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Stalking Blastbones is Necro's BEST damage ability. Please reconsider the change.

  • Aldoss
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    Fair enough, I feel you, they can be frustrating and Necro has been left in a bad state... but I don't think it's the right approach to revert it when they spent all this time working on something fundamentally different.

    Ask yourself what is more likely?
    1. They give Blighted Blastbones a bit more bang for its buck to actually match the complaints that it doesn't match live?
    2. They completely remove a brand new skill from the toolkit despite feeling so strongly about giving Necro a new way to tackle their rotations?

    I would say option 1. With ZOS you have to pick your battles and understand what will fall upon deaf ears and what they can change with the flip of a switch.

    Use their own words against them. Blighted Blastbones does not retain the original playstyle, therefor they failed their goal and should rectify it.

    Option 3 - Move the new skill to a different skill

    I think the primary issue here is that ZOS targeted the ONE skill that is universally used in literally every necro build that's ever been made.

    This is the Fissure change all over again, but so much worse. They changed Fissure in the name of "easier rotation" and pissed off a lot of warden mains, myself included. I still hate the 9sec thing and I stopped playing warden because of it. At least with that, the iconic nature of the skill remained.

    This necro change is that, but on some crazy psychedelics that gave whoever thought it up the courage to delete the skill. It's unreal. Imagine if they removed jabs and replaced it with a self buff. Imagine if they removed merciless and replaced it with a self buff (actually, do that, I'd be so entertained by the drama). Imagine if they removed shalks and made it a self buff.

    I hear the comments saying that at least blighted is there, and while I agree, and my current personal build is using it, I'm using blighted KNOWING that I'm in the minority and the only reason why I'm making it work is because I'm running a heavy pressure build. 95% of necros are using stalking right now and they should - it does more damage.

    I'd be okay if they were to add the modifier to blighted. I selfishly hope they keep the disease dmg.

    It makes way more sense to put this on the skeletal mage or archer. I honestly don't think a 20% buff to bb would make it overpowered. The skill has seen some massive nerfs to its damage just from zos implementing easier ways to source maj and min evasion. 1 arc in a group gives passive 100% uptime on min evasion.

  • Uvi_AUT
    Uvi_AUT
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    Uvi_AUT wrote: »

    If you don't like the way necro plays, play a different class. It's that simple.
    I did. But ZOS now fixed it so I dont have to anymore.

    They objectively made the class worse. You literally cannot create corpses where they need to be on ranged builds with the new skill. That's not "fixing the class", that's making the biggest problem with the class (corpse gameplay) even worse.

    Not saying there arent other problems and the corpsegeneration definitely is one. But for me the biggst problem was the 3 second-gameplayloop. I like most things about the Necro, besides BB.
    Uvi_AUT wrote: »

    If you don't like the way necro plays, play a different class. It's that simple.
    I did. But ZOS now fixed it so I dont have to anymore.

    That's like me saying I love Burger King but didn't like the food until they changed, and getting mad at people who liked the food the way it always tasted.

    Or you could just give it a chance and try the new Food?
    Edited by Uvi_AUT on 1 February 2024 06:02
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • Grandsheba
    Grandsheba
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    I've addressed this in my own thread in detail offering a better way to implement the damage buff mech to necros while improving the BB skills to make them more effective.

    The way they currently have it is very problematic. "Here are some better alternatives.
    Necrotic Potency

    Target: Area
    Duration: 4 seconds

    Skill description
    Embrace the power of collected souls to bolster your dark arts. For each soul absorbed, increase your Weapon and Spell Damage by 50. Sapping the lingering life from fresh corpses, grants you 6 Ultimate while healing 682 Health every 1 second for 4 seconds per additional corpse.


    This ability scales off your Max Health. While slotted, your damage taken is reduced by 3%.

    Change Notes:
    Embrace the power of collected souls to bolster your dark arts. For each soul absorbed, increase your Weapon and Spell Damage by 50. The duration of this buff stacks dynamically with each additional soul collected, extending its remaining time to empower your necromantic abilities.

    The revamped Necrotic Potency skill introduces a dynamic and engaging mechanic that aligns with the thematic essence of the Necromancer class. By harnessing the power of collected souls, the Necromancer gains a tangible boost to their damage potential, promoting strategic and immersive gameplay.

