Blighted Blastbones isn't spammable. It has a 2.5sec summoning time and run time chasing the target. Youtubers stated you couldn't cast another while one was up.Ariades_swe wrote: »Blighted Blastbones: Converts into a stamina ability and deals disease damage. Reduces healing received on enemies hit (applies major defile for 5 seconds). (Cost: 2295 stamina)
Ruinous Scythe: Converts to a stamina ability and prevents healing done to your target (applies X healing absorption for 2 seconds. Note that this is NOT a major or minor debuff). (Cost: 2524 stamina)
So stamnecros will get a spammable 28 meters ranged dd with major defile attached to it that they can use together with a spammable melee dd that absorbs healing.
Just lol.
So it's basically like sub assault that automatically targets an enemy and applies a 5 second (!) major defile? I guess I need to see the actual tooltips before declaring it OP but it looks like a very annoying skill to fight against to say the least.Toc de Malsvi wrote: »Blighted Blastbones isn't spammable. It has a 2.5sec summoning time and run time chasing the target. Youtubers stated you couldn't cast another while one was up.Ariades_swe wrote: »Blighted Blastbones: Converts into a stamina ability and deals disease damage. Reduces healing received on enemies hit (applies major defile for 5 seconds). (Cost: 2295 stamina)
Ruinous Scythe: Converts to a stamina ability and prevents healing done to your target (applies X healing absorption for 2 seconds. Note that this is NOT a major or minor debuff). (Cost: 2524 stamina)
So stamnecros will get a spammable 28 meters ranged dd with major defile attached to it that they can use together with a spammable melee dd that absorbs healing.
Just lol.
I mean I think they are OP cause of the overall toolkit but thats not a spammable.
Toc de Malsvi wrote: »Blighted Blastbones isn't spammable. It has a 2.5sec summoning time and run time chasing the target. Youtubers stated you couldn't cast another while one was up.Ariades_swe wrote: »Blighted Blastbones: Converts into a stamina ability and deals disease damage. Reduces healing received on enemies hit (applies major defile for 5 seconds). (Cost: 2295 stamina)
Ruinous Scythe: Converts to a stamina ability and prevents healing done to your target (applies X healing absorption for 2 seconds. Note that this is NOT a major or minor debuff). (Cost: 2524 stamina)
So stamnecros will get a spammable 28 meters ranged dd with major defile attached to it that they can use together with a spammable melee dd that absorbs healing.
Just lol.
I mean I think they are OP cause of the overall toolkit but thats not a spammable.
That cast time actually makes it stronger because you can line up burst more easily...
Immov pot then Skeletal archer and then Blighted + ruinous + master DW rending + the major vulnerability ult (stun and then blighted hits for defile) + some spin to win.... zero counterplay.
I’d bet the skeletal archer pet will ignore hiding too. Poor nightblades are not gonna have a good time. I’d bet necro counters both warden (by blocking healing) and nightblade.
That cast time actually makes it stronger because you can line up burst more easily...
Immov pot then Skeletal archer and then Blighted + ruinous + master DW rending + the major vulnerability ult (stun and then blighted hits for defile) + some spin to win.... zero counterplay.
I’d bet the skeletal archer pet will ignore hiding too. Poor nightblades are not gonna have a good time. I’d bet necro counters both warden (by blocking healing) and nightblade.
Ariades_swe wrote: »Funny thing is how they nerfed Duroks and other sources of major defile and now giving a class a skill that enables them to perma defile while doing damage.
Just imagine the Stamplar vs Stam Necro head to head for a second. Stamplar does 10% less dot and Jabs damage, while taking more dot damage and getting defiled+heal negated on it’s already mediocre healing, while having to purge with the expensive ritual. Meanwhile the Necromancer reduces the Templar’s damage, while spamming a better spammable, throwing out better debuffs, and going toe to toe on the purges....except the Necromancer’s purge instead of being expensive is actually restoring a hefty chunk of resource.
Atrocious.
