Necrotech_Master wrote: »the least gimmicky corpse skills would be like boneyard or life amid death
boneyard can be used with or without a corpse (it just gets a dmg boost with a corpse)
life amid death and morphs can consume corpses for additional effects (cleanse or extend the heal over time patch depending on morph)
the other skill that is useful with the corpses is necrotic potency because of the ult gen, you only need the corpse available to siphon and it gives you ultimate (and provides a passive benefit)
i would definitely agree the tethers are pretty gimmicky and a little on the weak side (though the sustain portions to help out my tanks) but to your point they are only good until the corpse goes away (such as a player sourced corpse) or you go out of range of where the corpse dropped
my idea on how to improve the tethers would be to be to change them so they are not tethers, just create a dot on the corpse, so you could potentially create multiple corpse dots (which would play into the classes focus on dots with the passive)
i also would agree that corpse generation (like fighting a boss with no adds) is also very difficult too because your only reliable (not slow) corpse generator is blastbones and even that is fairly slow at 2-3 seconds before it makes a corpse
then we start getting into the issues with the fact that most of the necromancer things that can create corpses are considered pets and dont proc anything
Necrotech_Master wrote: »yeah i think a bit of the problem is two-fold (to kind of sum it up)
corpse creation when there is not a lot of enemies (such as a boss with no adds)
corpse consumption (tethers to a single corpse are not the way to go with this)
a way i would see it working better is if you could say take mystic siphon or the poison morph and target an area and each corpse in the area created a small aoe dot (4-5 meters) it would significantly reduce the uselessness of these skills (and play more into the DoT bonus of the necromancer)
for balance that could have some cap of like 6 corpses
Necrotech_Master wrote: »yeah i think a bit of the problem is two-fold (to kind of sum it up)
corpse creation when there is not a lot of enemies (such as a boss with no adds)
corpse consumption (tethers to a single corpse are not the way to go with this)
a way i would see it working better is if you could say take mystic siphon or the poison morph and target an area and each corpse in the area created a small aoe dot (4-5 meters) it would significantly reduce the uselessness of these skills (and play more into the DoT bonus of the necromancer)
for balance that could have some cap of like 6 corpses
instead of AoE damage over time, it would be possible to blow up a corpse with mystic siphon, inflicting dot damage on all targets that were in the radius of the explosion, as a new ability for The Imperfect Ring arcanist, or as I suggested, reduce the duration of the teaser to 3-5 seconds, with a slight decrease in overall damage, and a burst explosion along the line at the end. The first option maybe more good, by the way, would be convenient to combine, blastbones + mystic siphon, blastbones exploded, then left a corpse that you use to instantly hang a dot on the nearest targets
Necrotech_Master wrote: »Necrotech_Master wrote: »yeah i think a bit of the problem is two-fold (to kind of sum it up)
corpse creation when there is not a lot of enemies (such as a boss with no adds)
corpse consumption (tethers to a single corpse are not the way to go with this)
a way i would see it working better is if you could say take mystic siphon or the poison morph and target an area and each corpse in the area created a small aoe dot (4-5 meters) it would significantly reduce the uselessness of these skills (and play more into the DoT bonus of the necromancer)
for balance that could have some cap of like 6 corpses
instead of AoE damage over time, it would be possible to blow up a corpse with mystic siphon, inflicting dot damage on all targets that were in the radius of the explosion, as a new ability for The Imperfect Ring arcanist, or as I suggested, reduce the duration of the teaser to 3-5 seconds, with a slight decrease in overall damage, and a burst explosion along the line at the end. The first option maybe more good, by the way, would be convenient to combine, blastbones + mystic siphon, blastbones exploded, then left a corpse that you use to instantly hang a dot on the nearest targets
it sounds like that could be a good way to differentiate the morphs, one could leave dots where the corpses were that then explode (the poison/disease morph makes sense for this because the corpses would be "decomposing")
your idea for the mystic morph sounds good too, exploding the corpse instantly and applying a sticky dot
both options offer some pretty good gameplay and would be significantly more useful than the tethers
Necrotech_Master wrote: »Necrotech_Master wrote: »yeah i think a bit of the problem is two-fold (to kind of sum it up)
corpse creation when there is not a lot of enemies (such as a boss with no adds)
corpse consumption (tethers to a single corpse are not the way to go with this)
a way i would see it working better is if you could say take mystic siphon or the poison morph and target an area and each corpse in the area created a small aoe dot (4-5 meters) it would significantly reduce the uselessness of these skills (and play more into the DoT bonus of the necromancer)
