RighteousBacon wrote: »The scary part is that the spammable that prevents healing won’t have a cool down on the effect. Can it stack? Could a group of 3-4 necros spam this on a player and make their healing negligible?
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-blockable.
Seems tottaly not broken at all...
Now, the big question is: How this skeleton will behave if you use invisibility potion / cloak ? Will it still chase after you ?
DocFrost72 wrote: »I'm much less worried about blastbones. It should probably have the major defile become minor, but that may cause issues as iirc disease damage has a chance anyway to proc major defile. With 2.5 second wait time and travel time, it seems a lot weaker than lethal arrow. I wonder if you back up past 28 meters if the summon fails?
The real issue of these two abilities comes from Ruinous Scythe. I don't know if the effect stacks (it freaking shouldn't), and I'd rather they remove the negated healing and let it be a jabs-alike move. Maybe stam heals the user more, giving them direct heal and leaving magicka the dot?
Toc de Malsvi wrote: »DocFrost72 wrote: »I'm much less worried about blastbones. It should probably have the major defile become minor, but that may cause issues as iirc disease damage has a chance anyway to proc major defile. With 2.5 second wait time and travel time, it seems a lot weaker than lethal arrow. I wonder if you back up past 28 meters if the summon fails?
The real issue of these two abilities comes from Ruinous Scythe. I don't know if the effect stacks (it freaking shouldn't), and I'd rather they remove the negated healing and let it be a jabs-alike move. Maybe stam heals the user more, giving them direct heal and leaving magicka the dot?
Well because of the instant cast the delay is probably more beneficial to line up with ult burst. But again the danger isn't in this skill as a spammable. It is in getting Major Defile from a ranged delayed burst AOE that will be able to lined up with other skills and ults.
Damage wise the Necro looks stupid OP, lots of utility as well. However it does appear to miss Major Brut/Sorc, and looks like it has rather poor mobility. Won't be able to tell anything really until we can fight with/against them on other classes. That isn't to say that some things couldn't be tuned down before hand.
CatchMeTrolling wrote: »Crazy thing these aren’t even the op skills when you compare it to the rest of the skills. This class is the only class that every skill is good. Hopefully they update the other classes.
TheBonesXXX wrote: »Until you test it, this is a Nerf thread.
TheBonesXXX wrote: »Until you test it, this is a Nerf thread.
And a "zos, stop stealing Templar idea/skill" thread lol
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.
Jimmy_The_Fixer wrote: »A healing absorb is functionally the same as oblivion damage, since it is “damage” that bypasses resistances and battle spirit.
There’s almost no way to balance an on-demand heal-absorb on a spammable class skill, scythe makes me nervous.
CatchMeTrolling wrote: »The good thing is no one will know how to play them then say they’re trash until someone puts out a meta build like with Warden which didn’t get popular until clockwork city, well really whenever that XP event was.
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.
According to the livestreams from the Boston event on the 29th and 30th, as well as what Class Rep Joy_Division said on page 1 of this thread, the Necromancer cleanse will cost health to cast (2k was the current number given, which is obviously subject to change). If it goes live in that state, I think it'll be fairly useless in PvP - no one is going to want to lose 2k HP while under pressure just to clear 3 debuffs that are going to be instantly reapplied. Especially since some of those reapplications won't even cost resources or global cooldowns. The ability might still get used for resource sustain in some situations if things don't change, but it will most certainly not be competition for Extended Ritual as a cleanse (especially since there's no synergy associated).Izanagi.Xiiib16_ESO wrote: »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.
Welcome to every chapter release thus far XD wardens took away templar major mending. Now necro improves on take their cleanse and repentance and res speed.
Savos_Saren wrote: »@Izanagi.Xiiib16_ESO @wheem_ESO
I honestly thing that insta-rez is going to bite some people in the ass. It instantly rezzes you... whether you're ready or not. So regardless if oils are being poured onto you or you're surrounded by the enemy- you're going pop up.
