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PTS Update 22 - Feedback Thread for Necromancer

  • wheem_ESO
    wheem_ESO
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    acw37162 wrote: »
    Intensive mender should scale of your max stat and max damage modifier, would also be nice if could scale off your highest criteria modifier
    The last thing we need is to buff Stam in PvP. Vigor + Rally + Intensive Mender at full strength would be a bit ridiculous, especially when you compare it to how bad Magicka Necromancer is right now.
    proteinexe wrote: »
    I just wonder if ZoS actually reads through all this - There's a lot on here, but ill leave my statement short and sweet.

    I only have knowledge in PvP, and as for testing, I made a pretty standard setup work well with good results, so here are my thoughts: (ill be talking PvP Magic)

    - It feels like Magden, but with a higher skill curve to it (which is good) BUT as Ive said in previous discussions, Magdens underperform due to their lack of Execute AND non-reliable CC, making them have to go to Destruction skill tree. MAYBE (just a suggestion) add an execute to Destruction skill tree in the future to help this situation out?
    - The animations can be clunky. Skele Bomber takes a long time to spawn and sometimes just stands next to your intended target if they do something like roll dodge.
    - Another way this feels like Magden is their Buffs taking a long time to stack up. Skele-Armour, Skele-Mage, Wrath-Heal and Harness Magicka are all pretty necessary. Magden requiring also 4 buffs to keep them at max potential. I honestly don't know how to fix this, but I know you thought it a problem on Warden and that's why you changed up times - maybe do the same?

    Those are my primary concerns when playing. Lots of Micro-managing, no execute (i understand the passive, but Crit in PvP against good players is hard to achieve) and some of the Minions being clunky. BUT I REALLY LIKE THE CLASS. Well done ZoS, you've made a difficult class to play with a high skill curve and fitting power to suit the amount of practice needed. Im looking forward to this!
    I agree that the buff management can be a bit tedious - especially since the Bone Armor duration is so short - but I have to disagree with the (Magicka) Necromancer being in a good spot right now. The offensive options are much too weak and clunky (except for the Ricochet Skull, which seems fine), and as soon as people figure out how to fight you, it's gonna be game over. Especially once we take into account the fact that the Blastbones is hitting harder than it should be right now; my tooltip damage is lower than my Magicka Warden's Deep Fissure, yet it hits harder without Major Breach than the Shalks do with Breach up first.

    With some CCs/roots/snares on the Blastbones, or properly timing a block, and a Magicka Necromancer's killing power in PvP will be bottom of the barrel. 'Course it's going to get worse for Magicka Warden too, for some of the same reasons - block the Deep Fissure if you can't force them to miss, and their offense is going to be incredibly weak. Stamina versions of both classes will remain powerful, though, since the baseline Stamina toolkit is so much superior to that of Magicka.
  • acw37162
    acw37162
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    Got about three days and maybe 8 hours on a Stam Necro most of it spent wondering around Craglorn staking mobs, world bosses, and portals

    Blasbones is a cool skill and you can do some interesting things with is positionally;

    From max range;
    - summon BB at max range
    - fire one to two skulls
    - hit detonating siphon from max range

    Even some one the strongest mobs the game are dead before they can traverse the distance

    from max range;

    - summon a BB
    - gain aggo and position the mobs so BB hits flanks or rear
    - hit DS

    from max range;

    - summon archer
    - summon BB
    - Ultimate Pestilant collassasse
    - skull
    - DS

    will make for some interesting Bow/bow builds on the stamina side.

    While I like and enjoy he blast bones skill it is a worse version of shalks from the warden skills. While blast bones runs fast, jumps far, and gleefully explodes he is subject to the terrain on the game. As stated by a BG poster above your summoned skeletal friend who can't wait to blow up ain't all that smart upstairs he is often befuddled by small elevation changes, sometimes he can see the target but runs the long way around, he is deathly afraid of water, does not know how to swim, and won't even come hang out with you unless you have an in range target.

    I posted earlier and still think you should be able to summon BB outside of combat.



    Boneyard and the cartable claimable synergy is cool AF, again posted before please consider giving other classes the ability to have a skill morph with a claimable synergy. This is just fantastic and fun.