for balance that could have some cap of like 6 corpses
instead of AoE damage over time, it would be possible to blow up a corpse with mystic siphon, inflicting dot damage on all targets that were in the radius of the explosion, as a new ability for The Imperfect Ring arcanist, or as I suggested, reduce the duration of the teaser to 3-5 seconds, with a slight decrease in overall damage, and a burst explosion along the line at the end. The first option maybe more good, by the way, would be convenient to combine, blastbones + mystic siphon, blastbones exploded, then left a corpse that you use to instantly hang a dot on the nearest targets
it sounds like that could be a good way to differentiate the morphs, one could leave dots where the corpses were that then explode (the poison/disease morph makes sense for this because the corpses would be "decomposing")
your idea for the mystic morph sounds good too, exploding the corpse instantly and applying a sticky dot
both options offer some pretty good gameplay and would be significantly more useful than the tethers
you apparently misunderstood the first option, I meant that zos can leave the ability the same in action, but reduce its duration to 3-5 seconds, for example, you use a siphon on a corpse, a line appears that deals large point damage along the line, but only instead of 20 seconds for 3-5 seconds, between you and the corpse, while maintaining the same damage as if it were with a 20 second duration, every second the line becomes brighter, accumulates a charge, energy and at the end of the action an explosion occurs along this line, which deals additional burst damage,
Necrotech_Master wrote: »Necrotech_Master wrote: »yeah i think a bit of the problem is two-fold (to kind of sum it up)
corpse creation when there is not a lot of enemies (such as a boss with no adds)
corpse consumption (tethers to a single corpse are not the way to go with this)
a way i would see it working better is if you could say take mystic siphon or the poison morph and target an area and each corpse in the area created a small aoe dot (4-5 meters) it would significantly reduce the uselessness of these skills (and play more into the DoT bonus of the necromancer)
for balance that could have some cap of like 6 corpses
instead of AoE damage over time, it would be possible to blow up a corpse with mystic siphon, inflicting dot damage on all targets that were in the radius of the explosion, as a new ability for The Imperfect Ring arcanist, or as I suggested, reduce the duration of the teaser to 3-5 seconds, with a slight decrease in overall damage, and a burst explosion along the line at the end. The first option maybe more good, by the way, would be convenient to combine, blastbones + mystic siphon, blastbones exploded, then left a corpse that you use to instantly hang a dot on the nearest targets
it sounds like that could be a good way to differentiate the morphs, one could leave dots where the corpses were that then explode (the poison/disease morph makes sense for this because the corpses would be "decomposing")
your idea for the mystic morph sounds good too, exploding the corpse instantly and applying a sticky dot
both options offer some pretty good gameplay and would be significantly more useful than the tethers
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »yeah i think a bit of the problem is two-fold (to kind of sum it up)
corpse creation when there is not a lot of enemies (such as a boss with no adds)
corpse consumption (tethers to a single corpse are not the way to go with this)
a way i would see it working better is if you could say take mystic siphon or the poison morph and target an area and each corpse in the area created a small aoe dot (4-5 meters) it would significantly reduce the uselessness of these skills (and play more into the DoT bonus of the necromancer)
for balance that could have some cap of like 6 corpses
instead of AoE damage over time, it would be possible to blow up a corpse with mystic siphon, inflicting dot damage on all targets that were in the radius of the explosion, as a new ability for The Imperfect Ring arcanist, or as I suggested, reduce the duration of the teaser to 3-5 seconds, with a slight decrease in overall damage, and a burst explosion along the line at the end. The first option maybe more good, by the way, would be convenient to combine, blastbones + mystic siphon, blastbones exploded, then left a corpse that you use to instantly hang a dot on the nearest targets
it sounds like that could be a good way to differentiate the morphs, one could leave dots where the corpses were that then explode (the poison/disease morph makes sense for this because the corpses would be "decomposing")
your idea for the mystic morph sounds good too, exploding the corpse instantly and applying a sticky dot
both options offer some pretty good gameplay and would be significantly more useful than the tethers
you apparently misunderstood the first option, I meant that zos can leave the ability the same in action, but reduce its duration to 3-5 seconds, for example, you use a siphon on a corpse, a line appears that deals large point damage along the line, but only instead of 20 seconds for 3-5 seconds, between you and the corpse, while maintaining the same damage as if it were with a 20 second duration, every second the line becomes brighter, accumulates a charge, energy and at the end of the action an explosion occurs along this line, which deals additional burst damage,
