Shifting the Major Vulnerability to the first tick, or better yet causing it to instantly apply to anyone in the area, even if they dodge roll out of it before taking any damage, would certainly be better for PvP than having it apply on the last damage tick. Still, it would have fairly limited value if you're not running with an organized group using voice comms.Your suggestion would leave the ultimate in a state of uselessness for PvP. It would be far better for either the Major Vulnerability to take effect on the first hit of the ultimate, or remove that debuff entirely and replace it with something else. I'm tired of the class being utter garbage in PvP just so it's not "too strong" in scripted PvE content.What they have done is make stacking necros MORE NECCESSARY to get major vuln.
They achieved the OPPOSITE of adding variation. Instead of average guilds getting away with 2-3 necros, now they'll need more.
They needed to make mobs IMMUNE to major invuln for X seconds after it was used once. This way, you could only use 2-3 necros and adding more would not give you more uptime.
Here is what colossus should do:
- Applies major invuln on last hit, it lasts for 5 seconds, or 7 seconds, or whatever.
- Enemies afflicted with major invuln cannot be afflicted again for the next 10 seconds, or 15 seconds
The seconds of uptime vs immunity would balance eachother. Longer duration = longer immunity.
I had already ditched the Colossus as an ultimate in PvP, mostly due to how easily it gets avoided in most cases - one dodge roll generally means that my 225 cost ultimate did 0 damage and applied 0 debuffs. The only class skills that are worthwhile for offense on the live servers are Blastbones and the Skeletal Mage, and the impending damage nerf for the Mage will remove it from that "list." And since Blastbones is so unreliable, it barely deserves a slot...if there were basically any other alternative for burst, Blastbones would also go on the trash heap.
Having the Major Vulnerability apply on the first Colossus hit would leave it at least quasi-useful, at least for premade groups with good coordination (and a cooldown on the debuff would be fine, IMO). But frankly, I'd rather it just be changed to something else, so that the ultimate could actually be more useful in PvP, while not encouraging "class stacking" in PvE.
You're right, I dont pvp. For the sake of PVP, how about major vuln on first hit for x seconds (5, 7, whatever they decide). The same target cannot receive it again for x seconds (10, 15, 20 however it balances with the duration).
We want colossus to be impactful, but not a full raid of necros to be impactful. Easy solution, extend the duration a bit and get rid of stacking.
Do you want all necromancer to be stamina?
Couse these patch notes make no *** sense
Not only is the damage apparently being nerfed down to less than what it was with the Elsweyr patch, it will still cost double what it did then.wild_kmacdb16_ESO wrote: »So skeleton mage goes back to throwing water balloons at people in terms of damage? I was liking feeling at least a little like a necromancer.
Well at least there is blastbones that runs up and stares menacingly at your opponent before falling down on the ground, not exploding... and spirit healer that is usually more concerned about an ally that is out of range over it’s masters health, resulting in it not paying attention to you until you’re almost dead.
Necros shouldn’t get a bounty in town; they should get laughed at.
InvictusApollo wrote: »Necromancer has ver, very, very little burst. Blastbones should behave like a projectile, not a mob that runs to enemy. Their damage should be buffed by distance to enemy, not by the time spent "pondering the meaning of it's existence".
InvictusApollo wrote: »Necromancer has ver, very, very little burst. Blastbones should behave like a projectile, not a mob that runs to enemy. Their damage should be buffed by distance to enemy, not by the time spent "pondering the meaning of it's existence".
I thought that I heard them say on the stream that they don't know how to fix BlastBones? That makes me feel like not investing any more time into this class until we can see some solid fixes for basic class skills that should have worked at the release of this class. Never mind the Stamcro dual wield/bow build being nerfed into the ground, we have basic class skills that still don't work!
JamuThatsWho wrote: »I'd love my Magcro to use lots of nefarious dark magic, but it looks like I'm gonna be slotting mostly Destro skills since Skeletal, Blastbones, Boneyard and Siphon will be hitting like warm butter.
Why nerf Siphoning Shock? Fix it before nerfing it
1. Siphon and coil works almost ok on PTS. It works when casted at the same time with non-cast time skills (barbed trap, skeletal archer...) but bugs out when casted at the same time with taking aim or dizzying swing.
2. I see 20 to 30% nerf in my overall dps on stamina necro, which is about right if I compare it to other classes right now.
3. Collosus ulti could receive ulti cost reduction in exchange for its nerf. It is worse than agressive warhorn now in group scenario and worse than dawnbreaker(WD one) or ballista in single target scenario. Really look at the ulti and buff it somehow.
