Showing Posts For Damiani.2941:
Wow—
I am sitting here in amazement at the warping around these two Rangers are doing right before my eyes.
You folks at ANet might want to consider adding something more than just ‘botting’— cause if there’s someone actively doing this, versus a bot code, impressive.
It’s almost as if they are driving their pets, and using the pets as a spring board for attacking and teleporting/warping to their pet’s locations.
They are throwing their axes way more than 900 units too, and then suddenly snapping to where that fight is/was.
Crazy.
Anyone else seen this yet?
Just adding— on a fairly flat surface, when I pressed Rigor Mortis, at more than 600 units, it took roughly 2 seconds or so, and it immobilized, so … perhaps it is working?
The speed of it working seemed to be dependent on the ‘barbs’ the Bone Fiend shoots— until those hit, no immobilize.
Perhaps that’s what we really need to look into— projectiles in flight, whether they hit, or are avoided, and what the range on that pet’s shots are.
Cheers.
Hello all.
I’m confirming the following as false, with evidence and possible other error:
• The bone fiend’s second ability, Rigor Mortis, does not immobilize a foe nor does it deal damage.
I took the Bone Fiend to the Heart of the Mists and waited at a Target Golem – Heavy that runs around the broken walls near the other three types of golems.
When the Golem was fairly close, say 300 units? Definitely less than 600, the Bone Fiend DID immobilize the Golem, and it was doing 376 average damage for the Rigor Mortis, versus it’s standard 146 to 151ish.
So it does appear to work, at very short range, and briefly. Perhaps immobilizing only once though hitting for that damage twice.
It also does not appear to want to initiate combat, if you aren’t fighting and merely press the Rigor Mortis to start a fight. If I had already started combat, it works, triggering the immobilization and doing two ‘shots’ of the increased damage.
When I attempted this outside in the world previously— it was very hard to gauge and sometimes, didn’t see the immobilize happen at all, against flying griffons and centaurs.
It’s my impression the skill works, however, the bigger issue might be the trigger range required, most definitely appearing to be less than 600 units or shorter. This might explain our current experiences to date.
On the subject of minions—
Is it my imagination, or is there no consistency with how the minions heal or get healed? Only the Mark of Blood (applying a regeneration effect if the pets are in range) will heal them, and that’s not too bad if you use a staff and have the greater sized Mark of Blood (w/ Greater Marks Death Magic II trait).
However— I could not heal them when using Blood Magic Transfusion VI trait, I could not heal them with Reaper’s Touch which just flat out ignores them, and … perhaps the most puzzling part, I’m pretty sure the Flesh Golem seems to heal on it’s own, which is great!
If all the pets healed on their own, awesome! Either that, or let us know if healing them isn’t the norm or desired.
Not sure how to phrase that into it’s own ‘bug’, or if it’s game design, frankly. Would need an ANet person to explain the details.
I happen to enjoy the pets in PvE, doubt they are of any use in PvP or WvW (maybe?), so if they healed somewhat out of combat fabulous, otherwise, something greater than just the Regen effect of Mark of Blood is needed.
Cheers— hope this helps, and I’d really appreciate if you could indicate on the original post at the top if you updated it or not, as I believe that’s the current holder of all the known bugs we are exploring? Just something somewhere indicating which list is the most recent.
Cheers.
ps: Chillbain w/ Greater Marks is still puny in effect, but large in trigger area. Boo.