Necrotic Traversal range...
I agree it should be increased by a bit, I have always wanted that.
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.
@ Sorrow’s Furnace (VE)
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.
not being able to teleport onto a ledge that you can jump onto is just dumb
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.
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?
@ Sorrow’s Furnace (VE)
There needs to be a minor trait that makes the summon cast instant as well. That would we great.
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.
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.
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….
~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)