Lightspeedflashb14_ESO wrote: »Fivefivesix wrote: »Lightspeedflashb14_ESO wrote: »Fivefivesix wrote: »My only gripes from a tanking aspect.
Stam sustain does not seem good at all. I have been using stam pots more frequent and very often to try and stay on par with my DK. Running different sets could make up for this Im sure but in my opinion it shouldnt have to be that way.
Tethering healing abilities is kind of weird and Im not really feeling it. Actually all the healing abilities in general feel weak. I have been using vigor instead of any of the class healing abilities.
Other then that I have been really enjoying the class over all
What does the rest of your build look like? The mortal coil is not really for heals, it is for the Stam return. Are you using the ghost? What race are you? My tank is always out of mag be Stam, even as a Breton, though I do have almost max block cost reduction, I do have a reduce Stam cost on my neck, that helps a ton.
I may need to take a look at the morphs again for mortal coil. I have used the ghost before which is pretty decent. My race is orc and my current build is Green Pact/Spriggand and troll king. Sometimes swapping green pact out for ravanger. My base stam recovery is around 972 if Im remembering correctly which is kind of low but I like running more health regen builds.
Green pact spriggans? You don't sound like a tank.
booksmcread wrote: »1) Blastbones needs to work properly and consistently.
2) Last I tested, Skeletal Arcanist was not being boosted by Thaurmaturge.
3) Corpses need to last an additional two seconds.
4) Minor Protection buff from Totem needs to persist for X number of seconds after you or allies leave the area effect. You currently only get the buff for standing inside the totem.
5) Grave Grasp is was too slow. By the time the animation finishes, the mobs or players you were trying to hit with it are gone. It should be instant, like Encase.
6) Render Flesh heals for 16% (on average) less than other class single target burst heal abilities.
7) Restoring Tether is far to weak for the cost and requiring a corpse. Targeting a corpse with this ability is way too finicky and inconsistent.
8) One morph of Reanimate should be a healing ultimate while the other should retain the rez function.
Fivefivesix wrote: »Lightspeedflashb14_ESO wrote: »Fivefivesix wrote: »Lightspeedflashb14_ESO wrote: »Fivefivesix wrote: »My only gripes from a tanking aspect.
Stam sustain does not seem good at all. I have been using stam pots more frequent and very often to try and stay on par with my DK. Running different sets could make up for this Im sure but in my opinion it shouldnt have to be that way.
Tethering healing abilities is kind of weird and Im not really feeling it. Actually all the healing abilities in general feel weak. I have been using vigor instead of any of the class healing abilities.
Other then that I have been really enjoying the class over all
What does the rest of your build look like? The mortal coil is not really for heals, it is for the Stam return. Are you using the ghost? What race are you? My tank is always out of mag be Stam, even as a Breton, though I do have almost max block cost reduction, I do have a reduce Stam cost on my neck, that helps a ton.
I may need to take a look at the morphs again for mortal coil. I have used the ghost before which is pretty decent. My race is orc and my current build is Green Pact/Spriggand and troll king. Sometimes swapping green pact out for ravanger. My base stam recovery is around 972 if Im remembering correctly which is kind of low but I like running more health regen builds.
Green pact spriggans? You don't sound like a tank.
Works great for me. I sit around 32k health and 32k stam.
booksmcread wrote: »1) Blastbones needs to work properly and consistently.
2) Last I tested, Skeletal Arcanist was not being boosted by Thaurmaturge.
3) Corpses need to last an additional two seconds.
4) Minor Protection buff from Totem needs to persist for X number of seconds after you or allies leave the area effect. You currently only get the buff for standing inside the totem.
5) Grave Grasp is was too slow. By the time the animation finishes, the mobs or players you were trying to hit with it are gone. It should be instant, like Encase.
6) Render Flesh heals for 16% (on average) less than other class single target burst heal abilities.
7) Restoring Tether is far to weak for the cost and requiring a corpse. Targeting a corpse with this ability is way too finicky and inconsistent.
8) One morph of Reanimate should be a healing ultimate while the other should retain the rez function.
