Yeah it's really bad. I did a few BGs and really just couldn't deal with anyone competent even though I did instagib a team with the colossus, but that's low MMR bgs for you. One of the biggest annoyances is the Intensive Mender, which has about a 2 second delay on any heal after you cast it. This includes recasting it when it's already up. It's not a bad heal, just inconsistent and unreliable because you never know when the damn thing is actually going to heal you. Just imagine Vigor taking 2 seconds to work and maybe not healing you because someone else is taking damage and that's what you're dealing with. The healing from it is actually pretty strong when it does work though.
The scythe isn't a great heal, the damage is weak, and the hot on it is a complete joke. I don't really understand what the point of the hot is at all since it heals for literally 100 health per tick. Your actual healing output can be really good with Render Flesh, but you're making yourself vulnerable by using it, and it's expensive. The healing tether needs a corpse, but heals for only a small amount more than rapid regen, so if you want a hot, you're probably better off just using rapid regen. Mystic Siphon is a good dot, but again cumbersome to use due to the fact that it needs a corpse, and isn't effective enough on it's own to justify trying to make good use of it.
Blastbones is surprisingly weak and even less reliable than I expected it would be. There are so many pathing issues in BGs that often it times out, which means you can't cast one for 8 seconds again, and the aoe is small enough that players have to pretty much be on top of each other for it to hit more than one person. Often the only offensive ability you have to use is Ricochet Skull, which doesn't do any more damage than something like ele weapon, so again it's hardly worth slotting.
I could probably type another few paragraphs on how bad the abilities are but I'm disappointed enough already, maybe someone else can cover the things I missed.
"Could not deal with anyone competent"
Really? I didn't know being a Necromancer entitled you to an automatic win.
Magcro self heals seems strong in BGs... you combine mender with magcro BoL (I don’t remember the name, the burst heal), pirate skeleton (since you defile yourself anyway), and purge. All together it’s pretty strong.
But I really wish they buff buggedbones, yes. It need to be unkillable and has to jump to target on second activation maybe, idk, many good ideas have been proposed in other threads.
It actually had pathing issues from day 1 of the PTS, and it was bad even before they nerfed the gap closer.Waffennacht wrote: »Here's my issue with how mag necro played out:
There was no pathing issue, there was even a leap for the skele...
But because of PTS bugs the feedback was that of, "Omergggg too OP, P2W!!" Because people couldn't be bothered to read, all pets were auto critting and at higher than intended rate....
So they made the skele slower, made it not leap immediately at your opponent....
Then fixed the bugs, and Bam! PoS!
It actually had pathing issues from day 1 of the PTS, and it was bad even before they nerfed the gap closer.Waffennacht wrote: »Here's my issue with how mag necro played out:
There was no pathing issue, there was even a leap for the skele...
But because of PTS bugs the feedback was that of, "Omergggg too OP, P2W!!" Because people couldn't be bothered to read, all pets were auto critting and at higher than intended rate....
So they made the skele slower, made it not leap immediately at your opponent....
Then fixed the bugs, and Bam! PoS!
I posted this thread on the PTS forums within the first day or two, highlighting some concerns I had for Magicka Necromancer in Battlegrounds. The only meaningful changes Necromancer received since then, other than bug fixes and new bugs being introduced, were the nerfs to Blastbones' health and gap closer, the nerf to the +Health passive, and apparently nerfing the Skeletal Arcanist's already weak damage by somewhere around 50% between the last PTS patch and live (unless that's a bug).
Given how Magicka Warden has been handled over the past 2 years, I'm not holding my breath for Magicka Necromancer's offense to be made not-terrible. I really hope ZOS will prove me wrong.
Yeah it's really bad. I did a few BGs and really just couldn't deal with anyone competent even though I did instagib a team with the colossus, but that's low MMR bgs for you. One of the biggest annoyances is the Intensive Mender, which has about a 2 second delay on any heal after you cast it. This includes recasting it when it's already up. It's not a bad heal, just inconsistent and unreliable because you never know when the damn thing is actually going to heal you. Just imagine Vigor taking 2 seconds to work and maybe not healing you because someone else is taking damage and that's what you're dealing with. The healing from it is actually pretty strong when it does work though.
The scythe isn't a great heal, the damage is weak, and the hot on it is a complete joke. I don't really understand what the point of the hot is at all since it heals for literally 100 health per tick. Your actual healing output can be really good with Render Flesh, but you're making yourself vulnerable by using it, and it's expensive. The healing tether needs a corpse, but heals for only a small amount more than rapid regen, so if you want a hot, you're probably better off just using rapid regen. Mystic Siphon is a good dot, but again cumbersome to use due to the fact that it needs a corpse, and isn't effective enough on it's own to justify trying to make good use of it.
