Will the necro suffer the same bait and switch nerfs the warden received after launch?
BluntLightsaber wrote: »
Agree on the disagree, please don't use the new trial dummy as a baseline... it's bugged to stack engulfing flames each time it's killed, so if you're hitting it with a flame damage skill (Stalking Blastbones) that's bugged to crit 100% of the time (Stalking Blastbones) and you've killed the thing a few times, of course the numbers are going to start getting silly!
highkingnm wrote: »We were aware of the bug so we’re doing fresh parses to test it. As in removing then replacing. That means contrasting what we are getting on live builds on it and on stam and mag mancers. Most people in my guilds have been getting higher numbers and better sustain on Magmancer and stammancer. Can’t speak to PvP, not tried it and am going only on my experience and those of guildees, but the complexity of stammancer and the need to take more breaks in DPS to create corpses has left everyone I know with a clear 3/4K DPS difference between stammancer and Magmancer. It may be that stammancer has a higher ceiling than Magmancer of course and that, as a fairly casual raid guild, we aren’t approaching that yet. Whatever happens, a Magmancer sustain nerf is needed.
BluntLightsaber wrote: »highkingnm wrote: »We were aware of the bug so we’re doing fresh parses to test it. As in removing then replacing. That means contrasting what we are getting on live builds on it and on stam and mag mancers. Most people in my guilds have been getting higher numbers and better sustain on Magmancer and stammancer. Can’t speak to PvP, not tried it and am going only on my experience and those of guildees, but the complexity of stammancer and the need to take more breaks in DPS to create corpses has left everyone I know with a clear 3/4K DPS difference between stammancer and Magmancer. It may be that stammancer has a higher ceiling than Magmancer of course and that, as a fairly casual raid guild, we aren’t approaching that yet. Whatever happens, a Magmancer sustain nerf is needed.
Ah, fair enough, I've been messing around a lot and because of the pet crit bug it's easy to build for crazy numbers. We're talking Spell Strat + Siroria + Shadow(would normally be thief but Blastbones is 100% crit rate so the extra crit is wasted) resulting in 64-65k against the 3 mil and 87-90k against the Atro first parse as well, but I'm conscious of the damage inflation because of that. Magicka counterparts generally have a much lower native crit so are benefitting more from the bug, which might be why you're having more success there at the moment?
As for sustain, you're probably right, I think the difference between having resource return on a damage skill (Mystic Siphon) as opposed to a more survivability oriented skill (Siphoning Strikes/Channeled Focus) is great for parsing and means that there is no trade off between increased DPS and improved sustain.
Thannazzar wrote: »Disappointed by the lack of Stam morphs for all Necro Skills.
Playing a Necro is the biggest draw for the new chapter. Would be good to play a full Stam Necro rather that a weapon wielder with a couple of Necro abilities.
DisgracefulMind wrote: »The tethers are extremely lackluster, especially in PvP. First off, Mystic Siphon costs more than it even regenerates, which would be fine except its damage is quite bad. The heal tether isn't amazing either. I think if Necromancers need to rely on body management, then they should be rewarded for it. If we're standing our ground, as the class seems to be made to do, and we're correctly managing bodies and tethering to them and using them, we should be stronger. They feel like wasted bar slots right now currently for PvP.
BluntLightsaber wrote: »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.
Agree on the disagree, please don't use the new trial dummy as a baseline... it's bugged to stack engulfing flames each time it's killed, so if you're hitting it with a flame damage skill (Stalking Blastbones) that's bugged to crit 100% of the time (Stalking Blastbones) and you've killed the thing a few times, of course the numbers are going to start getting silly!
I'm really really enjoying the Magcro, I've posted it earlier in the thread, but the only fundamental change (as opposed to tuning tweaks) I'd personally prefer is being able to cast Stalking Blastbones every 3rd GCD regardless of range from the target (this is purely from a PvE perspective and clashes with 50% damage ramp up on travel time for PvP a bit). It's just to make the rotation the same at all ranges from the target, because I'd rather not have my optimal rotation be in a melee spot.
I've seen a lot of people complain about the pathing of the ability in PvP, and a potential solution in my mind is to change the pathing of the magicka morph to have the skeleton spawn closer to the target and jump at them so that it's always done in time for the next cast after 3 GCDs. Obviously the damage with travel time would have to be changed, it could possibly do x% (20%?) more damage based on increased distance from the target, obviously when tweaking the numbers it shouldn't be too strong in PvE, my only concern with it would then be for zerg surfing in Cyro.
The pathing of Blighted Blastbones could remain the same as it is currently, and maybe change the Major Defile so that it is only applied if the Blastbones has been chasing for more than x seconds (3.5/4)?
xMovingTarget wrote: »More of a bug report.
Stalking Blastbones Kills friendly players in group. What causes this, I am not sure.
This is from a random sunpire
Caligamy_ESO wrote: »xMovingTarget wrote: »More of a bug report.
Stalking Blastbones Kills friendly players in group. What causes this, I am not sure.
This is from a random sunpire
This randomly happened with me when I was dueling someone too, but the person killed wasn't even in our group. They were just a random bystander who had just loaded into the starting area and were busy setting up their CP when *kaboom*
ZOS_GinaBruno wrote: »This is the official feedback thread for the Necromancer class. Specific feedback that the team is looking for includes the following:
- Does the Necromancer feel faithful to established lore and themes in The Elder Scrolls?
- Do you have any other general feedback?
exeeter702 wrote: »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.
it was never intended to be a spammable dps ability. For its budget, its damage is lower as its a utility skill for tank sustain and to debuff players.
As i said countless times to those that complained that the sycthe would be OP in pvp, you are giving up damage to negate healing on targets for the same GCD. Giving the skill comparable damage to standard spammables would make it grossly OP in pvp, and taking away the heal absorb just makes it uninteresting.