    This change addresses the need for the Necromancer class to have a damage-buffing skill, bringing it up to par with other classes in the game. The dynamic stacking of the buff's duration encourages players to actively collect souls, fostering a sense of mastery and rewarding skilled play. Additionally, the increase in Weapon and Spell Damage per collected soul provides a meaningful and impactful boost to the Necromancer's abilities, enhancing their role in combat scenarios.

    Overall, the revised Necrotic Potency skill not only enriches the gameplay experience for Necromancer players but also contributes to a more balanced and engaging class dynamic within the game.

    Stalking legion (Stalking Blastbones)

    Target: Enemy
    Range: 28m
    Cost: 2700

    Skill description: Summon a flaming skeleton from the ground. After 2.5 seconds, the skeleton runs after the target and explodes when it gets close to them, dealing 1600 Flame Damage to all enemies nearby. Every second the skeleton spends chasing its target increases the damage of the explosion by 10%, up to a maximum of 50% more damage. Up to 3 corpses can be active at a time with only 1.5 seconds cooldown between each skeleton summoning. Creates a corpse on death.

    Change Notes:
    The reworked skill "Stalking Legion" has undergone significant changes that impact its functionality and potential in combat. Here's a brief explanation of why this change is beneficial and needed:

    Improved balance: The reduction in the initial damage dealt by the exploding skeleton from 3600 to 1600 Flame Damage, coupled with the cap on the maximum damage increase, helps to balance the skill's potential burst damage.

    Enhanced versatility: Allowing up to three corpses to be active at a time and reducing the cooldown between skeleton summonings to 1.5 seconds significantly enhances the skill's versatility, enabling more strategic and frequent deployment in combat situations.

    Strategic depth: With the ability to have multiple explosive skeletons active and in play, players can now employ more strategic and tactical approaches to engagements, adding depth to the skill's gameplay mechanics.

    Overall, these changes to "Stalking Legion" aim to promote a more balanced and versatile use of the skill while adding a layer of strategic depth to the Necromancer's toolkit thematically.

    Blighted Blastbones

    Target: Enemy
    Range: 28m
    Radius: 6m
    Duration: 4 second
    Cost: 2295

    Skill description
    Summon a decaying skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 3600 Disease Damage to all enemies nearby and applying Major Defile to them for 4 seconds, reducing their healing received and Health Recovery by 16%.

    Creates a corpse on death, causing a putrid area of decay in a 6-meter radius. Enemies within the area suffer from a potent Disease affliction, taking 1500 Disease damage over 4 seconds. Only 2 blighted corpes may persist at at time.

    Change Notes:
    This reworked ability offers the Necromancer a strategic and thematic AoE damage option, leveraging the theme of decay and disease that is central to the class. By incorporating damage over time effects, the skill aligns with the Necromancer's identity and provides a valuable addition to their arsenal. The rework also addresses the need for more diverse damage over time abilities within the Necromancer's skill set, enhancing gameplay options and synergies for players who prefer this playstyle.

    This reworked Blighted Blastbones skill not only adds thematic depth to the Necromancer class but also introduces a valuable AoE damage-over-time option, aligning with the class's identity and providing players with a more diverse and strategic skill set."
    "The Tower touches all the mantles of Heaven and by its apex one can be as he will. Be as he was and yet changed for all else on that path for those that walk after. This is [CHIM] the secret of how mortals become makers, and makers back to mortals."
  • MashmalloMan
    MashmalloMan
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    Aldoss wrote: »
    Option 3 - Move the new skill to a different skill
    That's even less likely, we both know that could take ZOS 5 years to accomplish.

    All I was saying is to be more realistic with the requests and tackle what can be done. For better or for worse, ZOS thinks Necro's are the dot class, and they think people don't want to do the 3s minigame. They wouldn't spend all this time making the skill unless they felt strongly about it. Everyone is raising good points about Blighted Blastbones missing out on Mag cost and the damage scaling, so yell at the high heavens to add that back on. That is something that can actually be done within the next few weeks of the PTS easily. We've seen it happen before.
    Aldoss wrote: »
    This is the Fissure change all over again, but so much worse. They changed Fissure in the name of "easier rotation" and pissed off a lot of warden mains, myself included. I still hate the 9sec thing and I stopped playing warden because of it. At least with that, the iconic nature of the skill remained.

