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NECRO CHANGES! Please put Major Sorcery/Brutality on Blastbones instead.

FuryOfTyphon
FuryOfTyphon
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Absolutely love that Necro has gotten some attention... But please reconsider one the skills that were changed.

The class has needed Major Sorcery/Brutality since it was released, and I am happy it has finally got it.

But it would make much more sense to tie these Major buffs to the the core damage ability of the class, Blastbones.

Blastbones is a key skill in both PvP and PvE.
And Skeletal Mage is a purely PvE skill.

Putting Major Sorcery/Brutality on Skeletal Mage is forcing PvPers to use a bar slot for this key buff, basically what we are already doing with entropy or run potions which we are also already doing.

Having it on Blastbones would make both PvPers and and PvErs happy.

Everything else is a nice addition.

Pretty please and thank you :)
Too many too list.
  • Urvoth
    Urvoth
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    Also add the Sacrificial bones modifier to a different skill and give us back Stalking Blastbones.
  • FuryOfTyphon
    FuryOfTyphon
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    Urvoth wrote: »
    Also add the Sacrificial bones modifier to a different skill and give us back Stalking Blastbones.

    Haha that would be amazing... But I don't wanna be too greedy!
    Too many too list.
  • Urvoth
    Urvoth
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    Urvoth wrote: »
    Also add the Sacrificial bones modifier to a different skill and give us back Stalking Blastbones.

    Haha that would be amazing... But I don't wanna be too greedy!

    It's not too greedy to want our core skill back that's been the foundation of our kit since 2019
  • CameraBeardThePirate
    CameraBeardThePirate
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    At the very least they could buff the Skeletal minion to be useful. If the minion damage was doubled, it'd be worth it in most scenarios (though definitely still not a must slot). You'd get better uptime on the pen passive, recovery passive, and get an extra corpse.
  • Urzigurumash
    Urzigurumash
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    At the very least they could buff the Skeletal minion to be useful. If the minion damage was doubled, it'd be worth it in most scenarios (though definitely still not a must slot). You'd get better uptime on the pen passive, recovery passive, and get an extra corpse.

    I'd vote for higher chance to proc the 2 respective Status Effects, but of course we'd all be happy to have it on Bones.

    But as you indicate, like I was saying about Siphon vs Hunter, there's definitely more potential power in either new Gravelord option than the generic skill OR Blastbones.

    Edited by Urzigurumash on 12 July 2024 22:12
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • TDVM
    TDVM
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    The best solution is to make Major Sorcery/Brutality a passive skill. When a necromancer uses Shocking Siphon or Restoring Tether he gets Major Sorcery/Brutality for 10 sec, it will be balanced because Shocking Siphon acts 20 seconds and it is used in pve, and Restoring Tether 12 and it is used for pvp, 2 seconds will not be critical, and the Skeletal Mage skill can give a more useful debuff
  • Urzigurumash
    Urzigurumash
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    TDVM wrote: »
    The best solution is to make Major Sorcery/Brutality a passive skill. When a necromancer uses Shocking Siphon or Restoring Tether he gets Major Sorcery/Brutality for 10 sec, it will be balanced because Shocking Siphon acts 20 seconds and it is used in pve, and Restoring Tether 12 and it is used for pvp, 2 seconds will not be critical, and the Skeletal Mage skill can give a more useful debuff

    Siphon already got Savagery tho. If Archer/Mage got a higher chance to proc Status Effects we could take the "opposite" morph to our kit, giving Stam an easy source of Minor Vuln, and Mag an easy source of Minor Breach.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Afterip
    Afterip
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    No need to move brutality somethin else, just buff Skeletal Mage ~25% dmg and all will be good.
  • Alaztor91
    Alaztor91
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    Siphon recently got a damage buff to account for the fact that its functionality is more akin to a ground DoT rather than a sticky DoT.

    I expect Skeletal Mage to receive a similar treatment to account for the fact that the skill isn't even a DoT and yet it got nerfed like one a while ago. Its damage should be buffed to bring it on par with skills like Inferno which share a similar behavior.
  • IncultaWolf
    IncultaWolf
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    Afterip wrote: »
    No need to move brutality somethin else, just buff Skeletal Mage ~25% dmg and all will be good.

    This is what I was going to say. The skeletal minions got nerfed with DoTs in update 35, but they were never considered damage over time. Would be cool if they were though, so the rapid rot passive could actually benefit them.
  • FuryOfTyphon
    FuryOfTyphon
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    Afterip wrote: »
    No need to move brutality somethin else, just buff Skeletal Mage ~25% dmg and all will be good.

    This is what I was going to say. The skeletal minions got nerfed with DoTs in update 35, but they were never considered damage over time. Would be cool if they were though, so the rapid rot passive could actually benefit them.

    Even if Skele got a 50% dmg boost it would still be a terrible skill for PvP, and not worth the slot.

    Moving it to Blastbones is the best option for both PvP and PvE.
    Blastbones is used on every single DPS necro in every form of content.

