this thread, please!

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

(edited by lettucemode.3789)

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Posted by: Softspoken.2410

Softspoken.2410

TRAIT: Deadly Strength doesn’t increase Power from the Thoughness gained from Dark Armor.
http://wiki.guildwars2.com/wiki/Deadly_Strength
http://wiki.guildwars2.com/wiki/Dark_Armor

I’m pretty sure that this bug is correct, given none of the totals on the hero screen / skill tooltips change while you’re channelling. The problem is that the gain is only about 20 power, so it could just be a display bug, not a functionality one, since I can’t really see / feel the difference between 20 power in terms of the numbers I get off of damaging enemies. If anyone can think of a good way to tell that isn’t based on tooltips, I’d appreciate it so I can really nail down that bug. (If not, it’s not a huge deal.)

And to OP, Spectral Attunement does work with Spectral Walk. It lengthens it from 8 seconds to 12 seconds, along with giving you 5 base Life Force when you activate it.

Spectral Attunement – Spectral walk’s duration DOES change when using spectral attunement, in fact I’m using Spectral Attunement in my build right now. The swiftness doesn’t change, the tooltip doesn’t change, but the length of time you have the “Spectral Walk” buff on you and can teleport to your original position is increased from 8s to 12s. The wording may be slightly confusing but I think this is working as intended.

Whoops, my mistake. I thought I had checked for that duration change, but I guess I missed it. Thank you all for catching me on that!

The Focus skill ’Reaper’s Touch’ CAN bounce to minions (at least to fleshie) if they are in Range for the bounce. It just focuses on Real Players (and maybe NPCs, but i’m Not sure about that).

Doesn’t work for me with Flesh Golem. Only one hit on the target, no additional stacks of vulnerability, no regeneration on Flesh Golem, no additional procs of Life Force gain. Golem was right next to target. Also tested with Mesmer clones, doesn’t bounce off of them either, but does bounce off my Mesmer friend.

I’m a bit relieved to hear that about Mesmer clones, but in my testing with Flesh Golem (admittedly in Heart of the Mists) it wouldn’t bounce to him either. It may just be intended that minions aren’t on the bounce-to list, but it would be a nice feature if there were absolutely no other possible targets around.

Hey dude, thanks for reviving the list.

If you get transformed into a Moa you can’t leave DS – this was fixed somewhat recently by making Moa Morph just remove DS.

Spiteful Talisman – In PvE and WvWvW, the cooldown and range of Reaper’s Touch (Focus 4) are not changed. This trait works fine in sPvP.

Greater Marks – as far as I know the bug where Guardians could still block the marks was fixed a while ago, it shouldn’t be a problem anymore.

In order:
I’ll just remove the bug then. Moa Morph taking you out of DS makes a bit of sense, since the entire theme of Moa Morph is cutting you off from all of your usual actions and abilities.
This is… Absolutely bizarre. In PvE, the trait changes the tooltip, but not the behavior, which isn’t that odd, except that after you use it the first time the recharge on the tooltip switches back to 18 seconds instead of even pretending to be 14 seconds. Plus the skill never does the ‘flip/reset’ thing when you switch the relevant trait.
I recall hearing this also. If someone disagrees with the removal of this bug, feel free to post.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

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Posted by: Raf.1078

Raf.1078

This list depresses me and I don’t even play Necromancer. All of my whys and hows. I commend you for the work you put into it, though.

None of the listed bugs in any way make the class unplayable.

PF/ GOAT on Tarnished Coast (Semi-Retired)
Raf Longshanks-80 Norn Guardian / 9 more alts of various lvls / Charter Member Altaholics Anon

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Posted by: Softspoken.2410

Softspoken.2410

This list depresses me and I don’t even play Necromancer. All of my whys and hows. I commend you for the work you put into it, though.

None of the listed bugs in any way make the class unplayable.

I’ll admit, there’s only a few of these bugs I personally would call major, but regardless of how much they do or don’t alter your playstyle, I’d like to document them here.

I wanted to add: I left out a lot of the HP% Rune Effects from the last thread that used to mess with death shroud, because I was led to believe that category of issue had been solved. Would anyone with more experience like to weigh in on that?

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

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Posted by: lettucemode.3789

lettucemode.3789

This list depresses me and I don’t even play Necromancer. All of my whys and hows. I commend you for the work you put into it, though.

None of the listed bugs in any way make the class unplayable.