    Intensive mender/morphs should scale to your max resource and damage pool as stated earlier would be nice if accessed your highest criteria modifier to I was really hoping this could replace vigor and tooltip wise it is very close tick for tick but the lack of crits make vigor the much better option.

    Stam Necrol is not the world boss killer i thought it would be, i legit struggled on bosses i can regularly cakewalk with better gear (thank you for all the gold gear on test) I'm going to chalk part of that up with lack of familiarity.

    There is a lot mixing and matching you can do with Stam dancer not available to other classes.

    If you are solo and need heals you can replace blood craze or skulls with Scythe.

    If your burning through stam you can replace caltrops with boneyard for the claimable synergy or the skill that claims ultimate from corpses this includes corpses of fallen enemies.

    Alkosh is gear set you can wear just wondering around thanks to boneyard.

    Mender wraith has the potentially to be a decent alternative to vigor which is nice on necro for the extra corpse to work with.
  • IxSTALKERxI
    IxSTALKERxI
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    Restoring Tether and morphs:
    - The width of the siphon that damages enemies between you and the corpse could be slightly larger.
    - These abilities can be difficult to use as you need to target bodies, perhaps the aim could be made more lenient so that it just takes a corpse in your field of view, and then prioritizes the one closest to your reticle.

    Braided Tether:
    -The radius of the heal around you could be increased by 1m.

    Shocking Siphon and morphs:
    - These abilities should do more damage if possible (without creating imbalance in pve dps).
    - The width of the siphon that damages enemies between you and the corpse should be slightly larger.
    - These abilities can be difficult to use as you need to target bodies, perhaps the aim could be made more lenient so that it just takes a corpse in your field of view, and then prioritizes the one closest to your reticle.
    Edited by IxSTALKERxI on April 21, 2019 7:34PM
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  • stimpy986b14_ESO
    stimpy986b14_ESO
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    What are your favorite and least Necromancer abilities, and why?
    Favorite: Blastbones. As much as I wanted an army of zombies, suicide bombers are the next best thing.
    Least favorite: Bitter Harvest. If not for the passive buff, this skill would be near useless as it uses all the corpses around you to apply a pitiful heal and ulti-gen that's obtained more efficiently elsewhere while leaving the corpses available for your other abilities.
    Do the Necromancer’s visuals and themes feel unique compared to other classes?
    Yes. While the pale blue color is already used by the Warden, the addition of the black clouds is enough to distinguish it.
    Do the Necromancer’s abilities and playstyle feel unique compared to other classes?
    Not really. Casting the two pets feels similar to casting buffs w/ other classes and with the exception of the two corpse beam abilities, the others seem very similar gameplay-wise to other classes.
    Did you enjoy the Necromancer’s corpse generation/corpse spending gameplay?
    Yes, though I was expecting the pet abilities to consume corpses and other abilities would be used to create them (as in other TES games)
    Did you receive a bounty for using “Criminal Act” Necromancer abilities in towns? If so, what are your thoughts on the experience?
    Yes, while it makes sense from a lore perspective and also the desire to keep the minion count in cities to a minimum, it just feels like a nuisance to have to pay a bounty just for fat-fingering (which is what happened to me).
    Were you aware certain Necromancer abilities were considered “Criminal Acts” prior to using these abilities in towns?
    Yes, I saw the livestream
    Does the Necromancer feel faithful to established lore and themes in The Elder Scrolls?
    Yes and no. The corpse mechanic is a good step, but in past TES games it was the pet abilities that require corpses.
    Do you plan on playing a Necromancer as your new “main” character when Update 22 goes live?
    Yes
    Do you have any other general feedback?
    IMO necromancers should have to share corpses with other players. I was looking forward to seeing Werewolves' devour and Templars' repentance used as a counter to necromancers by eating up the available corpses.
  • Savos_Saren
    Savos_Saren
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    We might want to tone down the damage that a stamina ability with Major Defile can do. This is from Innate, Slimecraw, and Swamp Raider:
    4hQmblG.png
    Yes, dear god, that's over 100k damage from a single shot.

