(edited by quBit.6437)
Why include Flesh Wurm in the blink changes?
The reason it was changed is because it is a blink. I’m not saying I 100% agree with it due to the fact that it is pre-placed unlike every other blink, but it also opens up the opportunity for it to no longer be treated as a blink, but instead as a portal-like skill, now that it can’t be abused.
I’ve played a lot of Necro but typically don’t use Flesh Wurm; I think this tends to be used more by MM and perhaps situational by some condition builds. On the times I did use it it seemed more useful as a health regeneration tool with moderate damage potential or as an escape tool for the “blink” potential. I find these are easily downed by high DPS builds and if I happened to run across one that wasn’t in the immediate vicinity of the action I’d kill it just because I know what the owner could use it for. Sort of like knocking out a turret engineer’s healing turret from a distance before engaging the engineer or placing all your marks and wells on an opponent Mesmer’s portal just to see him spaz when he ports back I suppose. You don’t have to do any of these things but it puts psychological pressure on the owner when you do. I personally didn’t consider the Flesh Wurm to be OP nor in need of any changes. But we just have to adapt to changes and do the best we can after each update.
(edited by eYe.7483)
i agree I would place the wurm purely for the purpose as a turret and sometime it would be place in a position that i need to move to before activating the port (tower example is good)
not sure if anet would consider trick jumping as unintended use but as far as i know anet didn’t fix anything with the change to the wurm