<The Undead Lords>
Since 1994 – undeadlords.net
Sorry that this buff doesn’t work with your incredible-niche-but-still-can-be-made-viable-with-this-spell strategy.
Yeah i used similar tactic too with my asura necro. Though overally i think it was boost but would be nice if they added the earlier versions (with the other boosts skill got)
Personally I like it better the way it is now. I find the skill more useful as a get-out-of-there skill than something else. It was too difficult for me trying to calculate the seconds in my head while trying to run away, and trying to break the come-back before I was tossed back there. So it was never on my bar. I put it on my bar earlier today so now I can use it. On top of that it breaks stun so that means it even more helpful for that.
And willowleaf nailed the reason why it was changed.
“It was too difficult”
People either didn’t bother reading that it would teleport you back or didn’t bother checking the duration remaining icon.
Edit:
It was always a stun break.
It makes a really nice break stun, gain swiftness and go into DS whilst refilling the bar skill now i guess.
Makes me wonder why spectral armor was changed so you couldn’t do exactly this.
Nerf incoming?-
How is a stun break on use, life force on hit when under the effects and another stun breaker (essentially) on return to original position a nerf?
Any other abilities out there that have 2 stun breakers, swiftness and gain life force when hit. I’ve started running this instead of Spec Protection just because of the above.
Unfortunately that would remove the ability to juke. Since you will ALWAYS port back. And since it has a stupid green line making it nice and obvious for your enemies (thieves don’t have this disadvantage) people will always know where to wait for you.
They could just make it so you can activate it while in death shroud to port back.
How is a stun break on use, life force on hit when under the effects and another stun breaker (essentially) on return to original position a nerf?
Any other abilities out there that have 2 stun breakers, swiftness and gain life force when hit. I’ve started running this instead of Spec Protection just because of the above.
It was always a stun break. And i understand the OP. I have used it while in DS all the time. And it always had two stun breaks. It was just set when the second one would happen. Over all i still think it was a buff.
ITT OP doesn’t understand Spectral Walk.
The loss of a “wells/life siphon” combo because they cut the auto-teleport is well worth it because of the tactical flexibility the skill now offers. It was a buff, not a nerf.
Its really great when making orichalcum ore runs, or when i need to get from a to b. But i would not have it on my hotbar for anything else. (maybe for jumping puzles, but then again i got offhand)
This skill is pretty great now, and so is Spectral Wall.
I use it in sPvP… It’s even more useful now when its controlled and doesn’t give a debuff.
It would be nice if we didn’t lose access to our utilities in Death Shroud for this reason and also similar reasons (like controlling Minions).
Maybe the Devs could make our utilities (not Heal or Elite) useable in DS?
It is most definitely NOT a nerf. But since spectral walk no longer acts as a stun breaker unless you use its secondary ability to teleport, then it is a partial nerf. It needs to stunbreak when you activate the skill, not when you use the teleport.
I liked the old version because I could use the 3 vulnerability stacks as an extra om nom for consume conditions.
But this implementation is far superior, however.
my thoughts are that DS should still allow access to your utility spells, then this tactic would still be possible
I think the problem here is the deathshroud UI more than spectral walk, it should work more like Plague than it does right now.
Spectral Walk always gave LF on hit they just added it to the tooltip
I personally like it more now. I use it all the time on my utility bar as it is a very useful stun break and swiftness is sweet when trying to quickly cap things in WvWvW.
I think it is much better now than it was, but it made Spectral Armor completely useless. 6 seconds of Protection and 6 seconds of LF on hit and 90 second CD vs 30 second swiftness+8 seconds of LF on Hit or until return on 60 second CD is pretty much a nobrainer on which to choose.
I think it is much better now than it was, but it made Spectral Armor completely useless. 6 seconds of Protection and 6 seconds of LF on hit and 90 second CD vs 30 second swiftness+8 seconds of LF on Hit or until return on 60 second CD is pretty much a nobrainer on which to choose.
Not just that but it has two stun breaks. I was already using it in my condition build now its even better. Way too much fun in spvp. in tpvp its less useful, as good players will not come after you, and most of the time your fighting on the node and don’t want to run away. But even running in a circle on the node is fun when you have two stun breaks.
I like it better this way. Just cause it doesn’t work for your little combo scheme there, now we have more control over it.
My only issue with it now is I think it should function more like a mesmer portal. As in actually port you back to where you were. Right now it works more like a blink, so if there’s any obstructions it simply puts you sort of near where you began.
it is nurffed or overpowered. i never use it. i never use a skill that has no damage or interrupt.
It was considerably better before when it automatically ported you back when the timer ran out.
Now you have to watch the tiny little little flashing icon and make sure you press the button again in time for your return. Not exactly a fun thing to do with all the mass particles flying around in mass pvp and large dynamic events.
It was also better not to get ported back if you wanted swiftness from it only. Now the teleport back is just annoying.