    Not only that- the tooltip without a proc reads:
    8ZHTLfx.png
    That's a class ability without critting for 20K! That's higher than my own DK Ultimate! (and it does major defile!!!)
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • wheem_ESO
    wheem_ESO
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    We might want to tone down the damage that a stamina ability with Major Defile can do. This is from Innate, Slimecraw, and Swamp Raider:
    4hQmblG.png
    Yes, dear god, that's over 100k damage from a single shot.

    Not only that- the tooltip without a proc reads:
    8ZHTLfx.png
    That's a class ability without critting for 20K! That's higher than my own DK Ultimate! (and it does major defile!!!)
    It's actually bugged and hitting even harder than the tooltip indicates, as well. My Magicka Necromancer's Blastbones tooltip is lower than my Magicka Warden's Deep Fissure tooltip, yet in actual practice it hits harder. But yea, I'd prefer that AOE Major Defile be done away with entirely.
  • Noxji
    Noxji
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    For me, the Necromancer is my true calling. From playing literally all the other TES games, Necromancer is my to go play style.
    I love the mechanics from Skyrim, and I think it's the main inspiration for the ESO one, intended or not.

    I like the complexity of the class. Such a class shouldn't be easy to play. Necromancy is a powerful sub-school of magic.
    The criminal act is amazing. Maybe some areas it's to much, I don't know yet. It's gives the class that extra feel of dark magic.

    I really love the interaction with the corpses. That's something new and innovative, and fit's perfectly for a Necromancer.

    10/10 I will main magicka Necro. The one class I've been waiting for. Truly represents my way of playing.
  • RealPhoenix
    RealPhoenix
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    What are your favorite and least Necromancer abilities, and why?
    Favorite: Blastbones. Nice theme, fits perfectly
    Least favorite: I wanna my three least favorites here:
    1. Archer / Mage Pet (Damage Tree): This ability is just plain boring. These pets are no-brainers that do damage by themselves while they are up. They dont offer any buff / debuff, no synergy, no "special" ability on recast and no theme. Just damage. Its boring, please change this - maybe give them a possibility to summon a blastbone every once in a while, make them offer a synergy that makes them perform a special attack (aoe heal or damage), anything.
    2. Mender (Heal Tree): While this pet is super cool, it doesn´t scale with Stamina. This is a huge loss and should be changed to make it usable for both, especially looking at the passive Undead Confiderate, offering Mag / Stam regen with a summon active. The Archer / Mage is kinda useless in Open World PvP and the mender will be the only reliable sorce thats useful for both mag and stam in that scenario.
    3. Mortal Coil (Heal Tree): This morph restores Stamina, but doesnt scale with Stamina / Weapon Damage. Come on now.

    Do the Necromancer’s visuals and themes feel unique compared to other classes?
    Yes. However, the stamina and magicka theme could be distinguished a bit more.

    Do the Necromancer’s abilities and playstyle feel unique compared to other classes?
    Depends. Using corpses is a really nice idea, I love the theme and style of it. However, some abilities just feel boring and not thought through (see above).

    Did you enjoy the Necromancer’s corpse generation/corpse spending gameplay?
    Totally, this is a great feature and idea. However, I can imagine the aiming for some skills being a bit difficult especially in PvP gameplay where there is alot of other stuff going on - maybe highlighting the corpses could help or allowing for a bit bigger radius while trying to use a body.

    Did you receive a bounty for using “Criminal Act” Necromancer abilities in towns? If so, what are your thoughts on the experience?
    I think its funny and dont really care too much to be honest.

    Were you aware certain Necromancer abilities were considered “Criminal Acts” prior to using these abilities in towns
    Yip

    Does the Necromancer feel faithful to established lore and themes in The Elder Scrolls?
    Seems legit

    Do you plan on playing a Necromancer as your new “main” character when Update 22 goes live?
    No, I dont plan to do 32k Achievement Points on a second character.

