Restoring Light... and other defensive skill lines

Decimus
Decimus
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Ok, time for some detailed PvP feedback.

Most of the defensive skill lines apart from Restoring Light (and maybe Living Death) need some serious help... currently it's looking like most PvP builds will be slotting Restoring Light for the best armor buff in the game, cleanse (extremely important with all the additional debuffs people have access to with subclassing) & good universally useful passives.

The aim of this post is not to say "nerf Restoring Light" - people have crazy amounts of damage next patch with unavoidable/unblockable blastbones, corrosives etc... and nerfing the one thing that helps deal with them wouldn't lead to a better PvP environment.

The aim is to look at the other skill lines and try to figure out how to make them more appealing to people looking for a subclass.


Here's some easily identifiable problems with the other ones:
Green Balance
  • Terrible abilities, for the most part.
    You can't compare something like Lotus Flower with Rune Focus for example... the latter simply provides magnitudes more value (both healing and sustain) alongside the Major buff. Having Lotus Flower on the same power level as rune would already help this skill line a lot.

    Rest of the abilities are either niche (Soothing Spores is used by ball groups to counter negate, since it's a stamina costing AoE heal) or just not worth slotting in general.
  • Passives are awful.

    Major Mending one is good in theory, but bad in practice due to low duration on the buff and thus terrible up time, atleast for non-healer builds.

    Nature's Gift should also apply on self heals - arcanist has similar value passive on crux generation/consumption on their healing skill line.

    Emerald Moss should apply to all heals, why is it still only Green Balance ones when Restoring Light, Living Death, Curative Runeforms & Siphoning all have passives that benefit all heals?
Earthen Heart
  • Half the abilities here are worthless.
    Magma Shell is awful, this ultimate is not even remotely comparable to Gibbering Shield when it comes to group support and should've received adjustments after it became impossible to generate ultimate inside of it. As it stands, the ability is just a worse Corrosive Armor.

    Obsidian Shard is an extremely unreliable heal due to travel time and should honestly be reworked entirely.

    Igneous/Molten Armaments don't really do much outside of providing the buff, but this can be good for large groups. It would be nice if one of the morphs provided something for self-survivability while the other one was the "group buff" (that'd always be Igneous Weapons currently - no one uses Molten Armaments in PvP).

    Obsidian Shield... both morphs are severely underpowered. Most people would rather heavy attack with a restoration staff for Major Mending than cast one of the smallest damage shields in the game for a very short duration Major Mending buff. This needs to be compared to Rune Focus once again, which frequently provides 20-30% healing in fights on top of almost 500 stam or mag "regen" - casting this skill is usually just a wasted global cooldown that brings you closer to dying, not closer to surviving.
  • Passives are mostly alright, but perhaps the old nerf to Helping Hands could be reverted now that Cinder Storm cannot be reduced to 0 cost anymore. Eternal Mountain is also a bit meh, since it only affects Earthen Heart ability durations - would be nice if this was something more universally useful (again comparing with Restoring Light... which has 4 universally useful passives).

Curative Runeforms
  • The passives here are great and Runemend is one of the few ways to "burst heal" with stamina... but the rest is quite disappointing for PvP.
  • Remedy Cascade is virtually unusable in PvP, you quickly get interrupted and instantly punished if you try to dump your Crux on this skill - aiming it has a lot of the same issues as the damage beam, suffering from positional desyncs.
  • The other crux dump Tidal Chakram simply isn't strong enough. The shield should be quite a lot bigger in order to be worth running, as currently it's just instantly broken and results in no healing. Due to this and Remedy Cascade not being worth spending Crux on this skill line is hard to utilize as a non-arcanist main class and doesn't bring much to other classes looking for a defensive subclass.
  • Due to above mentioned issues, it'd be nice if Domain & Apocryphal Gate had bigger power budgets to incentivize non-arcanists to even consider this skill line.

Other than these skill lines, the other healing ones are kinda all over the place so I'm just going to pick a few skills and passives that I think should be stronger:

Hardened Ward
Revert the healing nerf - there is honestly no need for this anymore with subclassing, the ability just feels extremely weak and building around max magicka pointless.