    This still urkes me. They said something similar at the time, that they wanted to retain the original skill rotation that Mag Warden was use too, except in the same breath, they heavily nerfed the damage in the front forcing you to get it back after 9s.

    I said it then, I'll say it now. The first 3s burst costs something, it should hit harder than the free 9s burst. THAT would retain the original 3s rotation, the new one does not. Flip them.

    Aldoss wrote: »
    Imagine if they removed merciless and replaced it with a self buff (actually, do that, I'd be so entertained by the drama). Imagine if they removed shalks and made it a self buff.

    I would be okay with this for most morphs that virtually do the same thing in the game as long as the morph that "retains the original playstyle" actually retains the original playstyle.

    In this case, they removed a Blastbones option that costed magicka and dealt more damage. It's so easy to fix. Dynamic cost, give it both effects on the 1 skill.

    They could do the same thing with Grim Focus, Shalks, Rune Focus, Jabs, the list goes on and on. These morphs were only unique from 1 another before hybridization. With Hybridization they feel so devoid of originality, there is almost always an obvious winner between the pairs so I'd be happy to see new skills introduced IF they did it properly.

    [Snip]

    [Edited for minor bashing]
    Edited by ZOS_Volpe on 7 February 2024 18:28
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • MashmalloMan
    MashmalloMan
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    Uvi_AUT wrote: »

    If you don't like the way necro plays, play a different class. It's that simple.
    I did. But ZOS now fixed it so I dont have to anymore.

    That's like me saying I love Burger King but didn't like the food until they changed, and getting mad at people who liked the food the way it always tasted.

    You can enjoy burger king, but not like 1 of their combo's. When was the last time you liked absolutely everything on a restaurants menu? :D
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Remathilis
    Remathilis
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    If the goal is to make Blastbones part of an easier rotation, but the issue is that now Necros are lacking ranged corpses, here's a solution:

    Make one morph of Blastbones a 10-second single-target curse that spawns 2 Blastbones at the target over the duration. Then it would be as easy to use as Haunting Curse, but still provide corpses at range, as well as burst.

    ZOS listen to this man!
  • Ehntu
    Ehntu
    Soul Shriven
    It's the lack of Major Brutality/Sorcery for me - isn't this the perfect opportunity to add it at the very least?
  • OtarTheMad
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    Ehntu wrote: »
    It's the lack of Major Brutality/Sorcery for me - isn't this the perfect opportunity to add it at the very least?

    At this point I want ZOS to add it so players stop asking and they realize it gives necro nothing, it doesn’t increase damage and it doesn’t allow for any increased freedom when it comes to potions or abilities on your bar. We have it right now in about 40 different ways and necro still sucks.

    This is just my opinion but for me I only really need spell power pots in dungeons when I am in a group. More often times than not I am using tri pots or magicka trash pots. For PvP I switch between tri pots, immovable pots and detection pots. As for abilities I prefer to use abilities like Entropy and soul trap in situations because they are a sticky dot that I can rely on for pressure. That’s just me tho.

    Maybe I’m nuts.

    Edited by OtarTheMad on 4 February 2024 00:57
  • Lystrad
    Lystrad
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    Uvi_AUT wrote: »

    If you don't like the way necro plays, play a different class. It's that simple.
    I did. But ZOS now fixed it so I dont have to anymore.

    That's like me saying I love Burger King but didn't like the food until they changed, and getting mad at people who liked the food the way it always tasted.

    You can enjoy burger king, but not like 1 of their combo's. When was the last time you liked absolutely everything on a restaurants menu? :D

    While I get what you're saying here I feel like the problem with this analogy isn't that there's one combo you don't like, it's that burger kings had two combos, one was overwhelmingly popular and one was unpopular, and they removed the popular one and replaced it with an unknown quantity so now their menu is an unpopular combo and an unknown combo and the end result if the change doesn't pay off is a non functional business. it would make a lot more sense if blighted was the version that was changed.

    Also, the design of the ability is kind of weird, it's trying to use too many of blastbones assets when it doesn't need to.

