One is all about life, the other is all about death. In my opinion that evens everything out.
Magwarden is plagued by terrible class design,
magicka necro is plagued by terrible class design.
Stamina warden is superior,
stamina necro is superior. Seems like a draw to me.
ESO_Nightingale wrote: »
I might qualify this somewhat by saying that they're trash in an offensive capacity, but still have solid potential as healers (at least, I think Necromancers will fall into that category; didn't really get a chance to test that in PvP on the PTS).DisgracefulMind wrote: »They're both trash in their Magicka form.
Dark_Lord_Kuro wrote: »ESO_Nightingale wrote: »
Its solid water and water is the element of life
Its also what is the nearest to water magic in elder scroll
DisgracefulMind wrote: »They're both trash in their Magicka form.
psychotic13 wrote: »DisgracefulMind wrote: »They're both trash in their Magicka form.
Try playing it first, magicka warden is hands down the best support class imo. If you have a good magden built for support in your group, it makes killing groups alot easier. AoE Major Defile is tasty. Not every class is going to be great at damage. Not that they cant be, you just have to build right.
The defile is getting nerfed, which I'm honestly fine with, though I'm not sure that morph will be all that widely used anymore (maybe something else should be done with it?)psychotic13 wrote: »DisgracefulMind wrote: »They're both trash in their Magicka form.
Try playing it first, magicka warden is hands down the best support class imo. If you have a good magden built for support in your group, it makes killing groups alot easier. AoE Major Defile is tasty. Not every class is going to be great at damage. Not that they cant be, you just have to build right.
RaddlemanNumber7 wrote: »I have a Warden Ice Mage. The build works very well. No real weak points. It's definitely a winner.
Might wanna scale back that confidence level a bit, at least when comparing Magicka-to-Magicka.Necro by default because Warden is garbage design with too broad of a theme and too much power focused into too few skills. I haven't even played Necro yet I'm 100% confident it will be better.
Might wanna scale back that confidence level a bit, at least when comparing Magicka-to-Magicka.Necro by default because Warden is garbage design with too broad of a theme and too much power focused into too few skills. I haven't even played Necro yet I'm 100% confident it will be better.
The only offensive ability in the Magicka Necromancer's toolkit that I don't have a problem with, from a PvP oriented perspective, is Ricochet Skull (and most people will probably still replace it with Destructive Clench/Reach if they have a Master's Staff available). I've gone on at length about Magicka Necromancer's offensive shortcomings on this forum over the course of the PTS, but to reiterate:
Blastbones:
1) Pathing is oftentimes pretty bad. As I mentioned on day 1 or 2 of the PTS, I had an enemy Necromancer target me with a Blastbones from the platform below his spawn in Foyada Quarry while I was one level below it, and it never managed to reach me before the duration expired, even though I never CC'd or snared it and wasn't moving around.
2) It can be snared/rooted/stunned/feared/etc..., which amplifies the issues with pathing.
3) It cannot be resummoned once active. If it has no chance of reaching its target due to the aforementioned issues and/or them running away, you'll just have to wait out the 8 second duration before casting it at someone else.
4) It's highly telegraphed, and the setups I was using on PTS left the tooltip about 1k below that of my Warden's Shalks. While it won't be able to be avoided in the same way that Shalks are, it's still blockable (as Shalks are also about to be). And of course it can still be CC'd as mentioned above.
5) The AOE explosion radius of 6 meters will often not be worth the tradeoff of having most Stamina builds reduce the damage by 25%, especially since the Magicka morph won't apply Major Defile. Sure, that AOE damage is great for padding a scoreboard, but when you really want to land kills on good players/groups, it'd be better to not have a full quarter of the damage chopped off.
Mystic Siphon:
1) The corpse mechanic, which is required to use this ability, is pretty clunky. Corpses generated by your spells don't last long at all, and can't really be positioned very well, especially considering dynamic and mobile fights. The damage only affects people that stand in a small AOE around the targeted corpse, or the narrow beam that tethers you to it.
2) The damage is abysmal. When I actually got it to connect here and there in Battlegrounds, I was seeing ticks of around 200 (which were fast, probably every half-second or so). We're talking half the damage of a single proc'd bleed even if you managed to keep it on someone for the full 12 second duration (which you absolutely cannot do unless they're AFK or lagging out).
3) It also fails as a sustain ability, given the amount of magicka returned vs the amount spent.
Skeletal Arcanist:
1) The damage is weak. The highest hit I saw in BGs was 1.2k, and it was typically around 800-1k, once every two seconds. Again, we're talking about half the damage of a proc'd bleed.