Impervious Runeward
Same thing, going for this skill line just feels underwhelming compared to going Restoring Light for defense - I think the nerf to the second shield's size is really not necessary anymore with subclassing. I would also consider buffing the other morph, increasing the amount of damage return based on Crux spent for example could be a cool concept.

On the same skill line I would also buff Rune of Eldritch Horror, as this "CC" is very easily countered in PvP by a simple block tap - I would make it generate Crux at the very least to help non-arcanists picking this skill line be able to build up Crux for the Runeward. Runeguard could also use similar treatment, though this skill is very good already.


That's all for now, I hope this can give ZOS some pointers on where to adjust things.
PC/EU @ DECMVS
  • Afterip
    Afterip
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    Decimus wrote: »

    Hardened Ward
    Revert the healing nerf - there is honestly no need for this anymore with subclassing, the ability just feels extremely weak and building around max magicka pointless.

    No. No.No.
    I'm tired of the unkillable, causing enormous damage max mag sorcs.
  • necro_the_crafter
    necro_the_crafter
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    Afterip wrote: »
    No. No.No.
    I'm tired of the unkillable, causing enormous damage max mag sorcs.

    good for you, next patch will be full of unkillable, causing enormous damage nightdenplars
    Edited by necro_the_crafter on 10 May 2025 07:36
  • Zodiarkslayer
    Zodiarkslayer
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    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?
    No Effort, No Reward?
    No Reward, No Effort!
  • Afterip
    Afterip
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    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.
  • Jierdanit
    Jierdanit
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    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?

    No thank you PvErs are the ones who are telling ZOS that subclassing is a great idea.

    Don't make PvP players suffer, because PvErs are asking for horrible changes.

    PvP is the gamemode that is going to be hurt by far the most by subclassing.

    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.
    PC/EU, StamSorc Main
  • Decimus
    Decimus
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    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?

    You don't really affect PvE all too much by changing defensive skill lines/abilities, in PvE the problem is power crept DPS since that DPS is what allows you to skip mechanics etc in Trials, which is problematic.

    No DPS is going to run a defensive skill line.
    PC/EU @ DECMVS
  • Decimus
    Decimus
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    Afterip 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.

    So what about necrosorcplars streaking around while blocking and cleansing+burst healing anything you throw at them and casting now unblockable/unavoidable blastbones?

    Or permablocking plardkanything sitting in rune cinder storm and cleansing?

    You'll quickly notice what all these combinations have in common: Restoring Light.

    It'd be really nice to have alternatives to this because just seeing those yellow circles everywhere is going to be an eyesore.

    Hardened Ward is a good skill on Live, but if people could keep Streak they'd switch that out in a heartbeat for access to cleanse+rune, I can guarantee you that.

    It's more so the combination of streak+a strong defensive skill that makes mSorcs powerful and they'll still have that, just in the form of Restoring Light.

    The whole skill line Hardened Ward resides in was also directly/indirectly nerfed as a result of subclassing... Everyone having cleanse for example makes Curse an extremely subpar ability for burst, you get 5% less magicka from the passives now etc etc.

    I'm not a sorc main, but I hate to see an entire playstyle (i.e dmg shields) erased in favour of block healing.
    PC/EU @ DECMVS
  • Zodiarkslayer
    Zodiarkslayer
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    Jierdanit wrote: »
    No thank you PvErs are the ones who are telling ZOS that subclassing is a great idea.
    No they don't. Neither am I.
    Jierdanit wrote: »
    Don't make PvP players suffer, because PvErs are asking for horrible changes...
    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.
    Jierdanit wrote: »
    PvP is the gamemode that is going to be hurt by far the most by subclassing.
    You mean what is left of it. One could also see subclassing as the defibrillator shocking life back into PvP.
    Jierdanit wrote: »
    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.
    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.
    Edited by Zodiarkslayer on 10 May 2025 16:49
    No Effort, No Reward?
    No Reward, No Effort!
  • Afterip
    Afterip
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    Decimus wrote: »

    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.

