CameraBeardThePirate wrote: »Changing blastbones to another pet like that would completely and utterly kill the class in PvP. It needs to be a burst ability in order for the class to function in PvP.
CameraBeardThePirate wrote: »"These changes shouldn't affect PvP that much".
Proceeds to delete Necro from PvP by removing their delayed burst (Blastbones).
PrinceShroob wrote: »CameraBeardThePirate wrote: »Changing blastbones to another pet like that would completely and utterly kill the class in PvP. It needs to be a burst ability in order for the class to function in PvP.
Would it be acceptable if the Blastbones gained an addendum such as "If this skill is recast after 2.5 seconds, the Blastbones explodes where it is and a new Blastbones is summoned"?
CameraBeardThePirate wrote: »"These changes shouldn't affect PvP that much".
Proceeds to delete Necro from PvP by removing their delayed burst (Blastbones).
I left magicka BB the same as they are now. Stamina BB barely anyone use, so I turned them into rotation friendly pets, that's it. Edited to clarify.
OtarTheMad wrote: »The only thing I’d love to see added to Blastbones is a DoT to enemies hit. That’s about it.
Yeah it’s pathing can be horrible and it still stands there lost a lot but when it works it’s good.
Edit- I also want to say that we need to get away from the idea that adding Major Brutality/Sorcery is doing anything. We already have that as Necro’s in other skill lines, it gives us nothing. Improve the skills or maybe give necro the minor version of that buff, that would be unique.
CameraBeardThePirate wrote: »OtarTheMad wrote: »The only thing I’d love to see added to Blastbones is a DoT to enemies hit. That’s about it.
Yeah it’s pathing can be horrible and it still stands there lost a lot but when it works it’s good.
Edit- I also want to say that we need to get away from the idea that adding Major Brutality/Sorcery is doing anything. We already have that as Necro’s in other skill lines, it gives us nothing. Improve the skills or maybe give necro the minor version of that buff, that would be unique.
Saying that major sorcery/brutality wouldn't do anything is categorically false. If it were added to a passive or an already commonly used Necro ability, you'd have more bar space for other abilities. More bar space is always good, and claiming otherwise is silly.
OtarTheMad wrote: »CameraBeardThePirate wrote: »OtarTheMad wrote: »The only thing I’d love to see added to Blastbones is a DoT to enemies hit. That’s about it.
Yeah it’s pathing can be horrible and it still stands there lost a lot but when it works it’s good.
Edit- I also want to say that we need to get away from the idea that adding Major Brutality/Sorcery is doing anything. We already have that as Necro’s in other skill lines, it gives us nothing. Improve the skills or maybe give necro the minor version of that buff, that would be unique.
Saying that major sorcery/brutality wouldn't do anything is categorically false. If it were added to a passive or an already commonly used Necro ability, you'd have more bar space for other abilities. More bar space is always good, and claiming otherwise is silly.
What other abilities? LoL. Necro ones? Pass. Skeletal sucks, graveyard is PvE only pretty much, tether sucks, skulls is too slow, fear totem is still busted right? Scythe is more of a tank heal or public dungeon trash mob sweeper. Wraith heal is meh now (I replaced that with deaden pain). A lot of these are really PvE only since NPC’s are dumb, PvP is a different monster though.
They have to make some of these abilities better to make them worth slotting otherwise necro will get no real changes. I’ll even go as far as to say if ZOS did give necro this buff you’ll have people on the forums and in game after going “why does my necro still suck, they got sorcery now.” Why in the world would I slot any of those just because they got that buff? The ability still sucks. Let’s say they put it on deaden pain, well I’d probably still have the same bars because that ability is more defensive and I’d be losing an offensive slot to it which hurts dps.
Entropy sucks as an ability unfortunately but at least I can control who it goes on so my damage is more focused and controlled.
If necro was to get any of the brutality/sorcery buffs I’d say let’s have the Minor version because no one really has that besides Templar and it would increase our damage since we can combo it with Major.
CameraBeardThePirate wrote: »OtarTheMad wrote: »CameraBeardThePirate wrote: »OtarTheMad wrote: »The only thing I’d love to see added to Blastbones is a DoT to enemies hit. That’s about it.
Yeah it’s pathing can be horrible and it still stands there lost a lot but when it works it’s good.
Edit- I also want to say that we need to get away from the idea that adding Major Brutality/Sorcery is doing anything. We already have that as Necro’s in other skill lines, it gives us nothing. Improve the skills or maybe give necro the minor version of that buff, that would be unique.