    Do you have any other general feedback?
    The class has a great theme, but it lacks diversity. Both the Tank and Damage Tree offer nice abilities for both Magicka and Stamina - but the Heal Tree lacks that completely. One morph from the last ability in the heal tree (Mortal Coil) literally restores stamina but doesnt scale with Stamina / Weapon Damage. Thats just sad. Same goes for the ghost, which is a really nice HoT and Damage Reduction Skill that is Great for PvP, but doesnt scale with Stamina. I really hope you guys make sure these abilities are getting Stam Scaling, along with the others you already changed and some more that I mentioned in this post.

    Also, the tether ranges could be a bit bigger in my opinion, again coming from a PvP perspective where you move alot.
    Edited by RealPhoenix on April 22, 2019 10:12AM
    PC EU - @RealPhoenix | Cyrodiil´s FIST | 1500 CP | Dedicated PvP Player | 36k Achievement Points
  • Anhedonie
    Anhedonie
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    If I'm being honest, Death Scythe animation looks terrible. I mean if it was more bone-y like or ghostly it would be much better. I can't say that it looks even somewhat finished. Almost as if the assets aren't in game yet.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • BaylorCorvette
    BaylorCorvette
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    Anhedonie wrote: »
    If I'm being honest, Death Scythe animation looks terrible. I mean if it was more bone-y like or ghostly it would be much better. I can't say that it looks even somewhat finished. Almost as if the assets aren't in game yet.

    Funny, myself and another guild member were talking about how it has a pretty cool looking animation.
    Supreme Leader Corvette - StamSorc
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  • Anhedonie
    Anhedonie
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    Anhedonie wrote: »
    If I'm being honest, Death Scythe animation looks terrible. I mean if it was more bone-y like or ghostly it would be much better. I can't say that it looks even somewhat finished. Almost as if the assets aren't in game yet.

    Funny, myself and another guild member were talking about how it has a pretty cool looking animation.

    I mean it's cool that it glows, but the scythe itself lacks detail and could use a bit more frames.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • Anhedonie
    Anhedonie
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    Anhedonie wrote: »
    If I'm being honest, Death Scythe animation looks terrible. I mean if it was more bone-y like or ghostly it would be much better. I can't say that it looks even somewhat finished. Almost as if the assets aren't in game yet.

    Funny, myself and another guild member were talking about how it has a pretty cool looking animation.

    And there is no impact behind the swing. I mean, for a good example you can google lifehunt schythe miracle from dark souls 3. Both scythe and swing animation are pretty good. I don't expect eso to copy it, but it would be nice to have more detailed model and a swing that has some impact behind it.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • Xomic
    Xomic
    Soul Shriven
    What are your favorite and least Necromancer abilities, and why?

    My favorite is probably the bone goliath ultimate, even if I don't know if I'll use it often (I haven't ever attempted to tank, but necro might make me change my mind), simply because it has such visual impact.

    My least favorite is probably the whole of the healing tree, as well as the DPS ultimate frozen colossus. The healing skills just feel somewhat lackluster and I suspect more difficult to use than other healing trees.

    Do the Necromancer’s visuals and themes feel unique compared to other classes?
    Yes, but I will say that I'm not convinced they're properly unique *with* the class. A number of the ground targeted abilities look very similar graphically, and so do the two tenthers.

    Do the Necromancer’s abilities and playstyle feel unique compared to other classes?

    Yes.

    Did you enjoy the Necromancer’s corpse generation/corpse spending gameplay?
    Honestly, I'm on the fence. At times it's fun, other times it just feels like a pain. Others have suggested that the corpses need to stick around longer, and I agree, but I think it needs to go a bit further than that; I'm not sure the corpses should disappear, at all, until after combat has ended.

    Additionally, the only corpses that should be lit up for me are ones I can actually interact with. Others should lack the light column for *me*.

    I worry that abilities like life amid death or restoring tether will be hard to use in a lot of situations, especially if there's a lot of movement around. if you compare LaD to Healing seed, for example, you can see that essentially half of the over all healing is coming from a corpse consumption, and it doesn't quite reach the same amount of healing to begin with. I've found it's hard enough getting people to stand in a healing AoE as it is, without this complication that it might not even be at full strength because they've moved away from the corpse.

