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Posted by: paultimate.8790

paultimate.8790

“This is a phenomenal thread. There are so many moving pieces in this game that this is a great way for you help us track issues. I will sticky this thread and get working on fixes for these right away. It might be a week or so before you see these changes in game. I would encourage other profession forums to do the same thing so that we can iron out all of the kinks in skills & traits so that we can more easily figure out which aspects require balance updates and which are just a matter of bugs.
Thanks,
Jon”

aka ‘Thanks for beta testing for us guys! Can any of you code btw??’

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Posted by: neck.2159

neck.2159

Mark of evasion:
- the mark of blood you leave when using it triggers where you finish your dodge (tooltip only says “when you dodge”)
- the mark of blood you leave doesn’t last as long as the normal one (5s vs 20 or so).

Also, unsure whether it’s a bug or not: when dodging (with mark of evasion enabled) you can get 2 marks of blood up. However if you recast the staff one it remove the previous one.

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Posted by: chuiu.4985

chuiu.4985

Incorrect. Deathly Swarm Transfers 3 conditions to 1-3 targets.

The way you word it makes it even more vague. Deathly swarm transfers one condition per target it hits up to three.

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Posted by: They are hashes.4523

They are hashes.4523

Hello, here’s a bug (oversight?) that has bothered me for a while:

All healing effects are wasted while in death shroud.

Regeneration loses duration, but you gain no health. Standing in a well of blood will gain no health. etc. It could be that these are giving life force (I doubt it), but your health when entering and exiting death shroud are always the same, no matter what healing effects you are supposed to get.

This is pretty easy to test. Just jump in to a 1v1 game with a buddy, have him hit you. Note your starting health, then use a mark of blood or well of blood(make sure to see new hp) and immediately go into DS. Walk around for a bit and leave DS and ta-da, same hp, but your regen got used up/ well has ended.

Actually DS is another health bar, so you can be healed and make longer your DS duration. (Tested with regeneration at 90%, i came back to 100% lifeforce)

If this was intended or not, i do not know. But the problem is reported. One of this years we will get a response. The lack of communication is frustrating.

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Posted by: They are hashes.4523

They are hashes.4523

You can’t combo with a blast finisher out of combat with Putrid Mark “4” on the staff. All other classes that I know of can.. but Necros. Like lay a fire combo field and blast finish it with the Putrid Mark.. it wont work out of combat. You’ll see the heart but no might. If your in combat thou it will give you the might. The mark doesn’t need to explode like chillblains does for the combofield to make use of the blast finisher. It Blast finishes fine in combat.. just not out :/

I think ill just report that we dont have finishers at all if we are not MM using a staff.
This is clearly a poor design on the Anet side.

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Posted by: Draktir.2409

Draktir.2409

Actually DS is another health bar, so you can be healed and make longer your DS duration. (Tested with regeneration at 90%, i came back to 100% lifeforce)

If this was intended or not, i do not know. But the problem is reported. One of this years we will get a response. The lack of communication is frustrating.

Actually I just tested this with Mark of Blood (regeneration) and Well of Blood, neither of them actually recovered life force while I used DS (3% decrease per tick both times).

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Posted by: Angry Flying Squirrel.3041

Angry Flying Squirrel.3041

You can’t combo with a blast finisher out of combat with Putrid Mark “4” on the staff. All other classes that I know of can.. but Necros. Like lay a fire combo field and blast finish it with the Putrid Mark.. it wont work out of combat. You’ll see the heart but no might. If your in combat thou it will give you the might. The mark doesn’t need to explode like chillblains does for the combofield to make use of the blast finisher. It Blast finishes fine in combat.. just not out :/

I think ill just report that we dont have finishers at all if we are not MM using a staff.
This is clearly a poor design on the Anet side.

Don’t forget to change Plague form. That is always de-summons your minions(land or water).

