wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
I always struggled to find 10 dragon knight skills that I liked. Maybe Dragonknight needs a beam. (Just joking)
Erickson9610 wrote: »wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
The 50% boost should be removed, or baked into the base WD/SD and Armor.
Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.
spartaxoxo wrote: »I think the class in most need of a rework is the necromancer. It's too clunky to use compared to other classes. And all that effort isn't particularly well rewarded.
Erickson9610 wrote: »wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
The 50% boost should be removed, or baked into the base WD/SD and Armor.
Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.
Erickson9610 wrote: »wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
The 50% boost should be removed, or baked into the base WD/SD and Armor.
Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.
It's one way to boost the power of a pure class vs sub-class. Removing that makes the pure class even weaker.
Erickson9610 wrote: »wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
The 50% boost should be removed, or baked into the base WD/SD and Armor.
Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.
I feel like the base classes need to have there skills and passives re-arranged to match new/dlc classes idea of having dps, tank and healing focused skill lines. At this current moment, most of us use the same exact skill lines for every role because only a few skill lines have both skills and passives that support a specific role.
Ishtarknows wrote: »Necromancer needs a complete overhaul imo.
Minions need to become a bigger part of the class overall (as DD, Healer, and even Tank). I've posted at length about what this should specifically look like in other forum threads, but my god is it sorely needed with this class.
Easily Necromancer, but (at least in my opinion) its more to do with class fantasy than damage output. It just doesn't feel like a "necromancer" at all, rather like a dark wizard. I know ZOS was trying to be unique by creating a new take on necromancy in fantasy, but it just falls flat on its face when the existing necromancy fantasy in the Elder Scrolls series can already be seen in-game and feels 100% cooler.
Minions need to become a bigger part of the class overall (as DD, Healer, and even Tank). I've posted at length about what this should specifically look like in other forum threads, but my god is it sorely needed with this class.
Idk what they can do at this point but necromancer still feels very rough to play
But mainly I would want some of the individual skill lines like dark magic, draconic power, and shadow brought up to par
I would like to see the death of the worthless "increase these skills uptime by x seconds" as they are pretty much worthless with how this should be built into in the skills themselves
Personally I would like the aedric spear line looked at in PvE it has 1 skill actually worth casting in jabs. Spear shards and morphs has follow behind the times, the spear throw has a place in PvP but the other 2 skills just are bad + niche
Turtle_Bot wrote: »Easily Necromancer, but (at least in my opinion) its more to do with class fantasy than damage output. It just doesn't feel like a "necromancer" at all, rather like a dark wizard. I know ZOS was trying to be unique by creating a new take on necromancy in fantasy, but it just falls flat on its face when the existing necromancy fantasy in the Elder Scrolls series can already be seen in-game and feels 100% cooler.
Minions need to become a bigger part of the class overall (as DD, Healer, and even Tank). I've posted at length about what this should specifically look like in other forum threads, but my god is it sorely needed with this class.
This has been a big issue I've always had with the way ZOS tried to implement Necro and how they heavily canibalised Sorc's Mage theme to do so.
ZOS had their best opportunity when releasing Necro to untether Sorcerer from the "Summoner" sub-theme it had and allow Sorcerer to focus entirely on being ESO's main "Mage" class that has plenty of it's own sub-themes outside of Summoner (battlemage/stam version, elemental mage, arcane mage, etc), while Necro would become ESO's main "Summoner" class where the main focus is the minions, using magic to summon/empower them (Warden could still be the pseudo summoner druid class it currently can be with nature theme from the animal companions line).
Necro has always been the typical "Summoner" or "Minion" class in fantasy games (alongside druid, but with the death theme instead of a nature theme) and Sorcerer the typical "Mage" or "Wizard" class, but it really does feel like ZOS tried to force Necro into being a dark mage instead of a necromancer, but then realised they still needed a summoner class, so forced sorcerer into that role despite sorcerer literally having a line called "Dark Magic" and Sorcerers typically only having 1 familiar at most that is there to assist the Sorcerer with their Arcane Magic rather than a whole array of summons that the Sorcerer then revolves their entire magic around.
TL//DR:
Agree with you that ZOS destroyed Necro class fantasy by trying to be "Unique" when creating the Necro class, but adding that they also destroyed the Sorc class fantasy in that same process.
I never got to read your write-up, what would you change specifically?
I have always felt that Necromancer lacked melee minions, personally.