    Finally, I want to point out that the actual generation of corpses appears to be a bit weird. Necromancer has a bunch of abilities that will consume corpses (like LaD, Boneyard, etc) but other than Blastbones, all other corpse generating abilities (as far as I can tell) generate the corpse on the player, or near enough to it. Skeletal mage, Spirit mender and bone armor all generate corpses at essentially the player's feet, where they're of no use to the player if they're trying to invoke something like Boneyard at a distance. This doesn't make a lot of sense to me, unless the design intent is for necromancers to be in the thick of things rather than ever standing off to the side and shooting into the melee.

    Did you receive a bounty for using “Criminal Act” Necromancer abilities in towns? If so, what are your thoughts on the experience?

    Yes, I did. Honestly I think this is going to annoy people more than anything else; for one, the bounty system tend to be fairly punishing, especially if you're a low level player with not a lot of gold to spare. I also think (based on comments from this thread) that it's going to be difficult at times to tell whether you're in a position to be spotting using necromancy. The game almost needs a second 'stealth' system to tell you whether you're being spotted or not.

    Were you aware certain Necromancer abilities were considered “Criminal Acts” prior to using these abilities in towns?
    Yes.

    Does the Necromancer feel faithful to established lore and themes in The Elder Scrolls?

    Yes and no. I'm not super familiar with the lore of elder scrolls, but I have the distinct impression that necromancy isn't always criminal or frowned upon. Heck, there's even a Pact Necromancer npc mob, apparently indicating that necromancy is a regular part of one of the three faction's military! So on that line of thought, I don't know how lore friendly necromancy-as-criminal act really is.

    Do you plan on playing a Necromancer as your new “main” character when Update 22 goes live?
    I was planning to, but really the biggest stumbling block isn't the flaws with the class so much as it is the fact that a main character tends to have a lot of development in terms of things like riding skills or motif unlocks. Given the choice, I'd honestly just prefer if there was a way of switching classes, even if I had to relevel all the skills associated with the class skill trees (or even in general)




  • Michaelkeir
    Michaelkeir
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    Noxji wrote: »
    For me, the Necromancer is my true calling. From playing literally all the other TES games, Necromancer is my to go play style.
    I love the mechanics from Skyrim, and I think it's the main inspiration for the ESO one, intended or not.

    I like the complexity of the class. Such a class shouldn't be easy to play. Necromancy is a powerful sub-school of magic.
    The criminal act is amazing. Maybe some areas it's to much, I don't know yet. It's gives the class that extra feel of dark magic.

    I really love the interaction with the corpses. That's something new and innovative, and fit's perfectly for a Necromancer.

    10/10 I will main magicka Necro. The one class I've been waiting for. Truly represents my way of playing.

    This guy gets it.
  • swickelb16_ESO
    swickelb16_ESO
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    After doing more time on the ptr, i must say that the criminal act thing kinda get's out of hand. It is stupid to do a main-quest with "npc support" and after the quest you have a bounty over 1000g and will be attacked by guards...

    come on, i just helped those guys with a major thread to their land...

    please deaktivate the "criminal act" during main and/or escort quests.

    And please make blast bones quicker. maybe summon time down to 1,5 sec ?
  • Elissae
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    Liking it so far, my main issue for the moment being the lack of stamina morphs in the healing tree.
    I'd rather have a unique class-specific stamina heal than have to slot the pvp one on yet another character.
  • DeathStalker
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    Elissae wrote: »
    Liking it so far, my main issue for the moment is the lack of stamina morphs in the healing tree.

    This^
  • wheem_ESO
    wheem_ESO
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    Elissae wrote: »
    Liking it so far, my main issue for the moment being the lack of stamina morphs in the healing tree.
    I'd rather have a unique class-specific stamina heal than have to slot the pvp one on yet another character.
    There are two problems with this:
    1) You could stack the class heal with Vigor and Rally, which could very well end up being pretty overpowered.
    2) You would be taking more options away from Magicka. Stam builds have access to 4 viable weapon skill lines, while Magicka gets 2 (only 1 of which actually affects personal offense in any capacity). The supposed tradeoff for this was that Magicka gets access to a greater variety of class abilities than Stamina does.
  • Wavek
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    I'm only just starting out, but one thing I DONT like is how the equipped weapon disappears for almost every ability cast. It doesnt look right or make sense for a weapon to just disappear. The animations need to work with the weapon.
  • Anti_Virus
    Anti_Virus
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    Elissae wrote: »
    Liking it so far, my main issue for the moment being the lack of stamina morphs in the healing tree.
    I'd rather have a unique class-specific stamina heal than have to slot the pvp one on yet another character.