Blastbones is surprisingly weak and even less reliable than I expected it would be. There are so many pathing issues in BGs that often it times out, which means you can't cast one for 8 seconds again, and the aoe is small enough that players have to pretty much be on top of each other for it to hit more than one person. Often the only offensive ability you have to use is Ricochet Skull, which doesn't do any more damage than something like ele weapon, so again it's hardly worth slotting.
I could probably type another few paragraphs on how bad the abilities are but I'm disappointed enough already, maybe someone else can cover the things I missed.
Eduard_Rodric wrote: »Magicka necromancer in pvp is totally broken needs a lot of love, the summons are totally broken and has no skills focused on single target damage for 1x1 for example. And the cures depend on bodies to do something does not work. Need a great buff the magicka necromancer class.
Eduard_Rodric wrote: »Magicka necromancer in pvp is totally broken needs a lot of love, the summons are totally broken and has no skills focused on single target damage for 1x1 for example. And the cures depend on bodies to do something does not work. Need a great buff the magicka necromancer class.
And stamcro, specifically the tanky version, is probably OP considering how well they do already in battlegrounds.
Of course Stamina Necromancer is better than Magicka Necromancer...Do you really think your offense would be improved by losing access to literally every single non-class damaging ability that you're using (including proc'd bleeds)? The only offensive Necromancer ability that doesn't have a Stamina morph is Boneyard, and it's hot, liquid garbage most of the time in PvP.Lol there's actually people who think Stamcro is better?, have fun getting owned by everyone cause Stamcros "burst" is not only the most avoidable, it takes the longest to even set up.
Then there's sustain, which is pretty much none existent
Lol there's actually people who think Stamcro is better?, have fun getting owned by everyone cause Stamcros "burst" is not only the most avoidable, it takes the longest to even set up.
Then there's sustain, which is pretty much none existent
Lol there's actually people who think Stamcro is better?, have fun getting owned by everyone cause Stamcros "burst" is not only the most avoidable, it takes the longest to even set up.
Then there's sustain, which is pretty much none existent
It's probably the best PvP tank you can wish for though.
The class is a complete reskin of warden and its design is even more of a failure than warden was.
Of course Stamina Necromancer is better than Magicka Necromancer...Do you really think your offense would be improved by losing access to literally every single non-class damaging ability that you're using (including proc'd bleeds)? The only offensive Necromancer ability that doesn't have a Stamina morph is Boneyard, and it's hot, liquid garbage most of the time in PvP.Lol there's actually people who think Stamcro is better?, have fun getting owned by everyone cause Stamcros "burst" is not only the most avoidable, it takes the longest to even set up.
Then there's sustain, which is pretty much none existent
The offense differences between Magicka Necromancer and Stamina Necromancer come down to specific morphs of the class abilities, and weapon lines. You wanna trade away Dual Wield + 2h + 1h/shield + Bows for Destruction and Resto Staves? And the only offensive class skill where Magicka gets an arguably better morph is Mystic Siphon vs Detonating Siphon, but that skill is so worthless in PvP that it doesn't matter.
I'm not exactly sure where I'd place Stamina Necromancer on the overall hierarchy of PvP prowess, but it's definitely above Magicka Necromancer for offensive roles.
Of course Stamina Necromancer is better than Magicka Necromancer...Do you really think your offense would be improved by losing access to literally every single non-class damaging ability that you're using (including proc'd bleeds)? The only offensive Necromancer ability that doesn't have a Stamina morph is Boneyard, and it's hot, liquid garbage most of the time in PvP.Lol there's actually people who think Stamcro is better?, have fun getting owned by everyone cause Stamcros "burst" is not only the most avoidable, it takes the longest to even set up.
Then there's sustain, which is pretty much none existent
The offense differences between Magicka Necromancer and Stamina Necromancer come down to specific morphs of the class abilities, and weapon lines. You wanna trade away Dual Wield + 2h + 1h/shield + Bows for Destruction and Resto Staves? And the only offensive class skill where Magicka gets an arguably better morph is Mystic Siphon vs Detonating Siphon, but that skill is so worthless in PvP that it doesn't matter.
I'm not exactly sure where I'd place Stamina Necromancer on the overall hierarchy of PvP prowess, but it's definitely above Magicka Necromancer for offensive roles.