I’ll admit, there’s only a few of these bugs I personally would call major, but regardless of how much they do or don’t alter your playstyle, I’d like to document them here.

I wanted to add: I left out a lot of the HP% Rune Effects from the last thread that used to mess with death shroud, because I was led to believe that category of issue had been solved. Would anyone with more experience like to weigh in on that?

Yep, it’s been solved. I’m running 6/6 Vampirism and it only triggers when my real HP is below 10%.

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

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Posted by: Softspoken.2410

Softspoken.2410

Alright, I went through about the last 4 pages of the old thread (approximately where the updates from They Are Hashes seem to stop) and brought most of those bugs into the list here after reproducing them myself.

A few of them are pretty weird, like the revelation that the condition pull range of Putrid Mark (Staff 4) appears to be gigantic, and that Deathly Swarm (Dagger 4) appears to already have a PvP / PvE split.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

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Posted by: striker.3704

striker.3704

-blood fiend didn’t have it’s health siphon on attack properly increased to 200% of the old value as according to the november patch.

-bone minions still have a 3 second delay when activating any combo field.

-Warriors can vengeance res off of minions. (I consider this a bug with minions since it makes it impossible for a minion master to kill any warrior with the res on kill trait).

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

(edited by striker.3704)

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Posted by: Softspoken.2410

Softspoken.2410

-blood fiend didn’t have it’s health siphon on attack properly increased to 200% of the old value as according to the november patch.

-bone minions still have a 3 second delay when activating any combo field.

-Warriors can vengeance res off of minions. (I consider this a bug with minions since it makes it impossible for a minion master to kill any warrior with the res on kill trait).

In order:
-I can’t put this one on, because I can’t in go back in time to test the previous siphon values and compare them to the current ones. If you see any discrepancy on the heal between the listed tooltip and the received value, or that the heal is changing drastically even in similarly-leveled zones, I’ll look into it.

-I thought I had already put this on the list! Thanks for reminding me.

-I’ve heard a bit on this subject, but was under the impression that it had been fixed? Would anyone else like to weigh in on it?

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

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Posted by: Levian.6742

Levian.6742

What about Plague Signet’s active, transferring conditions from allies to yourself? Last I heard, it only copied the conditions to you, leaving them still on allies.

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Posted by: striker.3704

striker.3704

-blood fiend didn’t have it’s health siphon on attack properly increased to 200% of the old value as according to the november patch.

-bone minions still have a 3 second delay when activating any combo field.

-Warriors can vengeance res off of minions. (I consider this a bug with minions since it makes it impossible for a minion master to kill any warrior with the res on kill trait).

In order:
-I can’t put this one on, because I can’t in go back in time to test the previous siphon values and compare them to the current ones. If you see any discrepancy on the heal between the listed tooltip and the received value, or that the heal is changing drastically even in similarly-leveled zones, I’ll look into it.

-I thought I had already put this on the list! Thanks for reminding me.

-I’ve heard a bit on this subject, but was under the impression that it had been fixed? Would anyone else like to weigh in on it?

you can compare it to wiki values (they haven’t been adjusted since before the patch) and it’s the same heal value. However It’s impossible for me to provide evidence as you can’t screenshot tooltips.

As for vengeance I think the only thing people were debating was warriors ressing off of jagged horrors, but they’ve always res’d off of minions.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

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Posted by: Levian.6742

Levian.6742

^

According to this fella, Shadow Fiends active ability Haunt applies a an AoE blind at the target, instead of the single target blind the tooltip says.

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Posted by: Softspoken.2410

Softspoken.2410

What about Plague Signet’s active, transferring conditions from allies to yourself? Last I heard, it only copied the conditions to you, leaving them still on allies.

You mean the passive, I assume?

Whenever I pay attention to this in PvE events, I can watch conditions be fully transferred, curing allies. (Last time I followed around a thief fighting harpies. They would get a 7+ second cripple on them, which would eventually transfer to me (I can’t remember the delay, but often around two seconds and I was around 900 units away) without me entering combat prior.

So I’m a bit hesitant to add it to the list, since I’ve seen it working. If you can find specific cases that it just copies the condition to the necromancer (be wary of the condition being reapplied to the ally immediately after you remove it!) I’ll try and reproduce the situation.

you can compare it to wiki values (they haven’t been adjusted since before the patch) and it’s the same heal value. However It’s impossible for me to provide evidence as you can’t screenshot tooltips.