    My suggestion keeping the spirit of the new design would be to axe the skeleton completely. Instead make it a short bursty dot you apply to the target, like standard dot damage over 8 seconds instead of 20 and mark the target for sacrifice allowing you to use the living enemy as a corpse instead of yourself. Consuming marked for sacrifice grants you the buff to dots and gravelord damage. Now it gives necro a more relaxed rotation, interacts with your other abilities, solves the ranged corpse issue, gets rid of the awkward skeleton hug and doesn't obsolete the necromancer IA set.
  • OtarTheMad
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    I’d be surprised if ZOS reworked the new Blastbones so I think we are stuck with it.

    I do suggest that they look into giving Necro some sticky dots similar to entropy and soul trap because we need more reliable dots/damage. Now that corpse management is even harder if you choose the magicka morph of BB I just can’t simply keep recasting Boneyard, Wall of Elements and Tether every single time the boss/NPC moves. Sustain is already bad on Necro and that makes it worse. We need something for reliable damage and constant pressure and it’d be nice if that came in the form of some class abilities.
  • Remiem
    Remiem
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    OtarTheMad wrote: »
    At this point I want ZOS to add it so players stop asking and they realize it gives necro nothing, it doesn’t increase damage and it doesn’t allow for any increased freedom when it comes to potions or abilities on your bar. We have it right now in about 40 different ways and necro still sucks.

    It would add something if it was added to the passives like how nightblades get Major Resolve, a saved skill slot and/or freedom to use pots other than spell/weapon pots, but for some reason people keep asking for it to be added to the skeleton or even worse, siphon...
    So if it's done like they ask, PvEers won't care about it because they already use spell/weapon pots and PvPers won't care either because both skills are useless in PvP, one has been nerfed to oblivion and is impossible to control, the other just does nothing even with the class set that was supposed to make the small AoE that ticks for 200 damage viable...
    Balanced by people with no prior gamedev experience, couldn't fix performance issues in a decade, can't code a real matchmaking algorithm to save their lives, more maintenance downtime than all the other MMOs put together, more bugs introduced than bugs fixed every big patch, same stagnant combat for years.
    Done with Elder Joke Online: 2 seconds of input delay on "70" ping edition.
  • OtarTheMad
    OtarTheMad
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    Remiem wrote: »
    OtarTheMad wrote: »
    At this point I want ZOS to add it so players stop asking and they realize it gives necro nothing, it doesn’t increase damage and it doesn’t allow for any increased freedom when it comes to potions or abilities on your bar. We have it right now in about 40 different ways and necro still sucks.

    It would add something if it was added to the passives like how nightblades get Major Resolve, a saved skill slot and/or freedom to use pots other than spell/weapon pots, but for some reason people keep asking for it to be added to the skeleton or even worse, siphon...
    So if it's done like they ask, PvEers won't care about it because they already use spell/weapon pots and PvPers won't care either because both skills are useless in PvP, one has been nerfed to oblivion and is impossible to control, the other just does nothing even with the class set that was supposed to make the small AoE that ticks for 200 damage viable...

    Even if it was added as a passive nothing changes for me though. I only use spell power pots for really dungeons so I guess the part of the community who does vet dungeons and trials would benefit but overall me and a few people I’ve spoken to about this just don’t see why it is pushed. I mean if it happens great I guess but necro needs so much more help in my opinion.

    As for a freed slot, well like I said, I need dots that stick to the target so I don’t run out of magicka recasting all the time so my bars wouldn’t change up that much really. Orbs is way too slow, trap can be moved away from, fire rune can missed, boneyard can be missed and moved away from, tethers same as boneyard plus corpse system change with new BB screws things, spider dot same as others, however entropy and soul trap stick to the target. Are they great abilities? Not even close but they work for my playstyle and now if an NPC or Boss moves out of a ground dot it’s not a big deal because I have one or two of those on them still.

    I just see that ZOS spends little time on necro the last few years and if they only spend a certain amount of time on them I would rather ZOS fix/change some of these other necro offensive abilities that are just bad. Funny thing is I don’t think some of these abilities would need much, at least in my opinion.

