Ring of Warding+Flesh Wurm

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Posted by: manveruppd.7601

manveruppd.7601

Last night I got trapped in a guardian’s Hammer 5 bubble. I activated Necrotic Traversal to get out (he was trying to stall me so his teammate could deccap our point), but instead of teleporting to my Flesh Wurm, I only went as far as the edge of the bubble and then got knocked down!

I knew that Flesh Wurm was a very limited teleport compared to some of the thief and mesmer ones, and I’m OK with the fact that necros are deliberately designed to have less mobility than such classes, but a teleport skill that doesn’t even let you escape situations like that… Surely, SURELY that has to be unintentional? It’s the entire point of the skill, it CANNOT be working as intended!

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I would submit a bug report. See if you can test it further first, but you should have no issue at all escaping Ring of Warding with Flesh Wurm.

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Posted by: manveruppd.7601

manveruppd.7601

I’ll get a guardian buddy and test it again under controlled conditions before submitting a bug report – you know how Flesh Wurm sometimes only moves you 2 feet to the left when there’s too many obstacles between you and the point of origin, so I can’t be totally sure it was Ring of Warding that caused it. (Happened to me twice on Foefire last night: was fighting on a side point, wurm was on the ledge next to the point, I activated necrotic traversal, but only got moved about an inch away from where I was standing…. :/ )

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Posted by: Rangerdeity.5847

Rangerdeity.5847

considering its the only teleport in the whole game that requires preplanning it should work thru all terrain including going straight 1200 up if you want it to. it should essentially be a personal mesmer portal no questions asked

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Posted by: Lazaar.9123

Lazaar.9123

Yeah, this is the same with Ele static field normally too.

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Posted by: unlucky.9285

unlucky.9285

you know whats even more fun? when a guard drops it directly ontop of you and you dont have a teleport and no matter what you do it keeps knocking you down over and over and over even if you do nothing………. but when you drop your spectral wall directly ontop of someone they can leisurely walk out of it no harm done

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Posted by: Dirame.8521

Dirame.8521

Last night I got trapped in a guardian’s Hammer 5 bubble. I activated Necrotic Traversal to get out (he was trying to stall me so his teammate could deccap our point), but instead of teleporting to my Flesh Wurm, I only went as far as the edge of the bubble and then got knocked down!

I knew that Flesh Wurm was a very limited teleport compared to some of the thief and mesmer ones, and I’m OK with the fact that necros are deliberately designed to have less mobility than such classes, but a teleport skill that doesn’t even let you escape situations like that… Surely, SURELY that has to be unintentional? It’s the entire point of the skill, it CANNOT be working as intended!

One thing I’ve noticed since the beginning of the game is that Teleports are like running really fast. If you can’t run there, you can’t go there. And this theory usually applies but on the rare occasion you can bypass it.

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Posted by: Dirame.8521

Dirame.8521

you know whats even more fun? when a guard drops it directly ontop of you and you dont have a teleport and no matter what you do it keeps knocking you down over and over and over even if you do nothing………. but when you drop your spectral wall directly ontop of someone they can leisurely walk out of it no harm done

Tell me about, it’s the same thing with stupid Engie oil slicks. It says, “if you move” but the bloody thing still knocks you down even when you don’t.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

considering its the only teleport in the whole game that requires preplanning it should work thru all terrain including going straight 1200 up if you want it to. it should essentially be a personal mesmer portal no questions asked

The problem there would be in WvW. Think about having a small zerg of Necros running around, placing their Flesh Wurms as grappling hooks, taking even Stonemist Castle with no siege at all.

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Posted by: kwstyle.9148

kwstyle.9148

Last night I got trapped in a guardian’s Hammer 5 bubble. I activated Necrotic Traversal to get out (he was trying to stall me so his teammate could deccap our point), but instead of teleporting to my Flesh Wurm, I only went as far as the edge of the bubble and then got knocked down!

I knew that Flesh Wurm was a very limited teleport compared to some of the thief and mesmer ones, and I’m OK with the fact that necros are deliberately designed to have less mobility than such classes, but a teleport skill that doesn’t even let you escape situations like that… Surely, SURELY that has to be unintentional? It’s the entire point of the skill, it CANNOT be working as intended!

