I am a Necro Tank main, but I was hoping to have a mag off build for solo and overland. But I am genuinely confused as to what they expect, mag necros to just pop the buff every 17 seconds and spam skulls? Try to sneak in some iffy dots when you can? I mean, seriously here, what kind of playstyle are they expecting? I am at a loss here, and I genuinely question if they even see our concerns. They respond to other issues, but not to this. And there has been plenty of voiced concerns even when this was still in testing. I have only dabbled with mag necro, but to me it feels like it went from a C+ to a D.
I mean, lets say someone rolled a new necro, zero gear, zero CP, fresh start. What are they supposed to do, load skull and buff and just pew pew pew their way to 50?
adjusting this ability to help Necromancers who don’t want to constantly manage a short duration ability, as it put a significant demand on creating complex and dynamic rotations in real combat.
Rasande_Robin wrote: »I have no words...
Kalle_Demos wrote: »Which do you prefer?
Zodiarkslayer wrote: »It should be castable out of combat, though. Make it a nice 20s backbar buff. 👍👍
Here is yet another suggestion for improving Grave Lord's Sacrifice:
Cast Time: Instant, Target: Self, Duration: 20s, Cost: X Magicka (dynamic cost would be ideal)
''Imbue yourself with necrotic energy, increasing your damage done with class abilities and damage over time effects by 10% and generating a Blastbones stack every 3 seconds, up to 1 stack. Dealing direct damage consumes a stack to summon a flaming skeleton from the ground that runs after the target and explodes when it gets close to them, dealing Y Flame Damage to all enemies nearby and generating a Corpse''.
Reusable Parts I / II: When your Blastbones, Skeletal Mage, or Spirit Mender dies, the cost of your next Necromancer skill is reduced by 25 / 50%.
-No ''in-combat'' requirement.
-Buff is now received immediately upon casting the skill.
-No longer forced to use Flame Skull as a spammable.
-Reusable Parts change allows for the skill to keep providing resource sustain.
Numbers like duration, cost or damage can be tweaked but I think anyone that plays Necro can understand the general idea. Skill would basically be a backbar buff while at the same time providing passive Blastbones generation.
IncultaWolf wrote: »Yeah, a few streamers tried out grave lord's sacrifice, then immediately swapped to the stamina morph.
I finally took my necromancer back into pvp for a couple hours for the first time this patch, since most of my time has been in Infinite archive farming the style pages, and my crit stalking blastbones use to hit around 13k average, with my highest being 17k last patch because of the 50% chase modifier and flame damage. On the same build blighted only crits for around 7-9k, it's very sad to lose so much burst damage..
Well guess I will go back to mainly only playing my sorcerer or nightblade in pvp this patch
StarOfElyon wrote: »Kalle_Demos wrote: »Which do you prefer?
The best idea I've seen was one of the morphs of Blastbones should have been changed into a hit+damage over time. A dot would have been a nice morph option.I'm making an updated version of my Necro ideas thread from 2023 (https://forums.elderscrollsonline.com/en/discussion/633137/suggestions-for-necromancer-changes). One thing that ZOS has been doing lately is making skills require less micromanagement and loading them with multiple functions:Cephaliarch's Flail:
Infuse your arm with abyssal magic to form tentacles that lash out at your foes dealing 1939 Physical Damage, healing yourself for 969, and generating Crux. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. Deals up to 100% more damage to enemies with less than 50% Health. You deal 5% increased damage to enemies drenched in Abyssal Ink.
Tome-Bearer's Inspiration:
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
The Necro needs this same treatment.
Blighted Blastbones: cost determined by the highest resource.
(I have mourned the loss of Stalking Blastbones and I have accepted that fact that I'm just going to have to change my Necro)
Death Scythe:
As I have seen suggested on the forums, both morphs of the Necro scythe should get execute scaling. I agree that this would be a great and very needed addition.
- Hungry Scythe: should also apply life steal to all enemies hit.
Skeletal Arcanist/Archer: grants major sorcery/brutality when slotted on either bar. Increase the damage that their attacks do.
Shocking Siphon: while slotted on either bar grants major prophecy/savagery and increases damage done by 3%. The AOE remains on the ground even if the tether breaks early. *Increase the radius size.
- Mystic Siphon: the increased Health, Magicka, and Stamina Recovery persists even if the tether breaks early.
- Detonating Syphon: the damage AOE now sticks to you.
Flame Skull:
- Riccochet Skull/Venom Skull: applies burning/poisoned status effects. (Increase travel speed)
Spirit Mender: when active, applies minor cowardice to attackers.
Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)
- Warding Totem: (Formerly Remote Totem) grants minor protection when standing in the area of effect.
- Agony Totem: afflicts enemies in the area of effect with minor vulnerability.
Restoring Tether: the effects persist on the player even if the tether breaks early.
Render Flesh:
- Resistant Flesh: (remains unchanged)
- Blood Sacrifice: consumes a corpse to grant you Major Courage (or Major Berserk) for 10 seconds.
Expunge: reduces the cost of all your abilities by 3% while slotted on either bar.
Bitter Harvest: when slotted on either bar, reduces your damage taken by 3%.
ULTIMATES:
Frozen Colossus: Unleash a decayed Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds.
- Glacial Colossus: does frost damage and stuns enemies on the second hit instead of the third.
- Pestilent Colossus: smashes the ground only once and does disease damage. Afflicts enemies with a pestilence that does damage over time.
Animate Blastbones: instead of resurrecting allies, this ultimate summons up to three blastbones to attack the nearest opponent. Summoned Blastbones are immune to being crowd controlled (other than by another ultimate). Reduce the cost of this ultimate to 200, down from 320, to make it more usable.
(3-15-2024: a video discussing these ideas)
https://youtu.be/s03c5jlZhaQ?si=wZUIjM1YkDQSMqnC
StarOfElyon wrote: »IncultaWolf wrote: »Yeah, a few streamers tried out grave lord's sacrifice, then immediately swapped to the stamina morph.
I finally took my necromancer back into pvp for a couple hours for the first time this patch, since most of my time has been in Infinite archive farming the style pages, and my crit stalking blastbones use to hit around 13k average, with my highest being 17k last patch because of the 50% chase modifier and flame damage. On the same build blighted only crits for around 7-9k, it's very sad to lose so much burst damage..
Well guess I will go back to mainly only playing my sorcerer or nightblade in pvp this patch
I'm on Xbox so the nerf hasn't hit me yet. This sounds terrible. A slight buff to the defile won't be worth losing the extra damage from stalking Blastbones (+ fire damage to vampires in PVP).
mariliaribas wrote: »Not trying to call someone out or anything, but I would truly like to know what do the people that voted for Grave Lord Sacrifice like about the skill. I tried to use it in different scenarios, but ultimately the fact that it has to be casted in combat and that you can line of sight your own buff prevented me from using it seriously. But looking at the skill, even if those two major problems were solved, it would still be a clunky skill that would make an even more convoluted rotation of having to cast skull three times before even being able to cast boneyard and do actual damage with dots. It's such a weird way to begin a fight, you have to:
- summon skeleton
- use skull once to get into combat
- use grave lord Sacrifice for the buff
- use skull three times to generate a corpse
- finally use boneyard to apply the dot
- skull three times
- detonating syphon
That's like ten seconds into the fight before you can actually start to do damage. By the time you get to the end of applying all your dots, the first one is halfway through already. Nevermind bad damage in boss fights, necros are now completely useless in trash pulls and you can wipe the floor with them in pvp.
How did you guys that voted for GLS made such a skill work?