    1. Give necro more corpses now that BB has screwed that
    2. Give us a sticky dot or two, maybe change Empowering Grasp into a DoT on top of the immobilization it does and have Skeletal summons apply a sticky dot upon death
    3. Fix fear totem if it hasn’t been already. Still does not fear after 2 seconds.
    4. Speed up skulls

    I mean for me that’s it or at least a great start.

  • Remiem
    Remiem
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    OtarTheMad wrote: »
    Remiem wrote: »
    OtarTheMad wrote: »
    At this point I want ZOS to add it so players stop asking and they realize it gives necro nothing, it doesn’t increase damage and it doesn’t allow for any increased freedom when it comes to potions or abilities on your bar. We have it right now in about 40 different ways and necro still sucks.

    It would add something if it was added to the passives like how nightblades get Major Resolve, a saved skill slot and/or freedom to use pots other than spell/weapon pots, but for some reason people keep asking for it to be added to the skeleton or even worse, siphon...
    So if it's done like they ask, PvEers won't care about it because they already use spell/weapon pots and PvPers won't care either because both skills are useless in PvP, one has been nerfed to oblivion and is impossible to control, the other just does nothing even with the class set that was supposed to make the small AoE that ticks for 200 damage viable...

    Even if it was added as a passive nothing changes for me though. I only use spell power pots for really dungeons so I guess the part of the community who does vet dungeons and trials would benefit but overall me and a few people I’ve spoken to about this just don’t see why it is pushed. I mean if it happens great I guess but necro needs so much more help in my opinion.

    As for a freed slot, well like I said, I need dots that stick to the target so I don’t run out of magicka recasting all the time so my bars wouldn’t change up that much really. Orbs is way too slow, trap can be moved away from, fire rune can missed, boneyard can be missed and moved away from, tethers same as boneyard plus corpse system change with new BB screws things, spider dot same as others, however entropy and soul trap stick to the target. Are they great abilities? Not even close but they work for my playstyle and now if an NPC or Boss moves out of a ground dot it’s not a big deal because I have one or two of those on them still.

    I just see that ZOS spends little time on necro the last few years and if they only spend a certain amount of time on them I would rather ZOS fix/change some of these other necro offensive abilities that are just bad. Funny thing is I don’t think some of these abilities would need much, at least in my opinion.

    1. Give necro more corpses now that BB has screwed that
    2. Give us a sticky dot or two, maybe change Empowering Grasp into a DoT on top of the immobilization it does and have Skeletal summons apply a sticky dot upon death
    3. Fix fear totem if it hasn’t been already. Still does not fear after 2 seconds.
    4. Speed up skulls

    I mean for me that’s it or at least a great start.
    You really find slots for both Degen and Soul trap (which is terrible in PvP and only worth using with Oblivion's foe)?
    For the freed slot, you could slot Camo Hunter? a CC with Flame/Frost clench/Turn evil? Both bad but better than nothing, or even another sticky DoT with Destructive reach?

    Honestly what ZOS should have done in the patch they decided to destroy Boneyard synergy was rework Detonating siphon: remove the tether part and completely focus on the corpse explosion part. Something like after using 3 other corpse consuming ability Detonating siphon lets you explode all the corpses around you in a 10m radius.
    Then turn one morph of Grave grasp into a single target stun and speed up Skull's animation and travel time. There you go, Necro has a working kit with an obvious gameplan: trying to combo a Blastbones with a Detonating corpse explosion and the ult of your choice.

    I tested Totem recently, it's fixed.
    Balanced by people with no prior gamedev experience, couldn't fix performance issues in a decade, can't code a real matchmaking algorithm to save their lives, more maintenance downtime than all the other MMOs put together, more bugs introduced than bugs fixed every big patch, same stagnant combat for years.
    Done with Elder Joke Online: 2 seconds of input delay on "70" ping edition.
  • MashmalloMan
    MashmalloMan
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    Remiem wrote: »
    OtarTheMad wrote: »
    Remiem wrote: »
    OtarTheMad wrote: »
    At this point I want ZOS to add it so players stop asking and they realize it gives necro nothing, it doesn’t increase damage and it doesn’t allow for any increased freedom when it comes to potions or abilities on your bar. We have it right now in about 40 different ways and necro still sucks.