I'm 50 now, and came back after about a 14 month absence to play the class. PVE is OK, once you get into the corpse flow you can do some decent damage at least for the DLC dungeons I've been doing to level undaunted. I've done magicka heals, magicka dps, tank, and stam dps. Tank and stam work best.
Problems:
1. blastbones, obviously, has all sorts of issues. The only burst skill that you can CC, kill or just outrun. At least it needs to inherit the immunity status of the caster. If it is going to stay like it is, it needs to do at least double the damage to be worth the risk of failure when casting.
2. siphon targeting is wonky. It doesn't always find the right corpse. It doesn't always hit a boss even when the corpse is perfectly placed.
3. You can LOS your own heals. The healing pet starts healing after a 2 second delay, and sometimes it doesn't heal at all.
4. It would probably be OP in pvp, but the summoning armor needs a lower cooldown for pve.
5. the class is barely functional as a healer. Essentially a sorc healer with a much much worse healing pet.
6. Great passives, bad skills.
I am gald I am not only who felt it was similar to Sorc Healer. 🤣 Even has more situational ultimate. Really ultimate just leaves you thinking about pet instead of nercomancer feeling.
leokafilyeb17_ESO wrote: »I finally gave up on my 50 magicka necromancer last night after running into 2 dungeons which had boths that were not 'reachable' by my blastbones (the orb boss in wrathstone in particular) it tanked my dps, I felt like I was dragging my team down and yeah...just, it's not fair and it's not fun, I guess necromancer is just never going to excel in a dps role.
Rmmorang2134 wrote: »only gripe i have is that blastbones is a buggy mess that can move like it is suppose to or slow down to a crawl which completely messes with the rotation. the tethers could use a look at. as sometimes it connects to the wrong corpse or just doesn't read one in front of it i would rather it connect a corpse and the target together. as this would help fix the placement issue. it would also allow you to connect a corpse that is not melee range of the target, making it actually useful in PVP
idk how to fix blastbones. pathfinding has never been the greatest for pets in any MMO i have played. better off just having it spawn then immediately jump at the target and getting rid of issue all together.
Mojomonkeyman wrote: »booksmcread wrote: »1) Blastbones needs to work properly and consistently.
2) Last I tested, Skeletal Arcanist was not being boosted by Thaurmaturge.
3) Corpses need to last an additional two seconds.
4) Minor Protection buff from Totem needs to persist for X number of seconds after you or allies leave the area effect. You currently only get the buff for standing inside the totem.
5) Grave Grasp is was too slow. By the time the animation finishes, the mobs or players you were trying to hit with it are gone. It should be instant, like Encase.
6) Render Flesh heals for 16% (on average) less than other class single target burst heal abilities.
7) Restoring Tether is far to weak for the cost and requiring a corpse. Targeting a corpse with this ability is way too finicky and inconsistent.
8) One morph of Reanimate should be a healing ultimate while the other should retain the rez function.
Good list for starters. The only point I'm not sure about is 6), the almost guaranteed low HP crit heals are kinda making up for it. Apart from that I support your points 100%.
booksmcread wrote: »Mojomonkeyman wrote: »booksmcread wrote: »1) Blastbones needs to work properly and consistently.
2) Last I tested, Skeletal Arcanist was not being boosted by Thaurmaturge.
3) Corpses need to last an additional two seconds.
4) Minor Protection buff from Totem needs to persist for X number of seconds after you or allies leave the area effect. You currently only get the buff for standing inside the totem.
5) Grave Grasp is was too slow. By the time the animation finishes, the mobs or players you were trying to hit with it are gone. It should be instant, like Encase.
6) Render Flesh heals for 16% (on average) less than other class single target burst heal abilities.
7) Restoring Tether is far to weak for the cost and requiring a corpse. Targeting a corpse with this ability is way too finicky and inconsistent.
8) One morph of Reanimate should be a healing ultimate while the other should retain the rez function.
Good list for starters. The only point I'm not sure about is 6), the almost guaranteed low HP crit heals are kinda making up for it. Apart from that I support your points 100%.
Even with the crit heal passive, it's still healing for less than healthy offering, honor the dead, twilight matriarch, and bursting vines. It just needs a small boost to put it on par with the other class single target burst heals.