I have tested both Flesh Wurm and Spectral Walk and you will be ported back to the wurm. The only thing is that you still get an interrupt after porting out but that is all. So II think your wurm was too far away.

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Posted by: Kilger.5490

Kilger.5490

Ive put wurm on a ledge and jumped down to where I wouldnt be able to get back up. It ported me back np. So running fast is not a good analogy. You have issues only if you get too far away (1200).

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Posted by: MethaneGas.8357

MethaneGas.8357

Wurm should port you out of Ring of Warding for sure…. unless you glitched somehow and the wurm-port itself failed because of some barrier in the environment… so it would have glitched regardless if Ring of Warding was there or not. The port should work fine even if you are outside 1200 range too, but the farther you get from it, the more obstacles get into the way and the more likely it will be that it will go wrong. It glitches for me every….100 times I use it or so in sPvP… maybe less. And by glitch I mean your character doesn’t move at all.. or moves only slightly in the wurm’s direction. The other kind of “glitch” is when you use it to port up to ledges. But that works the same as other ports and glitches as often as those so that’s not a wurm-specific problem.

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Posted by: Rangerdeity.5847

Rangerdeity.5847

considering its the only teleport in the whole game that requires preplanning it should work thru all terrain including going straight 1200 up if you want it to. it should essentially be a personal mesmer portal no questions asked

The problem there would be in WvW. Think about having a small zerg of Necros running around, placing their Flesh Wurms as grappling hooks, taking even Stonemist Castle with no siege at all.

eh with this scenario they would lose the ranged casting probably in exchange for instant casting

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

And people in WvW would now have to hunt all over for Flesh Wurms when they take a keep/tower. Even without ground targeting, they can be placed in some very…interesting spots. They would become the low-risk hiding mesmer.

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Posted by: manveruppd.7601

manveruppd.7601

I have tested both Flesh Wurm and Spectral Walk and you will be ported back to the wurm. The only thing is that you still get an interrupt after porting out but that is all. So II think your wurm was too far away.

Thanks for testing. I was definitely not too far away though, well within 1,200. Probably just too many obstacles. It’s annoying that you still get interrupted though. I really think all teleports should work the same way, and not pretend to be teleports but actually work like charge-type skills.

Wurm should port you out of Ring of Warding for sure…. unless you glitched somehow and the wurm-port itself failed because of some barrier in the environment… so it would have glitched regardless if Ring of Warding was there or not.

That’s probably what happened, was just outside Henge and there’s lots of rocks and stuff strewn around there. There was definitely a traceable path between me and the wurm that was less than 1,200 length though! I was only fighting at the entrance of the path leading into Henge, and my Wurm was on the ledge overlooking it – I could literally have hit it with a scepter.

It glitches for me every….100 times I use it or so in sPvP… maybe less. And by glitch I mean your character doesn’t move at all.. or moves only slightly in the wurm’s direction.

I know exactly what you mean by “glitching”, happens to me far more than once in a hundred times though. Maybe I don’t know the best spots to put it, but I’ve been using it on and off since release and have found loads of them, as well as noted the ones used by necro streamers. I’m convinced that enemy CC and/or barriers increase the chance of it glitching.

The other kind of “glitch” is when you use it to port up to ledges. But that works the same as other ports and glitches as often as those so that’s not a wurm-specific problem.

I’ve tested that a lot: if there’s a path to walk to from where you’re standing and the ledge you left it on, and it’s less than 1200, it’ll port you. Best example is you can get to the top of the steps overlooking Graveyard on Foefire by triggering it anywhere up to about the middle of the node. You can also get to the ledges overlooking the side points from anywhere on the side points, although it glitched for me twice in the same match on quarry the other night and got killed by an obnoxious power ranger.