Setnnex-Necro

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Posted by: They are hashes.4523

They are hashes.4523

Actually DS is another health bar, so you can be healed and make longer your DS duration. (Tested with regeneration at 90%, i came back to 100% lifeforce)

If this was intended or not, i do not know. But the problem is reported. One of this years we will get a response. The lack of communication is frustrating.

Actually I just tested this with Mark of Blood (regeneration) and Well of Blood, neither of them actually recovered life force while I used DS (3% decrease per tick both times).

Then this bug is deeper than we expected.
Lets keep gathering more information about heals and DS.

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Posted by: Dredlord.8076

Dredlord.8076

the +1% boon duration per point spent in the death magic line is not applying to the death shroud fury buff talent Furious Demise that is found at 15 points in Curses.

will test further but +boon duration may not be working on any DS activated boons

(edited by Dredlord.8076)

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Posted by: They are hashes.4523

They are hashes.4523

Bug codes (NB0078)(NB0081)(NB0086)(NB0039) were removed, will be re-used on new bug reports.
@JYC : Can you replay the probem? Or tell me how to replay it?
@Senator : Added (NB0078) (auto-attack also doesn’t work for me in Plague Form. -> being tested)
@Angry Flying Squirrel : Updated (NB0030)

(edited by They are hashes.4523)

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Posted by: chuiu.4985

chuiu.4985

You missed deathly swarm.

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Posted by: JYC.5026

JYC.5026

@ They are hashes

Which bug would you like me to replay

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Posted by: They are hashes.4523

They are hashes.4523

@JYC This one please:
When your minions die while mobs, you will still be stuck in combat mode even though you are outside of the mob’s aggro range. Happened to me many times on vistas. i.E, cant view vista since i am still in combat mode, but have no minions summoned, and no mobs targeted. Had to re-log

Im trying to repeat the same, but seems im doing it wrong. I want to not be able to get into out of combat for like 5-10 seconds after combat. Or something like that?

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Posted by: Angry Flying Squirrel.3041

Angry Flying Squirrel.3041

@JYC This one please:
When your minions die while mobs, you will still be stuck in combat mode even though you are outside of the mob’s aggro range. Happened to me many times on vistas. i.E, cant view vista since i am still in combat mode, but have no minions summoned, and no mobs targeted. Had to re-log

Im trying to repeat the same, but seems im doing it wrong. I want to not be able to get into out of combat for like 5-10 seconds after combat. Or something like that?

I have experienced this as well but not sure how to help you test it, happens all the time in pvp. Also Dots on our minions will keep us in combat. I have also experienced something odd, it does not happen all the time but every once in a while, The Flesh Golem will not regain health out of combat.

Setnnex-Necro

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Posted by: Tony.2150

Tony.2150

Whoever says deathly swarm only transfers one condition go to an empty spvp game and bring an engi let him stack 3 conditions then use 4 it’s transfers 3 conditions. I know this for a fact

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Posted by: Outlaw.4078

Outlaw.4078

Regarding the blast finishers, I’ve noticed that the Mark of Blood from the Mark of Evasion trait acts as a blast finisher while the normal one (#2 staff) doesn’t.

And I also tested the Life Force regeneration bug. Neither Life Force nor health was recovered when Full of Life proc’d (it wasn’t on CD) in DS. Also didn’t get any health regen while in DS while having over 1min of regeneration before going in. If it DID work though, that would increase our survivability by a VERY large margin.

(edited by Outlaw.4078)

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Posted by: Theory.4867

Theory.4867

i hope arenanet fixes this bugs soon

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Posted by: Maglen.4793

Maglen.4793

Under Problems please put:

Inability to place conditions or marks on inanimate objects lengthens kill time and disproportionately effects necromancers.

In my day we didn’t have Guild Wars 2, we had World War 2.
When you shot at the Germans, it aggro’d 5000 of their friends!

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Posted by: wasniahC.8340

wasniahC.8340

“Inability to place conditions or marks on inanimate objects lengthens kill time and disproportionately effects necromancers.”

