Jan 17, 2006, 11:01 PM // 23:01 | #1 |
Pre-Searing Cadet
Join Date: Mar 2005
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Necro spell casting range?
Anyone know the *official* spell casting range for a Necromancer? I have only played one as a secondary profession. However I have watched guild mates play a primary necro and (hmm) seems they have a much wider casting range. I know a mesmer can only cast up to the outer edge of the aggro ring. Necros seem to be about a aggro circle and a half.
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Jan 17, 2006, 11:07 PM // 23:07 | #2 |
Forge Runner
Join Date: Jul 2005
Location: Arizona
Guild: Wizardry Players Guild, http://4guildwars.7.forumer.com
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Same as everyone else, except of course for touch attacks.
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Jan 17, 2006, 11:44 PM // 23:44 | #3 |
Wilds Pathfinder
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare] | [Rare] Alliance
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It seems to be just a pinch less than longbow range.
About 1 1/4-1 1/3 aggro circle range. Certainly not 1 1/2. ~Edit- I just tried it, it's more like 1.2 of aggro circle. Last edited by Fungus Amongus; Jan 17, 2006 at 11:47 PM // 23:47.. |
Jan 18, 2006, 03:51 PM // 15:51 | #4 |
Forge Runner
Join Date: Jul 2005
Location: Arizona
Guild: Wizardry Players Guild, http://4guildwars.7.forumer.com
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Is that for all spells? Soul Reaping? Raising minions?
It seems to me for any of my casters I can cast normal spells on critters that are just outside my aggro circle - fireball, shadow strike, empathy, whatever. I can avoid giant stomp knock downs when doing so. |
Jan 18, 2006, 03:53 PM // 15:53 | #5 |
Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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I have found that I can raise minions further out than I can cast a normal hex/damage spell with my primary necro. Dunno why that occurs.
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Jan 18, 2006, 04:26 PM // 16:26 | #6 |
Wilds Pathfinder
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare] | [Rare] Alliance
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Without testing for pinpoint accuracy, it's about like this:
Skill that targets enemy-a pinch past aggro circle. Raising minions-about a circle and a half. Soul Reaping-almost full radar screen. |
Jan 21, 2006, 08:20 PM // 20:20 | #7 |
Pre-Searing Cadet
Join Date: Mar 2005
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Thanks, Fungus for the info. I was trying to confirm this was true (since I don't have a primary necro to play with atm, only a secondary). Well my next point is this Necromancer casting range then can create a very unfair advantage *cough* nerf bat *cough* in arenas. I've seen random primary necro players take advantage of this on certain maps and cast lingering curse, life siphon, dark pact, or even use vampiric gaze on the opposing team or myself. It's no fun playing mesmer and watch a necro cast away at you when you "thought" you were out of spell casting range by parking yourself outside the normal aggro ring only to find he can still land all his hexes and spells and kill you in about 4-5 casts. I guess I should decide to switch to Necro and dump one of my other casters since this advantage is too good to pass up until ArenaNet decides to get off there duff and fix an obvious advantage in pvp.
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Jan 21, 2006, 08:36 PM // 20:36 | #8 |
Forge Runner
Join Date: Jul 2005
Location: Arizona
Guild: Wizardry Players Guild, http://4guildwars.7.forumer.com
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Those spells have the same range as a mesmers spells. It was stated that the minion raising spells have a longer range, not the normal hex and curse spells. No advantage for a primary necro there.
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Jan 21, 2006, 08:59 PM // 20:59 | #9 |
Pre-Searing Cadet
Join Date: Mar 2005
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DeanBB, you are missing my point. I am saying that, in addition to what Fungus mentioned, there are players playing in arenas that are playing as primary necro and are able to land hexes/spells beyond the normal necro aggro ring. I have no idea how they are doing it or how it happens but it is happening. I am saying that the players that are doing it are creating a unfair advantage in arenas. It might be bug/glitch but somehow they are using hexes/spells and casting them outside the normal aggro ring. On certain smaller arena maps this is just too much of an advantage. I have over 120K faction so I have played enough to see this happen more then once.
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Jan 22, 2006, 12:44 AM // 00:44 | #10 |
Wilds Pathfinder
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare] | [Rare] Alliance
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I think I know what you are noticing. It doesn't have to do with the casting range per se. It has to do with range upon cast completion.
Many Necro skills are long cast time skills. The casting range only applies to the moment the spell was cast. If a Necro begins casting skill with a 3 second cast time and you are retreating, you could very well be far outside of aggro range when the spell actually hits. This would be much less noticeable against Mesmers because of shorter cast time skills. Those skills will have even shorter cast time with points in Fast Casting. You simply wouldn't get too far before the spell lands. |
Jan 22, 2006, 12:47 AM // 00:47 | #11 |
Banned
Join Date: Oct 2005
Location: maryland
Guild: InYurFace Gaming [IYF]
Profession: R/
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i saw that order necros can cast like half across the map which is nuts
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Jan 22, 2006, 01:45 AM // 01:45 | #12 | ||
Wilds Pathfinder
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare] | [Rare] Alliance
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Quote:
Quote:
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Jan 22, 2006, 08:25 AM // 08:25 | #13 |
Wilds Pathfinder
Join Date: Sep 2005
Location: 7??13'35" E - 50??06'27" N
Guild: Servants of Fortuna [SoF]
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Monks can do that too, with Heal Party and Aegis. All of those "all party" spells affect the whole rader, iirc.
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