personally i would rather move away from the tethers connected to the ground entirely, thats why i made the suggestion for converting the corpses into dots (instead of one you could hit multiple corpses, and you arent tethered to the corpse)
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »yeah i think a bit of the problem is two-fold (to kind of sum it up)
corpse creation when there is not a lot of enemies (such as a boss with no adds)
corpse consumption (tethers to a single corpse are not the way to go with this)
a way i would see it working better is if you could say take mystic siphon or the poison morph and target an area and each corpse in the area created a small aoe dot (4-5 meters) it would significantly reduce the uselessness of these skills (and play more into the DoT bonus of the necromancer)
for balance that could have some cap of like 6 corpses
instead of AoE damage over time, it would be possible to blow up a corpse with mystic siphon, inflicting dot damage on all targets that were in the radius of the explosion, as a new ability for The Imperfect Ring arcanist, or as I suggested, reduce the duration of the teaser to 3-5 seconds, with a slight decrease in overall damage, and a burst explosion along the line at the end. The first option maybe more good, by the way, would be convenient to combine, blastbones + mystic siphon, blastbones exploded, then left a corpse that you use to instantly hang a dot on the nearest targets
it sounds like that could be a good way to differentiate the morphs, one could leave dots where the corpses were that then explode (the poison/disease morph makes sense for this because the corpses would be "decomposing")
your idea for the mystic morph sounds good too, exploding the corpse instantly and applying a sticky dot
both options offer some pretty good gameplay and would be significantly more useful than the tethers
you apparently misunderstood the first option, I meant that zos can leave the ability the same in action, but reduce its duration to 3-5 seconds, for example, you use a siphon on a corpse, a line appears that deals large point damage along the line, but only instead of 20 seconds for 3-5 seconds, between you and the corpse, while maintaining the same damage as if it were with a 20 second duration, every second the line becomes brighter, accumulates a charge, energy and at the end of the action an explosion occurs along this line, which deals additional burst damage,
personally i would rather move away from the tethers connected to the ground entirely, thats why i made the suggestion for converting the corpses into dots (instead of one you could hit multiple corpses, and you arent tethered to the corpse)
for example, this would be useful if there are a lot of corpses around you, but your focus target is not near the corpse, but is located between the corpse and you, then the teaser will work like the explosion on the point with the corpse, and will not complement it (which will be quite unbalanced) also hanging target dot, as in the place of the explosion of the corpse
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »yeah i think a bit of the problem is two-fold (to kind of sum it up)
corpse creation when there is not a lot of enemies (such as a boss with no adds)
corpse consumption (tethers to a single corpse are not the way to go with this)
a way i would see it working better is if you could say take mystic siphon or the poison morph and target an area and each corpse in the area created a small aoe dot (4-5 meters) it would significantly reduce the uselessness of these skills (and play more into the DoT bonus of the necromancer)
for balance that could have some cap of like 6 corpses
instead of AoE damage over time, it would be possible to blow up a corpse with mystic siphon, inflicting dot damage on all targets that were in the radius of the explosion, as a new ability for The Imperfect Ring arcanist, or as I suggested, reduce the duration of the teaser to 3-5 seconds, with a slight decrease in overall damage, and a burst explosion along the line at the end. The first option maybe more good, by the way, would be convenient to combine, blastbones + mystic siphon, blastbones exploded, then left a corpse that you use to instantly hang a dot on the nearest targets
it sounds like that could be a good way to differentiate the morphs, one could leave dots where the corpses were that then explode (the poison/disease morph makes sense for this because the corpses would be "decomposing")
your idea for the mystic morph sounds good too, exploding the corpse instantly and applying a sticky dot
both options offer some pretty good gameplay and would be significantly more useful than the tethers
you apparently misunderstood the first option, I meant that zos can leave the ability the same in action, but reduce its duration to 3-5 seconds, for example, you use a siphon on a corpse, a line appears that deals large point damage along the line, but only instead of 20 seconds for 3-5 seconds, between you and the corpse, while maintaining the same damage as if it were with a 20 second duration, every second the line becomes brighter, accumulates a charge, energy and at the end of the action an explosion occurs along this line, which deals additional burst damage,