    Make ghost heal scale off highest max stats
    Power Wealth And Influence.
  • wheem_ESO
    wheem_ESO
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    Anti_Virus wrote: »
    Elissae wrote: »
    Liking it so far, my main issue for the moment being the lack of stamina morphs in the healing tree.
    I'd rather have a unique class-specific stamina heal than have to slot the pvp one on yet another character.

    Make ghost heal scale off highest max stats
    No, Stam Builds don't need more PvP self-healing.
  • Anti_Virus
    Anti_Virus
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    wheem_ESO wrote: »
    Anti_Virus wrote: »
    Elissae wrote: »
    Liking it so far, my main issue for the moment being the lack of stamina morphs in the healing tree.
    I'd rather have a unique class-specific stamina heal than have to slot the pvp one on yet another character.

    Make ghost heal scale off highest max stats
    No, Stam Builds don't need more PvP self-healing.

    And make stamina healing non existent?
    Power Wealth And Influence.
  • DeathStalker
    DeathStalker
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    wheem_ESO wrote: »
    Anti_Virus wrote: »
    Elissae wrote: »
    Liking it so far, my main issue for the moment being the lack of stamina morphs in the healing tree.
    I'd rather have a unique class-specific stamina heal than have to slot the pvp one on yet another character.

    Make ghost heal scale off highest max stats
    No, Stam Builds don't need more PvP self-healing.

    Why is it so bad to make 1 skill in the necro healing tree have 1 morph that is stamina or scales off highest stat? Only 1 morph on 1 class healing skill.
    Edited by DeathStalker on April 24, 2019 9:33PM
  • Fellwitch
    Fellwitch
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    I created a Necromancer tank for future vet dungeon runs.
    What I generally do in order to get a good idea of how my tank mitigates damage is to go to Skyreach catacombs and do the following:

    1) Pull as many mobs as possible
    2) Fight some of the boss encounters

    I realize most people can "do this on a lvl 6 in green gear" but seeing how the character responds to multiple types of damage sources as well as how it handles many mobs vs bosses, makes it very easy for me to compare across my different tank characters.

    Stats (with tri-food):
    32k health
    29.5k magicka
    21.4k stamina
    407 health regen (adjusted 556 w/skills & set bonuses)
    1046 magicka regen (adjusted 3371 maximum w/skills & set bonuses)
    846 stamina regen (adjusted 1489 maximum w/skills & set bonuses, 643 w/blocking)
    642 block cost
    5168 effective spell power
    19% spell critical
    Resists over cap w/non Chudan or Lord Warden (I use Thurvokun)
    All sturdy traits

    My findings:

    Puncture
    Puncture (1h/shield taunt & debuff) is no longer needed as you will be using the undaunted ranged taunt + unnerving boneyard

    Spirit Guardian
    Extremely useful. Around 2k health restored every two seconds, plus 10% damage reduction. I found this comparable to Living Trellis or Vines that the warden has, but I find Spirit Guardian much better due to the increased duration and damage reduction.

    Structured Entropy
    Unfortunately, I do not see how to run a magicka necro without this skill, and I have to put it on both trays due to the health buff...It gives a 20% increase in spell power.

    Initiating Combat
    Due to the new mechanics introduced with the necromancer, it took me a while to figure out how I should even be starting combat. What I have been doing is the following:
    Cast buffs (Beckoning Armor + Spirit Guardian)
    1) Cast Stalking Blastbones (has a delay, similar to the warden before it activates)
    2) Cast Structured Entropy (get 20% spell damage buff)
    3) Cast Boneyard on the mobs
    4) Target the corpse generated by Stalking Blastbones and use Mystic Siphon.

