While I think Healing Springs is generally pretty bad for PvP, the AOE Necromancer heal also has issues, as you point out. The cleanse on one of the morphs is theoretically really great, but needing to have a corpse + your team all crammed into a particular area at the exact moment you need the heal + cleanse just isn't realistic in most cases. This is especially true once we take into account the super short duration of corpses, and the fact that 3 out of the 4 class abilities that generate corpses will try to put them at your feet, instead of wherever your teammates are. Even then, 2 out of those 3 abilities will sometimes leave corpses well out of position if you're moving around a lot, and the one ability that doesn't try to leave the corpse next to the caster is Blastbones, which will also often end up in the wrong place because of the target's movement.Contraptions wrote: »For example, Life amid Death is a area based heal over time that requires corpses to be truly effective, if none are present then it's a laughable AOE instant heal. Compare that to Healing Springs, a true staple of any endgame healer build. Healing Springs is an AOE, stackable, restores magicka to the healer, can synergise with the Master's Resto staff to restore stamina, and casting it is quick and simple with no conditional requirements. LAD can consume corpses to extend the duration, but in most combat scenarios in PVE and especially in PVP you're going to be constantly moving around and repositioning, thus the extra duration granted by corpse consumption is completely pointless. Given both HS and LAD have the same radius HS is going to be the superior choice always.
The self-explosion of the Skeletal Arcanist was removed before PTS started, and instead the direct shock damage cast itself is a (very small) AOE. In PvP, this actually makes the skill worse than it would be if you didn't morph it at all; the very weak, unreliable (as its target can't be chosen) damage will be further reduced by Stamina builds that are running Major Evasion, and it won't be able to do anything worthwhile to enemy pets, either.Contraptions wrote: »Another example: Skeletal Mage deals shock damage and explodes when effect ends dealing Shock damage around it. A RANGED pet standing far away from enemies deals damage AROUND ITSELF when it dies. See the problem yet?
Yea, Mystic Siphon seems like a downright terrible ability to me. It might be pretty decent for AOE grinding while you level up, but since it's the final skill in the tree it honestly isn't even very good in that capacity. The cost-to-resource-return ratio excludes it from being used as a sustain mechanic, and the narrow beam + small AOE around a corpse makes the damage impossible to land in PvP (and in some PvE situations too, I suppose). 'Course, even if you do get it to land, the damage is quite lackluster.Contraptions wrote: »As for least favourite skills, the three corpse siphon skills just seem so clunky to use currently and feel really lackluster. The Shock Siphon skill for example, I generally can't control where corpses are going to appear in combat given how pet and enemy AI just does whatever it wants, so unlike practically every other damage AOE skill in game I can't control where and when the AOE is going to be placed. Also, the corpse consumption mechanic means that I have to wait for specific conditions to be met before I can actually cast the skill, and again if the corpse is in a bad place, the skill is COMPLETELY USELESS. Yes I know I can move myself to reposition the damage tether (but not the shock pool) but compared to other AOE damage skills, where the damage appears exactly where I want it at exactly the moment I need it, why would I even bother with this skill at all in ANY CIRCUMSTANCE? I really don't like the corpse consumption mechanic in general, will elaborate on that later.
I'm actually OK with the idea of damage types being fairly spread out, since that's sort of an "identity" all its own. Sure, it would seem to make certain damage sets - like Netch's Touch - unattractive, but I'm OK with that. 'Course, in practice, a Necromancer's PvP damage is basically all fire-based. The only worthwhile non-Ultimate offensive abilities are Blastbones and Ricochet Skull, which are both fire; everything else is either too weak, too hard to actually land, or both.Contraptions wrote: »I don't want to go around critiquing each skill one by one, but all of this ties to my general problem with the necromancer currently. The class skills feel like an incoherent mishmash with no central identity. Take a look at the damage types for example, Sorcs focus on dealing shock and magic damage, DKs use flame, Wardens use frost and magic, NBs use magic etc. Currently, on the magicka necro side, the Flesh Colossus and Boneyard deal frost damage, the mage and siphon deal shock damage, Flame Skull and Blastbones deal flame damage, and the scythe deals magical damage. What the hell?
I'm not a huge fan of the corpse mechanic either, but I seriously doubt ZOS would just remove it at this point. The best we can probably hope for is longer corpse durations, and perhaps some specific ability tweaks...Like perhaps Life Amid Death being able to consume a corpse that's near the caster in order to trigger the effect at the target location, or Mystic Siphon's damage triggering in an AOE around the caster and/or applying the effect as a DOT to any target it touches.Contraptions wrote: »Did you enjoy the Necromancer’s corpse generation/corpse spending gameplay?
