Necro gains ulti wayyy too fast and also has access to one of the best ulti's in the game. Necrotic Potency needs a cooldown. 60+ ulti from a trash pull from using one instant cast, zero cost ability. Pair that with meteor and bloodspawn you can have back to back ultis.
First thing "Stalking Blastbones" skill has insane damage output. I saw in my recap 16.2k raw single damage. This skill needs a damage reduction. You can imagine that group of 3-4 necromancer can send up those bombers to destroy entire crowded groups in pvp. %25 damage reduction and increase the creation speed of skeleton 0.5 sec would be balanced.
LukosCreyden wrote: »Yes, could we get a list of Necromancer skills for us console peasants please? I'm soooo excited for the class, I must feed my hype.
Agree. Flesh Atronach ultimate can be mobile summon with duration round 8-16 seconds. With some corrosive/acid aura or AoE splashes which applies Major Vulnerability. Because of this acid Flesh Atronach will decay after 8-16 seconds, and will disappear. Overall less damage, and longer Major Vulnerability debuff.arpadsweb16_ESO wrote: »More undead.
saganblackblade wrote: »After toying with the stam necro i like the feel for the most part. I like the positional play, i like the feel, i like the look and animations. My one makor complaint about the feel is that the scythe doesnt seem to be a must for anyone’s end game pve kit. Would have liked to see it be an option for spammable or at least something worth having in rotation.
Question for those of you who PVP in no-CP/BGs (I’m a console pleb, no PTS): what’s looking better at the moment? Stam necro or mag necro?
Question for those of you who PVP in no-CP/BGs (I’m a console pleb, no PTS): what’s looking better at the moment? Stam necro or mag necro?
Necromancers can get 34 ulti points per 20 seconds outside of combat right now (with a combination of 4 skills). I dont think its intended for any class to do this
The skills are: Necrotic Potency, Intensive Mender, Skeleton Archer/Arcanist and Bone Armor (Corpse consumption passive from Living Death skill line)
DirkRavenclaw wrote: »Necromancers can get 34 ulti points per 20 seconds outside of combat right now (with a combination of 4 skills). I dont think its intended for any class to do this
The skills are: Necrotic Potency, Intensive Mender, Skeleton Archer/Arcanist and Bone Armor (Corpse consumption passive from Living Death skill line)
Im getting a minimum of 30 ulti points in under 20 seconds with my PVP Stam DK, max cp lvl, without problems on Live Server
I made a thread with some of my observations on Magicka Necromancer in Battlegrounds - https://forums.elderscrollsonline.com/en/discussion/469164/necromancer-mechanics-in-battlegroundsQuestion for those of you who PVP in no-CP/BGs (I’m a console pleb, no PTS): what’s looking better at the moment? Stam necro or mag necro?
The corpse mechanic isn't working very well at all right now, as I laid out in the other thread (and has been mentioned by others as well), and what "amazing tool for sustain" are you referring to? The only ability that restores Magicka costs more than you'll get back over its duration, and you won't even get that full resource return if you don't spend the entire 12 seconds within range of the corpse. The self-cleanse that restores resources will cost you health, and is going to be totally unusable in cases where you're taking heavy heat and not getting outside heals.Question for those of you who PVP in no-CP/BGs (I’m a console pleb, no PTS): what’s looking better at the moment? Stam necro or mag necro?
The main issues of the class is that they both have range abilities hitting like a truck.
They both rely a lot on the whole corpse mechanics and tbh a good necro that knows how to play with it can be ridicolously difficult to kill and they both have access to amazing tool for sustain.
A bad necro will be *** in both spec in No-CP, will probably be like the pet sorcs heavy attacking behind the Zoo wall right now. With the difference that they will simply kamikaze AoE bomb you the whole match.
I'm console plebe too, just buy the game and you can get PTS and see everything you want.
I made a thread with some of my observations on Magicka Necromancer in Battlegrounds - https://forums.elderscrollsonline.com/en/discussion/469164/necromancer-mechanics-in-battlegroundsQuestion for those of you who PVP in no-CP/BGs (I’m a console pleb, no PTS): what’s looking better at the moment? Stam necro or mag necro?
As of right this minute, Stamina Necromancers are vastly superior to their Magicka brethren in an offensive PvP role. The Blastbones issue(s) mentioned in the thread I started should be less of a problem, since you'll generally be casting from melee range anyway, and you get the rest of the Stamina toolkit to go along with it. Realistically, Magicka Necromancers have 2 worthwhile damaging abilities right now - Blastbones and the Ricochet Skull spammable...both of which are also available to Stamina. But Stamina also gets 2 proc'd bleeds, Rending Slashes, Carve (a Stam Sorc I know from live hit me in a PTS-BG for ~4.3k up front damage, while my physical resists were in the mid-20k range, plus it has a bleed DOT, obviously), and actual executes (I've had the "new" Spin-to-Win hit for > 6k in BGs, just in a bit smaller radius). Oh and their Blastbones morph has a Major Defile attached to it.The corpse mechanic isn't working very well at all right now, as I laid out in the other thread (and has been mentioned by others as well), and what "amazing tool for sustain" are you referring to? The only ability that restores Magicka costs more than you'll get back over its duration, and you won't even get that full resource return if you don't spend the entire 12 seconds within range of the corpse. The self-cleanse that restores resources will cost you health, and is going to be totally unusable in cases where you're taking heavy heat and not getting outside heals.Question for those of you who PVP in no-CP/BGs (I’m a console pleb, no PTS): what’s looking better at the moment? Stam necro or mag necro?