As for vengeance I think the only thing people were debating was warriors ressing off of jagged horrors, but they’ve always res’d off of minions.

I’ll look into the blood fiend thing then, but that’s still not so much a bug as it is misleading patch notes.
Edit: I’m noticing that the siphon recieved is about 1.75x the siphon indicated on the tooltip. If anyone notices specific areas where it matches the tooltip exactly, please point them out!

I’ll look into the thing about minions and Vengeance more. Maybe ask about the mechanics of it in the Warrior forum…

Edit:

^

According to this fella, Shadow Fiends active ability Haunt applies a an AoE blind at the target, instead of the single target blind the tooltip says.

Shadow Fiend’s active ability does apply an AoE blind, much to my surprise. The tooltip stats actually mention the radius, but the description certainly implies one target only.

Edit again: First post got too big, because I get a bit wordy in my bug descriptions. So now all trait bugs are in the second post.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

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Posted by: Levian.6742

Levian.6742

What about Plague Signet’s active, transferring conditions from allies to yourself? Last I heard, it only copied the conditions to you, leaving them still on allies.

You mean the passive, I assume?

Whenever I pay attention to this in PvE events, I can watch conditions be fully transferred, curing allies. (Last time I followed around a thief fighting harpies. They would get a 7+ second cripple on them, which would eventually transfer to me (I can’t remember the delay, but often around two seconds and I was around 900 units away) without me entering combat prior.

I haven’t personally tested it, but from what I remember, the first condition transferred properly, and the rest were just copied. I don’t play this game much anymore, so chances are I won’t get around to testing anything again until the next patch.

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Posted by: lettucemode.3789

lettucemode.3789

What about Plague Signet’s active, transferring conditions from allies to yourself? Last I heard, it only copied the conditions to you, leaving them still on allies.

You mean the passive, I assume?

Whenever I pay attention to this in PvE events, I can watch conditions be fully transferred, curing allies. (Last time I followed around a thief fighting harpies. They would get a 7+ second cripple on them, which would eventually transfer to me (I can’t remember the delay, but often around two seconds and I was around 900 units away) without me entering combat prior.

I haven’t personally tested it, but from what I remember, the first condition transferred properly, and the rest were just copied. I don’t play this game much anymore, so chances are I won’t get around to testing anything again until the next patch.

How long ago did you play? My understanding is that this bug was fixed silently somewhat recently.

For information: I saw a post some time ago regarding testing Plague Signet, and it apparently transfers 1 condition per ally every 3s.

Regarding rallying: just yesterday in WvWvW I downed an enemy necro, and he targeted my Jagged Horror and killed it, but didn’t rally. That doesn’t necessarily prove it one way or the other, but it is a data point.

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

(edited by lettucemode.3789)

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Posted by: Levian.6742

Levian.6742

It has been since October that I actually played my Necro for more than half a day here and there, so its very possible that there’s a lot of things I’ve missed, even checking the forums every day. Thanks for the update on that though, I loved the idea of that signet.

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Posted by: Rennoko.5731

Rennoko.5731

Just an FYI, I am pretty sure that DS entry Enfeebling blood applies just one bleed and the weakness, and the short bleed you are seeing is the 66% chance on crit bleed. (a requirement if you want to get to this trait)

Also having looked around through other class forums, these “on usage” effects that mirror normal skills are often weaker for them as well, which would make this lean less towards the bug column and more towards the intentional column. Including the MOB on dodge as well.

And also not that I want it fixed, but Epidemic not requiring line of site to cast is likely a bug that will be fixed, as much as I hate to have that added to this list. Originally it didn’t require LOS and had infinite range and infinite targets…. lol….

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Posted by: Softspoken.2410

Softspoken.2410

Just an FYI, I am pretty sure that DS entry Enfeebling blood applies just one bleed and the weakness, and the short bleed you are seeing is the 66% chance on crit bleed. (a requirement if you want to get to this trait)

Also having looked around through other class forums, these “on usage” effects that mirror normal skills are often weaker for them as well, which would make this lean less towards the bug column and more towards the intentional column. Including the MOB on dodge as well.

And also not that I want it fixed, but Epidemic not requiring line of site to cast is likely a bug that will be fixed, as much as I hate to have that added to this list. Originally it didn’t require LOS and had infinite range and infinite targets…. lol….

Whoops, completely forgot about Barbed Precision, which explains exactly what I was seeing.