Overall, no. I don't like how necromancer skills in general have too much of a reliance on the corpse consumption mechanic and I think this system should just be removed. It makes it such that corpses become a fourth resource that needs to be balanced in addition to health, stamina and magicka. Frankly in combat there is no good way to count the number of corpses you have available to you on the fly. Most corpses also disappear by themselves, which complicates things. In addition, enemies that disintegrate into ash piles due to flame/shock damage do not count as corpses. The corpse system just doesn't work well in combat, since like I've mentioned earlier you can't control when and where they appear.
Preach.Contraptions wrote: »Did you receive a bounty for using “Criminal Act” Necromancer abilities in towns? If so, what are your thoughts on the experience?
Yes, and not just in towns either, I've gotten bounties while questing also where combat takes places near friendly NPCs. I am going to be brutally honest here: I absolutely hate this system.
Yes, lorewise, I get why this system was added. Necromancy is illegal, the Worm Cult is bad, blah blah blah. But if you look at the bigger picture, so many other lore inconsistencies come up if you're going to use lore as a defense. We have werewolves and vampires walking around town with no reaction from NPCs. We have duels going on in town, where two people LITERALLY TRY TO MURDER EACH OTHER IN BROAD DAYLIGHT, and no reaction from the guards. We have Sorcerors conjuring Daedra in the middle of town and no reaction from the gurards. As I play through the story content as a necromancer, I will be able to join the Psijic Order and reach top rank with them (you know, the group which famously expelled Mannimarco for necromancy), I'm going to become top rank with the Mages Guild (you know, the group led by Vanus Galerion who famously opposed Mannimarco in the first place), I'm going to become the champion of Meridia (you know, the Daedric prince which famously hates undead). Using lore as a defense for this system is utter ***.
There is absolutely no gameplay benefit or lore justification for making necro skills, or any sort of skill in general illegal unless it's being used to explicitly do illegal things like attack NPCs. Remove the bounties and illegal reactions from NPCs completely. Necro skills are already pretty bad, don't give people more reasons to not play a necro in the first place.
Vercingetorix wrote: »Please tie both morphs of Shocking Siphon to a resource return for each morph. It's so weird that stamina Necromancers get the shaft on sustain because it is misplaced somewhere else on the class tree under a HEALING ability. Why? Also, Shocking Siphon and its morphs are a net loss in resources despite attempting to return resources and also balanced by requiring a corpse - so why not tune the spell cost down and make it worth slotting?
Agreed - I've suggested that for Mystic Siphon before. Or, alternatively, have it apply the effect as a DOT to anyone touched by the beam or corpse-centered AOE. Actually landing this ability in PvP, beyond a few extremely low damage ticks here and there, just isn't realistic right now. The only real use for Mystic Siphon in PvP is the +3% damage while slotted...which just isn't worth the bar space.Vercingetorix wrote: »Please tie both morphs of Shocking Siphon to a resource return for each morph. It's so weird that stamina Necromancers get the shaft on sustain because it is misplaced somewhere else on the class tree under a HEALING ability. Why? Also, Shocking Siphon and its morphs are a net loss in resources despite attempting to return resources and also balanced by requiring a corpse - so why not tune the spell cost down and make it worth slotting?
Also this skill for magicka isn’t worth slotting in pvp. The damage is almost nonexistent and it should also damage around the caster like the healing tether morph that heals around the caster.
BaylorCorvette wrote: »From my testing last night, the Necromancer abilities feel really good to use/weave. The animations look great. There is a ton of diversity in abilities and what they can do/provide, so much so that I'm constrained on bar space as to what to use for PvP and that's saying something considering I'm testing a Stamina Necromancer. I really like the the various Necromancer abilities that have stamina morphs or are useful for a stamina Necromancer. This is in stark contrast to the StamSorc that I main.General feedback:
Major vulnerability shouldn´t exist in game. It´s a way too strong buff for PvE. This is one of those things that will cause immense powercreep and make certain bossfights (looks at 3rd boss in vHoF) even easier to burst down without taking much consideration to mechanics.
Rethink major vulnerability
Rethinking it should be how to handle it for PvE as to not create the problems you're listing. However, for PvP Major Vulnerability is a direct counter to a Wardens AoE Major Protection.
I just thought of a fun little interaction between Necro skills. Since Necro could use a reliable stun what if ...
Raising a blastbone or skeleton arcanist/archer while inside the Boneyard empowers your minion making its first attack stun the enemy.
This would fit perfectly with the overall Necromantic feeling of the class too
Might sound cool in a thematic sense, but wouldn't be very practical at all for PvP. It would require two global cooldowns, specific positioning for the caster, and either; 1) no other target being closer to the Necromancer (since your Skeletal Arcanist would target them instead), or 2) dealing with the travel time of the Blastbones, plus the possibility that it either wouldn't connect at all or would get blocked.I just thought of a fun little interaction between Necro skills. Since Necro could use a reliable stun what if ...