    If you need to heal, hold block and cast Hungry Scythe. If needed also you can throw in a heroic slash for ultimate generation.
    Taunt as needed

    Siphons
    I tried the magicka and stamina restoring siphons. With this build it was almost impossible to run out of stamina. Instead I was waiting on magicka quite often. Theoretically I could switch the +spell damage enchants on the jewelry to +magicka regen but stuff explodes right now and it is extremely satisfying to play tankish with a bit of damage potential.

    Even though the stam regen siphon does healing, it only does it in a line from you to the corpse and I think in a group this skill would be largely useless as it is difficult to orient yourself during a boss fight around the corpse you are siphoning. If instead the healing pulsed around the corpse in a 10m radius it might be useful.


    Tonight I will try running a vet dungeon on the PTS and see how it goes :)




  • OtarTheMad
    OtarTheMad
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    What are your favorite and least Necromancer abilities, and why?
    Favorite:
    This was hard to pick but I'd say Render Flesh. The debuff gives a rick factor to it but also that passive that increases healing when debuffed makes the risk worth it. Also love Richochet Skull.
    Least:
    This was a tie between Mystic Syphon and Restoring Tether, it is a unique concept for sure but pretty limited. These abilities could be nice but what is the radius of the tether? If small then it's too easy to avoid the damage or miss the heal.

    Do the Necromancer’s visuals and themes feel unique compared to other classes?
    Yes, definitely.

    Do the Necromancer’s abilities and playstyle feel unique compared to other classes?
    Absolutely, the corpses and criminal acts on some abilities alone make it stand out.

    Did you enjoy the Necromancer’s corpse generation/corpse spending gameplay?
    Yes, it was nice but sometimes it was hard to target my corpse and also completely understand how they work but once I got the grasp of using them it was fun to time them dropping with abilities.

    Did you receive a bounty for using “Criminal Act” Necromancer abilities in towns? If so, what are your thoughts on the experience?
    Yes, pretty much the first thing I did. It was a fun experience and had a unique feel to it. Although I do feel bad if someone forgets the tooltip and casts an ability by accident.

    Were you aware certain Necromancer abilities were considered “Criminal Acts” prior to using these abilities in towns?
    Yes, if was safer when I first started necro to assume all did even though I knew it was only the ones that mentioned it. I didn't want to accidentally get guards to attack me.

    Does the Necromancer feel faithful to established lore and themes in The Elder Scrolls?
    I think it fits within the lore, I was worried at first but it seems okay.

    Do you plan on playing a Necromancer as your new “main” character when Update 22 goes live?
    Probably not my main as of right now, we will have to see how it hits live and what gets changed/toned down/buffed.

    Do you have any other general feedback?
    -The goliath ultimate might need some fine tuning. I love the unique gameplay behind giving it 30k health buff but that might be a little too much. 15k-20k health would be fine.

    -The tether abilities I mentioned above seem cool in theme but the damage/healing is too easily avoidable and without the passives attached to them I am not sure I'd even slot those abilities. I am not completely sure what the radius of the tether is (like how close you must be) I wouldn't mind losing the passives attached to these if the damage/healing was increased. What is the radius around the tether? Does not seem big.

    - I need to do more testing with Blastbones now that pets are not bugged but finding fights in Cyrodiil or BGs is hard lately. It might need to toned down but also might be just fine now that the bug was fixed. I will update this later.

    The class seems unique and fun to play, a few tweaks here and there and it'll be in a good spot.
    Edited by OtarTheMad on April 25, 2019 5:38PM
  • green_villain
    green_villain
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    question
    if you duel someone in cities
    you cant use criminal intent abilities yes?
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    question
    if you duel someone in cities
    you cant use criminal intent abilities yes?

    You can, but you're going to get Xv1ed by the guards.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Thraben
    Thraben
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    question
    if you duel someone in cities
    you cant use criminal intent abilities yes?

    Duelling in Cities is a crime anyway. Good that at least one class gets punished for it ;)
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • green_villain
    green_villain
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    lol imagine duel of two necromancers in rawlkha then
  • Glory
    Glory
    Class Representative
    khemdog wrote: »
    Class is aids in pvp, 500 pets running around cant target anyone, gg zos

    There is one targetable pet for Necro...
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
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