I kinda wish marks would trigger on them. However, not being able to place conditions on them isn’t really a problem. If it affects necros disproportionately, it isn’t a matter of fixing so conditions can damage them; it’s a matter of fixing so that direct damage builds are more viable on a necro.

I feel like necros aren’t too bad for direct damage though. Would be a lot better if we could reliably hit them while we were in our super-high-direct-damage-mode though – death shroud & lich form just missing them is hurting us a lot more. :\

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Posted by: JYC.5026

JYC.5026

@They are Hashes

To test it properly u have to run to a location while training mobs. Have your target selected as a mob and auto attack it.

Have one minion with you, that minion should attack the targeted mob. When that minion dies, you will be stuck in combat mode for about 5 seconds.

I have found that if the targeted mob moves back to its original spot, then you will leave your combat mode, however, if you minion attacked the mob at its spawn location, and subsequently died, the targeted mob appears to be in a state of permanent aggro, and in turn bring you. the minion master into a state of combat as well.

@Angry Flying Squirrel

Yer the issue of bad minion AI combined with the inability to unsummon minions really stuffs with this mechanic. Your minion might get stuck in a location and in turn put you into combat mode. You are unable to unsummon them, and unable to deselect the minion through skill switch.

The worst case scenario was when i had my bone fiend attack an mob off a cliff with constant obstruction. Could not do anything to move out of combat. Had to relog.

Also another bug/area for testing, is whether DS scales with your attributes.

it seems to me regardless of your trait points, the DS has the same defense. Someone pointed out that DS life force is scaled to Vitality. I am curious to see the numbers.

From personal experience, extra toughness doenst seem to make the DS anymore tankier than if i had no points in toughness,

An easy way to test would be hitting a necro in DS while fitted with full toughness, and hitting the necro in DS without toughness to see if there is any difference.

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Posted by: Arcades Saboth.5139

Arcades Saboth.5139

I have two main problem with Death Shroud:
A) First of all sometimes I switch in Death Shroud and I cannot use any skill. I spam button 3 or 4 but the skills does not fire. I don’t know if it’s lag, I don’t know if I’m under the effect of any crowd control since as already pointed I don’t know anything about my boons/conditions (though today I was paying attention: I was able to move and dodge and spammed the whole keyboard: any of 1,2,3 or 4 skill did not start, also as far as I know Doom can be fired in any state).
Sometimes after a few seconds the skill bar switch, like when you switch between your primary and secondary weapon slots while in Death Shroud, and the skills start to works (but then my Life Force bar is empty and I wasted a Death Shroud). This also leads to…
B) When you get stuck in DS with no possibility to use any skill, if I stop the transformation and switch back in standard form my weapon skill bar is empty and I cannot use any attack.

This is greatly annoying. I’m think it’s a lag problem but not really sure since I can use the others skills (for B, I have no weapon skills but the healing and the elitè skills, sometimes, work). I can move but walking give no indication if you are lagging or not (due to the Dead Reckoning system I’m sure they use).

Can someone confirm have this bug? Should I make a movie for this bug?

And thank you for this thread.

(edited by Arcades Saboth.5139)

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Posted by: chuiu.4985

chuiu.4985

Whoever says deathly swarm only transfers one condition go to an empty spvp game and bring an engi let him stack 3 conditions then use 4 it’s transfers 3 conditions. I know this for a fact

I use this skill like 100 times a day, and because you have some doubts I did some additional testing.

Using deathly swarm on one target:
3 conditions will go to the one target. You will lose only 1 of those conditions.

Using deathly swarm on two targets:
3 conditions will go to the first target, you lose one. 2 conditions will go to the second target, you will lose one. The last condition will stack on the first target, and you will lose the third one.

Using deathly swarm on three targets:
3 conditions will go to the first target, you lose one. 2 conditions will go to the second target, you will lose one. The last condition will go to the third target and you will lose the third one.