Confusingly, however, I’ve also had it port me across gaps it shouldn’t have been able to. Like, from the roof of the house outside Clocktower on Kyhlo, onto the walkway around Clocktower. Not a huge gap (you can jump it), but no direct walkable path leading there at all. The trick is you have to be jumping, and on the same y-axis level as the wurm when you activate it. Useful if, say, you’re crippled so you can’t make the jump from the house onto clocktower. (I didn’t find this out by myself, saw a video of people doing jumping puzzles who used it as a trick-jump.) But it really makes no sense according to the rules I THOUGHT it worked with!

you know whats even more fun? when a guard drops it directly ontop of you and you dont have a teleport and no matter what you do it keeps knocking you down over and over and over even if you do nothing………. but when you drop your spectral wall directly ontop of someone they can leisurely walk out of it no harm done

Yeah I know, it’s extremely annoying if you get caught on the edge of a barrier like that,. The reason you get knocked down is because even pivoting on the spot counts as movement, so you get knocked down. Ifyou use a skill like Doomor Tainted Shackles that won’t make your character pivot to face your target you won’t get knocked down. (Unless you’re actually caught between the edge of a barrier and another obstacle, in a space too small for your character to actually stand, that one’s the worst possible situation, but it can only happen through blind luck.)

One thing I’ve noticed since the beginning of the game is that Teleports are like running really fast. If you can’t run there, you can’t go there. And this theory usually applies but on the rare occasion you can bypass it.

Only the case with some teleports. Portal, for instance, isn’t limited by pathing.

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Posted by: manveruppd.7601

manveruppd.7601

And people in WvW would now have to hunt all over for Flesh Wurms when they take a keep/tower. Even without ground targeting, they can be placed in some very…interesting spots. They would become the low-risk hiding mesmer.

Considering the mesmer can portal a whole zerg back in, it’s also the no-point equivalent of the hiding mesmer It’s more like the hiding thief: sure, they could hide till the defenders are gone and then autoattack the door down for his friends, but what would be the point? :p
Besides, that could be easily fixed by keeping a range limitation, just have it be unlimited by pathing. It would mean the necro could only put it near the wall to get teleported there.

As to actually putting it ON the walls to use as grappling hooks, I don’t think the casting range of the wurm is long enough to let you put it on top of ramparts from the ground. At best you’d be able to port yourself onto the side of the wall and then fall down again :p

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

And people in WvW would now have to hunt all over for Flesh Wurms when they take a keep/tower. Even without ground targeting, they can be placed in some very…interesting spots. They would become the low-risk hiding mesmer.

Considering the mesmer can portal a whole zerg back in, it’s also the no-point equivalent of the hiding mesmer It’s more like the hiding thief: sure, they could hide till the defenders are gone and then autoattack the door down for his friends, but what would be the point? :p
Besides, that could be easily fixed by keeping a range limitation, just have it be unlimited by pathing. It would mean the necro could only put it near the wall to get teleported there.

As to actually putting it ON the walls to use as grappling hooks, I don’t think the casting range of the wurm is long enough to let you put it on top of ramparts from the ground. At best you’d be able to port yourself onto the side of the wall and then fall down again :p

The hiding thief would kill the lord and take the tower.

And I put it on the walls all the time. Good for distracting people, getting free damage, etc. If Flesh Wurm became the Necro’s personal Portal skill, it would have to lose its ground targeting, which would drastically reduce its usability as a stunbreak.

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Posted by: Falcon.8713

Falcon.8713

Last night I got trapped in a guardian’s Hammer 5 bubble. I activated Necrotic Traversal to get out (he was trying to stall me so his teammate could deccap our point), but instead of teleporting to my Flesh Wurm, I only went as far as the edge of the bubble and then got knocked down!

I knew that Flesh Wurm was a very limited teleport compared to some of the thief and mesmer ones, and I’m OK with the fact that necros are deliberately designed to have less mobility than such classes, but a teleport skill that doesn’t even let you escape situations like that… Surely, SURELY that has to be unintentional? It’s the entire point of the skill, it CANNOT be working as intended!

Well, I know the knockback if you teleport out of it, but I’ve never been stuck in it. Just bad luck/bad placement of the wurm I guess

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Posted by: Nay of the Ether.8913

Nay of the Ether.8913

The problem there would be in WvW. Think about having a small zerg of Necros running around, placing their Flesh Wurms as grappling hooks, taking even Stonemist Castle with no siege at all.

