Necromancer pets appear to trigger a global cooldown when they expire "naturally" (including when the Blastbones explodes on its target). If I stand in one location, spamming the Spirit Mender over and over without letting the full duration expire, everything works just fine. But if I try to cast any ability right as the timer runs out, my character just does a quick arm twitch and fails to actually do anything. Since this also affects the Blastbones, it frequently makes things feel sluggish and pretty unresponsive in combat.
Three bugs:
1) Caltrops not firing (on necromancer)
2) Endless hail not firing (on necromancer)
3) Blastbones becomes uncastable
video in my other post:
https://forums.elderscrollsonline.com/en/discussion/471780/necromancer-combat-bugs-pts-v5-0-2
I think it has something to do with the long animations.
And like wheem said:Necromancer pets appear to trigger a global cooldown when they expire "naturally" (including when the Blastbones explodes on its target). If I stand in one location, spamming the Spirit Mender over and over without letting the full duration expire, everything works just fine. But if I try to cast any ability right as the timer runs out, my character just does a quick arm twitch and fails to actually do anything. Since this also affects the Blastbones, it frequently makes things feel sluggish and pretty unresponsive in combat.
Could potentially be a GCD issue?
Wasn't having these problems as much in 5.0.1
Three bugs:
1) Caltrops not firing (on necromancer)
2) Endless hail not firing (on necromancer)
3) Blastbones becomes uncastable
video in my other post:
https://forums.elderscrollsonline.com/en/discussion/471780/necromancer-combat-bugs-pts-v5-0-2
I think it has something to do with the long animations.
And like wheem said:Necromancer pets appear to trigger a global cooldown when they expire "naturally" (including when the Blastbones explodes on its target). If I stand in one location, spamming the Spirit Mender over and over without letting the full duration expire, everything works just fine. But if I try to cast any ability right as the timer runs out, my character just does a quick arm twitch and fails to actually do anything. Since this also affects the Blastbones, it frequently makes things feel sluggish and pretty unresponsive in combat.
Could potentially be a GCD issue?
Wasn't having these problems as much in 5.0.1
Three bugs:
1) Caltrops not firing (on necromancer)
2) Endless hail not firing (on necromancer)
3) Blastbones becomes uncastable
video in my other post:
https://forums.elderscrollsonline.com/en/discussion/471780/necromancer-combat-bugs-pts-v5-0-2
I think it has something to do with the long animations.
And like wheem said:Necromancer pets appear to trigger a global cooldown when they expire "naturally" (including when the Blastbones explodes on its target). If I stand in one location, spamming the Spirit Mender over and over without letting the full duration expire, everything works just fine. But if I try to cast any ability right as the timer runs out, my character just does a quick arm twitch and fails to actually do anything. Since this also affects the Blastbones, it frequently makes things feel sluggish and pretty unresponsive in combat.
Could potentially be a GCD issue?
Wasn't having these problems as much in 5.0.1
This is interesting, I wonder if this is what was causing my issue with Boneyard. For some reason once in awhile when I go to cast it, I'll just fire off a light attack instead. I don't think I have any other issues with any of the other abilities, but this happens frequently enough both during parses and in Sunspire that it's really started to annoy me. I do have quick cast on for ground target abilities too so there shouldn't be anything getting in the way of it casting properly. I would say this happens possibly 1 in every 5 times I go to refresh the aoe.
Has anyone else had this issue with Boneyard? Maybe something here is happening with the animation being delayed like Nightblade's Strife/Funnel Health/Swallow Soul used to be, but the animation doesn't "feel" like Strife did before it was changed/fixed, so it's hard to really pin down what's going on.
Three bugs:
1) Caltrops not firing (on necromancer)
2) Endless hail not firing (on necromancer)
3) Blastbones becomes uncastable
video in my other post:
https://forums.elderscrollsonline.com/en/discussion/471780/necromancer-combat-bugs-pts-v5-0-2
I think it has something to do with the long animations.
