necro_the_crafter wrote: »good for you, next patch will be full of unkillable, causing enormous damage nightdenplars
Zodiarkslayer wrote: »Ignore PvP for now! ZOS_ Devs have much bigger issues to solve, without having to balance PvP too.
The over arching issue is that the entire game needs a structured approach to all class skill lines. They need to think about what they want a skill line to do, what it has to get there and what is still missing. And obviously skill lines need to have the same power budget, or we'll constantly have a situation like Assassination vs Dark Magic. Which at the moment is simply ridiculous.
Solving this will require some serious game development. Not some hasty patch job done between lunch break and going home.
Lets wait a patch or two. Then maybe fine tune what they came up with to balance the rest of the game?
Zodiarkslayer wrote: »Ignore PvP for now! ZOS_ Devs have much bigger issues to solve, without having to balance PvP too.
The over arching issue is that the entire game needs a structured approach to all class skill lines. They need to think about what they want a skill line to do, what it has to get there and what is still missing. And obviously skill lines need to have the same power budget, or we'll constantly have a situation like Assassination vs Dark Magic. Which at the moment is simply ridiculous.
Solving this will require some serious game development. Not some hasty patch job done between lunch break and going home.
Lets wait a patch or two. Then maybe fine tune what they came up with to balance the rest of the game?
necro_the_crafter wrote: »good for you, next patch will be full of unkillable, causing enormous damage nightdenplars
Without streak and 14k ward nighdenplars will be killable. And who knows mb someone finde even more powerfull build. But as i say, im tired of max mag sorcs domination.
No they don't. Neither am I.No thank you PvErs are the ones who are telling ZOS that subclassing is a great idea.
Noone is asking for horrible changes. Neither am I. I am saying: ZOS, get back to the drawing board and start at the beginning! Make a fresh start.Don't make PvP players suffer, because PvErs are asking for horrible changes...
You mean what is left of it. One could also see subclassing as the defibrillator shocking life back into PvP.PvP is the gamemode that is going to be hurt by far the most by subclassing.
You clearly don't know the problems PvE suffers. And with it the entire game.Sure in PvE it's not great if some other subclass combination does 50% more dps than you.
In PvP those other subclass combinations aren't just going to kill NPCs faster than you, they're actually going to kill you.
Zodiarkslayer wrote: »No they don't. Neither am I.
Noone is asking for horrible changes. Neither am I. I am saying: ZOS, get da f back to the drawing board and start the beginning! Make a fresh start.
Zodiarkslayer wrote: »You mean what is left of it. One could also see subclassing as the defibrillator shocking life back into PvP.
You clearly don't know the problems PvE suffers. And with it the entire game.
And PvP isn't as important as the entire rest of the game.
When I log to bg, I see that at least 5/16 of the players are sorcs, one time was 12/16 sorcs. when I go to IC, the first opponent I meet is sorc, the second one too, the third can be anyone class, but the fourth one will be sorc again.
I'm so tired of seeing sorсs everywhere that I can't wait to meet necrosorcplars or permablocking plardkanything.
Right now pvp rules 2 thinsgs: sorcs and vampire claws. And i want to see meta change and adding something new.
Without streak and 14k ward nighdenplars will be killable. And who knows mb someone finde even more powerfull build. But as i say, im tired of max mag sorcs domination.
I completely agree with you on Earthen Heart and Curative Runeform. For Green Balance I agree with your point on Emerald moss, but Maturation and Nature's Gift are great passives and Nature's Gift is getting buffed. Sustain for Warden is already extremely good with Flourish and Betty Netch so I see why it requires another person, and the other two Warden skill lines are already going to be 2 of the more attractive skill lines to subclass into for PvP. I agree the other abilities outside of the ult and Lotus Blossom could use a touch up, but when the class has Polar Wind the best heal in the game of course most of them wouldn't be touched.
100% disagree Hardened Ward does not need the heal back that skill has been very unhealthy for PvP over the past year. High ranged burst and mobility should have the tradeoff of low defense.
I'd like to know why do you think Living Death is so attractive to other classes for PvP? Like Arcanist's support lines Living Death and Bone Tyrant will hold less value for those subclassing into them due to the disadvantage of generating the class unique resource. Also with Necromancer's corpses counting as pets the 5 pet limit in PvP will further restrict this unique resource making it hard for even native Necros to use effectively.
