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.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)