Savos_Saren wrote: »@Izanagi.Xiiib16_ESO @wheem_ESO
I honestly thing that insta-rez is going to bite some people in the ass. It instantly rezzes you... whether you're ready or not. So regardless if oils are being poured onto you or you're surrounded by the enemy- you're going pop up.
CatchMeTrolling wrote: »The good thing is no one will know how to play them then say they’re trash until someone puts out a meta build like with Warden which didn’t get popular until clockwork city, well really whenever that XP event was.
Is that the history? So people said they were trash until someone tried it? That pretty hilarious.
I'm thinking about it more in the context of Battlegrounds and small groups in Cyrodiil. It wouldn't really surprise me if the instant rezzing thing gets tweaked before going live, both to prevent being "trolled" by teammates, and because it'll likely be somewhat OP in other scenarios.Savos_Saren wrote: »@Izanagi.Xiiib16_ESO @wheem_ESO
I honestly thing that insta-rez is going to bite some people in the ass. It instantly rezzes you... whether you're ready or not. So regardless if oils are being poured onto you or you're surrounded by the enemy- you're going pop up.
I dunno, I saw a pretty good number of Stamina Wardens fairly early on, but Magicka was really rare. It's really only been since Murkmire that I've seen a decent number of Magicka Wardens in the high MMR BGs on PC-NA.CatchMeTrolling wrote: »YouCatchMeTrolling wrote: »The good thing is no one will know how to play them then say they’re trash until someone puts out a meta build like with Warden which didn’t get popular until clockwork city, well really whenever that XP event was.
Is that the history? So people said they were trash until someone tried it? That pretty hilarious.
Pretty much everyone tried them when they first came out and dropped them just as quick. They started gaining momentum when bg players was running around with the one shot combo. Then Kodi started playing one and at some point there was an xp event which created the birth of many new stam wardens.
I'm thinking about it more in the context of Battlegrounds and small groups in Cyrodiil. It wouldn't really surprise me if the instant rezzing thing gets tweaked before going live, both to prevent being "trolled" by teammates, and because it'll likely be somewhat OP in other scenarios.Savos_Saren wrote: »@Izanagi.Xiiib16_ESO @wheem_ESO
I honestly thing that insta-rez is going to bite some people in the ass. It instantly rezzes you... whether you're ready or not. So regardless if oils are being poured onto you or you're surrounded by the enemy- you're going pop up.I dunno, I saw a pretty good number of Stamina Wardens fairly early on, but Magicka was really rare. It's really only been since Murkmire that I've seen a decent number of Magicka Wardens in the high MMR BGs on PC-NA.CatchMeTrolling wrote: »YouCatchMeTrolling wrote: »The good thing is no one will know how to play them then say they’re trash until someone puts out a meta build like with Warden which didn’t get popular until clockwork city, well really whenever that XP event was.
Is that the history? So people said they were trash until someone tried it? That pretty hilarious.
Pretty much everyone tried them when they first came out and dropped them just as quick. They started gaining momentum when bg players was running around with the one shot combo. Then Kodi started playing one and at some point there was an xp event which created the birth of many new stam wardens.
CatchMeTrolling wrote: »Crazy thing these aren’t even the op skills when you compare it to the rest of the skills. This class is the only class that every skill is good. Hopefully they update the other classes.
TheBonesXXX wrote: »Until you test it, this is a Nerf thread.
And a "zos, stop stealing Templar idea/skill" thread lol
exeeter702 wrote: »Jimmy_The_Fixer wrote: »A healing absorb is functionally the same as oblivion damage, since it is “damage” that bypasses resistances and battle spirit.
There’s almost no way to balance an on-demand heal-absorb on a spammable class skill, scythe makes me nervous.
So far, the tooltip damage on the stam scythe is particularly low for its price catagory. It also exists in the tank tree. This skill is going to be an issue on tanky utilty builds in small scale that can keep it up. It will help keep the tank alive via its health return mechanic. But seriously doubt this scythe is going to be an explosive option for damage oriented stamina necros in more intimate scenarios. Tanky necros will tank a small group and cleave with this while others drop the damage.