- Resistant Flesh is one of if not the worst class burst heals
- Animate Blastbones is only something you'll be able to utilize on a native Necro and you will still struggle to get 3 corpses with the new pet limitation counting corpses as pets
- Mortal Coil is great, but again only usable on a native Necro wearing Nobility in Decay as the tethers break too easily in ESO's fast paced and mobile PvP environment.
- Life amid Death (Renewing Undeath) might be attractive for a group healer, but with the corpse requriements (you'll never have enough to max out the Enduring morph) and Spirit Mender as your only source of corpse generation, it's too much work for not enough payoff Ritual is better and easier to use.
- Hexproof is great, but I struggle to find bar space to slot it over other things Necro needs in PvP, other classes with better kits might not have that issue.
- Spirit Mender is the only thing that Living Death uniquely brings to the table that I could really see other classes actually wanting. Best skill in the line and it looks darn cool.
- The passives are kind of meh except for Near-Death Experience which is getting reduced by 40% and Curative Curse as long as you don't use Resistant Flesh as your burst heal. Undead Confederate is also getting nerfed when it already needed a boost, Its current value is a fraction of the recovery you'll get from Nature's Gift which will be getting buffed. Corpse Consumption is good on a native Necro which has a wide variety of ways to consume corpses so other classes will have to slot Renewing Undeath or Mortal Coil if they don't want a dead passive, but good luck keeping Coil up with only Spirit Guardian to make corpses and the tether breaking every 2 seconds.
As a PvP Necro main if the current changes go through I think Living Death will be the dead weight skill line for us. Trying out builds on the PTS the unique 10% mitigation from Spirit Guardian was really the only tradeoff. My healing, sustain, utility, and by result of improving sustain I was able to swap one of my sets for more damage so that improved as well from dropping Living Death on my Necro.
I completely agree with you on Earthen Heart and Curative Runeform. For Green Balance I agree with your point on Emerald moss, but Maturation and Nature's Gift are great passives and Nature's Gift is getting buffed. Sustain for Warden is already extremely good with Flourish and Betty Netch so I see why it requires another person, and the other two Warden skill lines are already going to be 2 of the more attractive skill lines to subclass into for PvP. I agree the other abilities outside of the ult and Lotus Blossom could use a touch up, but when the class has Polar Wind the best heal in the game of course most of them wouldn't be touched.
100% disagree Hardened Ward does not need the heal back that skill has been very unhealthy for PvP over the past year. High ranged burst and mobility should have the tradeoff of low defense.
I'd like to know why do you think Living Death is so attractive to other classes for PvP? Like Arcanist's support lines Living Death and Bone Tyrant will hold less value for those subclassing into them due to the disadvantage of generating the class unique resource. Also with Necromancer's corpses counting as pets the 5 pet limit in PvP will further restrict this unique resource making it hard for even native Necros to use effectively.
- Resistant Flesh is one of if not the worst class burst heals
- Animate Blastbones is only something you'll be able to utilize on a native Necro and you will still struggle to get 3 corpses with the new pet limitation counting corpses as pets
- Mortal Coil is great, but again only usable on a native Necro wearing Nobility in Decay as the tethers break too easily in ESO's fast paced and mobile PvP environment.
- Life amid Death (Renewing Undeath) might be attractive for a group healer, but with the corpse requriements (you'll never have enough to max out the Enduring morph) and Spirit Mender as your only source of corpse generation, it's too much work for not enough payoff Ritual is better and easier to use.
- Hexproof is great, but I struggle to find bar space to slot it over other things Necro needs in PvP, other classes with better kits might not have that issue.
- Spirit Mender is the only thing that Living Death uniquely brings to the table that I could really see other classes actually wanting. Best skill in the line and it looks darn cool.
- The passives are kind of meh except for Near-Death Experience which is getting reduced by 40% and Curative Curse as long as you don't use Resistant Flesh as your burst heal. Undead Confederate is also getting nerfed when it already needed a boost, Its current value is a fraction of the recovery you'll get from Nature's Gift which will be getting buffed. Corpse Consumption is good on a native Necro which has a wide variety of ways to consume corpses so other classes will have to slot Renewing Undeath or Mortal Coil if they don't want a dead passive, but good luck keeping Coil up with only Spirit Guardian to make corpses and the tether breaking every 2 seconds.
As a PvP Necro main if the current changes go through I think Living Death will be the dead weight skill line for us. Trying out builds on the PTS the unique 10% mitigation from Spirit Guardian was really the only tradeoff. My healing, sustain, utility, and by result of improving sustain I was able to swap one of my sets for more damage so that improved as well from dropping Living Death on my Necro.