personally i would rather move away from the tethers connected to the ground entirely, thats why i made the suggestion for converting the corpses into dots (instead of one you could hit multiple corpses, and you arent tethered to the corpse)
for example, this would be useful if there are a lot of corpses around you, but your focus target is not near the corpse, but is located between the corpse and you, then the teaser will work like the explosion on the point with the corpse, and will not complement it (which will be quite unbalanced) also hanging target dot, as in the place of the explosion of the corpse
again, problem with the tether, is you are limited to a specific range of the corpse, if there is a corpse 12m away on a 15m max tether, and you get knocked back, well there goes your tether, if you step too far back by accident, there goes your tether, you accidentally walk behind a short tree or wall, there goes your tether
tethering to the enemy makes sense (vateshran destro for example), tethering to another ally player makes sense (guard for example), tethering to the ground does not and just roots you from moving too far from that spot without breaking the tether
another problem is if your fighting an enemy, the enemy would still have to be between you and the corpse, the enemy could move to the side or behind you, then its not positioned right, so you would have to reposition again
a tether is far less useful than just creating a ground based dot in this case
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »yeah i think a bit of the problem is two-fold (to kind of sum it up)
corpse creation when there is not a lot of enemies (such as a boss with no adds)
corpse consumption (tethers to a single corpse are not the way to go with this)
a way i would see it working better is if you could say take mystic siphon or the poison morph and target an area and each corpse in the area created a small aoe dot (4-5 meters) it would significantly reduce the uselessness of these skills (and play more into the DoT bonus of the necromancer)
for balance that could have some cap of like 6 corpses
instead of AoE damage over time, it would be possible to blow up a corpse with mystic siphon, inflicting dot damage on all targets that were in the radius of the explosion, as a new ability for The Imperfect Ring arcanist, or as I suggested, reduce the duration of the teaser to 3-5 seconds, with a slight decrease in overall damage, and a burst explosion along the line at the end. The first option maybe more good, by the way, would be convenient to combine, blastbones + mystic siphon, blastbones exploded, then left a corpse that you use to instantly hang a dot on the nearest targets
it sounds like that could be a good way to differentiate the morphs, one could leave dots where the corpses were that then explode (the poison/disease morph makes sense for this because the corpses would be "decomposing")
your idea for the mystic morph sounds good too, exploding the corpse instantly and applying a sticky dot
both options offer some pretty good gameplay and would be significantly more useful than the tethers
you apparently misunderstood the first option, I meant that zos can leave the ability the same in action, but reduce its duration to 3-5 seconds, for example, you use a siphon on a corpse, a line appears that deals large point damage along the line, but only instead of 20 seconds for 3-5 seconds, between you and the corpse, while maintaining the same damage as if it were with a 20 second duration, every second the line becomes brighter, accumulates a charge, energy and at the end of the action an explosion occurs along this line, which deals additional burst damage,
personally i would rather move away from the tethers connected to the ground entirely, thats why i made the suggestion for converting the corpses into dots (instead of one you could hit multiple corpses, and you arent tethered to the corpse)
for example, this would be useful if there are a lot of corpses around you, but your focus target is not near the corpse, but is located between the corpse and you, then the teaser will work like the explosion on the point with the corpse, and will not complement it (which will be quite unbalanced) also hanging target dot, as in the place of the explosion of the corpse
again, problem with the tether, is you are limited to a specific range of the corpse, if there is a corpse 12m away on a 15m max tether, and you get knocked back, well there goes your tether, if you step too far back by accident, there goes your tether, you accidentally walk behind a short tree or wall, there goes your tether
tethering to the enemy makes sense (vateshran destro for example), tethering to another ally player makes sense (guard for example), tethering to the ground does not and just roots you from moving too far from that spot without breaking the tether
another problem is if your fighting an enemy, the enemy would still have to be between you and the corpse, the enemy could move to the side or behind you, then its not positioned right, so you would have to reposition again
a tether is far less useful than just creating a ground based dot in this case