2) You can't control its target; it'll simply nuke whoever is closest to you. I didn't get a chance to test for certain, but it might even target pets over players if the pets are closer to you, which would be compounded because of the next issue...
3) The Magicka morph's damage is a tiny 4 meter AOE, which means it's reduced by widespread Major Evasion on Stamina builds, and will hit enemy pets for < 100 damage per 2 second cast. You're virtually always going to be better off *not* morphing this ability for Magicka builds in PvP.
Boneyard:
1) With a 6 meter radius and no snare/root/stun/fear/etc...attached, it's mostly just a scoreboard padder when it comes to BGs.
2) Avid Boneyard's synergy is incredibly finicky and hard to activate, even if you have someone standing in the radius to get hit by it.
3) Unnerving Boneyard's debuff only applies while people are standing inside the radius - you're way better off using Elemental Drain instead.
There are issues with other abilities too, but I've been longwinded enough that I doubt very many people will read it as-is.
Might wanna scale back that confidence level a bit, at least when comparing Magicka-to-Magicka.Necro by default because Warden is garbage design with too broad of a theme and too much power focused into too few skills. I haven't even played Necro yet I'm 100% confident it will be better.
The only offensive ability in the Magicka Necromancer's toolkit that I don't have a problem with, from a PvP oriented perspective, is Ricochet Skull (and most people will probably still replace it with Destructive Clench/Reach if they have a Master's Staff available). I've gone on at length about Magicka Necromancer's offensive shortcomings on this forum over the course of the PTS, but to reiterate:
Blastbones:
1) Pathing is oftentimes pretty bad. As I mentioned on day 1 or 2 of the PTS, I had an enemy Necromancer target me with a Blastbones from the platform below his spawn in Foyada Quarry while I was one level below it, and it never managed to reach me before the duration expired, even though I never CC'd or snared it and wasn't moving around.
2) It can be snared/rooted/stunned/feared/etc..., which amplifies the issues with pathing.
3) It cannot be resummoned once active. If it has no chance of reaching its target due to the aforementioned issues and/or them running away, you'll just have to wait out the 8 second duration before casting it at someone else.
4) It's highly telegraphed, and the setups I was using on PTS left the tooltip about 1k below that of my Warden's Shalks. While it won't be able to be avoided in the same way that Shalks are, it's still blockable (as Shalks are also about to be). And of course it can still be CC'd as mentioned above.
5) The AOE explosion radius of 6 meters will often not be worth the tradeoff of having most Stamina builds reduce the damage by 25%, especially since the Magicka morph won't apply Major Defile. Sure, that AOE damage is great for padding a scoreboard, but when you really want to land kills on good players/groups, it'd be better to not have a full quarter of the damage chopped off.
Mystic Siphon:
1) The corpse mechanic, which is required to use this ability, is pretty clunky. Corpses generated by your spells don't last long at all, and can't really be positioned very well, especially considering dynamic and mobile fights. The damage only affects people that stand in a small AOE around the targeted corpse, or the narrow beam that tethers you to it.
2) The damage is abysmal. When I actually got it to connect here and there in Battlegrounds, I was seeing ticks of around 200 (which were fast, probably every half-second or so). We're talking half the damage of a single proc'd bleed even if you managed to keep it on someone for the full 12 second duration (which you absolutely cannot do unless they're AFK or lagging out).
3) It also fails as a sustain ability, given the amount of magicka returned vs the amount spent.
Skeletal Arcanist:
1) The damage is weak. The highest hit I saw in BGs was 1.2k, and it was typically around 800-1k, once every two seconds. Again, we're talking about half the damage of a proc'd bleed.
2) You can't control its target; it'll simply nuke whoever is closest to you. I didn't get a chance to test for certain, but it might even target pets over players if the pets are closer to you, which would be compounded because of the next issue...
3) The Magicka morph's damage is a tiny 4 meter AOE, which means it's reduced by widespread Major Evasion on Stamina builds, and will hit enemy pets for < 100 damage per 2 second cast. You're virtually always going to be better off *not* morphing this ability for Magicka builds in PvP.
Boneyard:
1) With a 6 meter radius and no snare/root/stun/fear/etc...attached, it's mostly just a scoreboard padder when it comes to BGs.
2) Avid Boneyard's synergy is incredibly finicky and hard to activate, even if you have someone standing in the radius to get hit by it.
3) Unnerving Boneyard's debuff only applies while people are standing inside the radius - you're way better off using Elemental Drain instead.
There are issues with other abilities too, but I've been longwinded enough that I doubt very many people will read it as-is.