CameraBeardThePirate wrote: »I completely agree with you on Earthen Heart and Curative Runeform. For Green Balance I agree with your point on Emerald moss, but Maturation and Nature's Gift are great passives and Nature's Gift is getting buffed. Sustain for Warden is already extremely good with Flourish and Betty Netch so I see why it requires another person, and the other two Warden skill lines are already going to be 2 of the more attractive skill lines to subclass into for PvP. I agree the other abilities outside of the ult and Lotus Blossom could use a touch up, but when the class has Polar Wind the best heal in the game of course most of them wouldn't be touched.
100% disagree Hardened Ward does not need the heal back that skill has been very unhealthy for PvP over the past year. High ranged burst and mobility should have the tradeoff of low defense.
I'd like to know why do you think Living Death is so attractive to other classes for PvP? Like Arcanist's support lines Living Death and Bone Tyrant will hold less value for those subclassing into them due to the disadvantage of generating the class unique resource. Also with Necromancer's corpses counting as pets the 5 pet limit in PvP will further restrict this unique resource making it hard for even native Necros to use effectively.
- Resistant Flesh is one of if not the worst class burst heals
- Animate Blastbones is only something you'll be able to utilize on a native Necro and you will still struggle to get 3 corpses with the new pet limitation counting corpses as pets
- Mortal Coil is great, but again only usable on a native Necro wearing Nobility in Decay as the tethers break too easily in ESO's fast paced and mobile PvP environment.
- Life amid Death (Renewing Undeath) might be attractive for a group healer, but with the corpse requriements (you'll never have enough to max out the Enduring morph) and Spirit Mender as your only source of corpse generation, it's too much work for not enough payoff Ritual is better and easier to use.
- Hexproof is great, but I struggle to find bar space to slot it over other things Necro needs in PvP, other classes with better kits might not have that issue.
- Spirit Mender is the only thing that Living Death uniquely brings to the table that I could really see other classes actually wanting. Best skill in the line and it looks darn cool.
- The passives are kind of meh except for Near-Death Experience which is getting reduced by 40% and Curative Curse as long as you don't use Resistant Flesh as your burst heal. Undead Confederate is also getting nerfed when it already needed a boost, Its current value is a fraction of the recovery you'll get from Nature's Gift which will be getting buffed. Corpse Consumption is good on a native Necro which has a wide variety of ways to consume corpses so other classes will have to slot Renewing Undeath or Mortal Coil if they don't want a dead passive, but good luck keeping Coil up with only Spirit Guardian to make corpses and the tether breaking every 2 seconds.
As a PvP Necro main if the current changes go through I think Living Death will be the dead weight skill line for us. Trying out builds on the PTS the unique 10% mitigation from Spirit Guardian was really the only tradeoff. My healing, sustain, utility, and by result of improving sustain I was able to swap one of my sets for more damage so that improved as well from dropping Living Death on my Necro.
Necro Main here chiming in about Living Death:
It's very good.
Right off the bat, everyone bags on Resistant Flesh but believe me when I say, that ability is much better than people give it credit for. Yes, the Defile kinda sucks, but the heal is strong enough even with the Defile, and most matches, you're going to have minor Defile on you anyways with how easy status effects are to come by. The Resistance you get when slamming this ability in a pinch is what makes necromancer feel so tanky, and a lot of people completely fail to realize this.
Life Amid Death is a fantastic group heal, whether you're a dedicated healer or just running in a group. It's cheap (comparatively), and has a HoT attached to it. With Intensive Mender, you'll always have a corpse for this when you need it, and while you won't be able to max out the duration, even with a 5 second duration this skill still has a much higher heal:cost ratio than other healing skills.
On that note, Intensive Mender is back to being one of the best HoTs in the game after its most recent buff. This thing regularly heals for 800k+ in 8v8s on a DPS build. Hitting 3 targets for 2.5k - 5k every 2 seconds is very strong.
Hexproof is the best self purge in the game, and its not particularly close. It's essentially free, as the health cost is basically trading the mag cost to take an extra tick of whatever DoTs you're purging off, and the 3% cost reduction helps a lot if on your defensive bar.
Yes, they are nerfing the passives, but even still, Necro's heal skills outpace any of the other healing lines outside of Restoring Light.