The debuffs never mattered. Unless they helped with Consume Conditions.
Overall, a nerf. OP is right.
(edited by Moderator)
I like it better this way. Just cause it doesn’t work for your little combo scheme there, now we have more control over it.
My only issue with it now is I think it should function more like a mesmer portal. As in actually port you back to where you were. Right now it works more like a blink, so if there’s any obstructions it simply puts you sort of near where you began.
It acts like a blink?! That’s just kitten. Now I won’t even be trying it
@Senti you don’t HAVE to teleport back. Just don’t hit the button again?
I really like the way the skill works now. I didn’t like that I couldn’t control when I ported back in the first place. Only thing I’m not loving about this skill now is that I can’t teleport back to my original spot if I’m in mid-air. That would make this skill absolutely wonderful.
It was considerably better before when it automatically ported you back when the timer ran out.
Now you have to watch the tiny little little flashing icon and make sure you press the button again in time for your return. Not exactly a fun thing to do with all the mass particles flying around in mass pvp and large dynamic events.
It was also better not to get ported back if you wanted swiftness from it only. Now the teleport back is just annoying.
The debuffs never mattered. Unless they helped with Consume Conditions.
Overall, a nerf. OP is right.
If you just want the swiftness just don’t hit it again. For those that only want the swiftness this was a buff.
I like it better this way. Just cause it doesn’t work for your little combo scheme there, now we have more control over it.
My only issue with it now is I think it should function more like a mesmer portal. As in actually port you back to where you were. Right now it works more like a blink, so if there’s any obstructions it simply puts you sort of near where you began.
It acts like a blink?! That’s just kitten. Now I won’t even be trying it
Pretty much, if you jump off any ledge after using it, it wont port you back up to that ledge. It will just put you right next to the bottom of it. Or if in WvW if you go use it then step outside it will only port you next to the walls.
Now we just need stability on spectral armor and our spectral skills would be decent.
Now we just need stability on spectral armor and our spectral skills would be decent.
And its CD reduced to 60 sec.
Except for Wall of course. Still broken and terribad.
whats wrong with Wall?
So you want to go back to NOT having a stun break and to having to wait on a timer to warp you back to the start point? You call this patch a nerf!?
I don’t know in what world you live, but it aint Tyria. This was a great patch. I just wish the stun break weren’t bugged. It still doesn’t always work.
Also I wish the skill were a teleport not a blink because you can’t use it in any vertical situation.
Spectral Walk is great right now. My only gripe is that it turns me into a visual representation of a fart trail.
I use it for traveling now. Never bothered with it before. Seemed like one of those, “what were they thinking” skills. Now, combined with the horn, we have a perma 33% speed boost for getting around. Its actually, gasp….USEFUL. Whoops, now that we like it, Anet will just nerf it again, because we’re not allowed to have working skills=)
You kidding me? 50 seconds of +33% is a nerf? (10 sec warhorn, 30 sec spec walk, 10 sec warhorn) How so???
I kitten love the new spectral walk. Makes it actually useful, since the old one didn’t teleport back up a cliff/WvW castle wall. And the old functionality is still there, but this time you don’t get vulnerability… seriously…. how is this a nerf? And now it breaks stun, which makes it a little easier to survive in WvW… seriously… nerf??
(edited by DoctorWhy.3847)
You kidding me? 50 seconds of +33% is a nerf (10 sec warhorn, 30 sec spec walk, 10 sec warhorn)? How so?
I kitten love the new spectral walk. Makes it actually useful, since the old one didn’t teleport back up a cliff/WvW castle wall. And the old functionality is still there, but this time you don’t get vulnerability… seriously…. how is this a nerf? And now it breaks stun, which makes it a little easier to survive in WvW… seriously… nerf??
While I agree that the ability is better now than it was before, it has never worked on cliffs or castle walls or any vertical situation for me. Has it for you??
Sorry, I didn’t mean that it ever did, but I am saying that I would never use it because it would tele back, or you can break it and gain vulnerability. But since the tele back doesn’t tele up cliffs, it wasn’t useful to me. Now that I can combo it with the warhorn and gain 50 secs of 33% movement speed, and it breaks stun, now makes it one of my favorite skills. If I wanted a tele back, I would just use the worm, or manually activate it if it came to that.
I personally would like to see the teleport option remain active while the skill (the 30 second shiftness portion) was in use. Therefore I can teleport back to my original spot at my leisure. I have never done the run in, DS, and life transfer combo. But I think this option would give those people the option to do that again. Also give the others who likes the new ability to love it more. Necromancers, imo, are selfish type casters. So this change would feel like a necromancer play style.
@Shakar
Giving us an option for 30s to port back to the original location would be a balancing disaster.
I think it is definitely better than it was before. Instead of only being useful for one single tactic it actually has some versatility to it now, plus it gives you a lot more control.
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.