you didn’t understand again, forget that this tether deals damage over time, now it deals damage instantly, like a burst, and an explosion is applied at the place of the corpse, which we talked about, tether and an explosion near the corpse = this is the same thing, just a teaser is a continuation of that explosion, only along the line between you and the corpse
Necrotech_Master wrote: »while most ground dots are not that useful in pvp, they are still useful for stuff like choke points, the current tether setup is like way way worse in pvp than a standard ground dot, i dont even like it for pve either
the bigger problem in pvp is using a player corpse because as soon as they rez or respawn, there goes your corpse effect too
Necrotech_Master wrote: »while most ground dots are not that useful in pvp, they are still useful for stuff like choke points, the current tether setup is like way way worse in pvp than a standard ground dot, i dont even like it for pve either
the bigger problem in pvp is using a player corpse because as soon as they rez or respawn, there goes your corpse effect too
I already cited The Imperfect Ring arcanist skill as an example, as for me, similar mechanics would be the best implementation for a necro tether
Necrotech_Master wrote: »Necrotech_Master wrote: »while most ground dots are not that useful in pvp, they are still useful for stuff like choke points, the current tether setup is like way way worse in pvp than a standard ground dot, i dont even like it for pve either
the bigger problem in pvp is using a player corpse because as soon as they rez or respawn, there goes your corpse effect too
I already cited The Imperfect Ring arcanist skill as an example, as for me, similar mechanics would be the best implementation for a necro tether
i havent used arcanist at all yet, so im not familiar with all the skills lol
though i think in general we are both in agreement that the current tether is awful lol
Necrotech_Master wrote: »Necrotech_Master wrote: »while most ground dots are not that useful in pvp, they are still useful for stuff like choke points, the current tether setup is like way way worse in pvp than a standard ground dot, i dont even like it for pve either
the bigger problem in pvp is using a player corpse because as soon as they rez or respawn, there goes your corpse effect too
I already cited The Imperfect Ring arcanist skill as an example, as for me, similar mechanics would be the best implementation for a necro tether
i havent used arcanist at all yet, so im not familiar with all the skills lol
though i think in general we are both in agreement that the current tether is awful lol
The Imperfect Ring leaves a dot effect that applies in an area
blastbones fly at the target leaving a corpse, you use a siphon on the corpse and explode it, leaving on all enemies in the radius of the explosion and along the line of the tether a dot effect, in my opinion, a great combination
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »while most ground dots are not that useful in pvp, they are still useful for stuff like choke points, the current tether setup is like way way worse in pvp than a standard ground dot, i dont even like it for pve either
the bigger problem in pvp is using a player corpse because as soon as they rez or respawn, there goes your corpse effect too
I already cited The Imperfect Ring arcanist skill as an example, as for me, similar mechanics would be the best implementation for a necro tether
i havent used arcanist at all yet, so im not familiar with all the skills lol
though i think in general we are both in agreement that the current tether is awful lol
The Imperfect Ring leaves a dot effect that applies in an area
blastbones fly at the target leaving a corpse, you use a siphon on the corpse and explode it, leaving on all enemies in the radius of the explosion and along the line of the tether a dot effect, in my opinion, a great combination
i think that is the intention with the current tether, but due to how slow blastbones is, the whole thing just sucks to use and you get more mileage out of just using boneyard over a tether
now if blastbones itself would leave a dot aoe after it explodes and we skip the tether entirely, that would work for me too
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »while most ground dots are not that useful in pvp, they are still useful for stuff like choke points, the current tether setup is like way way worse in pvp than a standard ground dot, i dont even like it for pve either
the bigger problem in pvp is using a player corpse because as soon as they rez or respawn, there goes your corpse effect too
I already cited The Imperfect Ring arcanist skill as an example, as for me, similar mechanics would be the best implementation for a necro tether
i havent used arcanist at all yet, so im not familiar with all the skills lol
though i think in general we are both in agreement that the current tether is awful lol
The Imperfect Ring leaves a dot effect that applies in an area
blastbones fly at the target leaving a corpse, you use a siphon on the corpse and explode it, leaving on all enemies in the radius of the explosion and along the line of the tether a dot effect, in my opinion, a great combination
i think that is the intention with the current tether, but due to how slow blastbones is, the whole thing just sucks to use and you get more mileage out of just using boneyard over a tether