Not true, even a mesmer cannot tele over a wall from the outside, and if they set up the wurm ahead of time on the wall while they were inside, it’s no different than a mesmer being inside and portaling in a whole zerg. At that point it’s the fault of the defenders for not killing off any wurms, same as it would be if they failed to mesmer-sweep. Wurm teleport reliability, just like spectral grasp, needs reworking. Neither skill is as reliable and efficient as it should be. It will never get done though because the necro is “in a good place now” with healing in DS apparently…or so I heard.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Spectral Grasp is a lot more reliable than you’re giving it credit for, but the reason making Flesh Wurm a personal Portal is bad is because, unlike Mesmer Portals, it can be placed in locations you yourself can’t reach. In WvW, you can place a Flesh Wurm on top of a wall just fine. If Necrotic Traversal became a true teleport to the Wurm’s location, you would have Necros running up to a tower/keep/castle, summoning the Flesh Wurm on top of the wall, then teleporting up on top of the wall. From there, they would have free reign to go where they like in the structure. I agree that it could use some reliability improvements, but making it work like Portal’s teleport is a terrible idea.

And there is a huge difference between “Unholy Sanctuary is a good trait” and “Necro is in a good place.” Necros are, at best, in an “okay” place. Condition builds still have lousy sustain, scaling defenses are still limited to two skills (one of which finally got buffed to usability), and Necros are still focus-fire target #1 because it’s so easy.

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Posted by: manveruppd.7601

manveruppd.7601

The hiding thief would kill the lord and take the tower.

They can pretty much do that already, so what’s the problem with necros being able to too? Only on towers though, keeps there’s no way anyone can solo a champion keep lord and their bodyguards.

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Posted by: Bhawb.7408

Bhawb.7408

Because a thief has counterplay to it. They need to already be in the place, they need to hide, when it isn’t that hard to find them if you know how to look, and they generally only have 1 person there. It is really situational, really easy to fail, and can be stopped by literally one person accidentally finding them screwing with the lord.

An entire zerg of Necromancers however could 50 man jump over the wall and go zerg the boss. You wouldn’t have zergs of just 50 MMs, you’d have a zerg of 50 MMs who can avoid any wall in the game.

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Posted by: Nay of the Ether.8913

Nay of the Ether.8913

Because a thief has counterplay to it. They need to already be in the place, they need to hide, when it isn’t that hard to find them if you know how to look, and they generally only have 1 person there. It is really situational, really easy to fail, and can be stopped by literally one person accidentally finding them screwing with the lord.

An entire zerg of Necromancers however could 50 man jump over the wall and go zerg the boss. You wouldn’t have zergs of just 50 MMs, you’d have a zerg of 50 MMs who can avoid any wall in the game.

How is that any different than a portal mesmer though? Don’t get me wrong, I’m not saying necros should be able to wall leap with closed gates and walls, but right now we can’t even put one on top of a wall above us and tele up there even if the gate is wide open or if we were even inside already. Wurm teleport needs to be an actual teleport. not some pseudo-blink with shaky reliability.

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Posted by: spoj.9672

spoj.9672

It works exactly the same as other blinks except its locked behind a long cast time. Mesmers and thieves cant blink up the wall either. Its a terrain issue which wont be fixed.

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Posted by: Tricare.2946

Tricare.2946

All blinks or teleports would get knocked down of they blinked out of ring of warding.

Guardians JI even gets knocked down after they teleport out of the ring.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Because a thief has counterplay to it. They need to already be in the place, they need to hide, when it isn’t that hard to find them if you know how to look, and they generally only have 1 person there. It is really situational, really easy to fail, and can be stopped by literally one person accidentally finding them screwing with the lord.

An entire zerg of Necromancers however could 50 man jump over the wall and go zerg the boss. You wouldn’t have zergs of just 50 MMs, you’d have a zerg of 50 MMs who can avoid any wall in the game.

How is that any different than a portal mesmer though? Don’t get me wrong, I’m not saying necros should be able to wall leap with closed gates and walls, but right now we can’t even put one on top of a wall above us and tele up there even if the gate is wide open or if we were even inside already. Wurm teleport needs to be an actual teleport. not some pseudo-blink with shaky reliability.

It would be different because the Portal Mesmer needs to be inside the structure first. If Flesh Wurm worked as you are describing, a Necro could run up to any structure, regardless of if it had ever been breached, and get inside within seconds without using siege.

Making Flesh Wurm an actual teleport would break WvW entirely. There are ways to improve the reliability of the blink without making it a true teleport. Those should be the methods used.

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