  • Jierdanit
    Jierdanit
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    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.


    Clearly you haven't been paying attention to these forums.
    There were lots of threads and comments praising subclassing those were almost all created by PvE players.
    Sure mostly not endgame PvE players but I never said that.
    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.

    If you see subclassing as something positive for PvP that's simply wrong.
    I have lots of friends that already said that they will uninstall ESO when subclassing goes live.
    Some even uninstalled already simply because subclassing was announced.

    What problems does PvE suffer from that I'm not aware of?

    Also PvP not being important is your opinion not mine. To me and plenty of other players PvP is the only reason we are still playing ESO.
    It's crazy how much hate for PvP (players) there is on the forums.
    PC/EU, StamSorc Main
  • Decimus
    Decimus
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    Afterip wrote: »
    Decimus wrote: »

    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.

    Well congrats, those 5 will now cleanse every debuff you throw at them while holding block & burst healing instead.

    The other 11? Probably another 3 of those will be streaking as well and 5 will be running Restoring Light dropping yellow circles everywhere.

    Then you'll have that one person playing pure arcanist or something like that and just getting absolutely demolished.


    You're basing a lot of your thoughts on how things are on Live, not how they are on PTS. If nothing changes with the other defensive skill lines, we can come back to this thread a few weeks after patch goes Live and see if you're still as enthusiastic... just be prepared for the "I told you so".
    PC/EU @ DECMVS
  • Deimus
    Deimus
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    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.
    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
  • Afterip
    Afterip
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    Decimus wrote: »
    [

    I'm one of the few people who likes the subclass system. However, it would be great if only 1 skill branch could be changed, rather than 2, in order to preserve the individuality of the classes.
  • Tonturri
    Tonturri
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    Afterip wrote: »
    Decimus wrote: »
    [

    I'm one of the few people who likes the subclass system. However, it would be great if only 1 skill branch could be changed, rather than 2, in order to preserve the individuality of the classes.

    They really should've started out with only allowing one skill line, then potentially opening up the second as an option if all goes well on live. Would've at least reduced the mess we're gonna slog through.
  • necro_the_crafter
    necro_the_crafter
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    Afterip wrote: »
    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.

    current nighdenplars have 44k resist and 4.8k crit resist with passive cleanse from netch as well as active from ritual. Also auto-block on frost staff heavy attack as a cherry on top. And bird of prey to remove snares on top of cleanses, so their mobility is almost on par with streak. Add on top incapacitating, double spec-bow, deep fissure and consealled (which are boosting their mobility further) with wardens class script charm.

    Like, they dont even compare to live sorcs, the abomination that is about to come would be the most terrifiying and broken pvp setup game ever saw.

    On topic, restoring is just too good. But its easy to balance - move major resolve to dawn's wrath(bubble?) or aedric spear(toppling/sun shield), and restoring will be less convinient as a self-sustain line, but will still be good choise for healing.
  • CameraBeardThePirate
    CameraBeardThePirate
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    Deimus 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.
    Edited by CameraBeardThePirate on 10 May 2025 17:23
  • Joy_Division
    Joy_Division
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    You know ZOS is going to interpret this post as nerf Rune.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Decimus
    Decimus
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    Deimus 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.

    Maturation is good, but Nature's Gift has one big problem: it only procs from Green Balance heals on allies. Meaning this passive gets zero value in solo situations... which limits the viability of the entire skill line and leans it more towards group healing... for which Restoring Light/Living Death still provide better value if you have to pick one or two healing skill lines.

    The fact that other warden skill lines are good or provide sustain doesn't really matter since with subclassing we're not really looking at classes as a whole anymore, just individual skill lines and what they can provide to you.

    Polar Wind for example sounds good on paper (the crosshealing on that got heavily nerfed btw), but you'd really only want to run it if you played a frost damage build, as the rest of the passives don't synergize with any other type of build.

    Furthermore, since Arctic Blast can be super good value now you'd probably want to run it specifically on a ranged frost damage build for self-survivability and nothing else.
    Deimus wrote: »
    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.

