With all the replies so far you'd think this forum is exclusively for pvp. So let me bring in an opinion from an endgame PvE dps player that mains necro. For context my necro is a Khajiit with Rele + Runecarver + Kilt & 1 piece Slimecraw. Pretty standard.
I find necro to be just as good as the other classes in most situation. Shock and awe, I know. The damage I can pull in single target fights, both static and dynamic is about the same as the other classes I've tried (I have a Templar DD and I've also used DK and Warden in the past).
Where Necro really shines and pushes over the top is in static fights with many ads where you need cleave. There is very little out there that can compare with my necro in this scenario. Most of my class skills are AOE, my Ultimate is AOE, Runecarver does crazy AOE damage, and thanks to Khajiit + Kilt + Death Knell you're criting like crazy. Recently I did vKA with my guild on my necro. I pulled 81K dps on Yandir, 86K on Vrol, and 60K flat on Fargravn. My total dps across the trial was just under 61K. This is way, way, WAY more than what's actually needed for this trial.
The main complaint I see about necro is it feeling clunky. I really don't understand this sentiment. All of its skills function the exact same way as other classes. You use up 1 GCD to cast the skill and it does damage. You use a GCD on Blastbones and it does damage. You use a GCD on Skull and it does damage. The speed of the projectile and/or animation literally doesn't matter as enemies in pve don't dodge. You cast the skill and it will ALWAYS do damage, assuming the enemy isn't in an immunity phase.
This sentiment that "necro is trash" comes from the fact that it's not that good in super organized endgame groups and when parsing on the trial dummy. Most people don't understand why this is and so they just blindly parrot the "necro is trash" sentiment. By the way, the reason why necro isn't good in score pushing is mostly because it's way over the penetration cap. Runecarver is the be all, end all set for necro dps atm so it needs to be used. It is light armor that needs to be always active, so you're forced into 2 pieces of light armor. Then Runecarver has penetration on its 4 piece bonus. With this setup the best arena weapon is the Maelstrom 2 hander, which has penetration as its perfected bonus. And finally Necro has the Dismember passive, which is more penetration. In super organized groups this is really bad, but in more casual setups or if you're running with pugs this is mostly a non issue. And in such scenarios necro is just as strong, if not stronger than all the other classes. Don't believe me? Go parse on a Target Skeleton instead of the trial dummy. You'll be surprised.
Now, don't get me wrong, necro was underperforming a few patches ago, especially when they got rid of Stalking Blastbones, but since then the damage has gone up to the point where it's in a pretty good place. Runecarver was a major win for necro dps and all the small buffs it got since the introduction of GarbageLord's Suckrifice have made it comparable to all the other classes. Still, please DO keep pushing the "necro is trash" narrative. It means ZOS is more likely to buff my favorite class even more
With all the replies so far you'd think this forum is exclusively for pvp. So let me bring in an opinion from an endgame PvE dps player that mains necro. For context my necro is a Khajiit with Rele + Runecarver + Kilt & 1 piece Slimecraw. Pretty standard.
I find necro to be just as good as the other classes in most situation. Shock and awe, I know. The damage I can pull in single target fights, both static and dynamic is about the same as the other classes I've tried (I have a Templar DD and I've also used DK and Warden in the past).
Where Necro really shines and pushes over the top is in static fights with many ads where you need cleave. There is very little out there that can compare with my necro in this scenario. Most of my class skills are AOE, my Ultimate is AOE, Runecarver does crazy AOE damage, and thanks to Khajiit + Kilt + Death Knell you're criting like crazy. Recently I did vKA with my guild on my necro. I pulled 81K dps on Yandir, 86K on Vrol, and 60K flat on Fargravn. My total dps across the trial was just under 61K. This is way, way, WAY more than what's actually needed for this trial.
The main complaint I see about necro is it feeling clunky. I really don't understand this sentiment. All of its skills function the exact same way as other classes. You use up 1 GCD to cast the skill and it does damage. You use a GCD on Blastbones and it does damage. You use a GCD on Skull and it does damage. The speed of the projectile and/or animation literally doesn't matter as enemies in pve don't dodge. You cast the skill and it will ALWAYS do damage, assuming the enemy isn't in an immunity phase.
