flesh worm is great
Also to the people who knock minion master in tournys and then I end up top everytime maybe you should try MM again lol we are amazing at stealing svanir and doing 1 man lord rush’s
Top score in tourneys is worse than irrelevant, it will typically go to the worst player in a pug. But yes, flesh worm is good.
Flesh wurm is ok. Definatly needed if your minion mancer and not a bad tech tool for other necromancers depending on the situation. However the thing that hurts it is its slow recharge time and the fact you need to summon it before a battle begins otherwise its a risky move to summon him.
Most times I would rather just use plague signet or well of power for a stunbreak but n the right situations the Wurm does shine. I once left him outside a Gate in WvW and he caused swords on it over 22 minutes before someone came to check and killed him. Funnies thing ever
It’s alright.
Somewhat underrated, I’d say, but not that amazing.
Nice in dungeons as it allows you to outright skip many traps thanks to it’s 1200 range.
The way you need to cast it in advance and the fact it can get killed is annoying.
If Flesh Wurm had a faster cast time maybe it could be Necro’s answer to boss mechanics that others use Invul for.
I’ve tried using it at Lupicus before but the AoE damage often gets to it.
You need to cast it in advance so um… yeah.
You can cast it before subject Alpha’s room to get out of crystals though.
In sPvP it can be handy, but the teleport effect is rather unreliable so eh.
Hmm…
Come to think of it maybe taking 10 points in Death Magic for Minion cooldown would now allow for it’s use in non-MM builds?
After all the minion Damage and Health traits don’t matter as much with the Flesh Wurm anyway.
Previously said trait spot was needed for Greater Marks, and thus too valuable to pass for most builds.
Now the same 10 points could be used for Flesh Wurm.
…I feel inspired to try new builds!
A build with 20 Spite and 10 Death Magic could use both Bone Minions and Flesh Wurm and focus all his other skills and traits to something completely different, like Wells.
No flesh worm blows, it sucks, and is worthless, do not nerf it
Flesh Wurm does decent damage and is a mediocre disengage. I’d rather have just plain old Necrotic Traversal in its place with no LOS problems or any way of having it get destroyed.
Ill take a instant cast wurm with no delay on the teleport activation. Oh and a reduced cooldown. Kthx.
Flesh Wurm is pretty awesome in WvW. I use Signet of the Locust when running around the map but if I’m near an allied tower, I’ll toss Flesh Wurm inside behind the “in” portal. It lets me get really aggressive with nearby enemies with the knowledge that I have an easy, low-cooldown escape ready to go.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
Here, my thoughts : Port should have unlimited range, same as Spectral Walk. If you port more than 1500 you get crippled for 5 seconds. Casting time should be reduced to 1/2 sec and cooldown by 5 seconds. To destroy minion without porting, click and hold utility for about 1- 1.5 seconds.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Here, my thoughts : Port should have unlimited range, same as Spectral Walk. If you port more than 1500 you get crippled for 5 seconds. Casting time should be reduced to 1/2 sec and cooldown by 5 seconds. To destroy minion without porting, click and hold utility for about 1- 1.5 seconds.
The reason Spectral Walk has crazy range and teles anywhere is because you can only cast it at your feet.
If Flesh Wurm worked the same way you could cast it in a place you aren’t meant to get into.
For example on top of a Jumping Puzzle and then teleport past the whole thing.
It’s the same reason Mesmer’s Portal has insane range (it’s cast at the player’s feet) and Blink has limited range and doesn’t go through gaps in the ground.
I would much prefer it if the initial casting obeyed shadowstep rules and Spectral Recall ignored them, though.
That way getting Wurm where you want it would be tricky, but you could always teleport to it once it’s set somewhere.
Anet probably won’t change that because it’d be reaaaally good then.
…but I hope they give it a shot.
I like it overall, I just can’t justify having it on my bar in WvW compared to some other utilities.
Now that the competition in WvW varies so much each week I can bring it out when we are against the lower tiered servers that fun fewer mega zergs.
