Necromancer Minion and Trait Issues

Necromancer Minion and Trait Issues

in Bugs: Game, Forum, Website

Posted by: Kild.4967

Kild.4967

-The Bone Minions, Shadow Fiend, Jagged Horror, and Flesh Golem often don’t respond when I am attacking or being attacked. They just sit around idle or follow me as I move. This isn’t a problem for the ranged minions, but the melee ones are absolutely terrible. I can use the Shadow Fiend’s Haunt command and it will sometimes make all of them attack and other times it won’t.

-Flesh Golem randomly aggros and attacks (will literally walk 1000+ range to attack anything including neutral mobs) for no reason. When I’m fighting, he will also randomly change targets because he just chooses to attack whoever he wants.

-The Spiteful Talisman trait at 10 Spite does NOT work right for Focus. When you equip it it changes the skills like this;

Base Stats
4 – Reaper’s Touch – 18s CD – 900 range
5 – Spinal Shivers – 20s CD – 900 range

The moment you put the trait on, 4’s icon does nothing and 5 flips (informing you that there has been a change)

Modified Stats
4 – Reaper’s Touch – 14s CD – 1200 range
5 – Spinal Shivers – 16s CD – 1200 range

Now here’s the problem — when you cast 4, it is actually 900 range and has the normal 18 second cooldown even though the tooltip reads 14.

When you enter combat, the 4 reverts back to the UNMODIFIED stats and displays base stats. Spinal Shivers works fine though.

-Minion Master (10 Death Magic) does not work for Flesh Golem. It remains at 60 second cooldown even though the tooltip displays 48 seconds.

(edited by Kild.4967)

Necromancer Minion and Trait Issues

in Bugs: Game, Forum, Website

Posted by: StormOpz.2851

StormOpz.2851

I would like to add that I am noticing the necromancer minion bug as well. I’ve been playing with my 51 necro since the pre-release, and it wasn’t until I had a solid build was I noticing this significant bug, which can completely turn a PvE event with few people, or solo questing around completely because of the unreliability of my own minions.

Actually, I am in game right now, and it is even more glaring than most people seem to realize; when moving from on mob to another (using a scepter for ranged attacks) one or even two of my minions (always turning out to be the Shadow Fiend of the Flesh Golem) seem to do whatever they please and not register that their minion master is under attack. Additionally, I could be right in front of the enemy while attacking them with my scepter and those minions that are standing right next to me STILL will not attack.

Like the Original Poster, Kild.4967 , stated before: the minions will sometimes start an offensive attack if I use one of their abilities; the blinding ability of shawdow fiend or the flesh golem’s charge will sometimes give them enough incentive to finally attack.

I view this as a horrendous problem with the minion master class, and I’m now actually questioning whether this is intentional programming behavior or not. However in my opinion, random behavior of your minions should absolutely not be so since you are a minion MASTER, and not a hopeless necromancer who just hopes for the undead’s cooperation (This destroys a sense of the actual character build).

ArenaNet surprisingly , from what I’ve seen, has not even addressed the issue for necros whatsoever. The most recent case being that even in the most recent update yesterday for multiple professions EXCEPT necros (source that I read from: http://www.pcgamer.com/2012/09/14/guild-wars-2-patch-professions/).

I hope everyone at ArenaNet notices the flaws of the MM Build, and other necro defects soon. Thanks!!