    It would add something if it was added to the passives like how nightblades get Major Resolve, a saved skill slot and/or freedom to use pots other than spell/weapon pots, but for some reason people keep asking for it to be added to the skeleton or even worse, siphon...
    So if it's done like they ask, PvEers won't care about it because they already use spell/weapon pots and PvPers won't care either because both skills are useless in PvP, one has been nerfed to oblivion and is impossible to control, the other just does nothing even with the class set that was supposed to make the small AoE that ticks for 200 damage viable...

    Even if it was added as a passive nothing changes for me though. I only use spell power pots for really dungeons so I guess the part of the community who does vet dungeons and trials would benefit but overall me and a few people I’ve spoken to about this just don’t see why it is pushed. I mean if it happens great I guess but necro needs so much more help in my opinion.

    As for a freed slot, well like I said, I need dots that stick to the target so I don’t run out of magicka recasting all the time so my bars wouldn’t change up that much really. Orbs is way too slow, trap can be moved away from, fire rune can missed, boneyard can be missed and moved away from, tethers same as boneyard plus corpse system change with new BB screws things, spider dot same as others, however entropy and soul trap stick to the target. Are they great abilities? Not even close but they work for my playstyle and now if an NPC or Boss moves out of a ground dot it’s not a big deal because I have one or two of those on them still.

    I just see that ZOS spends little time on necro the last few years and if they only spend a certain amount of time on them I would rather ZOS fix/change some of these other necro offensive abilities that are just bad. Funny thing is I don’t think some of these abilities would need much, at least in my opinion.

    1. Give necro more corpses now that BB has screwed that
    2. Give us a sticky dot or two, maybe change Empowering Grasp into a DoT on top of the immobilization it does and have Skeletal summons apply a sticky dot upon death
    3. Fix fear totem if it hasn’t been already. Still does not fear after 2 seconds.
    4. Speed up skulls

    I mean for me that’s it or at least a great start.
    You really find slots for both Degen and Soul trap (which is terrible in PvP and only worth using with Oblivion's foe)?
    For the freed slot, you could slot Camo Hunter? a CC with Flame/Frost clench/Turn evil? Both bad but better than nothing, or even another sticky DoT with Destructive reach?

    Their perspective is from pve, you use spell power pots for magicka/sorcery/prophecy, so the numerous requests to get sorcery in their use case appear redundant.

    Yours is pvp, where getting that adds build flexibility. You can use a new skill for dps, you could use different potions, etc.

    Both changes need to happen, more in class power and more in class named buff/debuff access.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • StarOfElyon
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    OtarTheMad wrote: »
    I’d be surprised if ZOS reworked the new Blastbones so I think we are stuck with it.

    I do suggest that they look into giving Necro some sticky dots similar to entropy and soul trap because we need more reliable dots/damage. Now that corpse management is even harder if you choose the magicka morph of BB I just can’t simply keep recasting Boneyard, Wall of Elements and Tether every single time the boss/NPC moves. Sustain is already bad on Necro and that makes it worse. We need something for reliable damage and constant pressure and it’d be nice if that came in the form of some class abilities.

    Seems like they want to make necro a dot class rather than a summoner. There goes that "power fantasy". So play like an inferior version of a DK now? DKs have an instant stun and an immobilizer. They have multiple sticky dots. Cro has to go outside of its class to get what it takes to be a half decent imitation of a DK.
  • Remiem
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    Their perspective is from pve, you use spell power pots for magicka/sorcery/prophecy, so the numerous requests to get sorcery in their use case appear redundant.
    Not sure about that, they brought up barbed trap and scalding rune as if they're not worth using when they are both sticky dots and PvE staples.
    Balanced by people with no prior gamedev experience, couldn't fix performance issues in a decade, can't code a real matchmaking algorithm to save their lives, more maintenance downtime than all the other MMOs put together, more bugs introduced than bugs fixed every big patch, same stagnant combat for years.
    Done with Elder Joke Online: 2 seconds of input delay on "70" ping edition.
  • OtarTheMad
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    Remiem wrote: »
    Their perspective is from pve, you use spell power pots for magicka/sorcery/prophecy, so the numerous requests to get sorcery in their use case appear redundant.
    Not sure about that, they brought up barbed trap and scalding rune as if they're not worth using when they are both sticky dots and PvE staples.

    I was looking at it from a PvE point of view because in PvP I use Magsorc.

