As a person who only plays cro, I don’t see any buffs needed?
I parse 130k
I take top in dps runs most often
I have no issues in group or solo content
I flex as a support dps and STILL out dmg arcanists
What do we need exactly?
Mostly I feel people should improve their ability to play a class. Because I love my cro and have pride in crushing easy mode dps with my toon.
Love necro, if anything nerf arcanists and shift this meta away from support-less meta toons who use three skills
pve perspective, necro is op
pvp perspective, necro is the worst class
OtarTheMad wrote: »As a person who only plays cro, I don’t see any buffs needed?
I parse 130k
I take top in dps runs most often
I have no issues in group or solo content
I flex as a support dps and STILL out dmg arcanists
What do we need exactly?
Mostly I feel people should improve their ability to play a class. Because I love my cro and have pride in crushing easy mode dps with my toon.
Love necro, if anything nerf arcanists and shift this meta away from support-less meta toons who use three skills
pve perspective, necro is op
pvp perspective, necro is the worst class
To be fair though, truly. Being OP in PvE is a low bar lol. I could put my keyboard on the ground and let a cat lay on it and it would probably do okay in some content.
me too ,but i main nb,are you think nb dps is good in pve endgame?As a person who only plays cro, I don’t see any buffs needed?
I parse 130k
I take top in dps runs most often
I have no issues in group or solo content
I flex as a support dps and STILL out dmg arcanists
What do we need exactly?
Mostly I feel people should improve their ability to play a class. Because I love my cro and have pride in crushing easy mode dps with my toon.
Love necro, if anything nerf arcanists and shift this meta away from support-less meta toons who use three skills
With subclassing coming, I thought surely necro would get much better but, after thinking more about it, this gives us even less reasons to pick it in pvp. We've all been thinking about the op combinations we were about to do. How many of you have thought about using a necromancer skill line ? I'd guess not many, except those who want to make all pet builds, but we're talking about the stuff that will kill you in cyrodiil here, not troll builds.
There's a grand total of 2 skills that optimised players might be interested in : blastbones and spirit guardian. Ok maybe in duels I could see a few players making op bash buids with the goliath ult but, again, we're talking about the builds that you'll actually see in open world pvp. The thing is that blastbones is literally useless if your target is running away or if a mage guard decides to use a negate, so it's easily outmatched by pretty much every other burst skill. For example, if you picked animal companions instead of grave lord, you would have one of the best brutality/sorcery skills, a great mobility tool, major and minor breach with shalks, as well as passives that are, get this, actually good. Spirit guardian is a nice little defense boost but, come on, 16 sec duration ? Why would anyone pick this when you could take streak and take no damage because of the mobility ?
Every other necro skill is literally just a worse version of other classes' skills. Summoner's armor ? That's hurricane without the minor expedition and the dot, but with a redundant minor resolve (since vigor is almost mandatory at this point). Resistant flesh ? Coag but with less healing and a debuff for good measure, oh yeah, and a buff that lasts about as much time as the buff to ghostly embrace lasted and of course, say it with me everyone, necro passives are almost useless, whereas the draconic power passives (even though they're the weakest out of the 3 dk lines) give you 12% healing taken for free and other defensive perks. Ruinous scythe ? only used to stun with off-balanced. Nb literally has that on its spammable...
My point being : there is no reason at all to slot a necro skill line when you factor in completely busted skill lines like assassination, daedric summoning (ward + passives) and earthern heart (mostly passives : minor brutality and battle roar). Sure, necro will benefit a lot from subclassing, since they'll have access to good skills for once. Meanwhile the other classes will get so OP that necro might actually be even worse than it is right now..
The solution ?
1)Stop power creep : sometimes nerfs are warranted. Hardened ward, for example, needs to be nerfed into the ground
2)Give something cool to necro ! Every class except necro has something other classes want. Templar has JBeam, nb cloak, sorc has streak, warden has the potential to be really tanky with next to no investments in tankyness, while having awesome damage skills like northern storm, and great hots, dk has battle roar as well as many really solid skills. Arcanist.. well, I haven't played arc at all in pvp tbh, so I wouldn't know. However, their kit looks as suited to pvp as necro's.. not very. Anyways, there are a lot of skills that could be deleted on necro with absolutely no one missing them. just delete expunge and bone totem and replace them with fully thought-out skills that other classes would want in their kit
StarOfElyon wrote: »These are some tweaks I would like to see made to the Redguards's passives. Hopefully, they will be seen as reasonable among the devs. They keep in mind the Redguards's reputation for endurance (stamina return) and discipline (reduced ability cost)."The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik'r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik'r as a test of endurance and discipline. Only the strongest survive." https://elderscrollsonline.wiki.fextralife.com/Redguard
PASSIVES:
Wayfarer - Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.