4. Ultis overall on necro are too expensive and not worth the cost.
5. If you are considering skeletal archer as a single target DOT, (because you nerfed it the same way), you may aswell consider that Bloodthirsty trait on jewellery is not affecting its dmg dealt.
The changes to colossus are very questionable. I´m not going to deny that necromancer (specifically stamina) was overperforming in PvE, but by making major vulnurability only afecting a target after being hit by all 3 smashes makes necro very limited for PvP. Here´s what I would like to see:
Similar to how PvE bosses has a cooldown on the off-balance debuff, I suggest ZOS adds a cooldown to how often a boss NPC can hafe major vulnurability on them. Make it so that a boss NPC can only be affected by major vulnurability once/10 seconds, but let each smash of the colossus apply the debuff as it is on live. This way you tune it down for PvE, but let necromancer keep some of it´s usefullness in PvP.
Explain how colossus ulti (30% increased damage for 3 seconds raid wide) is worse than dawnbreaker... Even nerfed, you can still stack stamcros for a huge dps boost in a raid
I wanted to say that dawnbreaker and ballista are better for solo single target. And in group scenario, Warhorn with 10 sec of Major Force is better.3.... worse than agressive warhorn now in group scenario and worse than dawnbreaker(WD one) or ballista in single target scenario.
1. Siphon and coil works almost ok on PTS. It works when casted at the same time with non-cast time skills (barbed trap, skeletal archer...) but bugs out when casted at the same time with taking aim or dizzying swing.
2. I see 20 to 30% nerf in my overall dps on stamina necro, which is about right if I compare it to other classes right now.
3. Collosus ulti could receive ulti cost reduction in exchange for its nerf. It is worse than agressive warhorn now in group scenario and worse than dawnbreaker(WD one) or ballista in single target scenario. Really look at the ulti and buff it somehow.
4. Ultis overall on necro are too expensive and not worth the cost.
5. If you are considering skeletal archer as a single target DOT, (because you nerfed it the same way), you may aswell consider that Bloodthirsty trait on jewellery is not affecting its dmg dealt.
Explain how colossus ulti (30% increased damage for 3 seconds raid wide) is worse than dawnbreaker... Even nerfed, you can still stack stamcros for a huge dps boost in a raid
In PvP it's worse than Dawnbreaker because it frequently gets hardcountered by a single dodge roll. Spending 225 Ultimate to do 0 damage and get 0 seconds of Major Vulnerability stinks. By limiting the Major Vulnerability to only the last tick of damage, ZOS is basically ensuring that the debuff never applies in PvP. Opponents won't even need to dodge roll, just eat the damage for a tick or two while casually walking out of the AOE.1. Siphon and coil works almost ok on PTS. It works when casted at the same time with non-cast time skills (barbed trap, skeletal archer...) but bugs out when casted at the same time with taking aim or dizzying swing.
2. I see 20 to 30% nerf in my overall dps on stamina necro, which is about right if I compare it to other classes right now.
3. Collosus ulti could receive ulti cost reduction in exchange for its nerf. It is worse than agressive warhorn now in group scenario and worse than dawnbreaker(WD one) or ballista in single target scenario. Really look at the ulti and buff it somehow.
4. Ultis overall on necro are too expensive and not worth the cost.
5. If you are considering skeletal archer as a single target DOT, (because you nerfed it the same way), you may aswell consider that Bloodthirsty trait on jewellery is not affecting its dmg dealt.
Explain how colossus ulti (30% increased damage for 3 seconds raid wide) is worse than dawnbreaker... Even nerfed, you can still stack stamcros for a huge dps boost in a raid
Explain how colossus ulti (30% increased damage for 3 seconds raid wide) is worse than dawnbreaker... Even nerfed, you can still stack stamcros for a huge dps boost in a raid
You mean this?I wanted to say that dawnbreaker and ballista are better for solo single target. And in group scenario, Warhorn with 10 sec of Major Force is better.3.... worse than agressive warhorn now in group scenario and worse than dawnbreaker(WD one) or ballista in single target scenario.
Let's say group dps now on live is 430k. Dmg on PTS is nerfed by 20 - 30%, so let's assume it will be around 350k. Our combat window is 10 sec. First we try how one cast of Major Force(lasts 10 second) would be during those 10 sec. Roughly 65% of the dps comes from crits ~ that's 227k. We apply major force, that's 261k dps + 123k(non-crit) dps = 384k dps, times 10 - to get overall damage done throughout our combat window = 3840k damage.
Now let's see how one cast of Colossus performs in our window. 350k dps, for 3 sec. we got dps increased by 30% and that's it.
350k*1,3*3 + 350k*7 = 1365 + 2450 = 3815k damage.
So wouldn't be better to stack Warhorns for max Major force uptime?