Just imagine the Stamplar vs Stam Necro head to head for a second. Stamplar does 10% less dot and Jabs damage, while taking more dot damage and getting defiled+heal negated on it’s already mediocre healing, while having to purge with the expensive ritual. Meanwhile the Necromancer reduces the Templar’s damage, while spamming a better spammable, throwing out better debuffs, and going toe to toe on the purges....except the Necromancer’s purge instead of being expensive is actually restoring a hefty chunk of resource.
Atrocious.
Doesn't the necro purge actually cost health and what was seen was already detailed as a tool tip error?
**One removes 2 effects and gives resources and cost like 3000 health, while the other removes 4 at greater health cost at like 6000 health?
**Need clarification on health cost.
That cast time actually makes it stronger because you can line up burst more easily...
Immov pot then Skeletal archer and then Blighted + ruinous + master DW rending + the major vulnerability ult (stun and then blighted hits for defile) + some spin to win.... zero counterplay.
I’d bet the skeletal archer pet will ignore hiding too. Poor nightblades are not gonna have a good time. I’d bet necro counters both warden (by blocking healing) and nightblade.
No class is getting ripped off or countered harder than Templar, Stamplar in particular. They literally took the core of the defensive foundation for the class (purge and breath of life), made it better, and put it on Necromancer. They gave Necromancer a great crit passive. Then they sprinkled on 10% extra dot damage and 10% less dot damage taken, stifling Jabs. Finally they sprinkled on major defile and heal negate for good measure.
Just imagine the Stamplar vs Stam Necro head to head for a second. Stamplar does 10% less dot and Jabs damage, while taking more dot damage and getting defiled+heal negated on it’s already mediocre healing, while having to purge with the expensive ritual. Meanwhile the Necromancer reduces the Templar’s damage, while spamming a better spammable, throwing out better debuffs, and going toe to toe on the purges....except the Necromancer’s purge instead of being expensive is actually restoring a hefty chunk of resource.
Atrocious.
I think that'd make it garbage; I'm supposed to sacrifice a few thousand HP to get rid of bleeds that are going to be immediately reapplied with 1 GCD and some passive procs? Pass.I have heard from folks there is a plan to make the purge cost health, which seems pretty fair. It seems like that will make it hard to purge when needed.
I think that'd make it garbage; I'm supposed to sacrifice a few thousand HP to get rid of bleeds that are going to be immediately reapplied with 1 GCD and some passive procs? Pass.I have heard from folks there is a plan to make the purge cost health, which seems pretty fair. It seems like that will make it hard to purge when needed.
While it's possible that lots of things could change between now and Elsweyr's release/early access, Necromancers are looking like they may be in the same boat Wardens were in when Morrowind launched. Seeing another Magicka Necromancer in a Battleground will be like spotting Bigfoot riding a Unicorn IRL, while Stamina Necromancers will be a dime a dozen and OP as all get out.
Oh and once again a Magicka class gets 0 mobility. It looks like Magicka Necromancers could build for some decent survivability, at least until they run into a Stamina Necromancer and end up perma-defiled and spammed with a heal absorb (anyone know if different sources of that stack?)
I'm also not looking forward to tryhard BG premades changing their, "3, 2, 1, Dawnbreaker now!" ult dumps to, "3, 2, Flesh Atronach now!, 1, Dawnbreaker now!" Even blocking probably won't save you.
I have heard from folks there is a plan to make the purge cost health, which seems pretty fair. It seems like that will make it hard to purge when needed.
Just imagine the Stamplar vs Stam Necro head to head for a second. Stamplar does 10% less dot and Jabs damage, while taking more dot damage and getting defiled+heal negated on it’s already mediocre healing, while having to purge with the expensive ritual. Meanwhile the Necromancer reduces the Templar’s damage, while spamming a better spammable, throwing out better debuffs, and going toe to toe on the purges....except the Necromancer’s purge instead of being expensive is actually restoring a hefty chunk of resource.
Atrocious.