And like wheem said:Necromancer pets appear to trigger a global cooldown when they expire "naturally" (including when the Blastbones explodes on its target). If I stand in one location, spamming the Spirit Mender over and over without letting the full duration expire, everything works just fine. But if I try to cast any ability right as the timer runs out, my character just does a quick arm twitch and fails to actually do anything. Since this also affects the Blastbones, it frequently makes things feel sluggish and pretty unresponsive in combat.
Could potentially be a GCD issue?
Wasn't having these problems as much in 5.0.1
This is interesting, I wonder if this is what was causing my issue with Boneyard. For some reason once in awhile when I go to cast it, I'll just fire off a light attack instead. I don't think I have any other issues with any of the other abilities, but this happens frequently enough both during parses and in Sunspire that it's really started to annoy me. I do have quick cast on for ground target abilities too so there shouldn't be anything getting in the way of it casting properly. I would say this happens possibly 1 in every 5 times I go to refresh the aoe.
Has anyone else had this issue with Boneyard? Maybe something here is happening with the animation being delayed like Nightblade's Strife/Funnel Health/Swallow Soul used to be, but the animation doesn't "feel" like Strife did before it was changed/fixed, so it's hard to really pin down what's going on.
ITs any ground aoe that wont fire off while a blastone is running from you to the target ie once it is summoned and starts chasing the target.
Necromancer pets appear to trigger a global cooldown when they expire "naturally" (including when the Blastbones explodes on its target). If I stand in one location, spamming the Spirit Mender over and over without letting the full duration expire, everything works just fine. But if I try to cast any ability right as the timer runs out, my character just does a quick arm twitch and fails to actually do anything. Since this also affects the Blastbones, it frequently makes things feel sluggish and pretty unresponsive in combat.
Necromancer pets appear to trigger a global cooldown when they expire "naturally" (including when the Blastbones explodes on its target). If I stand in one location, spamming the Spirit Mender over and over without letting the full duration expire, everything works just fine. But if I try to cast any ability right as the timer runs out, my character just does a quick arm twitch and fails to actually do anything. Since this also affects the Blastbones, it frequently makes things feel sluggish and pretty unresponsive in combat.
Three bugs:
1) Caltrops not firing (on necromancer)
2) Endless hail not firing (on necromancer)
3) Blastbones becomes uncastable
video in my other post:
https://forums.elderscrollsonline.com/en/discussion/471780/necromancer-combat-bugs-pts-v5-0-2
I think it has something to do with the long animations.
@Torael_Valdis
Thanks for this video and doing the research to discover the root of the problem.
https://youtu.be/m7mF5fviAN4
Looks like its the reusable parts passive that they changed in this most recent PTS iteration.
@Torael_Valdis
Thanks for this video and doing the research to discover the root of the problem.
https://youtu.be/m7mF5fviAN4
Looks like its the reusable parts passive that they changed in this most recent PTS iteration.
Tested that myself on a Magicka Necromancer, and it is indeed the case. Having Reusable Parts at 0/2 or 1/2 doesn't cause the global cooldown to trigger when a "pet" expires, but with 2/2 points it does.Torael_Valdis wrote: »@Torael_Valdis
Thanks for this video and doing the research to discover the root of the problem.
https://youtu.be/m7mF5fviAN4
Looks like its the reusable parts passive that they changed in this most recent PTS iteration.
No problem. I have also heard from Lindelt that rank 1/2 is working correctly, and it is only rank 2/2 that is bugged.
Interrupting your own ability or enemy soul assaults?
I haven’t tested this week, but I believe almost all of the necro DOTs besides graveyard and morphs are not scaling as DOTs with CP or the necro passive.
heribertus wrote: »
Stamina builds don't need more silence-immune healing on top of what they already get, especially if it means taking away Magicka Necromancer's Stamina sustain in PvP.DeathStalker wrote: »There is a bug with the stamina heal in the healing tree for the Necromancer. The heal is not scaling correctly to stamina but is still scaling off magicka.
Wait...
There still isn't a Necromancer class stamina heal is there?
Sorry, my bad...NVM.
I'll be testing that once the patch finally finishes downloading and updating; I suspect that not every "small" fix makes the patchnotes.No fix for reusable parts this update?