CameraBeardThePirate wrote: »I completely agree with you on Earthen Heart and Curative Runeform. For Green Balance I agree with your point on Emerald moss, but Maturation and Nature's Gift are great passives and Nature's Gift is getting buffed. Sustain for Warden is already extremely good with Flourish and Betty Netch so I see why it requires another person, and the other two Warden skill lines are already going to be 2 of the more attractive skill lines to subclass into for PvP. I agree the other abilities outside of the ult and Lotus Blossom could use a touch up, but when the class has Polar Wind the best heal in the game of course most of them wouldn't be touched.
100% disagree Hardened Ward does not need the heal back that skill has been very unhealthy for PvP over the past year. High ranged burst and mobility should have the tradeoff of low defense.
I'd like to know why do you think Living Death is so attractive to other classes for PvP? Like Arcanist's support lines Living Death and Bone Tyrant will hold less value for those subclassing into them due to the disadvantage of generating the class unique resource. Also with Necromancer's corpses counting as pets the 5 pet limit in PvP will further restrict this unique resource making it hard for even native Necros to use effectively.
- Resistant Flesh is one of if not the worst class burst heals
- Animate Blastbones is only something you'll be able to utilize on a native Necro and you will still struggle to get 3 corpses with the new pet limitation counting corpses as pets
- Mortal Coil is great, but again only usable on a native Necro wearing Nobility in Decay as the tethers break too easily in ESO's fast paced and mobile PvP environment.
- Life amid Death (Renewing Undeath) might be attractive for a group healer, but with the corpse requriements (you'll never have enough to max out the Enduring morph) and Spirit Mender as your only source of corpse generation, it's too much work for not enough payoff Ritual is better and easier to use.
- Hexproof is great, but I struggle to find bar space to slot it over other things Necro needs in PvP, other classes with better kits might not have that issue.
- Spirit Mender is the only thing that Living Death uniquely brings to the table that I could really see other classes actually wanting. Best skill in the line and it looks darn cool.
- The passives are kind of meh except for Near-Death Experience which is getting reduced by 40% and Curative Curse as long as you don't use Resistant Flesh as your burst heal. Undead Confederate is also getting nerfed when it already needed a boost, Its current value is a fraction of the recovery you'll get from Nature's Gift which will be getting buffed. Corpse Consumption is good on a native Necro which has a wide variety of ways to consume corpses so other classes will have to slot Renewing Undeath or Mortal Coil if they don't want a dead passive, but good luck keeping Coil up with only Spirit Guardian to make corpses and the tether breaking every 2 seconds.
As a PvP Necro main if the current changes go through I think Living Death will be the dead weight skill line for us. Trying out builds on the PTS the unique 10% mitigation from Spirit Guardian was really the only tradeoff. My healing, sustain, utility, and by result of improving sustain I was able to swap one of my sets for more damage so that improved as well from dropping Living Death on my Necro.
Necro Main here chiming in about Living Death:
It's very good.
Right off the bat, everyone bags on Resistant Flesh but believe me when I say, that ability is much better than people give it credit for. Yes, the Defile kinda sucks, but the heal is strong enough even with the Defile, and most matches, you're going to have minor Defile on you anyways with how easy status effects are to come by. The Resistance you get when slamming this ability in a pinch is what makes necromancer feel so tanky, and a lot of people completely fail to realize this.
Life Amid Death is a fantastic group heal, whether you're a dedicated healer or just running in a group. It's cheap (comparatively), and has a HoT attached to it. With Intensive Mender, you'll always have a corpse for this when you need it, and while you won't be able to max out the duration, even with a 5 second duration this skill still has a much higher heal:cost ratio than other healing skills.
On that note, Intensive Mender is back to being one of the best HoTs in the game after its most recent buff. This thing regularly heals for 800k+ in 8v8s on a DPS build. Hitting 3 targets for 2.5k - 5k every 2 seconds is very strong.
Hexproof is the best self purge in the game, and its not particularly close. It's essentially free, as the health cost is basically trading the mag cost to take an extra tick of whatever DoTs you're purging off, and the 3% cost reduction helps a lot if on your defensive bar.
Yes, they are nerfing the passives, but even still, Necro's heal skills outpace any of the other healing lines outside of Restoring Light.