    I'll use other abilities but Necro sustain is already pretty bad so if I cast fire rune or trap or something and the boss/enemy avoids it... then I have to cast it again which drains my magicka and stamina. I am not saying that Soul Trap and Entropy are God-tier abilities or anything like that... just for the playstyle that I enjoy I need a sticky DoT so I don't have to worry too much if the boss/enemy avoids it... which saves me magicka and stamina. Sure, Rune is a sticky DoT but if you misfire, the cost can add up. I have different bars for different situations but I enjoy dots that I can control. Fire Reach isn't too bad but got to be careful in PvE with the knockback so you don't knock the enemy out of something like an ultimate or ground dot.
    Edited by OtarTheMad on 4 February 2024 05:26
  • CameraBeardThePirate
    CameraBeardThePirate
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    OtarTheMad wrote: »
    Remiem wrote: »
    Their perspective is from pve, you use spell power pots for magicka/sorcery/prophecy, so the numerous requests to get sorcery in their use case appear redundant.
    Not sure about that, they brought up barbed trap and scalding rune as if they're not worth using when they are both sticky dots and PvE staples.

    I was looking at it from a PvE point of view because in PvP I use Magsorc.

    I'll use other abilities but Necro sustain is already pretty bad so if I cast fire rune or trap or something and the boss/enemy avoids it... then I have to cast it again which drains my magicka and stamina. I am not saying that Soul Trap and Entropy are God-tier abilities or anything like that... just for the playstyle that I enjoy I need a sticky DoT so I don't have to worry too much if the boss/enemy avoids it... which saves me magicka and stamina. Sure, Rune is a sticky DoT but if you misfire, the cost can add up. I have different bars for different situations but I enjoy dots that I can control. Fire Reach isn't too bad but got to be careful in PvE with the knockback so you don't knock the enemy out of something like an ultimate or ground dot.

    Flame reach (the DoT morph) doesn't knock back. Flame Clench is the morph that knocks back.
  • Khysage
    Khysage
    Soul Shriven
    @CameraBeardThePirate I agree with you 1000% on all points. Necromancer especially magicka version is a terrible class. It's not "hard" to play because you have to consistently keep up blastbones. At this point, I'm shelfing my necro until they finally buff it. If not then I'll just main a new class.
  • IncultaWolf
    IncultaWolf
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    Khysage wrote: »
    @CameraBeardThePirate I agree with you 1000% on all points. Necromancer especially magicka version is a terrible class. It's not "hard" to play because you have to consistently keep up blastbones. At this point, I'm shelfing my necro until they finally buff it. If not then I'll just main a new class.

    It's what most necromancer mains like myself will be doing, playing nightblade
  • FoJul
    FoJul
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    Khysage wrote: »
    @CameraBeardThePirate I agree with you 1000% on all points. Necromancer especially magicka version is a terrible class. It's not "hard" to play because you have to consistently keep up blastbones. At this point, I'm shelfing my necro until they finally buff it. If not then I'll just main a new class.

    It's what most necromancer mains like myself will be doing, playing nightblade

    As a rangeblade main, I will be moving to sorc.Basically, Try sorc ;)
  • OtarTheMad
    OtarTheMad
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    OtarTheMad wrote: »
    Remiem wrote: »
    Their perspective is from pve, you use spell power pots for magicka/sorcery/prophecy, so the numerous requests to get sorcery in their use case appear redundant.
    Not sure about that, they brought up barbed trap and scalding rune as if they're not worth using when they are both sticky dots and PvE staples.

    I was looking at it from a PvE point of view because in PvP I use Magsorc.

    I'll use other abilities but Necro sustain is already pretty bad so if I cast fire rune or trap or something and the boss/enemy avoids it... then I have to cast it again which drains my magicka and stamina. I am not saying that Soul Trap and Entropy are God-tier abilities or anything like that... just for the playstyle that I enjoy I need a sticky DoT so I don't have to worry too much if the boss/enemy avoids it... which saves me magicka and stamina. Sure, Rune is a sticky DoT but if you misfire, the cost can add up. I have different bars for different situations but I enjoy dots that I can control. Fire Reach isn't too bad but got to be careful in PvE with the knockback so you don't knock the enemy out of something like an ultimate or ground dot.