You have a point about these trait-procced skills being weaker across all classes. I’ll look into it a bit myself as well, but I may end up removing them.

I’ll add the bit about Epidemic not requiring LoS. Oh for those halcyon days when you could Epidemic an entire zerg.

I don’t play this game much anymore, so chances are I won’t get around to testing anything again until the next patch.

I hope to do a lot of testing next patch as well. Bizarrely I’m a bit more excited for that than for new content.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

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Posted by: Ratphink.4751

Ratphink.4751

Chill of Death: I usually pop this trait on whenever I know I’m fighting those annoying Gong wielding Dredge. I can confirm it does in fact rip the boons off the target, didn’t even notice it wasn’t damaging them.

“I have begun my journey in a paper boat without a bottom.”

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Posted by: Softspoken.2410

Softspoken.2410

Chill of Death: I usually pop this trait on whenever I know I’m fighting those annoying Gong wielding Dredge. I can confirm it does in fact rip the boons off the target, didn’t even notice it wasn’t damaging them.

Really the damage on it is inconsequential in my opinion: I’m glad to hear the boon ripping works, and will note it accordingly.

Also, Rennoko: can you provide examples of traits from other classes that activate (possibly weaker) versions of their active skills? I’m having a difficult time finding candidates in the trait lists.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

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Posted by: Rennoko.5731

Rennoko.5731

Thief – Uncatchable – Leave behind caltrops when you dodge.

—The caltrops left by dodging have a smaller radius than normal caltrops and only last 4 seconds.

I guess I should have been more clear. The effect isn’t weaker, but the skill itself has reduced potency in its activation window (size and duration).

EDIT 2: It is a reasonable comparison because of the fact that it is a very similar skill to MOB in terms of how it works. But looking closer at the dodge skills, this may be the only other one I can find that is weaker. It is also not weaker in terms of its debuff skills…. So maybe my comment about it being possibly intended is not correct.

(edited by Rennoko.5731)

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Posted by: Softspoken.2410

Softspoken.2410

Thief – Uncatchable – Leave behind caltrops when you dodge.

—The caltrops left by dodging have a smaller radius than normal caltrops and only last 4 seconds.

I guess I should have been more clear. The effect isn’t weaker, but the skill itself has reduced potency in its activation window (size and duration).

EDIT 2: It is a reasonable comparison because of the fact that it is a very similar skill to MOB in terms of how it works. But looking closer at the dodge skills, this may be the only other one I can find that is weaker. It is also not weaker in terms of its debuff skills…. So maybe my comment about it being possibly intended is not correct.

No no, caltrops is a good example, I wish I had remembered it sooner. The actual caltrops utility skill lasts for a crazy amount of time and racks up bleeds like nobody’s business in a huge area: the caltrops on dodge is way shorter and smaller. Really I’d accept any trait that triggers a copy of another skill for precident, it doesn’t need to be dodge-based.

It turns out Evasive Arcana can count as well, because even though it’s a Grandmaster Major trait, the earth attunement variation (the one based on bleeds and direct damage) is distinctly weaker does less damage per cast than the skill it imitates.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

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Posted by: wiazabi.2549

wiazabi.2549

Wonder what chances are this get stickied!

Anyway Grenth event when you have to enter the realm of grenth to kill the shades, well entering death shroud instantly takes you out of it making shades immune once again.

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Posted by: Gaertan.4512

Gaertan.4512

lichs 5 get blocked by aegis, yet the description says it rips enemy boons.

Spectral grasp gets obstructed a lot in open fields(like WvW) when there is nothing in between the projectile and your target

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Posted by: Softspoken.2410

Softspoken.2410

I’m not going to be able to play GW2 much the next couple of days, and I don’t know how much I’ll be able to check the thread. I’ll try and test Spectral Grasp in various contexts then to see if there’s any specific triggers for it failing, as well as play through the Grenth event chain.

I can’t think of any PvE mobs that have aegis (let alone aegis + other boons) so if anyone else could weigh in on if Grim Specter (Lich 5) rips aegis properly I’d appreciate it.

Until then I’ve added two of them to the list, but without a confirmed date. If I can come up with a more exact descriptor for what causes Spectral Grasp to fail, I’ll update that one with a confirmation date as well.

EDIT: I leave for three days and suddenly there’s 8 new posts. Maybe I should leave more often?