The main issues of the class is that they both have range abilities hitting like a truck.
They both rely a lot on the whole corpse mechanics and tbh a good necro that knows how to play with it can be ridicolously difficult to kill and they both have access to amazing tool for sustain.
A bad necro will be *** in both spec in No-CP, will probably be like the pet sorcs heavy attacking behind the Zoo wall right now. With the difference that they will simply kamikaze AoE bomb you the whole match.
I'm console plebe too, just buy the game and you can get PTS and see everything you want.
Also, the only Necromancer "pet" that's targetable is the Blastbones. While that can be an issue (I've targeted my Blastbones at other people's newly spawning in Blastbones on accident, lots of times), it's not on the same level as a Pet Sorc. Especially since targeting the Blastbones with roots/CC can actually make a big difference, whereas it doesn't against a Pet Sorc. And if you shut down a Magicka Necromancer's Blastbones...you shut down his entire offense.
You could get both Major and Minor Defile that way, each one attached to very hard hitting abilities (yay balance). But as I said in the other thread, Blastbones' pathfinding/speed is an issue right now; if that doesn't get corrected, using it from range will oftentimes be pretty unreliable, especially in games against decent opponents that are paying attention.I made a thread with some of my observations on Magicka Necromancer in Battlegrounds - https://forums.elderscrollsonline.com/en/discussion/469164/necromancer-mechanics-in-battlegroundsQuestion for those of you who PVP in no-CP/BGs (I’m a console pleb, no PTS): what’s looking better at the moment? Stam necro or mag necro?
As of right this minute, Stamina Necromancers are vastly superior to their Magicka brethren in an offensive PvP role. The Blastbones issue(s) mentioned in the thread I started should be less of a problem, since you'll generally be casting from melee range anyway, and you get the rest of the Stamina toolkit to go along with it. Realistically, Magicka Necromancers have 2 worthwhile damaging abilities right now - Blastbones and the Ricochet Skull spammable...both of which are also available to Stamina. But Stamina also gets 2 proc'd bleeds, Rending Slashes, Carve (a Stam Sorc I know from live hit me in a PTS-BG for ~4.3k up front damage, while my physical resists were in the mid-20k range, plus it has a bleed DOT, obviously), and actual executes (I've had the "new" Spin-to-Win hit for > 6k in BGs, just in a bit smaller radius). Oh and their Blastbones morph has a Major Defile attached to it.The corpse mechanic isn't working very well at all right now, as I laid out in the other thread (and has been mentioned by others as well), and what "amazing tool for sustain" are you referring to? The only ability that restores Magicka costs more than you'll get back over its duration, and you won't even get that full resource return if you don't spend the entire 12 seconds within range of the corpse. The self-cleanse that restores resources will cost you health, and is going to be totally unusable in cases where you're taking heavy heat and not getting outside heals.Question for those of you who PVP in no-CP/BGs (I’m a console pleb, no PTS): what’s looking better at the moment? Stam necro or mag necro?
The main issues of the class is that they both have range abilities hitting like a truck.
They both rely a lot on the whole corpse mechanics and tbh a good necro that knows how to play with it can be ridicolously difficult to kill and they both have access to amazing tool for sustain.
A bad necro will be *** in both spec in No-CP, will probably be like the pet sorcs heavy attacking behind the Zoo wall right now. With the difference that they will simply kamikaze AoE bomb you the whole match.
I'm console plebe too, just buy the game and you can get PTS and see everything you want.
Also, the only Necromancer "pet" that's targetable is the Blastbones. While that can be an issue (I've targeted my Blastbones at other people's newly spawning in Blastbones on accident, lots of times), it's not on the same level as a Pet Sorc. Especially since targeting the Blastbones with roots/CC can actually make a big difference, whereas it doesn't against a Pet Sorc. And if you shut down a Magicka Necromancer's Blastbones...you shut down his entire offense.
Thanks for the feedback. I have to say, a ranged stamnecro defiler seems like it might be fun...
saganblackblade wrote: »After toying with the stam necro i like the feel for the most part. I like the positional play, i like the feel, i like the look and animations. My one makor complaint about the feel is that the scythe doesnt seem to be a must for anyone’s end game pve kit. Would have liked to see it be an option for spammable or at least something worth having in rotation.
I agree about the scythe. I would like it to have more use as a spammable, currently it’s too weak compared to my flame skull. It makes me think of a melee version of swallow soul.