Not even close to being right, maybe you should look at both builds before even commenting next time. You do realize LA trait (4,884 spell pen) and the Necro trait that gives 1,500 phy/spell pen, that's 6,384 spell pen and if you run WoE that's another 5,280 spell pen for a total of 11,664 which would wreck face in non cp. If you do cp pvp it could go even higher with not only points but say you run a set of spinners that's another 3,329 spell pen which would net you 14,993 spell pen W/O ANY DAMN POINTS. Oh and I forgot the 5% from the destro talent also
You wouldn't even get half of that with a stam build, which to even get close to half of it you would need to run a 2h and s/b (with puncture) and nothing else (even adding the mace 20%). Meanwhile you can run destro/resto or destro s/b.
As a Magcro you'll have possible shields, heals, mag regen/sustain, insane amount of spell pen, negative effect removal
Meanwhile Stamcro has meh phys pen, no regen (outside of the 200 extra regen talent, which mag version will also have), has to ether use a 225 ult or DB which is a 125 ult (meanwhile mag can use same 225 ults, destro ult, resto ult, mage ult, vamp ult).
Coming from a stam play style lover/player, Necro has one of the worst stam kits in the game if not the worst. Even assuming they fix BB for both mag and stam, mag would still be better with the amount it has not only in its kit but possible playstyles compared to stam. Mag will be good in pvp and pve, while stam will be good in pve.
You do realize that all of that penetration on Magicka Necromancer is realistically only going to apply to light attacks, a spammable, and a Blastbones that will usually either not land at all or will get blocked, right? Who cares how good your penetration is when you don't have enough useful offense to apply it to. The only penetration advantage Necromancers get over other Magicka classes is 1500 from the class passive, and that will generally require use of either the Skeletal Mage or Mystic Siphon, both of which are absolute trash; which useful ability would other classes want to give up in order to gain 1500 penetration? (While Blastbones being active should trigger the passive, you'll inevitably lose it on some of your light attacks and spammable casts, so you could save the bar slot if you don't mind less reliable uptime).Of course Stamina Necromancer is better than Magicka Necromancer...Do you really think your offense would be improved by losing access to literally every single non-class damaging ability that you're using (including proc'd bleeds)? The only offensive Necromancer ability that doesn't have a Stamina morph is Boneyard, and it's hot, liquid garbage most of the time in PvP.Lol there's actually people who think Stamcro is better?, have fun getting owned by everyone cause Stamcros "burst" is not only the most avoidable, it takes the longest to even set up.
Then there's sustain, which is pretty much none existent
The offense differences between Magicka Necromancer and Stamina Necromancer come down to specific morphs of the class abilities, and weapon lines. You wanna trade away Dual Wield + 2h + 1h/shield + Bows for Destruction and Resto Staves? And the only offensive class skill where Magicka gets an arguably better morph is Mystic Siphon vs Detonating Siphon, but that skill is so worthless in PvP that it doesn't matter.
I'm not exactly sure where I'd place Stamina Necromancer on the overall hierarchy of PvP prowess, but it's definitely above Magicka Necromancer for offensive roles.
Not even close to being right, maybe you should look at both builds before even commenting next time. You do realize LA trait (4,884 spell pen) and the Necro trait that gives 1,500 phy/spell pen, that's 6,384 spell pen and if you run WoE that's another 5,280 spell pen for a total of 11,664 which would wreck face in non cp. If you do cp pvp it could go even higher with not only points but say you run a set of spinners that's another 3,329 spell pen which would net you 14,993 spell pen W/O ANY DAMN POINTS. Oh and I forgot the 5% from the destro talent also
You wouldn't even get half of that with a stam build, which to even get close to half of it you would need to run a 2h and s/b (with puncture) and nothing else (even adding the mace 20%). Meanwhile you can run destro/resto or destro s/b.
As a Magcro you'll have possible shields, heals, mag regen/sustain, insane amount of spell pen, negative effect removal
Meanwhile Stamcro has meh phys pen, no regen (outside of the 200 extra regen talent, which mag version will also have), has to ether use a 225 ult or DB which is a 125 ult (meanwhile mag can use same 225 ults, destro ult, resto ult, mage ult, vamp ult).
Coming from a stam play style lover/player, Necro has one of the worst stam kits in the game if not the worst. Even assuming they fix BB for both mag and stam, mag would still be better with the amount it has not only in its kit but possible playstyles compared to stam. Mag will be good in pvp and pve, while stam will be good in pve.