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

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Posted by: boneduste.4023

boneduste.4023

Corrupt Boon has the same issue. I believe if a target has an Aegis, the Corrupt Boon (and/or) Lich 5, get blocked. as the Aegis states it blocks the next incoming attack. Looks like a bug.

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Posted by: Panhauramix.2784

Panhauramix.2784

Since last patch, I get a +-1 second lock on my #6-0 skills after leaving Deathshroud.

Pretty annoying not been able to heal right after if needed.

80’s: Razdhül Necro/Desire Mesmer/ Ykarys War/ Yphrit Ele/
Panhauramix Guardian/Pistoleros Engineer/ Orbite Thief
Gates of Madness – Leader of Homicide Volontaire [HV]

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Posted by: lettucemode.3789

lettucemode.3789

Corrupt Boon has the same issue. I believe if a target has an Aegis, the Corrupt Boon (and/or) Lich 5, get blocked. as the Aegis states it blocks the next incoming attack. Looks like a bug.

Fixed ages ago, it was in the patch notes

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

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Posted by: Rennoko.5731

Rennoko.5731

I would love if someone else could confirm DS#2 not working properly on occasion. I would say at least 2-3 times a night, I will have it just shoot off in a direct straight line from my facing, and not “home-in” on my target like it does 95% of the time.

It will not activate the chill/bleed/teleport, and I don’t get a miss/obstructed/out of range message. I just get nothing… Like I didn’t cast the spell even though it goes on cooldown (and the little bolt shoots out in that straight line).

I have tried to reproduce the bug, and it seems to happen to me mostly when I cast the DS3 fear in that last 1/4 second before the DS2 bolt leaves my character, but it is not repeatable consistantly.

I originally thought this had to do with an arc problem, (like with corruption boon), but I can run while casting DS#2 at something just to my right, but within my 180 degree frontal arc and it goes off almost every time.

Anyone who has supporting or refuting evidence is welcome… I would love to know what I can do to prevent it from happening, as I really hate missing the port/chill.

I also find it funny that you can cast DS2 while the target is way out or range, and as long as you can get into 900 range before it hits the target, you will port to them. Not a bug though so ignore that comment.

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Posted by: Dylninja.4216

Dylninja.4216

Soul Reaping:
Mark of Revival

When I have greater marks from the death magic trait line, the reaper’s mark is normal size. I figured since my Mark of Evasion is a “greater mark” the Mark of Revival would be “greater” as well. Don’t know if thats intended or bugged but i figured i bring it up.

[PRO] The Protectorate of Fort Aspenwood
Shrouded Bomber

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Posted by: lettucemode.3789

lettucemode.3789

Soul Reaping:
Mark of Revival

When I have greater marks from the death magic trait line, the reaper’s mark is normal size. I figured since my Mark of Evasion is a “greater mark” the Mark of Revival would be “greater” as well. Don’t know if thats intended or bugged but i figured i bring it up.

Already on the list, buddy. But thanks for using this thread rather than the sticky

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

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Posted by: striker.3704

striker.3704

training of the master’s 30% damage boost is not reflected in the tooltip.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

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Posted by: Kruhljak.2705

Kruhljak.2705

While possibly not a bug, it should be considered one in terms of practicality.

When using Putrid Explosion, rather than the logical result of the minion closest to your selected TARGET exploding, the one closest to YOU explodes. In many cases, this results in a completely wasted minion/skill use.

This seems to work pretty much like Putrid Explosion in GW1 where the corpse nearest the caster was chosen rather than the one nearest your target.

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Posted by: Softspoken.2410

Softspoken.2410

Okay, I’ve seen the lock-out thing happen on leaving Death Shroud, but I can’t for the life of me get it to act consistently. I’m putting it up on the list with a note that the cause is unclear, but that it started on the Jan 28th patch.

I would love if someone else could confirm DS#2 not working properly on occasion. I would say at least 2-3 times a night, I will have it just shoot off in a direct straight line from my facing, and not “home-in” on my target like it does 95% of the time.

This sounds like something is occasionally just dropping your targeting before you use Dark Path: It fires off as if you have no target selected. I really can’t get it to reproduce though, and I’m worried it might be more of a general targeting bug than something specific to Dark Path. So I can’t add it, but if you find out any more about it feel free to bring it up again.

Added Training of the Master not updating the tooltips. Thankfully, the damage is being boosted. It seems pretty rare for a % booster to actually change the damage shown on a tooltip for any class, which is just too bad.