*Martial Training - Reduces the stamina cost of your abilities by 6%. Reduces the effectiveness of snares applied to you by 15%.Redguards need help as a stamina sustain race. Reduced stamina cost across the board seems fitting.
Conditioning - Increases your Max Stamina by 2000.
*Adrenaline Rush - Increases your stamina recovery by 130. When you deal or take damage, you restore 248 Stamina. This effect can occur once every 3 seconds.A big problem with the old version of this passive is that it was way too active, requiring you to spend resources to get resources back. It causes problems when you're not in a position to deal damage. No damage; no sustain. This change makes the "adrenaline rush" passive more "passive" and is still tied to being in combat. This also reinforces their reputation for endurance, "the ability to withstand hardship or adversity."
StarOfElyon wrote: »This is an updated version of my Necro ideas thread from 2023 (https://forums.elderscrollsonline.com/en/discussion/633137/suggestions-for-necromancer-changes) with adjustments accounting for the Update 43 patch notes.
Death Scythe: (both morphs)
Deals more damage based on the enemy's missing health.
- Hungry Scythe: should also apply life steal to all enemies hit, in addition to healing the caster over time.
Shocking Siphon: The AOE should remain on the ground even if the tether breaks early. (Increase the radius size too)
- Mystic Siphon: the increased Health, Magicka, and Stamina Recovery persists even if the tether breaks early.
Flame Skull:
- Riccochet Skull/Venom Skull: applies burning/poisoned status effects. (Increase travel speed)
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)
Restoring Tether: the effects persist on the player character even if the tether breaks early.
Grave Grasp:
- Empowering Grasp: Summon three patches of skeletal claws from the ground in front of you dealing 898 frost damage. Enemies in the first area are stunned for 3 seconds, immobilized in the second area for 4 seconds, and snared in the final area by 50% for 5 seconds. Each patch applies Minor Maim to enemies hit for 10 seconds, reducing their damage done by 5%. Each area applies Minor Maim to enemies, Empower to your allies, and enhances the damage and healing of your summons by 1000. Each effect lasts 10 seconds.
- Ghostly Embrace: Summon three patches of skeletal claws from the ground in front of you, dealing 1742 Frost Damage and an additional 1635 Frost Damage over 5 seconds. The initial hit applies the Chilled status effect. The final area creates a corpse if at least one enemy was hit.
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%.
Boneyard increase the radius to 8 meters.
PASSIVES:
Corpse Consumption: When you consume a corpse, you generate 10 Ultimate. This effect can occur once every 16 seconds. You also gain Major Savagery and Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
Undead Confederate: While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Magicka, and Stamina Recovery is increased by 200. You also gain Major Brutality and Sorcery for 20 seconds, increasing your Weapon and Spell Damage by 20%.
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.
I'm not exactly sure that I agree because, while Arcanist is super strong damage-wise, it's so pressed for barspace in my view that even if Necromancers overall output isn't as potent it still feels flexible enough. Arcanists signature move suffers from latency issues in PVP which is a major disappointment. Also, having to use Runeblades due to this reason (Fatecarver doesn't work so Tentaculad Dread it is) further pushes rigidity into the class. Hard to open up a slot for Major Breach, Major Savagery&Prophecy or Snare Immunity without losing something either class defining or essential to proper passive utilization. The Crux system really feels strange (not that Corpses aren't strange), as Necros can plan to utilize a Corpse right after landing Blastbones or whatever. Crux is highly impactful but your entire character depends on it. Corpses feel like a win-more effect with some nice bonuses (Mystic Siphon vs Camo Hunter). idk maybe I'm wrong and Arcanist is free to slot a weapon spammable and other slottables ignoring the passives but wow. Necro feels better to play for me. Doesn't mean this necessarily makes Necro above Arcanist on the PVP tiers tho.Urzigurumash wrote: »Not that I don't think Necro is bottom tier in PvP, it is certainly, but I expect its lines will be used in some busted combos - unlike Arc.
OtarTheMad wrote: »I was gonna edit my comment but it's been a while. I just feel like it's similar to when you have a crappy job (not that I know anything about that lol /s) and you tell your friends and significant other "It's fine, I pay my bills and get groceries..." but you don't see that it could be even better. Idk. I'm nuts I think.
Urzigurumash wrote: »There were way more buffs than nerfs in today's notes, what are you guys talking about?
Urzigurumash wrote: »Not that I don't think Necro is bottom tier in PvP, it is certainly, but I expect its lines will be used in some busted combos - unlike Arc.