Right now we are facing SoR and BG. There are few places to place it that will save me for more than a second or two before their population swarms. The mobility of large and organized groups also means that the Wurm is best placed inside a tower or keep to prevent damage to it which is not always possible given how often towers and keeps are flipped.
I love it for sPvP though along with spectral walk. It is so much fun having very effective mobility skills in an environment that can reward clever use of them.
I like flesh wurm but I would like to see the poison and blast finisher at the necro’s feet as he teleports away. Makes more sense since everyone uses the flesh wurm as a range dps and never throw him in the middle of battle just to pull off the blast finisher and poison. If left at the Necro’s feet at the moment of teleporting it can leave a nice gift to those still standing in his last know position.
PvP R29 Necromancer
Level 80 Necro / Level 80 Thief
I like flesh wurm but I would like to see the poison and blast finisher at the necro’s feet as he teleports away. Makes more sense since everyone uses the flesh wurm as a range dps and never throw him in the middle of battle just to pull off the blast finisher and poison. If left at the Necro’s feet at the moment of teleporting it can leave a nice gift to those still standing in his last know position.
This. A thousand times this.
My fav technique is ruehing the enemies svanir and plopping my fleshworm far behind them and once I steal the boss I port out to deny them killing me
Also I thought the port range was only 900 …. if it is I would lilr that to be icreased to 1200 cause thieves and warriors and eles can close that distance pretty fast
The teleport needs to be a true teleport and work exactly like the mesmer portal does. To prevent abuse the necromancer should have to spawn it by his feet. Then and only then would I consider it a good utility.
Flesh wurm is ok. Definatly needed if your minion mancer and not a bad tech tool for other necromancers depending on the situation. However the thing that hurts it is its slow recharge time and the fact you need to summon it before a battle begins otherwise its a risky move to summon him.
Most times I would rather just use plague signet or well of power for a stunbreak but n the right situations the Wurm does shine. I once left him outside a Gate in WvW and he caused swords on it over 22 minutes before someone came to check and killed him. Funnies thing ever
Pretty much this. I absolutely love the flesh worm, but having to set it down preemptively doesn’t fair too well with me. If I didn’t put it down before a fight began, I’m better off not using it at all.
The skill would be a lot better if the worm would follow you when you are out of combat and pop out again once you are in combat. I don’t see it being much of a problem since you can’t choose where you will teleport to. They could even have an indicator on the necromancer so you know that the worm will pop out once he is attacked.
Makonne – Hybrid Regen Ranger
(edited by Monoman.2068)
I would rather have an indicator on myself showing where the hell I left my wurm lol. I always forget it’s position relative to where I am on the map and then tp under a flight of stairs or something.
Perfect Dark [PD]
Are you all actively trying to induce a rabid mob of trashy thiefs to cause minion nerf too?
Just stop… advertising things it will only cause nerfs.
That’s what she said.
It becomes even better when enlarged by Elixir V S.
I play with my fleshworm very often too…..
E.A.D.
I wish they reduced the cooldown on the fleshwurm. Maybe every time the necro kills the wurm him/herself, the skill should recharge faster. Because we need some better escapes. And I like the idea of leaving the cloud of poison at the necro’s feet.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
Flesh wurm used to be very squishy so AoE could kill it fast. Now, it is durable enough to be useful for things outside of its dicy port/escape ability.
I do not see how Wurm could be nerfed and still be a useful skill. The worm is immoble and still easily killable with a bit of attention. After its health buff, it is no longer a liability outside of WvW zerging. I like the improvement and use it for group events like Shatterer and Tequatl (though I am not sure if it, or me, does any damage.)
I usually run it, it’s very nice for side point defending, throw it down and use the golem and run 30% damage increase and flesh of the master and it’s pretty awesome when your enemies are chain feared and getting pelted for 2k every round by your pets, not including all the condis your throwing out
That’s what she said.
This is the correct response.
For fun read the whole thread with this “reference”, its pretty ROFL
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
Outside of MM ? On a lower CD, maybe. I find it cumbersome: if I plan to use it on another point, I need to destroy it, which means I’m teleported, and when I need to go to the opposite direction it hinders my already terrible mobility… And as stated, the combo is mostly useless as is.