This sentiment that "necro is trash" comes from the fact that it's not that good in super organized endgame groups and when parsing on the trial dummy. Most people don't understand why this is and so they just blindly parrot the "necro is trash" sentiment. By the way, the reason why necro isn't good in score pushing is mostly because it's way over the penetration cap. Runecarver is the be all, end all set for necro dps atm so it needs to be used. It is light armor that needs to be always active, so you're forced into 2 pieces of light armor. Then Runecarver has penetration on its 4 piece bonus. With this setup the best arena weapon is the Maelstrom 2 hander, which has penetration as its perfected bonus. And finally Necro has the Dismember passive, which is more penetration. In super organized groups this is really bad, but in more casual setups or if you're running with pugs this is mostly a non issue. And in such scenarios necro is just as strong, if not stronger than all the other classes. Don't believe me? Go parse on a Target Skeleton instead of the trial dummy. You'll be surprised.
Now, don't get me wrong, necro was underperforming a few patches ago, especially when they got rid of Stalking Blastbones, but since then the damage has gone up to the point where it's in a pretty good place. Runecarver was a major win for necro dps and all the small buffs it got since the introduction of GarbageLord's Suckrifice have made it comparable to all the other classes. Still, please DO keep pushing the "necro is trash" narrative. It means ZOS is more likely to buff my favorite class even more
I understand that most, if not all, of necro's pain points at the moment happen to do with pvp, but the narrative surrounding necro still involves its capability as a pve dps class specifically. I just wanted to set the record straight by laying out the facts that necro, right now, is way better for pve dps than people make it out to be. If you're not playing necro dd in pve because "they" told you it's bad then "they" are just wrong.
I also want to point out that terms like "stamcro" and "magcro" are mostly obsolete in today's game of ESO thanks to hybridization. The only reason your "magcro" is doing less damage than your "stamcro" is because you're using weaker sets or weaker skills. If you literally take your "stamcro" and put all its points into magicka instead then you'd be doing the exact same damage. OK, ok, you'll do a teeny, tiny, wee bit less damage if you happen to be running Perfected Rele since that gets a max stamina bonus line.
Nowadays the only reason why you'd pick mag over stam is if you want Necrotic Orb's synergy to restore a specific resource or if you happen to be using a set that has max mag or max stam as a bonus line.
When it comes to 4 man pve content while it is true that your damage falls off, it isn't because of necro's toolkit. Your sets function the same, your skills function the same, your food buff functions the same, your race functions the same, your potions function the same, your rotation is the same. Literally the only difference is the fact you have 2 fewer supports. That's why your damage is lower. Not because your class magically does less damage with fewer people.necro_the_crafter wrote: »PvE is also a wide spectre of activities, if we talking about 12 men composition than yeah as presented from eso statistics necros are good both as DPS as well support, if talking about 4 men content then yeah necros are still good as supports but DPS starts to falling off a little, if we talking solo Arenas/IA then no, stuff like Pale Order not trigerring from pets damage, as well as lack of strong group buff make necro fall short to almost every other class.
When it comes to 4 man pve content while it is true that your damage falls off, it isn't because of necro's toolkit. Your sets function the same, your skills function the same, your food buff functions the same, your race functions the same, your potions function the same, your rotation is the same. Literally the only difference is the fact you have 2 fewer supports. That's why your damage is lower. Not because your class magically does less damage with fewer people.necro_the_crafter wrote: »PvE is also a wide spectre of activities, if we talking about 12 men composition than yeah as presented from eso statistics necros are good both as DPS as well support, if talking about 4 men content then yeah necros are still good as supports but DPS starts to falling off a little, if we talking solo Arenas/IA then no, stuff like Pale Order not trigerring from pets damage, as well as lack of strong group buff make necro fall short to almost every other class.
As for solo content, it's toolkit is way stronger than you think, and one of the main reasons why is the same reason I outlined why it's not so good when humping the trial dummy. Penetration. Literally the most important damage stat while you're under its cap, and necro gets 1500 of it for free. Oh, and let's not forget AOE Major Breach on Boneyard, which is a skill that's a cornerstone of any necro build. And did I mention Boneyard also has Minor Vulnerability? Not getting as much healing from Pale Order as another class? No problem, just slap on Summoner's Armor. Major + Minor Resolve + a unique 15% reduction to DOT damage taken + cost reduction on your summons for 30 seconds. Still not enough? Spirit Guardian heals a decent bit and gives a unique 10% reduction to damage taken. Still not enough survivability? OK, how about this. Since you're getting your Major weapon/spell damage and weapon/spell crit bonuses from key skills that every necro uses (syphon and skeleton mage) you could run armor or CC immunity potions. Or Heroism potions so you can use Goliath more often. Or if you don't need Goliath for defense, running Heroism potions means more Ice Comets/Shooting Stars, which in turn means more healing from Pale Order.