Raising a blastbone or skeleton arcanist/archer while inside the Boneyard empowers your minion making its first attack stun the enemy.
This would fit perfectly with the overall Necromantic feeling of the class too
Any ability which generates a corpse when it expires will also trigger one if it's re-cast with <= half the duration remaining (except for the Blastbones, which can't be resummoned while active).Bone armor creating a corpse when the effect ends is cool but it should also create a corpse when you cast the skill while it still being active. Maybe only If you have 5 seconds left cause every good player will maintain a 100% uptime on bone armor and how its now, He will never get a corpse when he recast it before it expires.
Because Magicka builds don't need choices stripped away from them in order to give more and more options and PvP-power to Stamina. Especially since Stamina-based heals wouldn't be completely shutdown by Negate or the 5.0.4 version of Incap.DeathStalker wrote: »I don't understand the logic and hope that you ZOS can explain it to me. Warden now has a heal that costs Stamina in Soothing Spores and a heal in Nature's grasp that scales off highest offensive stats. So why is it so wrong or unbalanced to do the either of these with spirit mender for Necromancer?
Because Magicka builds don't need choices stripped away from them in order to give more and more options and PvP-power to Stamina. Especially since Stamina-based heals wouldn't be completely shutdown by Negate or the 5.0.4 version of Incap.DeathStalker wrote: »I don't understand the logic and hope that you ZOS can explain it to me. Warden now has a heal that costs Stamina in Soothing Spores and a heal in Nature's grasp that scales off highest offensive stats. So why is it so wrong or unbalanced to do the either of these with spirit mender for Necromancer?
Scaling from offensive stats wasn't the only option you mentioned, but I'm still against giving most Stamina builds even better self-healing than they currently have, especially if the combination of RAT + Rally in heavy armor becomes common.DeathStalker wrote: »Because Magicka builds don't need choices stripped away from them in order to give more and more options and PvP-power to Stamina. Especially since Stamina-based heals wouldn't be completely shutdown by Negate or the 5.0.4 version of Incap.DeathStalker wrote: »I don't understand the logic and hope that you ZOS can explain it to me. Warden now has a heal that costs Stamina in Soothing Spores and a heal in Nature's grasp that scales off highest offensive stats. So why is it so wrong or unbalanced to do the either of these with spirit mender for Necromancer?
How would having Spirit mender's heal Scaling off highest stats strip anything from Magicka? The skill would still even cost Magicka like Nature's grasp still does.
Scaling from offensive stats wasn't the only option you mentioned, but I'm still against giving most Stamina builds even better self-healing than they currently have, especially if the combination of RAT + Rally in heavy armor becomes common.DeathStalker wrote: »Because Magicka builds don't need choices stripped away from them in order to give more and more options and PvP-power to Stamina. Especially since Stamina-based heals wouldn't be completely shutdown by Negate or the 5.0.4 version of Incap.DeathStalker wrote: »I don't understand the logic and hope that you ZOS can explain it to me. Warden now has a heal that costs Stamina in Soothing Spores and a heal in Nature's grasp that scales off highest offensive stats. So why is it so wrong or unbalanced to do the either of these with spirit mender for Necromancer?
How would having Spirit mender's heal Scaling off highest stats strip anything from Magicka? The skill would still even cost Magicka like Nature's grasp still does.
Stamina Necromancer already looks to be pretty strong for PvP, and I don't really think it needs better survivability, especially if Magicka Necromancer - which is quite bad for PvP offense - doesn't get some improvements along the way. Launching Stamina Necromancer with an offensive-stat scaled Spirit Mender + Vigor + the rest of the Stamina toolkit would probably just result in getting Magicka nerfed, as happened repeatedly to Magicka Warden (due to Stamina Warden being so strong).
And for the record, I'm not in favor of the change to the "Spiderman Vine" scaling from offensive stats.
DeathStalker wrote: »Scaling from offensive stats wasn't the only option you mentioned, but I'm still against giving most Stamina builds even better self-healing than they currently have, especially if the combination of RAT + Rally in heavy armor becomes common.DeathStalker wrote: »Because Magicka builds don't need choices stripped away from them in order to give more and more options and PvP-power to Stamina. Especially since Stamina-based heals wouldn't be completely shutdown by Negate or the 5.0.4 version of Incap.DeathStalker wrote: »I don't understand the logic and hope that you ZOS can explain it to me. Warden now has a heal that costs Stamina in Soothing Spores and a heal in Nature's grasp that scales off highest offensive stats. So why is it so wrong or unbalanced to do the either of these with spirit mender for Necromancer?
How would having Spirit mender's heal Scaling off highest stats strip anything from Magicka? The skill would still even cost Magicka like Nature's grasp still does.