now if blastbones itself would leave a dot aoe after it explodes and we skip the tether entirely, that would work for me too
the tether line will no longer deal damage over time, i just call it tether to make it clearer what i'm talking about, it just becomes a stretch when a corpse explodes, you apply a tether on a corpse, it explodes, and the damage from this explosion around corpse also instantly passes through the visual line, between the corpse and you, and does not continue to act over time, as it does now, also the damage dealt by this ability leaves a dot effect on all enemies hit, I meant this
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »while most ground dots are not that useful in pvp, they are still useful for stuff like choke points, the current tether setup is like way way worse in pvp than a standard ground dot, i dont even like it for pve either
the bigger problem in pvp is using a player corpse because as soon as they rez or respawn, there goes your corpse effect too
I already cited The Imperfect Ring arcanist skill as an example, as for me, similar mechanics would be the best implementation for a necro tether
i havent used arcanist at all yet, so im not familiar with all the skills lol
though i think in general we are both in agreement that the current tether is awful lol
The Imperfect Ring leaves a dot effect that applies in an area
blastbones fly at the target leaving a corpse, you use a siphon on the corpse and explode it, leaving on all enemies in the radius of the explosion and along the line of the tether a dot effect, in my opinion, a great combination
i think that is the intention with the current tether, but due to how slow blastbones is, the whole thing just sucks to use and you get more mileage out of just using boneyard over a tether
now if blastbones itself would leave a dot aoe after it explodes and we skip the tether entirely, that would work for me too
the tether line will no longer deal damage over time, i just call it tether to make it clearer what i'm talking about, it just becomes a stretch when a corpse explodes, you apply a tether on a corpse, it explodes, and the damage from this explosion around corpse also instantly passes through the visual line, between the corpse and you, and does not continue to act over time, as it does now, also the damage dealt by this ability leaves a dot effect on all enemies hit, I meant this
that wouldnt be a tether then lol, that would just be "make corpse explode" with a projectile going from you to the corpse
and if you were going to have it apply a dot, then it would basically function almost exactly as i described the mystic siphon should work (you explode the corpse and apply a lingering dot) (the animation on how you explode the corpse could be whatever)
the stam one i suggested would be the alternative where it could create multiple static ground dots that then explode for some dmg (kind of similar to unstable wall of elements, but better dmg since the dot area is smaller)
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »while most ground dots are not that useful in pvp, they are still useful for stuff like choke points, the current tether setup is like way way worse in pvp than a standard ground dot, i dont even like it for pve either
the bigger problem in pvp is using a player corpse because as soon as they rez or respawn, there goes your corpse effect too
I already cited The Imperfect Ring arcanist skill as an example, as for me, similar mechanics would be the best implementation for a necro tether
i havent used arcanist at all yet, so im not familiar with all the skills lol
though i think in general we are both in agreement that the current tether is awful lol
The Imperfect Ring leaves a dot effect that applies in an area
blastbones fly at the target leaving a corpse, you use a siphon on the corpse and explode it, leaving on all enemies in the radius of the explosion and along the line of the tether a dot effect, in my opinion, a great combination
i think that is the intention with the current tether, but due to how slow blastbones is, the whole thing just sucks to use and you get more mileage out of just using boneyard over a tether
now if blastbones itself would leave a dot aoe after it explodes and we skip the tether entirely, that would work for me too
the tether line will no longer deal damage over time, i just call it tether to make it clearer what i'm talking about, it just becomes a stretch when a corpse explodes, you apply a tether on a corpse, it explodes, and the damage from this explosion around corpse also instantly passes through the visual line, between the corpse and you, and does not continue to act over time, as it does now, also the damage dealt by this ability leaves a dot effect on all enemies hit, I meant this
that wouldnt be a tether then lol, that would just be "make corpse explode" with a projectile going from you to the corpse
and if you were going to have it apply a dot, then it would basically function almost exactly as i described the mystic siphon should work (you explode the corpse and apply a lingering dot) (the animation on how you explode the corpse could be whatever)
the stam one i suggested would be the alternative where it could create multiple static ground dots that then explode for some dmg (kind of similar to unstable wall of elements, but better dmg since the dot area is smaller)