I’ll admit: I had never realized that Putrid Explosion always detonated the closer minion to the caster. I’m not sure it would count as a bug though: there’s nothing in the skill description to suggest to the user (besides prior experience with the skill’s GW1 equivalent) that which minion explodes is based on their distance from the caster, let alone being the further of the minions.

Edit:

Wonder what chances are this get stickied!

Apparently pretty good. o_o

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

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Posted by: lettucemode.3789

lettucemode.3789

Signet of the Locust buff now correctly shows 25% bonus movement speed.

EDIT: Guess that wasn’t on the list….but now you all know.

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

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Posted by: Animi.4617

Animi.4617

Corrupt Boon has the same issue. I believe if a target has an Aegis, the Corrupt Boon (and/or) Lich 5, get blocked. as the Aegis states it blocks the next incoming attack. Looks like a bug.

Fixed ages ago, it was in the patch notes

Yeah it was fixed ages ago but I got this bug today… Guardian had about 6 boon on him with aegis and Corrupt Boon didn’t do anythin but aegis blocked it.

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Posted by: lettucemode.3789

lettucemode.3789

Corrupt Boon has the same issue. I believe if a target has an Aegis, the Corrupt Boon (and/or) Lich 5, get blocked. as the Aegis states it blocks the next incoming attack. Looks like a bug.

Fixed ages ago, it was in the patch notes

Yeah it was fixed ages ago but I got this bug today… Guardian had about 6 boon on him with aegis and Corrupt Boon didn’t do anythin but aegis blocked it.

Huh. Odd. Do you have a video? I was corrupting guardians with Aegis just fine last night. Did you see the “blocked” notification or did it just miss? Corrupt Boon has a narrower “cone” than most other moves, if he was too far to the left or right of the direction your character was facing then it would have just missed.

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

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Posted by: Animi.4617

Animi.4617

Maybe it wasn’t the Corrupt boon skill that remowed aegis from the guardian. All I know that I saw the blocked notification and Corrupt Boon started the CD but non of his boon was remowed. I wasn’t blinded too. I coudn’t reproduce this effect and I didn’t had problem with it only once iin that morning. Maybe it’s just one in a million case like when I finish someone out but he don’t die.

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Posted by: Unknown.2796

Unknown.2796

Trait Traitline; Death Magic, trait; II – Greater marks,

This used to function fine for staff; (you see the correct size of the mark before casting it) this got changed in some update and only applies to Chillblains now, the #3 skill on staff. The actual marks are working as intended, they are larger but the preview/ground target just doesn’t show that.

Location, location, location.

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Posted by: Softspoken.2410

Softspoken.2410

Trait Traitline; Death Magic, trait; II – Greater marks,

This used to function fine for staff; (you see the correct size of the mark before casting it) this got changed in some update and only applies to Chillblains now, the #3 skill on staff. The actual marks are working as intended, they are larger but the preview/ground target just doesn’t show that.

Already noted in the list, but I’ll edit it to be a bit clearer.

EDIT: Tomorrow I should be able to say decisively that Death Shroud clears “Entered Realm of Grenth”. I tried to check it today, but got too distracted by the actual event to pay close enough attention. It looks like it clears it, but the debuff itself seems to come and go at sporadic times so I may just be losing it by the time I leave death shroud and not noticing the cause.

Yeah it clears it.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

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Posted by: Softspoken.2410

Softspoken.2410

I noticed today in Ascalonian Catacombs that while disguised as a ghost, entering death shroud temporarily made me use my normal model instead of the generic human disguise. This might happen with other transformations, especially plot-line induced ones. Can anyone think of other examples?

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Current notes: I’d like to look into rally-on-kill effects triggering on minions. I was sure I saw a Red post stating this shouldn’t be the case, but I’m not totally clear on how that mechanic functions yet.

I think this is the thread you wanted (had to resort to a Google search to find it!):

https://forum-en.gw2archive.eu/forum/professions/necromancer/I-d-rather-have-reanimator-disabled-until-a-fix-is-ready/587730

Stealth nerfs are the perfect fertilizer for mistrust.
PVE Power and Support Build

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Posted by: Malignar.6905

Malignar.6905

I can’t even get putrid mark’s combo blast finisher to work if I’m standing on top of spectral wall. So I’m not entirely sure that the spectral wall combo field work’s with putrid mark at all. Some have said that it works at the caster’s feet, not the case with me.