~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
Thanks for killing off one of our best mobility utilities. Especially in wvw, but now it affects pve too since you can’t place flesh sock up out of reach of bosses. This blink/teleport mess has ruined that skill. Not sure if anyone realizes it or not but it no longer works out of range either, meaning unless you stay within range of the flesh wurm (it still allows for minor out-of-range use but it has limits) the sacrifice portion of the skill will not work. Again…GG. No more putting it on tower walls either- one of the few uses we had while attacking a defended position because “lighting up the walls” with marks and wells is a joke. Well placed siege will always be out of range of that. Also if you’re inside and put it on a wall and get yanked down or jump down, bye bye flesh wurm- it doesn’t work. Always seems like when big “tweaks” are made necro gets hit the hardest.
I noticed they didn’t include “except when used as a stun break” like they did on other stun break teleports that were changed. Does it currently not telport you now if you are stunned and flesh wurm is out of range?
Correct, it will not teleport you. This patch just brought worm in line with the rest of the summon skills, making it worthless on uneven terrain. I don’t see why this skill can’t just work like a self-only mesmer portal.
Does it at least still break the stun? And why would other teleports work the same while stunned but not ours?
Does it at least still break the stun? And why would other teleports work the same while stunned but not ours?
If you get the no-go message it will not break stuns. And do you honestly have to ask why does everyone else not get screwed while necros do? You must be new here lol!
You can use it from out of range, and you can be pretty far out of range. There might be issues when you are also having a strange path back to the wurm though.
You’re wrong, I have no idea why you would say RIP fleshwurm (or necromancer ffs) it still works on our old teleport spots in pvp + you can now even teleport on places that previously you couldn’t (escape mechanic ?) I’d say thank you anet for not nerfing our only ‘safe’ escape option in game.
yeah dunno what youre talking about, ive used it out of range post patch, ported up walls in pvp, stunbreak still works.
maybe in pve it got brokes?
Still has worked for me in world versus world. HOWEVER I have found that the wurm can get you trapped in some locations in PvP. E.g. if you place a worm on Spirit Watch on the north east side (where there is the bridge and also some wooden logs on the wall closest to raven), you can get trapped in the cliff.
Luckily a flamethrower engi on the opposite team immolated me
nevermind. tried it some more on pvp and its all kittenity.
NO VIABLE PATH TO TARGET
NO VIABLE PATH TO TARGET
NO VIABLE PATH TO TARGET
oh well. kitten wurm was asking for the nerfbat anyways, looking all responsible and kitten.
overall though im glad for the shadowstep changes.
Now that it sucks for mobility, can they at least make it instant cast so we could at least use it as a Blink? Or at least make it do really awesome damage?
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.