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Why does Necromancer have such garbage class passives PvP-wise?

Sarno
Sarno
Seriously, out of 12 class passives, necro has like...3 that are somewhat PvP viable, such as "Last Gasp" (+ max health), "Dismember" (+ mag. and phys. penetration) and "Undead Confederate" ( situational mag. and stam. regen). The rest is either highly situational and superniche (Death Gleaning, Disdiain Harm, Death Knell for example) or just straight up garbage and waste of skill point (Reusable Parts, Rapid Rot, Health Avarice, Curative Curse for example).

Compared to like.. DK and Sorc passived which are straight up braindead "+X to stat" increases as well as some potentially heavy sustain options, such as Combustion and Battle Roar for DK and Daedric Protection + Capactior for Sorc, Necromancer passives feel stupidly weak and useless.
  • Rianai
    Rianai
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    What? Necro has very strong class passives.
  • Sarno
    Sarno
    Rianai wrote: »
    What? Necro has very strong class passives.

    Please explain to me how, for example, Death Gleaning (Whenever an enemy you are in combat with dies within 28m, you restore 200 magicka and stamina) or Rapid Rot (Increase damage done with DoTs by 15%) are very strong, when the first one is highly situation and for the second, nearly all DoTs in the game are straight up hot garbage damage-wise.
  • pieratsos
    pieratsos
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    Is this a joke? Necro has better passives attached on their abilities than the 4 starter classes have in their entire toolkit. Let alone looking at the actual Necro passives. Lol.
  • HowlKimchi
    HowlKimchi
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    Sarno wrote: »
    Seriously, out of 12 class passives, necro has like...3 that are somewhat PvP viable, such as "Last Gasp" (+ max health), "Dismember" (+ mag. and phys. penetration) and "Undead Confederate" ( situational mag. and stam. regen). The rest is either highly situational and superniche (Death Gleaning, Disdiain Harm, Death Knell for example) or just straight up garbage and waste of skill point (Reusable Parts, Rapid Rot, Health Avarice, Curative Curse for example).

    Compared to like.. DK and Sorc passived which are straight up braindead "+X to stat" increases as well as some potentially heavy sustain options, such as Combustion and Battle Roar for DK and Daedric Protection + Capactior for Sorc, Necromancer passives feel stupidly weak and useless.

    Do you play other classes? Stam necro is straight up OP.
    previously @HaruKamui but I outgrew my weeb phase (probably)

    PC/NA - EP - Howl Bragi/Howl Kimchi
  • technohic
    technohic
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    Lol Buff Necro!
  • Waffennacht
    Waffennacht
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    Sarno wrote: »
    Rianai wrote: »
    What? Necro has very strong class passives.

    Please explain to me how, for example, Death Gleaning (Whenever an enemy you are in combat with dies within 28m, you restore 200 magicka and stamina) or Rapid Rot (Increase damage done with DoTs by 15%) are very strong, when the first one is highly situation and for the second, nearly all DoTs in the game are straight up hot garbage damage-wise.

    PvP wise that Death Gleaning should be triggering quite frequently in combat - where it's most needed. (I'm also thinking of BGs and large scale cyrodill)

    The DoT damage modifier was more impactful in the past yes; but any additional damage is welcome. There are poison statuses and other mostly over looked dots that together have an impact.

    You're also looking at passives in a vacuum. While other classes may have "better" passives; they may not be able to take full advantage due to a limitation in abilities.

    Stamina Necromancer is rather powerful; but you must look at the class and available abilities as a whole
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Ragnaroek93
    Ragnaroek93
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    Hope you talk about magnecro because there's no class which is as overpowered as stam necro is right now. Not even close tbh.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
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