In most cases the entry/exit point for a class quest is in an out-of-the way enough place that there will be at most one or two mobs lurking around there when you exit (assuming you want to continue on by foot instead of teleporting directly out of the instance); however the final step of “Blast From the Past” has an entry point on Winterknell Isle, just west of the labyrinth that is utter suicide to exit — particularly for a necromancer like me who is using a minion-heavy build. My minions are all un-summoned when I make a zone transition, meaning I exit this instance in the middle of 6+ mobs, several of who have (and use!) stun/scorpion wire/other interrupt abilities to lock me in place and prevent me from summoning my minions back to help me. It was hard enough clearing a path to enter the instance with all my minions up and with me carefully pulling only 3 or 4 mobs at a time, but it was certain death to exit this one. Perhaps the placement could be adjusted a little to a (relatively) mob-free location. (As I say, I can handle a couple of them beating on me while I get my minions back up, but half a dozen or more is too many, particularly at high level when they use cc abilities on me.)
And more generally…why are minions un-summoned at all during transition? Rangers’ pets stay up, so why not a necromancer’s minions? It must be possible because they stay summoned when I teleport; but for some reason they’re always unsummoned when I make any zone transition (walk through any portal, enter/exit class instance, etc) which can occasionally be a very severe problem for a build that relies on them.
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.