Saying that major sorcery/brutality wouldn't do anything is categorically false. If it were added to a passive or an already commonly used Necro ability, you'd have more bar space for other abilities. More bar space is always good, and claiming otherwise is silly.
What other abilities? LoL. Necro ones? Pass. Skeletal sucks, graveyard is PvE only pretty much, tether sucks, skulls is too slow, fear totem is still busted right? Scythe is more of a tank heal or public dungeon trash mob sweeper. Wraith heal is meh now (I replaced that with deaden pain). A lot of these are really PvE only since NPC’s are dumb, PvP is a different monster though.
They have to make some of these abilities better to make them worth slotting otherwise necro will get no real changes. I’ll even go as far as to say if ZOS did give necro this buff you’ll have people on the forums and in game after going “why does my necro still suck, they got sorcery now.” Why in the world would I slot any of those just because they got that buff? The ability still sucks. Let’s say they put it on deaden pain, well I’d probably still have the same bars because that ability is more defensive and I’d be losing an offensive slot to it which hurts dps.
Entropy sucks as an ability unfortunately but at least I can control who it goes on so my damage is more focused and controlled.
If necro was to get any of the brutality/sorcery buffs I’d say let’s have the Minor version because no one really has that besides Templar and it would increase our damage since we can combo it with Major.
There are far more abilities that you could slot in place of a spell damage buff outside of the class line. Breach, any arena set skill, utility like flare or inner light or camo hunter, or literally anything else you want.
CameraBeardThePirate wrote: »PrinceShroob wrote: »CameraBeardThePirate wrote: »Changing blastbones to another pet like that would completely and utterly kill the class in PvP. It needs to be a burst ability in order for the class to function in PvP.
Would it be acceptable if the Blastbones gained an addendum such as "If this skill is recast after 2.5 seconds, the Blastbones explodes where it is and a new Blastbones is summoned"?
No - the reason why that still wouldn't work is because you'd have to waste a global to detonate it.
PrinceShroob wrote: »CameraBeardThePirate wrote: »PrinceShroob wrote: »CameraBeardThePirate wrote: »Changing blastbones to another pet like that would completely and utterly kill the class in PvP. It needs to be a burst ability in order for the class to function in PvP.
Would it be acceptable if the Blastbones gained an addendum such as "If this skill is recast after 2.5 seconds, the Blastbones explodes where it is and a new Blastbones is summoned"?
No - the reason why that still wouldn't work is because you'd have to waste a global to detonate it.
Not what I meant at all. It would still pursue its target and explode as usual. However, after 2.5 seconds (the time period after which the Blastbones normally leaps at its target), recasting the skill detonates the existing Blastbones where it is and summons a new Blastbones, which similarly pursues its target and explodes and can be detonated after 2.5 seconds.
The intention is to allow you to explode your current Blastbones if it gets lost without having to wait the entire 7 seconds for it to despawn, and to streamline rotations by not requiring that the Blastbones reach its target before using the skill again.
Yes to the sentiment.
Necro pets are proof there needs to be a clear distinction between temp pets, perma pets, and "skills that look like pets but aren't".
Colossus ulti isn't a pet, blastbones is, mage/archer is but why does it have a duration and isn't permanent like sorc pets?
Colussus ulti should be brought in line with sorc atro - a short summon, pet appears, deals damage, disappears. This would make it buff-able by pet sets buffs, and less OP for pvp as it has less burst potential.
Blastbones should be affected by pet buffs, but shouldn't be a summon, it should function like the warden shalk skill - you hit the button, an animation plays where it appears and leaps at the target you were targeting when you hit the skill, and it's travel time should be the same speed as the skull spammable currently is.
Then it should leave a corpse at it's death location
Siphon should be a ground cast skill that attaches to whichever corpse you target when you cast it. So - cast blastbones, leave a corpse at target location, cast siphon, have a reliable ground based AoE DoT at a chosen location.
Skull spammable should, from baseline skill, be an AoE attack (single target skill, you shoot it, deals small AoE dmg around enemy when it hits). Magicka morph deals increased dmg based on number of enemies hit, stamina morph should deal increased single target and / or apply a disease DoT.
Also travel speed should be greatly increased (say to match NB class spammable for spammability)
Or alternatively, go back to the inspiration for the original stam/mag split between classes and give stam/mag necros distinct identities (as I have suggested in my previous threads on the topic of class identity https://forums.elderscrollsonline.com/en/discussion/642544/class-identity)
For example - mag necro works with spirit summons (e.g. ghosts etc) and use all 3 magic-element types for their dmg, while stam necros use physical summons (skeletons, flesh atros etc) and deal disease dmg.