I don't play Infinite Grind Archive so admittedly I don't know how good necro is there, but I've soloed many world bosses and I've also done vMA on a necro with very little issue. This is literally some of the hardest solo content in the game and I breezed through it on my necro, so I don't quite understand what you're talking about.
I definitely agree. While the unique 10% damage reduction from Spirit Guardian is nice, I'd personally get more value out of a good DPS skill with a shield like Pragmatic Fatecarver or passive healing like Sweeps/ Radiant Glory.necro_the_crafter wrote: »When it comes to 4 man pve content while it is true that your damage falls off, it isn't because of necro's toolkit. Your sets function the same, your skills function the same, your food buff functions the same, your race functions the same, your potions function the same, your rotation is the same. Literally the only difference is the fact you have 2 fewer supports. That's why your damage is lower. Not because your class magically does less damage with fewer people.necro_the_crafter wrote: »PvE is also a wide spectre of activities, if we talking about 12 men composition than yeah as presented from eso statistics necros are good both as DPS as well support, if talking about 4 men content then yeah necros are still good as supports but DPS starts to falling off a little, if we talking solo Arenas/IA then no, stuff like Pale Order not trigerring from pets damage, as well as lack of strong group buff make necro fall short to almost every other class.
As for solo content, it's toolkit is way stronger than you think, and one of the main reasons why is the same reason I outlined why it's not so good when humping the trial dummy. Penetration. Literally the most important damage stat while you're under its cap, and necro gets 1500 of it for free. Oh, and let's not forget AOE Major Breach on Boneyard, which is a skill that's a cornerstone of any necro build. And did I mention Boneyard also has Minor Vulnerability? Not getting as much healing from Pale Order as another class? No problem, just slap on Summoner's Armor. Major + Minor Resolve + a unique 15% reduction to DOT damage taken + cost reduction on your summons for 30 seconds. Still not enough? Spirit Guardian heals a decent bit and gives a unique 10% reduction to damage taken. Still not enough survivability? OK, how about this. Since you're getting your Major weapon/spell damage and weapon/spell crit bonuses from key skills that every necro uses (syphon and skeleton mage) you could run armor or CC immunity potions. Or Heroism potions so you can use Goliath more often. Or if you don't need Goliath for defense, running Heroism potions means more Ice Comets/Shooting Stars, which in turn means more healing from Pale Order.
I don't play Infinite Grind Archive so admittedly I don't know how good necro is there, but I've soloed many world bosses and I've also done vMA on a necro with very little issue. This is literally some of the hardest solo content in the game and I breezed through it on my necro, so I don't quite understand what you're talking about.
Almost any class have built in healing into their dps/damage support kit (surge, puncturing sweep, burning embers, pragmatic fatecarver and flail, killers blade and swallow soul, bond with nature lotus flower - all of those are damage skills, damage buffs or passives that heal while you do DAMAGE, and necros only comparable skill is sythe, BUT ITS A TANK SKILL!).
I understand that most, if not all, of necro's pain points at the moment happen to do with pvp, but the narrative surrounding necro still involves its capability as a pve dps class specifically. I just wanted to set the record straight by laying out the facts that necro, right now, is way better for pve dps than people make it out to be. If you're not playing necro dd in pve because "they" told you it's bad then "they" are just wrong.
I also want to point out that terms like "stamcro" and "magcro" are mostly obsolete in today's game of ESO thanks to hybridization. The only reason your "magcro" is doing less damage than your "stamcro" is because you're using weaker sets or weaker skills. If you literally take your "stamcro" and put all its points into magicka instead then you'd be doing the exact same damage. OK, ok, you'll do a teeny, tiny, wee bit less damage if you happen to be running Perfected Rele since that gets a max stamina bonus line.
Nowadays the only reason why you'd pick mag over stam is if you want Necrotic Orb's synergy to restore a specific resource or if you happen to be using a set that has max mag or max stam as a bonus line.
mdjessup4906 wrote: »Make the pvp morph have a delay or whatever if you have to.
YandereGirlfriend wrote: »Maybe in 2025 we'll get Execute scaling for Scythe. One can dream.
mdjessup4906 wrote: »I love my necro tank. I just wish they'd give us a proper cc skill like dk or sorc have. Like, a ton of necro npcs have that grabby hand that pops up out of the ground and holds you in place, why tf don't we? 3-6 little grabby hands that come up and hold adds. Make the pvp morph have a delay or whatever if you have to.