    This is a very emotional take rooted on how things work on Live server.

    On PTS, you most of the time wouldn't slot Hardened anyway since it doesn't synergize well with blocking/cleansing and the skill line doesn't provide a lot. If you just wanted a strong skill for defense and nothing else, Polar Wind is a solid option for that... yet, it's not really worth running due to the skill line not providing much else of value for most builds.

    You can have plenty of ranged burst and mobility (which comes from a different skill line than Hardened Ward btw) on PTS, more so than was ever possible on Live... it just doesn't involve damage shields, only blocking, cleansing & healing.
    Deimus wrote: »
    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 think CameraBeard explained it pretty well above... I'll give you why I personally like it:
    1. +12% healing for everything, at pretty much all times
    2. up to +12% healing crit chance, based on your missing health
    3. 155 regens while keeping Spirit Guardian up
    4. Spirit Guardian is a great heal over time that also acts as a unique "Major Protection" buff, which gets more value than ever with the increased damage people have.

    In other words you get a lot of value from passives, as well as a useful ability for survivability.

    If you want to compare this to Green Balance for example:
    Unique 12% Healing at all times vs Major Mending (+16% Healing, but around 10-20% up time at most due to duration/proc condition)
    +155 Regens vs up to 277 per second of one resource... but only if you have allies to heal and only on Green Balance heals, often when you want to be spamming actual good heals from outside the skill line.
    +5% Healing... on Green Balance abilities, per Green Balance heal slotted (most of which are terrible and not worth the bar space) vs up to 12% Healing Crit Chance
    Maturation is a good passive and definitely stronger than Corpse Consumption, but that is the only passive on this skill line that is stronger.

    It also beats the Arcanist healing skill line because shield strength/cost reduction isn't particularly useful when you want to just block+cleanse+heal next patch and you need crux generation (and thus crux consumers) to make use of the sustain from this skill line, which means slotting multiple defensive abilities of which some are just bad (as outlined on my original post).

    12% Healing, Healing Crit % & Regens is also better than 9% Healing Received, 3k armor, 10% block mitigation & health regen you'd get from Draconic Power (you could justify picking Coag or wings from here for survivability instead of Spirit Guardian, but neither are as good value really).

    You need corpse generation to utilize Bone Tyrant
    Shadow gives you 15% regens, Major Resolve (but you already get this from templar rune) & 5-10% Health if you have space for 1-2 abilities
    Siphoning requires multiple Siphoning abilities (4 to be precise) to be slotted to gain the 12% healing you get from Living Death and ulti gain passives don't matter if you can't survive in the first place
    Daedric Summoning gives you 5% Mitigation, now useless dmg shield - bound aegis can be nice for more blocking oriented builds.
    Soldier of Apocrypha also requires more crux gain to make use of it... gets you 3,2k armor & Minor Evasion - no healing buffs, no sustain, nothing.


    So by comparing things, I hope you can see why Living Death is such good value with subclassing if you're looking for survivability (and already have Restoring Light, or for some roleplay reason don't want to run Restoring Light).
    PC/EU @ DECMVS
  • Deimus
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    Deimus 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.

    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
  • Decimus
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    Deimus wrote: »
    Deimus 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.

    It is though, you can test this on PTS... the problem with Storm Calling is that you'll have everyone streaking after you, Blastbones & bow procs flying your way 24/7. You do get Crit Surge from here, but apart from that and Streak the skill line is entirely offensive - you get way more defense from Living Death.

    Siphoning same thing, as I wrote above you need 4 Siphoning abilities slotted to get same healing you get from Living Death passive... and you'll never be in a position to use Siphoning Attacks/Leeching for sustain unless you're playing a permablock troll tank... but even then it's probably better to just rely on Rune/Netch.

    Winter's Embrace really isn't good outside of building around frost damage - Polar Wind alone doesn't provide enough of an incentive. This skill line is really good though if you build around that frost damage.