So I was partially wrong about how it worked, but its still bugged. I also only had 3 conditions to test with. My theory is that it will transfer 3 conditions per hit/bounce, but you will only lose 1 condition per hit/bounce no matter how many you have. So since it hits 4 different enemies, it should make you lose 4 different conditions.

The reason I was convinced it was 1 condition per bounce is because I do a lot of dungeon running where I’m fighting 1-3 targets at a time, most often 1. And transferring some conditions I have only gets noticed for ones that have a stack number – so bleeding is mainly what I pay attention to. Not being able to see the other 2 conditions stacking in duration easily led me to believe it was only transferring the 1 stack of bleeding I had on me.

Anyway, the skill is still bugged. But it only hurts us in situations where we’re going up against one enemy at a time. Its overly powerful in groups of 2 or more enemies.

(edited by chuiu.4985)

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Posted by: Gladius.9162

Gladius.9162

I have the same problem with DS, happens for me only in PvP so far, but its frustrating….

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Posted by: Verdant Dusk.6742

Verdant Dusk.6742

the axe 2 skill ghastly claws grants 8% life force (1% per hit) instead of the stated 4%

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Posted by: Player One.4932

Player One.4932

Can anyone confirm what is stated about Plague Signet? I haven’t done extensive testing but I do not notice myself incurring any extra conditions while in a party. I do think it transfers to enemy and removes mine. Running catacombs in a full party I feel like I should see myself incurring many more conditions than I actually do.

Violator Xx

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Posted by: Luke.4562

Luke.4562

Fetid Consumption is totally bugged, doesn’t work for conditions inflicted by opponents and those self-inflicted too.

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

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Posted by: JYC.5026

JYC.5026

When you transform into DS, your flesh golem will stop attacking.

Life Blasts target does not trigger Flesh Golem aggro

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Posted by: JYC.5026

JYC.5026

In addition

Consume Condition seems to get locked for seconds when a new condition is applied – educated guess. (Still trying to figure out why it gets locked)

many times in PvP, my consume condition appears to be permenently locked on 2 second CD, even though i am not stunned of knocked back, my guess is everytime a new condition is applied, it will lock up

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Posted by: goz.8794

goz.8794

I dunno if it’s already reported but looks like “Putrid Explosion” can’t crit. Maybe it’s working as intended but that’s a big downer for power/burst necros

Edit: Ah I guess the problem is that minions use their own crit chance. And that’s probably 5% .

Another bug:
Pets don’t attack the target if you used “Putrid Explosion” on the enemy

(edited by goz.8794)

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Posted by: Daiva.2394

Daiva.2394

Ritual of Protection works fine for me — it applies protection flawlessly to allies affected by the well when it’s cast.

[CIR] — Blacktide
Dai Va — Necromancer
Dae Va — Elementalist

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Posted by: Berullos.6928

Berullos.6928

Is it a bug or by design that Marks don’t trigger on Downed enemies? Been wondering since we suck at stomping.

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Posted by: Overkillengine.6084

Overkillengine.6084

Marks don’t seem to trigger on Dragons either. Severely kittens a staff support build in those fights.

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Posted by: Uchi.2419

Uchi.2419

Marks don’t seem to trigger on Dragons either. Severely kittens a staff support build in those fights.

My guess is that the game sees dragons more as turrets rather than actual enemies. Turrets with conditions enabled. And as you already know, marks don’t trigger at all on turrets or destructible items.

Yeah it’s quite bad. You can’t do anything as staff besides spam 1 and drop wells and hope that’s enough to get some credit.

I can see someone suggesting that you should just switch to something else, but certain fights are pretty much ranged only. Look at Claw of Jormag. You can’t really dps the dragon down with anything besides staff, because all your other weapons have short range. You can switch to try to kill the ice shards once in a while, and that works, but it still doesn’t help that the shards don’t trigger marks either. Plus you rolled support, so killing anything is sloooowwww. Neither dagger, scepter, or axe offer anything in terms of buffs that you could utilize and actually support your group. So you’re stuck meleeing shards for 300 damage. Yay.