ZOS_GinaBruno wrote: »
I think so. I really like their look and feel. I also like the different types of Necromancy that they cover.[*] Do the Necromancer’s visuals and themes feel unique compared to other classes?
[*] Do the Necromancer’s abilities and playstyle feel unique compared to other classes?
[*] Does the Necromancer feel faithful to established lore and themes in The Elder Scrolls?
Yes, I was aware of it as it appears clearly on the skill description, but I specifically chose to use a couple of the skills near a guard. I should point out that I was a bit worried about using my class skills during an early battle, in Rimmen, on when you are near Abnur and Kamira...[*] Did you receive a bounty for using “Criminal Act” Necromancer abilities in towns? If so, what are your thoughts on the experience?
[*] Were you aware certain Necromancer abilities were considered “Criminal Acts” prior to using these abilities in towns?
Yes, I have a concept character that I want to try.[*] Do you plan on playing a Necromancer as your new “main” character when Update 22 goes live?
[*] Do you have any other general feedback?
highkingnm wrote: »Now with a few days hands on I want to add more details thoughts.
Stammancer is, in my opinion, in a really good place. The DPS I pull is similar to my stamden and rotations are not simple, requiring tethers to sustain, meaning that bodies NEED to be about. This is a good limitation on the raw power of the class and means that it will be weaker at some content and stronger at others. Have a feeling it’ll be BiS for vMA and for those melee slots in trash-heavier trials. For more stack and burn fights it’ll be subpar. I like that, gives it a role. Sustain relies on good uptime for stam morph of restoring tether meaning there is a healthy DPS vs sustain trade off.
Magmancer is probably a bit too powerful. I am not great as a DPS (my best parse on live with mostly ideal purple gear/gold weapons is 40k on petsorc and 37k on stamden) and was able to hit 43k self-buffed on 3mil and 6mil with a pretty poor rotation. 62k on the new trial dummy (my petsorc with all gold gear hit 59k with near flawless rotation). I can only imagine the numbers people with cleaner rotations are doing on the thing. Guildmate was pulling about 90k on PTS (take it with a grain of salt maybe, but they got it down very fast). The sustain is amazing, perhaps too much so. I never went below 60% Magicka on my Breton Magmancer with no heavy attacks in rotation and trash pots. I think a nerf to base sustain but a mag restore morph to restoring tether could balance it out. This would be a lot like stam in requiring tether be kept up, meaning that’s one less corpse for boneyard or siphon to use. At present you need three corpses to get the maximum DPS from stam but two for mag. This means I have to keep killing my skeletal archer (losing a second or so of DPS and having to take a break in DPS to cast tether or boneyard) whereas I can keep mage up and just use the bone bomber thing (can’t recall the name) to create a corpse per rotation, meaning I only lack siphon for a second or two each rotation and get 100% boneyard with corpse bonus uptime. Ironically, this need not to create three corpses across each rotation, instead only needing 2, means sustain is EVEN better, as I have one less ability to cast. Having to create a third corpse by killing mage could tune the DPS enough to make Magmancer strong but balanced, but this requires a sustain nerf (if you listen to me I know I will regret this).
Necro healer. I had a lot of fun with this, did nFV with a DPS and had no problem. Life amid Death (or whatever it is called) is a viable alternative to healing springs when there is trash around. DPS output is slightly lower than Templar, but mostly because of lack of shards. Biggest problem is that they are situational. In fights with very little trash they will be fairly poor healers, but in large trash fights (first pack HRC, post-portal in CR) they will be very effective. Not sure whether I want more consistency, feels like it is in a fairly good place at the moment but might be worth raising the floor, perhaps making heals slightly stronger without corpses but trading off by curtailing the heals from corpse consumption (Life Amid Death goes from a fairly weak HoT to clear best in the game simply by having a corpse there. If it went from average to equal best in the game that might be better).
Overall I think the highs are highs and the lows are low. Corpses are the vital mechanic and I love that, but at the moment Magmancer doesn’t need it to the extent I feel would make it balanced. Heals is good, but not sure if I will make one on live yet. The DPS are both definitely in line.
Will roll a tank in the next few days and feed back after a few runs.
highkingnm wrote: »...Magmancer is probably a bit too powerful. I am not great as a DPS (my best parse on live with mostly ideal purple gear/gold weapons is 40k on petsorc and 37k on stamden) and was able to hit 43k self-buffed on 3mil and 6mil with a pretty poor rotation. 62k on the new trial dummy (my petsorc with all gold gear hit 59k with near flawless rotation). I can only imagine the numbers people with cleaner rotations are doing on the thing. Guildmate was pulling about 90k on PTS (take it with a grain of salt maybe, but they got it down very fast). The sustain is amazing, perhaps too much so. I never went below 60% Magicka on my Breton Magmancer with no heavy attacks in rotation and trash pots...
Disagree on your assessment of magnecro being the one thats too strong, I was pulling high number on stam, with a dot, bow/dw build plus stam has the huge edge in pvp, I think stam needs more tweaking then mag does. I didn't really struggle at all with keeping tether up, never seemed to effect my stam dps.