    Having the most important damage buff available to the widest variety of builds/content makes the most sense.
    Too many too list.
  • xylena_lazarow
    xylena_lazarow
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    Don't turn Necro Blastbones into Plar Beam where all the power is in a single skill. Buff the skeleton.
    PC/NA || CP/Cyro || RIP soft caps
  • Lystrad
    Lystrad
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    Don't turn Necro Blastbones into Plar Beam where all the power is in a single skill. Buff the skeleton.

    Gotta agree with this. Sorc/brute being on the arcanist/archer feels very in line with the neutral sources being mostly dots/utility abilities outside of scribing. Throwing it on blastbones is redundant because there is already very little reason why you wouldn't take blastbones so having it there only serves to make getting the buff non disruptive. It makes more sense to put it on less desirable abilities to make them more attractive or at least to create friction with ability choices so they're less cut and dry (i.e, if every class gets the best buffs from their best abilities why should the other sources of those buffs exist?)
  • Urzigurumash
    Urzigurumash
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    Afterip wrote: »
    No need to move brutality somethin else, just buff Skeletal Mage ~25% dmg and all will be good.

    Giving Death Knell the bothbar treatment would also help to elevate Skeleton above Degen, as I said elsewhere.

    I agree putting the buff on Bones just doesn't make too much sense, Skeleton is a "pre-buff" skill.

    I think both major offensive buffs were given to their most logical skills, it was discussed on this forum months ago.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • KingLewie_III
    KingLewie_III
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    I can say with 100% certainty this will never happen, but as a guy that misses the harmony playstyle I really wish they'd do SOMETHING with Avid Boneyard, such as if the synergy is hit with a corpse in the boneyard it triples the damage of graverobber or something. Triple might be excessive; I'm just throwing numbers out there but i loved the risk reward of baiting a group of players through a bottleneck and dropping a 30k burst on everyone in an 8m radius.

    You just can't play necromancer in this manner anymore; you're forced into a dot/brawler type spec that have to lean on procs for damage, feels like a watered-down DK or something.
  • YandereGirlfriend
    YandereGirlfriend
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    I can say with 100% certainty this will never happen, but as a guy that misses the harmony playstyle I really wish they'd do SOMETHING with Avid Boneyard, such as if the synergy is hit with a corpse in the boneyard it triples the damage of graverobber or something. Triple might be excessive; I'm just throwing numbers out there but i loved the risk reward of baiting a group of players through a bottleneck and dropping a 30k burst on everyone in an 8m radius.

    You just can't play necromancer in this manner anymore; you're forced into a dot/brawler type spec that have to lean on procs for damage, feels like a watered-down DK or something.

    Minor quibble but I'm sure that Necros WISH that Boneyard was 8 meters. Instead it's a measly 6 meters.

    IMO, all AOE DOTs (and HOTs... looking at YOU, Cinder Storm) that are <8 meters in radius feel antiquated and fairly bad to use.

    They recently buffed one of the morphs of Lighting Flood... so the precedent is there for doing the same for Boneyard.
  • CameraBeardThePirate
    CameraBeardThePirate
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    I can say with 100% certainty this will never happen, but as a guy that misses the harmony playstyle I really wish they'd do SOMETHING with Avid Boneyard, such as if the synergy is hit with a corpse in the boneyard it triples the damage of graverobber or something. Triple might be excessive; I'm just throwing numbers out there but i loved the risk reward of baiting a group of players through a bottleneck and dropping a 30k burst on everyone in an 8m radius.

    You just can't play necromancer in this manner anymore; you're forced into a dot/brawler type spec that have to lean on procs for damage, feels like a watered-down DK or something.

    Minor quibble but I'm sure that Necros WISH that Boneyard was 8 meters. Instead it's a measly 6 meters.

    IMO, all AOE DOTs (and HOTs... looking at YOU, Cinder Storm) that are <8 meters in radius feel antiquated and fairly bad to use.

    They recently buffed one of the morphs of Lighting Flood... so the precedent is there for doing the same for Boneyard.

    At least Cinder Storm can be recast at will with no hit to your mag sustain. I wish all AoE DoTs functioned that way.
  • KingLewie_III
    KingLewie_III
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    I can say with 100% certainty this will never happen, but as a guy that misses the harmony playstyle I really wish they'd do SOMETHING with Avid Boneyard, such as if the synergy is hit with a corpse in the boneyard it triples the damage of graverobber or something. Triple might be excessive; I'm just throwing numbers out there but i loved the risk reward of baiting a group of players through a bottleneck and dropping a 30k burst on everyone in an 8m radius.

    You just can't play necromancer in this manner anymore; you're forced into a dot/brawler type spec that have to lean on procs for damage, feels like a watered-down DK or something.

    Minor quibble but I'm sure that Necros WISH that Boneyard was 8 meters. Instead it's a measly 6 meters.

    IMO, all AOE DOTs (and HOTs... looking at YOU, Cinder Storm) that are <8 meters in radius feel antiquated and fairly bad to use.

    They recently buffed one of the morphs of Lighting Flood... so the precedent is there for doing the same for Boneyard.

    I was talking about the Graverobber synergy, not the DOT of Avid Boneyard. The synergy is direct damage.
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