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Posted by: They are hashes.4523

They are hashes.4523

I have the same problem with DS, happens for me only in PvP so far, but its frustrating….

What problem? (there are many reports about ds problems)

Can someone confirm have this bug? Should I make a movie for this bug?

You are welcome.
A video would be really helpful, it is a really strange bug. Hard to replay.

If anyone have the time to confirm any of this ones would be great:

  • Furious Demise
    1. Is not receiving the passive +x% boon duration from Death Magic trait line.
  • Mark of Evasion
    1. Mark of Blood from the Mark of Evasion trait acts as a blast finisher while the normal one (#2 staff) doesn’t.
  • Death Shroud
    1. When you transform into DS, your flesh golem will stop attacking.
    2. Life Blasts target does not trigger Flesh Golem aggro.
  • Consume Condition
    1. If you receive a new condition you will not be able use the skill for 1-2 seconds. It gets locked.
  • Putrid explosion
    1. Pets don’t attack the target if you used “Putrid Explosion” on the enemy.
  • Marks do not trigger on downed enemies or dragons.

(edited by They are hashes.4523)

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Posted by: JYC.5026

JYC.5026

i will test the two bugs i post up

The flesh golem aggro mech on DS and the consume condition lock up

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Posted by: JYC.5026

JYC.5026

Ok tested consume condition lock up.

I think its due to interrupt skills.

Interrupt skills do lock up your healing skills for 2 seconds? Do they or not.

if they do, then there seems to be no bug, but if they don’t then whenever i get interrupted, consume condition goes into lock up, and can stack up. I have had four second lock ups as well.

in terms of flesh golem aggro in death cloud, it appears that its just a random flesh golem bug. since i cant see my minion options while in DS, it makes it even worse as i cant make it aggro the intended target as i would normally do with charge

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Posted by: Darkness Son.1279

Darkness Son.1279

I confirm “Marks don’t trigger on downed enemies”.

I would like to comment a possible bug (“possible”, because I don’t know wether it’s intended to work like that): when a downed enemy kill your Flesh Golem, that enemy rallies.

In addition, I would like to stress the already reported and noted bugs:

  • Plague of Darkness + Chilling Darkness. Chilling is not inflicted as a result of Blindness.
  • Greather Marks vs blocking. Even with this trait, marks are still blockable (i.e.: by dodging on them).

Skills like Corrupt Boon and Signet of Spite often miss, eventhough I make sure that:

  • My target is inside the skills’ range.
  • They do not have Aegis on.
  • I don’t have Blindness.

Finally, the condition damage and duration you gain with traits/runes is not properly displayed in the skills tooltips. Also, I’m not sure if the resulting damage/duration (regardless of the tooltip), are the correct ones.

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Posted by: Swekos.1536

Swekos.1536

Not sure if anyone has said this already but:
Regarding plague signet not transferring conditions properly, I myself have seen no issues with it. There may be confusion caused by effects such as burn or poison which stack in duration though, for as far as I’ve seen each pulse removes 1 duration stack per player, giving the illusion that it is not removing the condition.
Can anyone confirm/deny this?

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Posted by: possante.8310

possante.8310

plague signet is a break stun so is suppose counter a knockdown right? well many time i am knockdow use plague signet and still im in the ground, so basically i use the plague signet for nothing and than i need enter DS and hope the other guy dont have stability and use fear.

so i piut lot of skills on CD that something simple like a BS should do, but plague signet dont work most of time on knockdown.

anyone can confirm this? i think is the updraft where plague signet dont work, i can even make a video if you want

