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[I hope for your support]Upgrade the mechanics of the necromancer

Melzo
Melzo
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I have a big dissatisfaction with this class. He simply does not have his own features that another class would envy. So, to this is added the fact that most of his abilities are frankly weak. And you have to make a necromancer in medium or light armor for the sake of one shot and run like a hornet stung in the ass.

Deaden Pain is a defensive skill that gives a lot of buffs but is not needed by anyone. Very labo heals, has a short duration. Seriously, who needs 1200 heals in two seconds??? At the same time, this buff lasts from the number of corpses. The maximum that you can count is 3 corpses after 8-10 sec battles and this is still a very good indicator. At 30-33 HP heals 600 health per second. Restore 3600 health in 6 seconds... If the necromancer created corpses every 2 seconds, I would understand the justification for this skill, but the necromancer's corpses appear every 3-5 seconds in active combat. When you change location during the battle, you simply lose corpses, or a miserable 2-4 seconds of these abilities do nothing for you. The second morph of this ability is really useful in bomb builds, but the first defensive morph is too weak. Most use Mortal Coil or Resolving Vigor.

Life amid Death is the worst version of Extended Ritual. The Plar skill provides more benefits than the Neromancer skill and does not require additional resources in the form of corpses. You can use the plara skill at least 10 times, but you lose all bonuses after the first use of the necromancer. Healers cannot capture a large number of corpses...

Spirit Mender - a skill due to which even those who were not initiated into this class believed that the necromancer had good defense. 1300 heals every 2 seconds for 16 seconds...... And in pvp where there are a large number of players, he doesn’t even always heal you...

Expunge is a weak skill. The necromancer, like all classes, has a limited number of skills and more take an additional periodic heal than this ... At least they added a Minor Protection for each cleared debuff for 1 second. Cleared 4 buffs plus 4 buff seconds.

For the following skills, I don’t even want to explain. Nerfed trash. Grave Grasp, Bone Totem, Skeletal Mage.

Dk has a total of three passive abilities that affect regeneration or resource saving. When as a necromancer six.

Reusable Parts, Shocking Siphon , Summoner's Armor , Death Gleaning, Mortal Coil , Undead Confederate .. I have a question why?

The Necromancer has only two passive abilities that affect damage. 10 percent to dot damage which the necromancer does not have... And 1500 penetration. Warden has 900-4500 penetration and a 5% damage bonus....

I go to Dk and see that every passive ability I need. I go back to the necromancer and look, what for is this or that passive skill needed?

Death Gleaning - The maximum utility is for pve tanks.

Death Knell is a passive ability for bosses only. I certainly see a lot of skills and passive abilities needed only in narrow specializations, but this passive ability has outdone itself...

Why create passive skills only for certain content. You are just perverting the class as you are doing now with the same warden.

Many write that the necromancer is universal. Where is my question? What is its versatility? In PvE content, each class can be a tank, damage dealer, and healer, and in this they are not superior to other classes. The only thing that can be compared is only the damage, but this is from patch to patch. In pvp you can also be a healer and deal damage. But the necromancer has no control, only two skills that deal damage. And in a battle with strong opponents, the necromancer clearly loses. Played recently on bg got nb bow 20k with crit.... I have synergy 7k and crit 10-11k. If they fight against players with two swords or nb, then they have a minus 20 percent of their AoE damage. blastbones dealt 6k down to 4.5 , synergy 5700. As a result, all my procasts are at best 20k. And the same nb with 33ka hp deals 20k damage with a bow.

And yes, 20ka he struck on bg not in Cyrodiil, but on bg. In the same place, many nb are applied for 17k. Try to deal the same amount of damage with a blastbone or your synergy...

Funny, this nb had more defense than a necromancer and fought face to face without invisibility. Nb has much more healing and protection than a necromancer. What has this class come to?

At high mmr, there are practically no strong necromancers, but as a bomber he loses to nb. As a warrior with two-handed weapons, she loses to the warden. As a mage in ranged combat, he loses to a sorcerer, plar and nb. As a healer, only dk will not lose ... Do not think that I play so badly that I lose in every battle. But when you want to dilute the gameplay to create a new assembly, you have nothing to take abilities from. And every time I go to BG, I see 2-3 necromancers for the whole day. For that, I see NB in every battle .... By the way, how did it come to the fact that the stamina sorcerer has 33k health and it is simply impossible to kill him. I've been thinking about this for two weeks now. I went to the bg and there four stamina sorcerers had a score of 10-15 kills and 0-1 deaths each. They destroyed both teams...33 ka hp at the sorcerer. It is impossible to catch up with him and you simply do not have enough damage to take down 30k to him. Maybe only the same nb only) hah

What's wrong with this pvp??-_-
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