CameraBeardThePirate wrote: »Urzigurumash wrote: »Not that I don't think Necro is bottom tier in PvP, it is certainly, but I expect its lines will be used in some busted combos - unlike Arc.
Meh, the 11% damage taken from Tentacular Dread will undoubtedly find its way into combos, and the raw stats from Herald of the Tome's passives are quite powerful.
With subclassing coming, I thought surely necro would get much better but, after thinking more about it, this gives us even less reasons to pick it in pvp. We've all been thinking about the op combinations we were about to do. How many of you have thought about using a necromancer skill line ? I'd guess not many, except those who want to make all pet builds, but we're talking about the stuff that will kill you in cyrodiil here, not troll builds.
There's a grand total of 2 skills that optimised players might be interested in : blastbones and spirit guardian. Ok maybe in duels I could see a few players making op bash buids with the goliath ult but, again, we're talking about the builds that you'll actually see in open world pvp. The thing is that blastbones is literally useless if your target is running away or if a mage guard decides to use a negate, so it's easily outmatched by pretty much every other burst skill. For example, if you picked animal companions instead of grave lord, you would have one of the best brutality/sorcery skills, a great mobility tool, major and minor breach with shalks, as well as passives that are, get this, actually good. Spirit guardian is a nice little defense boost but, come on, 16 sec duration ? Why would anyone pick this when you could take streak and take no damage because of the mobility ?
Every other necro skill is literally just a worse version of other classes' skills. Summoner's armor ? That's hurricane without the minor expedition and the dot, but with a redundant minor resolve (since vigor is almost mandatory at this point). Resistant flesh ? Coag but with less healing and a debuff for good measure, oh yeah, and a buff that lasts about as much time as the buff to ghostly embrace lasted and of course, say it with me everyone, necro passives are almost useless, whereas the draconic power passives (even though they're the weakest out of the 3 dk lines) give you 12% healing taken for free and other defensive perks. Ruinous scythe ? only used to stun with off-balanced. Nb literally has that on its spammable...
My point being : there is no reason at all to slot a necro skill line when you factor in completely busted skill lines like assassination, daedric summoning (ward + passives) and earthern heart (mostly passives : minor brutality and battle roar). Sure, necro will benefit a lot from subclassing, since they'll have access to good skills for once. Meanwhile the other classes will get so OP that necro might actually be even worse than it is right now..
The solution ?
1)Stop power creep : sometimes nerfs are warranted. Hardened ward, for example, needs to be nerfed into the ground
2)Give something cool to necro ! Every class except necro has something other classes want. Templar has JBeam, nb cloak, sorc has streak, warden has the potential to be really tanky with next to no investments in tankyness, while having awesome damage skills like northern storm, and great hots, dk has battle roar as well as many really solid skills. Arcanist.. well, I haven't played arc at all in pvp tbh, so I wouldn't know. However, their kit looks as suited to pvp as necro's.. not very. Anyways, there are a lot of skills that could be deleted on necro with absolutely no one missing them. just delete expunge and bone totem and replace them with fully thought-out skills that other classes would want in their kit
Urzigurumash wrote: »CameraBeardThePirate wrote: »Urzigurumash wrote: »Not that I don't think Necro is bottom tier in PvP, it is certainly, but I expect its lines will be used in some busted combos - unlike Arc.
Meh, the 11% damage taken from Tentacular Dread will undoubtedly find its way into combos, and the raw stats from Herald of the Tome's passives are quite powerful.
Yeah you're right, the potes definitely change this idea. That 11% is twice as strong as the newly buffed Dismember in PvP if 1%=660.
So do Warden or Sorc pets drop Corpses if you take a Cro line? They absolutely should, this whole idea needs stuff like that imo.
StarOfElyon wrote: »This is an updated version of my Necro ideas thread from 2023 (https://forums.elderscrollsonline.com/en/discussion/633137/suggestions-for-necromancer-changes) with adjustments accounting for the Update 43 patch notes.
Death Scythe: (both morphs)
Deals more damage based on the enemy's missing health.
- Hungry Scythe: should also apply life steal to all enemies hit, in addition to healing the caster over time.
Shocking Siphon: The AOE should remain on the ground even if the tether breaks early. (Increase the radius size too)
- Mystic Siphon: the increased Health, Magicka, and Stamina Recovery persists even if the tether breaks early.
Flame Skull:
- Riccochet Skull/Venom Skull: applies burning/poisoned status effects. (Increase travel speed)
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)
Restoring Tether: the effects persist on the player character even if the tether breaks early.