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Posted by: Luke.4562

Luke.4562

I’d like to correct the information about the issue i reported; it’s not that easy to test it and understand the entity of the problem.
I tried to test with ‘Bone Horrors’, ‘Jagged Horrors’, ‘Blood Fiend’, ‘Flesh Wurm’, ‘Blood is Power’ and ‘Corrosive poison Cloud’.
I’d like to specify it has some random bug, sometimes work, sometimes (often) not; i can say it because sometimes the condictions i self inflict ends prematurely (i have no other way around to dispel conditions).
I’m aware of the internal cooldown, but often pets won’t draw the condition istantly when it is applied.
I observed that the “drawing” action (when it happens) doesn’t transfer the condition on the pet, it seems just to be dispelled (another detail that make things harder to be understood).
———
I’d like to specify that Death Nova doesn’t proc on Blood Fiend’s ‘Taste of death’ and Flesh Wurm’s ‘Necrotic Traversal’.

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

(edited by Luke.4562)

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Posted by: possante.8310

possante.8310

grasping dead aply 3 bleeds instead of 1 bleed. hope arenanet change the discription and not nerf, because you know, we are enough of nerfs.

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Posted by: Opt.3714

Opt.3714

The pre-cast animation for Spinal Shivers has no sound effect. In the first several BWE’s and stress test it made a sort of eerie charge-up sound as your necro waved her focus. Currently she will wave the focus silently.

This may be related to the other bugs in the Spiteful Talisman major trait (which I am using.) I will confirm later tonight whether the trait has an impact.

The pre-cast should not be confused with successfully hitting a foe with the skill, which does have a sound effect.

I finally took a look at this. It is related to the Spiteful Talisman trait. Spinal Shivers has a pre-cast sound effect and animation when Spiteful Talisman is not selected, but is a silent cast with the trait equipped.

http://opt.red/about Twitter: http://twitter.com/Opt__
Co-Leader, I Can Outtweet A Centaur! [TWIT] #twitguild
IGN: Optimus Maleficus

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Posted by: forice.3165

forice.3165

Reapers Touch hits only 3 times but description says it hits 4 times. it is a bug or something.

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Posted by: chuiu.4985

chuiu.4985

In its description it says 4 bounces, which means it hits 5 times. I tested it on golems and it hit 5 times. However the skill does have a bug.

When I hit a golem with it standing next to the golem it hits 3 times and gives me 9s of regen (3 hits of regen). But when I pull back a bit it hits the golem 3 times and gives me 6s of regen (2 hits). So something about the skill gives you 1 more stack of regen if you are near melee range of the enemy you’re using it against. You have to be within ~240 radius of the enemy for it to give the extra stack.

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Posted by: Zintair.1987

Zintair.1987

Great work here guys keep it up! The better these are compiled and laid out for the Devs the faster we can expect to see them fixed. Remember they aren’t trying to hotfix or band-aid patch but correct the issues and take the proper time to bring the class where it needs to be.

Not to mention I would feel pretty good if just our bugs were corrected.

[ISA] – Commander
80 Necromancer – Zintair

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Posted by: Tony.2150

Tony.2150

@forice.3165
Its actually only suppose to hit an enemy (if facing 1v1) 2 times. Because it bounces 4 times. Hits him,you,him,you.

But maybe “hits” than bounces causing the effect o bounce to the enemy 3 times.

Such as Him(HIT),you(bounce),Him(bounce),you(bounce),Him(bounce.

Hope that helps.

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Posted by: Vadren.9045

Vadren.9045

Extra info on Feast of Corruption:

It returns 2% life force per condition. So 0 conditions gives 0% life force and 4 conditions gives 8% life force.

Extra info on Deathly Swarm:

Always adds 3 conditions to 1-3 targets (+blind), but only removes 1 condition from you per target.

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Posted by: Evil Penguin.2874

Evil Penguin.2874

Transfusion can heal the caster if he leaves death shroud (by running out of life force) after casting life transfer. I don’t think this was intended.

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Posted by: Andele.1306

Andele.1306

Evil Penguin.2874 – already noted, before, but the thing is since it also increases how much life force you get back, it probably was intended to heal your real hp while you are in DS.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: Ozbaab.5021

Ozbaab.5021

Nice to see these problems being looked at!