The scribed heals both Healing Soul and Healing Contingency are more effective. In PvP you will always have a negative effect on you by the time you need to cast a burst heal and it won't always be defile cutting almost all the benefit you gain from your passive. With Healing Contingency you can stack Minor Protection with the unique 8% mitigation making an AoE heal (guaranteed to heal you) with more resistance than Resistant Flesh, that lasts longer, and has no downsides. Until next patch it's cheaper than Resistant Flesh too. If you go through all the class burst heals which one would you pick Resistant Flesh over? Maybe the Sorc, but they have Matriarch, Dark Deal, and Ward until next patch. DK, NB, Arc, Warden, and Templar burst heals are better than Resistant Flesh.
Hexproof I agree that it's good and maybe other classes with built in mobility like NB or Sorc would benefit from it much more than Necromancer just like Arcanist did with GLS, but I usually end up dropping it for RAT (purge and die or LoS to heal up and/or turn and burn). You need speed in PvP and Necro has none. If the skill had Major/Minor Expedition or some unique movement component to it that would definitely take this skill line to the next level giving it 2 great skills worth slotting on every class in PvP.
Spirit Mender I completely agree one of the few skills in the game where both morphs are top tier skills if you had it in your kit and weren't running one of the morphs you're gimping yourself. For Renewing Undeath also good for a group healer, but not worth subclassing for it would just be a pleasant bonus.The issue is with subclassing why not take Restoring Light for a group healer, Storm Calling for solo, or Siphoning for small scale? Much better passives, easier to use skills with no conditions some of them are set it and forget it. Out of the utility lines I'd rank Living Death 5th behind Restoring Light, Storm Calling, Siphoning, and Winter's Embrace. It does a few things well, but there are better options no way is it the 2nd best utility skill line.
The Polar Wind isn't worth Major Vitality (Healing Soul)+12% strength/crit chance on all healing (Rune, Vigor, Spirit Guardian, Healing Soul, Ritual, Crit Surge etc), regens and so on
necro_the_crafter wrote: »Only actual problem with living death (not conisdering animate blastbones and new corpse limitations), spirit guardian is super expensive without reusable parts and summoners armor. Its like 5k magicka every 15 sec, which i found hard to sustain om most builds on pts. Its fine on base cro with gravelords 60% cost reduction on reusable, but without it ghost is extreamly heavy on your mana bar.
xylena_lazarow wrote: »I don't think Restoring Light will be as oppressive in OW as it is in duels. Its expensive and annoying to keep moving your circles, and staying stationary carries massively more risk. That said, it's still very strong and I feel it's too much of a "one stop shop" that gives you everything you need defensively. Powerful defensive lines like Green Balance or Earthen Heart are being completely ignored in favor of Restoring Light simply because they lack Major Resolve.
Joy_Division wrote: »Been awhile since I've played Necro. You'd get more mana sustain from the Necro's passives than you would from Rune?
necro_the_crafter wrote: »Joy_Division wrote: »Been awhile since I've played Necro. You'd get more mana sustain from the Necro's passives than you would from Rune?
not even close, I guess udead confederate gives you some sustain but it isnt getting close to runes recovery.
What i was reffering to is reusable parts which reduces cost of necros summons significantly, and without it spirit guarduian is way more expensive.
Seems less ironic and more the intended mechanical synergy for hold-your-ground tank playstyles. These builds are oppressive in dueling right now for sure, but will hopefully only be annoying in open world, where planting in one place means getting zerged, sieged, or just ignored as my dot dk streaks away.Ironically the permablock playstyle combines well with Restoring Light, since you can stand in rune+ritual, get extra block mitigation from Restoring Light passive and cleanse the only damage that goes through block (DoTs).
xylena_lazarow wrote: »Seems less ironic and more the intended mechanical synergy for hold-your-ground tank playstyles. These builds are oppressive in dueling right now for sure, but will hopefully only be annoying in open world, where planting in one place means getting zerged, sieged, or just ignored as my dot dk streaks away.Ironically the permablock playstyle combines well with Restoring Light, since you can stand in rune+ritual, get extra block mitigation from Restoring Light passive and cleanse the only damage that goes through block (DoTs).
For what it's worth, my full dot Streak DK was still able to win some duels against Restoring Light builds, obviously not against the most well practiced duelers, but often enough to where I feel good about it going into Live.
necro_the_crafter wrote: »Only actual problem with living death (not conisdering animate blastbones and new corpse limitations), spirit guardian is super expensive without reusable parts and summoners armor. Its like 5k magicka every 15 sec, which i found hard to sustain om most builds on pts. Its fine on base cro with gravelords 60% cost reduction on reusable, but without it ghost is extreamly heavy on your mana bar.