Grave Grasp:
- Empowering Grasp: Summon three patches of skeletal claws from the ground in front of you dealing 898 frost damage. Enemies in the first area are stunned for 3 seconds, immobilized in the second area for 4 seconds, and snared in the final area by 50% for 5 seconds. Each patch applies Minor Maim to enemies hit for 10 seconds, reducing their damage done by 5%. Each area applies Minor Maim to enemies, Empower to your allies, and enhances the damage and healing of your summons by 1000. Each effect lasts 10 seconds.
- Ghostly Embrace: Summon three patches of skeletal claws from the ground in front of you, dealing 1742 Frost Damage and an additional 1635 Frost Damage over 5 seconds. The initial hit applies the Chilled status effect. The final area creates a corpse if at least one enemy was hit.
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%.
Boneyard increase the radius to 8 meters.
PASSIVES:
Corpse Consumption: When you consume a corpse, you generate 10 Ultimate. This effect can occur once every 16 seconds. You also gain Major Savagery and Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
Undead Confederate: While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Magicka, and Stamina Recovery is increased by 200. You also gain Major Brutality and Sorcery for 20 seconds, increasing your Weapon and Spell Damage by 20%.
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.
StarOfElyon wrote: »Urzigurumash wrote: »CameraBeardThePirate wrote: »Urzigurumash wrote: »Not that I don't think Necro is bottom tier in PvP, it is certainly, but I expect its lines will be used in some busted combos - unlike Arc.
Meh, the 11% damage taken from Tentacular Dread will undoubtedly find its way into combos, and the raw stats from Herald of the Tome's passives are quite powerful.
Yeah you're right, the potes definitely change this idea. That 11% is twice as strong as the newly buffed Dismember in PvP if 1%=660.
So do Warden or Sorc pets drop Corpses if you take a Cro line? They absolutely should, this whole idea needs stuff like that imo.
I'm not on PTS but I doubt that non-Cro pets create corpses. They never have in the past. Only Cro summons and, mobs, and players create corpses.
StarOfElyon wrote: »Urzigurumash wrote: »CameraBeardThePirate wrote: »Urzigurumash wrote: »Not that I don't think Necro is bottom tier in PvP, it is certainly, but I expect its lines will be used in some busted combos - unlike Arc.
Meh, the 11% damage taken from Tentacular Dread will undoubtedly find its way into combos, and the raw stats from Herald of the Tome's passives are quite powerful.
Yeah you're right, the potes definitely change this idea. That 11% is twice as strong as the newly buffed Dismember in PvP if 1%=660.
So do Warden or Sorc pets drop Corpses if you take a Cro line? They absolutely should, this whole idea needs stuff like that imo.
I'm not on PTS but I doubt that non-Cro pets create corpses. They never have in the past. Only Cro summons and, mobs, and players create corpses.
CameraBeardThePirate wrote: »StarOfElyon wrote: »Urzigurumash wrote: »CameraBeardThePirate wrote: »Urzigurumash wrote: »Not that I don't think Necro is bottom tier in PvP, it is certainly, but I expect its lines will be used in some busted combos - unlike Arc.
Meh, the 11% damage taken from Tentacular Dread will undoubtedly find its way into combos, and the raw stats from Herald of the Tome's passives are quite powerful.
Yeah you're right, the potes definitely change this idea. That 11% is twice as strong as the newly buffed Dismember in PvP if 1%=660.
So do Warden or Sorc pets drop Corpses if you take a Cro line? They absolutely should, this whole idea needs stuff like that imo.
I'm not on PTS but I doubt that non-Cro pets create corpses. They never have in the past. Only Cro summons and, mobs, and players create corpses.
Actually fun fact: Mad Tinkerer used to create a corpse. It won't anymore now that they've changed it to be a non-pet.
Scav Demise and Defiler also both created corpses in the past, but only for a brief moment (like you'd have to use a consumption ability the very moment the effects end). This was a few years ago so I'm not sure if this is still the case or if they still count as pets.
Since all of their changes to corpses the last couple years, I doubt any non-necro pets create them anymore.
Urzigurumash wrote: »Yeah, as this corpse change sinks in, as I just lost a BG to a Corpsebusting Cro absolutely shredding, I think I must totally retract my prior statement that the buffs exceed the nerfs, and apologize to any whose judgement I slandered.
The buffs to individual passives are great for subclassing, but if the Pure Class engine is now starved for fuel, it's all for the worse for Necro mains.
(I dont have PTS tho so I'm taking others word for it about the corpse change)
StarOfElyon wrote: »
It's crazy because this class DID NOT need a nerf at all! And they nerfed the recoveries from Undead Confederate. So summoning skills are not only weak but now they lose passive benefit, solidifying Necro as a subclass picked only for passives.