    Flame reach (the DoT morph) doesn't knock back. Flame Clench is the morph that knocks back.

    Oh that’s right. I often switch those two names. I have the knock back unlocked on my Magcro.

  • DoonerSeraph
    DoonerSeraph
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    Based on the latest reworks we got, this skill is basically set in stone at least for now, reverting a rework is hard to justify, I believe.

    Maybe what they could do is rework another skill, such as Summoner’s Armor, to make it a sticky dot that periodically drops corpses on the target, like a Bone Prison or something.

    Necro needs to have a way to place corpses at the enemies location to allow the use of skills like Boneyard without being at melee distance. This is unnecessarily limiting and Blighted Blastbones does not have that at least 10% boost that Stalking used to have.
  • Grim_Overlord
    Grim_Overlord
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    Based on the latest reworks we got, this skill is basically set in stone at least for now, reverting a rework is hard to justify, I believe.

    Maybe what they could do is rework another skill, such as Summoner’s Armor, to make it a sticky dot that periodically drops corpses on the target, like a Bone Prison or something.

    Necro needs to have a way to place corpses at the enemies location to allow the use of skills like Boneyard without being at melee distance. This is unnecessarily limiting and Blighted Blastbones does not have that at least 10% boost that Stalking used to have.

    I have to agree. I think this morph is here to stay, which will be fine if Blighted is tweaked to make up for what we lose with Stalking, being the ability to cast with Magicka, deal increased damage in some way, though I am sure there is a more effective ability that can give it that percentile increase than distance traveled, and to ideally become able to proc sets as, despite counting as a pet and getting boosted by those sets, it functions as a pure spammable.
  • Estin
    Estin
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    No changes to necro this week. Unless something changes next week, this class looks like it'll be doomed forever based on these new changes.
  • Grim_Overlord
    Grim_Overlord
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    Well week 2 notes just dropped, and we didn't get at least the hybrid cost on Blighted, which doesn't look good if I'm being honest. Hopefully they tweak that next patch as otherwise its going to be a long pts cycle and an even longer year for necromancers.
  • Hottytotz
    Hottytotz
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    The real problem that needed to be solved is how do we hit blastbones every 10s instead of every 3s? There are tons of ways to do this as already stated in this thread. Removing necros burst was probably not the right move. However the main reason why I and most of my friends still playing the game dont want to play necro is the ridiculous rotation around 3s blastbones. Having to bar swap 4-5 more times than every other rotation is hell. IMO it seems reallly dumb to have a skeleton run and jump on your character. The sacrifice version should still target an enemey. This solves a ton of problems... Being able to cast it outside of combat/allowing it to do some burst damage(although less)/spawns corpse at location. You would get the buff when the skeleton spawns or when it hits on your character still. No reason it needs to give you a hug.... Just have it do less damage since its giving you the buff.
    Edited by Hottytotz on 5 February 2024 19:25
  • soulus42
    soulus42
    Going from past PTS notes, it'll likely be v9.3.2 and v9.3.4 when the bigger skill changes will happen.
  • Estin
    Estin
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    soulus42 wrote: »
    Going from past PTS notes, it'll likely be v9.3.2 and v9.3.4 when the bigger skill changes will happen.

    I sure hope so, but going from past PTS cycles, ZOS is famous for plugging their ears and pretending nothing is wrong.
  • StarOfElyon
    StarOfElyon
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    Hottytotz wrote: »
    The real problem that needed to be solved is how do we hit blastbones every 10s instead of every 3s? There are tons of ways to do this as already stated in this thread. Removing necros burst was probably not the right move. However the main reason why I and most of my friends still playing the game dont want to play necro is the ridiculous rotation around 3s blastbones. Having to bar swap 4-5 more times than every other rotation is hell. IMO it seems reallly dumb to have a skeleton run and jump on your character. The sacrifice version should still target an enemey. This solves a ton of problems... Being able to cast it outside of combat/allowing it to do some burst damage(although less)/spawns corpse at location. You would get the buff when the skeleton spawns or when it hits on your character still. No reason it needs to give you a hug.... Just have it do less damage since its giving you the buff.

    The game doesn't force anyone to cast BB every three seconds. My question is, why should this become everyone else's problem?
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