Mauriac wrote: ↑Fri 26 Apr 2019 10:35 PM
Seriously they don't need their unlimited range / guaranteed to hit cast. I don't care if they get a 100 or 200 unit range buff to compensate but it's completely bullshit that a necro just needs to see you long enough to hit 1 button while their pet is inside a wall and you're getting hit. You can get 5000 units away and you're getting hit. You can be stealthed and you're getting hit.
You can't cast spells on your target while the pet is "inside a wall"
No LOS, no cast
Additionally the cast must be started in order to hit you beyond the spell's range and only applies to the pet's casted nukes
Any pet-casted spells that are queued as a follow up fail to be casted but still consume their power cost
Further, if the pet is chasing a target and briefly runs underground or through some obstruction, all attempts to cast spells against the target result in draining their power cost with no effect
Mauriac wrote: ↑Fri 26 Apr 2019 10:35 PM
They've already had all of the old crappy parts of being a necro removed while all the favorable bullshit is still intact.
Oh yeah brah nothing quite like emptying your power bar because your pet was nearsighted at some point and the Target Too Far spam eats power
The shade nuke tether cuts to 250 range as well, the TETHER
If we pop QC and get CC'd before getting a cast off LOL TOO BAD it's on reuse timer
If we pop QC just after CC hits then any other shade cast prior to CC end overwrites the QC (and it still goes onto timer)
Luluko wrote: ↑Fri 26 Apr 2019 11:05 PM
yeah its time for that, also why are their nukes hitting twice sometimes? Even the casted lifetap from pet thats like 300 damage twice sometimes...
Queued shadetap + finished shadetap cast just after the queued cast is used
The pet doesnt cast queued spells while
it's casting its nukes, thus completing multiple shadetaps inside of a cast wastes them
Play the necro before bitching about the necro