    What do you gain if you don't?
    Extra Chilled damage+proc chance (trivial if you don't build around it)
    1,2k Armor (with just Polar Wind slotted - 2,4k if you somehow find space for Shimmering)
    Major Maim with horrible up time
    8% Block Mitigation/15% Frost Damage (if even 50% of your damage was Frost Damage somehow, this'd be worth 7,5%... but more likely the number with Chilled/Crushing Shock alone is something like 10%, resulting in 1,5% overall dmg increase)

    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
    Edited by Decimus on 11 May 2025 00:56
    PC/EU @ DECMVS
  • Afterip
    Afterip
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    Decimus wrote: »

    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

    To get a 12% chance of crit, you need to heal a target with 1% hp. At half hp crit chance will be ~6%, which is not so much.
  • necro_the_crafter
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    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.
  • Joy_Division
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    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.

    Been awhile since I've played Necro. You'd get more mana sustain from the Necro's passives than you would from Rune?
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • xylena_lazarow
    xylena_lazarow
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    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.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Decimus
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    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.

    Well, it's not just Major Resolve but also most often your top healing done (heals more than Critical Surge on average for example) as well as being basically free to cast at 800'ish stamina, while providing 242 stamina per second for 20 seconds (i.e. a net positive of 4k stam per cast).

    And no, this doesn't need a nerf when survivability is almost impossible already next patch with double bow procs, bow proc frags, blastbones with streaks etc.

    Cleanse is relatively expensive at 4,6k'ish magicka, but it's still usually a better global than clicking your burst heal - the heal over time from it also equals to a lot of healing typically, in the 10-20% range. You could say Hexproof is of similar value - you pay small amount of health instead of magicka & don't get the heal over time portion, but get passive cost reduction in return - the rest of the skill tree is not equal to Restoring Light however (from passives to active abilities) - comparing Spirit Guardian (the other skill you'd like from here for solo PvP) to Rune for example, one provides 10%'ish healing & 10% mitigation at a relatively high cost every 16s, the other one 20%+ healing, Major buff and sustain (rather than costing anything). The latter just wins the value fight.

    Green Balance doesn't even begin to compare with Restoring Light (or Living Death) value wise... the healing numbers from here are awful compared to having access to cleanse & Rune/Ritual or Spirit Guardian and Earthen Heart pretty much requires you to build a block tank to be useful (you need to survive until corro basically). On live you can somewhat kite and rely on mobility until Corrosive is available, but this is 100% not the case on PTS with Blastbones chasing you 24/7 for permanent Major/Minor Defile, people catching up to you and stunning you with Streak etc.

    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).


    If other defensive skill lines had similarly high value skills and passives in such density there'd be more of a question of what to slot... but currently that's not the case.
    Edited by Decimus on 11 May 2025 17:20
    PC/EU @ DECMVS
  • necro_the_crafter
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    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.
  • Joy_Division
    Joy_Division
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    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.

    Gotcha. What I meant was if it would be more difficult to sustain Ghost for Necroplar looking to replace Grave Lord for another class line than a pure Necro (i.e,, comparing the value of the cost reduction to the Rune's active recovery benefit)?
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • xylena_lazarow
    xylena_lazarow
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    Decimus wrote: »
    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).
    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.

    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.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Decimus
    Decimus
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    Decimus wrote: »
    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).
    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.

    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.

    It's always a matter of what you fight on the PTS... you can still win just by having a lot more damage than your opponent.

    I was going to make another forum post about Storm Calling, since that skill line just vastly outperforms the others in the damage department by providing best weapon/spell damage buff, best mobility/CC and by far the best passives (especially for people using Aedric Spear or Assassination) - one of the biggest reasons why survivability is down the drain... enables stuff like disabling block for blastbones etc.


    That said, Restoring Light is still extremely useful in open world as well - gives you everything from sustain to cleanse (which you already slot on any templar/necro, and will be borderline must have next patch)... usually cleansing DoTs, ele sus etc is a way better use of a global cooldown than clicking your burst heal.
    PC/EU @ DECMVS
  • YandereGirlfriend
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    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.

    Yeah, we need some DK-style cost reduction for several Necro abilities.
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