So does this mean no more Necro Harmony Bombers? Cause if yes then I'm happy.
Goliath is good defense i would like too see similiar thing on templar but our defense ability is cast time healing per 8seconds. We don't have anything that can scary enemy except jabs ,but not something that can give us time to regen health in peace maybe only stuns but still stuns can be broken.
Templar class has been all but destroyed in pvp, they will never get to play in their former glory. Don't waste time hoping they will undo anything done to necromancer class, welcome to the beaten red headed step child class.
Necromancer is very disappointing
The spammable skulls are so clunky and slow as well and yeah anything you summon is practically useless.
Like you said mage and archer do literally no damage and the healer doesnt heal anything but the 10% reduction is nice.
The summons cant even take damage like the Sorc summons do, at least that would mean they defend you a bit.
But this is a classic case of not being able to seperate PVE from PVP by the devs.
Warden's Cliff Racer is a seeking pet that's at least functional. Why they couldn't make Blastbones work similarly?JerBearESO wrote: »Blastbones can be unreliable, but it's current mechanic as a seeking pet is very unique. Please do not advocate the loss of this mechanic, though it's buggy coding does need further improvement.
xylena_lazarow wrote: »Warden's Cliff Racer is a seeking pet that's at least functional. Why they couldn't make Blastbones work similarly?JerBearESO wrote: »Blastbones can be unreliable, but it's current mechanic as a seeking pet is very unique. Please do not advocate the loss of this mechanic, though it's buggy coding does need further improvement.
Necromancer is very disappointing
The spammable skulls are so clunky and slow as well and yeah anything you summon is practically useless.
Like you said mage and archer do literally no damage and the healer doesnt heal anything but the 10% reduction is nice.
The summons cant even take damage like the Sorc summons do, at least that would mean they defend you a bit.
But this is a classic case of not being able to seperate PVE from PVP by the devs.
I miss my Cro. I've tried using it for solo bombs without the harmony/boneyard setup and it just hits like a wet noodle. It's good for tanking and heals but damage, ehh..I've seen a handful of decent 1vx builds but even then, just a small handful of them. Cro used to be a outstanding class, dunno why it got nerfed so hard
SaffronCitrusflower wrote: »Templar class has been all but destroyed in pvp, they will never get to play in their former glory. Don't waste time hoping they will undo anything done to necromancer class, welcome to the beaten red headed step child class.
Ya, templar is still way worse off than necromancer. U35 gutted templar so severely they'll likely never recover.
LittlePinkDot wrote: »SaffronCitrusflower wrote: »Templar class has been all but destroyed in pvp, they will never get to play in their former glory. Don't waste time hoping they will undo anything done to necromancer class, welcome to the beaten red headed step child class.
Ya, templar is still way worse off than necromancer. U35 gutted templar so severely they'll likely never recover.
I just finished my stamplar. She doesn't need to slot jabs.
Binding javelin is a great stun.
So far I really like her.
Radiant oppression is awesome.
Shes nowhere near as bad as my Necro.
Yes, the class is absolutely unsuitable for PvP. I would also add these edits:
1) it is necessary to add some buffs for Bone Armor (Brutality/Sorcerer, Berserk, Savagery/Prophecy);
2) Spirit Mender must have a duration of 10/20 seconds to coincide with the rotation cycle of Bone Armor;
3) Dismember should work if there are skills on the panel, not while they are working.
Utt of the Freezing Tomb wrote: »As said in the title, an overhaul of the Necromancer would be important for good balancing.
After many nerfs to the necromancer, this class is no longer playable in pvp, let's take a look at the skills in more depth.
GRAVE LORD:
-After the nerf of the colossus magic version which stuns only at the end of the 3 damage and a nerve of damage this spell is totally useless in pvp
-The blastbone is so slow that it manages to get stuck on its own and/or cannot run to his target.
-Boneyard is definitly useless, no one use it
-Skeletal Mage and both morph deal no damage in pvp
-Mystic syphon is a pve skill
BONE TYRANT
-Goliath is pretty bad, when you using it everyone run away for 20 second till end
-Scythe and both morph should apply offbalance (not always the stam one)
-Totem: ranged morph is useless no one use it.... other morph is fine but its a defensive stun
LIVING DEATH
-Resurect ult cost too high.. let the morph that can revive ally + restore ressource with high cost.... second morph should cost less but it resurect only corps to make 3 blastbones
-Render flesh and both morph: Why it apply minor defile permantly? Honor the dead haven't malus, Dragon blood haven't malus, Artic wind too, arcanist heal too
-Expunge cost to high HP, in pvp you can't use it outnumbered or you'll take damage + 2k hp less
-Life amid death: change the skill like healing ritual(templar aoe heal) you loosing too much time to cast it at your position etc even with automatic setting
-Spirit mender and both morph: please add more heal from thoses skill, it heal actually nothing
-Restoring tether and both morph : this skill is garbage 80% of time, 1 tree or 1 wall or anything that break LOS destroy this skill
Conclusion:
1-Blastbone should be like Deepfissure from warden (cast the skill and after X second it explose in front of you
2-Buff skeletal mage damage
3-Make magicka scythe with offbalance
4-Reduce the cost of resurect ult (Resurect only blastbone)
5-Make totem that stun instantly and 1 morph after 2 second, so player can choose between defensive or offensive stun
6-Remove Minor defile from Render Flesh
7-Modify the ressource of Expunge and both morph to your highter stats
8-Make Spirit mender great again.....
9-Make restoring tether that consume a corps within X meters without choosing a corps OR make tether that can't be breaked by LOS
10-Problem of necromancer is the corps system, arcanist system is super fine you regen you crux without doing anything, just use skills etc, Corps survive only 6 second and you have to select it
11-Necromancer has to spend all his time to recast all buff always exemple (Armor buff, mender, blastbone, mage etc to get corps) this class hasn't any instant stun or gapcloser
12-Make Colossus that stun at first damage tick
No one playing necromancer anymore in pvp
Its actually not the best tank/healer/dd in pve too
Tyrant_Tim wrote: »You should check out the buff to Venom Skull, it’s hitting almost a 3rd harder than Wrecking Blow now with its 50% increase.
Shadowbinder7 wrote: »Tyrant_Tim wrote: »You should check out the buff to Venom Skull, it’s hitting almost a 3rd harder than Wrecking Blow now with its 50% increase.
U need grace lord sacrifice for this. Then you have no blastbones for burst
I made a gimmicky stam necro build. Rallying cry dw front bar, merciless charge back bar. Deadly strike, malacath. Rapid strikes spammable.
Pretty much just proc merciless charge, since it adds 500 damage to each tick of rapid strike and all direct damage. Blast bones into knife throw (ruffian perk added) and spam rapid strike, repeat. So rapid strikes was over 5k tooltip.
It was fun but necro still is not good. Idk maybe someone can take this and make it better.