Outrunning my own Dark Path

Outrunning my own Dark Path

in Necromancer

Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

So I’m on a group, buffed up, running skills equipped, head of the pack, D/D traited sigils too boost, kitted out to be the fastest necro out there.. Though half my traits cancel eachother out and speed doesn’t stack in % im pretty quick..
I just never imagined that i would run as fast as my Dark Path..

Please make the speed of the projectile something not laughable… i mean it’s a fun joke and all showing guildies i can run as fast as my “blink skill” but still.. i had my fun.. now please change it..

54 infractions and counting because a moderator doesn’t understand a joke when he/she sees it.
E.A.D.

Outrunning my own Dark Path

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Posted by: Sheobix.8796

Sheobix.8796

They buffed it once before. It’s not really surprising you can catch up with it given you’re completely specced into sprint to the point of nerfdom.

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Posted by: Avigrus.2871

Avigrus.2871

Its so slow – it’s worthless on anyone running away.

Unless the person is right next to you and you want to chill them, then it’s going to fail..

80 Necro (5), 80 Guard (4), 80 Mesmer (3)
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)

Outrunning my own Dark Path

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Posted by: Sheobix.8796

Sheobix.8796

its more of a gap closer than anything. If they’re running away, you’ve let your conditions clean out of them. keep them locked down if that’s the issue.

dark path is useful if you hit it as you exit DS mode, and you start chaining control conditions like chill and cripple before it lands. I usually do chill, so by the time it lands it extends my chill.

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Posted by: Monoman.2068

Monoman.2068

I can only really use dark path to catch those annoying lb rangers (since they are oblivious as heck) who just plink away at you from the corner of your screen while you fight someone of importance.

Laviere – Hybrid Wellomancer
Makonne – Hybrid Regen Ranger

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Posted by: nekretaal.6485

nekretaal.6485

This skill should work like lunatic inquition skill #4. A teleport, but hugely telegraphed.

#24 leaderboard rank North America.

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Posted by: Pendragon.8735

Pendragon.8735

It’s the combination of the slow projectile and slow cast time together that make it feel so sluggish – a bane running through the entire class that makes it less fun to play than it could be.

But if the cast time were sped up it could be used a lot more creatively in the middle of a combat to move around, while still not being anything close to a top mobility skill.

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Posted by: Lily.1935

Lily.1935

Here is my suggestion for the skill. have it function like Ride the Lightning only make it 10% slower and make it so rather then stopping at anyone in front of you, have you bleed and chill everyone to your target as you pass through them like a ghost. Make it cause only 1 bleed to each person you pass through and 2 seconds of chill to them, then have it deal 2 stacks of bleed to your target and the full 5 seconds of chill. Reduce its cast time to 1/4 a second and we are good to go.

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Posted by: Yam.2891

Yam.2891

They should have left it like it was before when you just had to cast it within range of the target and it hits even if they run out of range after.

The Lad Guy – aka Mustache Pete
[Trillmatic][SPCA][xmas]

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Posted by: Overkillengine.6084

Overkillengine.6084

They should change it to a Mark that teleports you to whomever triggered it. Avoids the whole slow projectile getting blocked and outran shenanigans; plus it still requires an enemy to set it off.

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Posted by: Bweaty.9187

Bweaty.9187

I love casting it as I know a thief is going to go invis. As the projectile is slow, it follows them.

The main problem I see, if it’s a chase them down move. And anyone setup for speed, out runs it, is that they are odiously going to run out of it’s range. It also go’s on full CD when it fails to hit.

While were on projectiles…

Can’t shoot our feet. (Meaning we can’t get out of roots)
Still shoots over some objects in WvW like oil.