Stamina Necromancer already looks to be pretty strong for PvP, and I don't really think it needs better survivability, especially if Magicka Necromancer - which is quite bad for PvP offense - doesn't get some improvements along the way. Launching Stamina Necromancer with an offensive-stat scaled Spirit Mender + Vigor + the rest of the Stamina toolkit would probably just result in getting Magicka nerfed, as happened repeatedly to Magicka Warden (due to Stamina Warden being so strong).
And for the record, I'm not in favor of the change to the "Spiderman Vine" scaling from offensive stats.
I play mainly pve and I'm speaking to that regard. I'm simply asking for the exact same thing stam warden has. Besides to slot 2 heals would mean the loss of a dps skill and therefore dps.
Stamina Warden shouldn't have gotten a healing boost, and other Stamina builds certainly don't need one. We don't need dedicated Stamina healers running around in PvP being able to ignore Negates and keep their premade group alive while dominating the other premade group(s) that are utterly crippled by the very same silencing mechanic that they can safely ignore.DeathStalker wrote: »DeathStalker wrote: »Scaling from offensive stats wasn't the only option you mentioned, but I'm still against giving most Stamina builds even better self-healing than they currently have, especially if the combination of RAT + Rally in heavy armor becomes common.DeathStalker wrote: »Because Magicka builds don't need choices stripped away from them in order to give more and more options and PvP-power to Stamina. Especially since Stamina-based heals wouldn't be completely shutdown by Negate or the 5.0.4 version of Incap.DeathStalker wrote: »I don't understand the logic and hope that you ZOS can explain it to me. Warden now has a heal that costs Stamina in Soothing Spores and a heal in Nature's grasp that scales off highest offensive stats. So why is it so wrong or unbalanced to do the either of these with spirit mender for Necromancer?
How would having Spirit mender's heal Scaling off highest stats strip anything from Magicka? The skill would still even cost Magicka like Nature's grasp still does.
Stamina Necromancer already looks to be pretty strong for PvP, and I don't really think it needs better survivability, especially if Magicka Necromancer - which is quite bad for PvP offense - doesn't get some improvements along the way. Launching Stamina Necromancer with an offensive-stat scaled Spirit Mender + Vigor + the rest of the Stamina toolkit would probably just result in getting Magicka nerfed, as happened repeatedly to Magicka Warden (due to Stamina Warden being so strong).
And for the record, I'm not in favor of the change to the "Spiderman Vine" scaling from offensive stats.
I play mainly pve and I'm speaking to that regard. I'm simply asking for the exact same thing stam warden has. Besides to slot 2 heals would mean the loss of a dps skill and therefore dps.
Let me add this. I am asking for stam warden in regards to healing and the changes on this pts cycle become the rule for all stamina classes and Stamina warden not be the exception when it comes to the ability to heal. Also, If it was that much of a problem then why hasn't there been anything said about it on the forums? Especially as strong as Stamina warden dps is right now.
What a shame necromancers are supposed to be casters first..Stamnecro clearly has all the juicy stuff.Magicka necro is a mess, after many weeks of talking and testing, I have come to the conclusion you guys didn't even build with magicka in mind for anything but healing. The damage seems to be distance and aoe based, yet all it's defenses require it to stand still, and they are not even good enough to do that, it's one of the most counter intuitive things I have ever seen. Its has nothing to kite with and keep that distance except a horribly slow ground based cc that is easily avoided. Not to mention its horrible slow moving projectiles that are easy to dodge or even destroy, ground based aoe that requires a corpse doesn't do anywhere near enough damage for how long it takes to either get up or keep it on the target, ( Also, unlike what you said, no siphen is not a good area denial ability, it doesn't cc, or slow, or do any real damage. the magicka morph barely gives a return on resources. You were just plain wrong about it. ) And a passive that increases dot damage of which magicka has little to choose from thats any good or times well with other dots.
In short, you made a huge mess of this and I think you failed this class.
The problem with this idea is that one can generate corpses with the Necromancer "pets" by either waiting for them to expire, or resummoning them once they reach the halfway point of their duration. So the longer the duration, the fewer corpses one can generate, which I don't think ZOS wants to happen.mpicklesster wrote: »2.) Increase Spirit Guardian to at least 30 sec: When doing solo or small-group content, I've found that this skill is the best option I have for a continuous self-heal. Unfortunately, it only lasts 16 sec. However, Power Surge--a similar self-heal skill used by mag Sorcs--lasts 33 sec. Suffice it to say, mag Necros have to recast their continuous self-heal--and bar swap--more often than mag Sorcs. So I hope ZOS considers adjusting this skill to 1) reduce the number of bar swaps needed and 2) make the duration of Spirit Guardian consistent with other similar skills in the game (e.g., Power Surge).