Necrotic Traversal range...

Necrotic Traversal range...

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Posted by: CMstorm.8679

CMstorm.8679

though flesh warm isn’t such a typical minion for mm build or whatever you wanna use, but Necrotic Traversal is such an amazing skill.
It’s an instant teleport out of combat, it’s a stun breaker for one, grants life force on use, and it’s a blast finisher.
The only problem with the skill is the range. Mainly for pvp, if you summon the wurm, you really can’t go so far with it tbh. It’d be slightly more situational if the range were increased to something like 1500 or 1800 at the very most. Though you can almost jump across half the map with spectral walk+necrotic traversal if running spectral attunement and spectral mastery. (and maybe minion master…)

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Posted by: Bhawb.7408

Bhawb.7408

I agree it should be increased by a bit, I have always wanted that.

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: Morbridae.8607

Morbridae.8607

I agree it should be increased by a bit, I have always wanted that.

Still better, make it a real teleport, being able to travel up, down, over some cliffs, and that a little tiny rock doesn’t stop it.

Morbridae (Norn Necromancer)
@ Sorrow’s Furnace (VE)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I agree it should be increased by a bit, I have always wanted that.

Still better, make it a real teleport, being able to travel up, down, over some cliffs, and that a little tiny rock doesn’t stop it.

No. That would break it horribly in WvW as suddenly armies of necros teleport on top of walls and ignore siege all together., taking any tower (and some keeps) with extremely little effort.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

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Posted by: CMstorm.8679

CMstorm.8679

not being able to teleport onto a ledge that you can jump onto is just dumb

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Posted by: Bhawb.7408

Bhawb.7408

It works like a shadowstep right now. This includes a lot of buggy shadowstep crap. But its still the best shadowstep that I know of because it doesn’t require LoS.

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: Morbridae.8607

Morbridae.8607

I agree it should be increased by a bit, I have always wanted that.

Still better, make it a real teleport, being able to travel up, down, over some cliffs, and that a little tiny rock doesn’t stop it.

No. That would break it horribly in WvW as suddenly armies of necros teleport on top of walls and ignore siege all together., taking any tower (and some keeps) with extremely little effort.

Good point. I believe I prefer to summon the wurm only on the necro´s current position then. That way we have a very good defensive teleport, and evade the problems you comment. Better?

Morbridae (Norn Necromancer)
@ Sorrow’s Furnace (VE)

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Posted by: Heartlust.6140

Heartlust.6140

There needs to be a minor trait that makes the summon cast instant as well. That would we great.

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Posted by: Rennoko.5731

Rennoko.5731

There needs to be a minor trait that makes the summon cast instant as well. That would we great.

Oh my, what a great idea. Replace the rat in tier 1 death magic minor with instant cast worm….. that would be amazing. You sir deserve a cookie.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I agree it should be increased by a bit, I have always wanted that.

Still better, make it a real teleport, being able to travel up, down, over some cliffs, and that a little tiny rock doesn’t stop it.

No. That would break it horribly in WvW as suddenly armies of necros teleport on top of walls and ignore siege all together., taking any tower (and some keeps) with extremely little effort.

Good point. I believe I prefer to summon the wurm only on the necro´s current position then. That way we have a very good defensive teleport, and evade the problems you comment. Better?

Better, though it does take some of the uses that we currently enjoy away, such as using it to get past obstacles in dungeons (CoF P1 rocks) and setting it up on top of tower/keep walls as a distraction/free damage.

I have really gotten to love Flesh Wurm’s “place at range” feature in the mentioned dungeon path because the rock models don’t load for me anymore for some unknown reason. Placing the wurm on the other side makes it soooooo much easier than dodging invisible boulders.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

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Posted by: Nay of the Ether.8913

Nay of the Ether.8913

I agree it should be increased by a bit, I have always wanted that.

Still better, make it a real teleport, being able to travel up, down, over some cliffs, and that a little tiny rock doesn’t stop it.

No. That would break it horribly in WvW as suddenly armies of necros teleport on top of walls and ignore siege all together., taking any tower (and some keeps) with extremely little effort.

Good point. I believe I prefer to summon the wurm only on the necro´s current position then. That way we have a very good defensive teleport, and evade the problems you comment. Better?

Noooo don’t take away ground target flesh wurm! That’s one of the main reasons for using it besides the teleport. The thing can’t move so taking away it’s ground target would make it pretty cumbersome and not really worth bringing. Not to mention it would get beat on so much much it wouldn’t survive long enough to even be a teleport….

http://almunns.wix.com/elitedeathsociety
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…

(edited by Nay of the Ether.8913)