Doesn't the necro purge actually cost health and what was seen was already detailed as a tool tip error?
**One removes 2 effects and gives resources and cost like 3000 health, while the other removes 4 at greater health cost at like 6000 health?
**Need clarification on health cost.
Looks like a free cast skill to me. Not OP at all 🙃
Bleh, hard to see that being worth it on a Magicka Necromancer then. It'll be hard to justify spending 2k health when I'm under fire, have no mobility options outside of Mist Form, and the 3 debuffs may end up being instantly reapplied anyway (Wall of Frost tick applying Chilled + Root, Axe Bleed re-proc'ing, Elemental Drain adding 2 debuffs for 1 GCD and no resources, etc...)Joy_Division wrote: »Just imagine the Stamplar vs Stam Necro head to head for a second. Stamplar does 10% less dot and Jabs damage, while taking more dot damage and getting defiled+heal negated on it’s already mediocre healing, while having to purge with the expensive ritual. Meanwhile the Necromancer reduces the Templar’s damage, while spamming a better spammable, throwing out better debuffs, and going toe to toe on the purges....except the Necromancer’s purge instead of being expensive is actually restoring a hefty chunk of resource.
Atrocious.
Doesn't the necro purge actually cost health and what was seen was already detailed as a tool tip error?
**One removes 2 effects and gives resources and cost like 3000 health, while the other removes 4 at greater health cost at like 6000 health?
**Need clarification on health cost.
Looks like a free cast skill to me. Not OP at all 🙃
It costs 2K health. The value mightl be adjusted after a period of testing on the PTS.
Base morph:Toc de Malsvi wrote: »Blighted Blastbones isn't spammable. It has a 2.5sec summoning time and run time chasing the target. Youtubers stated you couldn't cast another while one was up.Ariades_swe wrote: »Blighted Blastbones: Converts into a stamina ability and deals disease damage. Reduces healing received on enemies hit (applies major defile for 5 seconds). (Cost: 2295 stamina)
Ruinous Scythe: Converts to a stamina ability and prevents healing done to your target (applies X healing absorption for 2 seconds. Note that this is NOT a major or minor debuff). (Cost: 2524 stamina)
So stamnecros will get a spammable 28 meters ranged dd with major defile attached to it that they can use together with a spammable melee dd that absorbs healing.
Just lol.
I mean I think they are OP cause of the overall toolkit but thats not a spammable.
Just because something is AOE doesn't mean that it's inherently unblockable (look at Dawnbreaker, for example).Tommy_The_Gun wrote: »Base morph:Toc de Malsvi wrote: »Blighted Blastbones isn't spammable. It has a 2.5sec summoning time and run time chasing the target. Youtubers stated you couldn't cast another while one was up.Ariades_swe wrote: »Blighted Blastbones: Converts into a stamina ability and deals disease damage. Reduces healing received on enemies hit (applies major defile for 5 seconds). (Cost: 2295 stamina)
Ruinous Scythe: Converts to a stamina ability and prevents healing done to your target (applies X healing absorption for 2 seconds. Note that this is NOT a major or minor debuff). (Cost: 2524 stamina)
So stamnecros will get a spammable 28 meters ranged dd with major defile attached to it that they can use together with a spammable melee dd that absorbs healing.
Just lol.
I mean I think they are OP cause of the overall toolkit but thats not a spammable.
Summon a flaming skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing [x] flame damage to all enemies nearby. Creates a corpse upon death.
https://elderscrollsonline.wiki.fextralife.com/Gravelord+Skills
Wiki states that it will have 6 meter radius which means it will be AOE. This means it will be un-dodgable and un-blckable.
Seems tottaly not broken at all...
Any Stam build with a decent heavy armor set up isn't going to be all that easy to pop. Especially with the class' defensive ultimate...Let's all agree to start theory crafting how we kill them. How is their self healing? They have lots of offense and sustain butw what's their defensive tool kit look like? Maybe they are easy to pop?