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Unofficial Necromancer Feedback Thread

  • Mrsinister2
    Mrsinister2
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    Anyone getting the bar swap bug after turning into the Goliath? I keep the ult on my back bar but after using it I can't get back to my front bar.

    Also alot of times my dude doesn't even turn into the Goliath he just turns into a 9 foot giant version of himself and maybe the Goliath loads in later all while I can't bar swap.
  • Joxer61
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    I am having issues with pets not appearing since patch.....hmmm.
  • Tasear
    Tasear
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    Anyone getting the bar swap bug after turning into the Goliath? I keep the ult on my back bar but after using it I can't get back to my front bar.

    Also alot of times my dude doesn't even turn into the Goliath he just turns into a 9 foot giant version of himself and maybe the Goliath loads in later all while I can't bar swap.

    Probably lag I would say. I do see a delay sometimes in transformation, in which you look human instead of linch for a moment, but once I seen transformation not complete into significant delay of 1 or 2 mob fights. So something might be up
    Edited by Tasear on June 11, 2019 5:53AM
  • Ankael07
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    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.

    Neither Render Flesh nor Spirit Mender heals less than those skills you said (at least according to build editor)
    Tasear wrote: »
    Also other classes have major mending or other healing passives that make the difference even stronger.

    Necro has arguably best healing passives. 20% extra healing crit on lower hp, 8% more healing when you have a debuff and 2% healing received per Bone Tyrant ability slotted.

    I said arguably best because you can add minor and major mending on top of them
    If you want me to reply to your comment type @Ankael07 in it.
  • LukosCreyden
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    The lack of a source of Major Sorcery/Brutality is a bit of a nuisance. These buffs are, essentially, mandatory and every class should have an "in-house" way of self-applying them.

    In my opinion, these could be tied to Skeletal Arcanist and Archer. Further encouragement to keep 100% uptime of your summons and fits in with the theme. Also, seeming as these buffs are mandatory, I wouldn't see this as a way of making Necro OP.

    @ZOS_RichLambert @ZOS_Gilliam @ZOS_GinaBruno I know I've been tagging ZOS folk more and more recently, but I do feel this is worth mentioning! :)
    Edited by LukosCreyden on June 11, 2019 10:31AM
    Struggling to find a new class to call home.Please send help.
  • _Salty_
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    The lack of a source of Major Sorcery/Brutality is a bit of a nuisance. These buffs are, essentially, mandatory and every class should have an "in-house" way of self-applying them.

    In my opinion, these could be tied to Skeletal Arcanist and Archer. Further encouragement to keep 100% uptime of your summons and fits in with the theme. Also, seeming as these buffs are mandatory, I wouldn't see this as a way of making Necro OP.

    @ZOS_RichLambert @ZOS_Gilliam @ZOS_GinaBruno I know I've been tagging ZOS folk more and more recently, but I do feel this is worth mentioning! :)

    Please dont tie that into useless skills like the skeletons. The summons were poorly executed in this class
    Psn l---Salty---l

    Patiently waiting to make a Stankcromancer.
  • Tasear
    Tasear
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    _Salty_ wrote: »
    The lack of a source of Major Sorcery/Brutality is a bit of a nuisance. These buffs are, essentially, mandatory and every class should have an "in-house" way of self-applying them.

    In my opinion, these could be tied to Skeletal Arcanist and Archer. Further encouragement to keep 100% uptime of your summons and fits in with the theme. Also, seeming as these buffs are mandatory, I wouldn't see this as a way of making Necro OP.

    @ZOS_RichLambert @ZOS_Gilliam @ZOS_GinaBruno I know I've been tagging ZOS folk more and more recently, but I do feel this is worth mentioning! :)

    Please dont tie that into useless skills like the skeletons. The summons were poorly executed in this class

    I still think summons would of been fine if Rez ultimate could been used on enemy bodies to get summons.
  • booksmcread
    booksmcread
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    Ankael07 wrote: »
    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.

    Neither Render Flesh nor Spirit Mender heals less than those skills you said (at least according to build editor)
    Tasear wrote: »
    Also other classes have major mending or other healing passives that make the difference even stronger.

    Necro has arguably best healing passives. 20% extra healing crit on lower hp, 8% more healing when you have a debuff and 2% healing received per Bone Tyrant ability slotted.

    I said arguably best because you can add minor and major mending on top of them

    I would recommend using those skills on live and not relying on a build editor to see actual results. Also, Spirit Mender is a HoT, not a burst heal. I am comparing Render Flesh to other class single-target burst healing abilities.
  • katorga
    katorga
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    _Salty_ wrote: »
    The lack of a source of Major Sorcery/Brutality is a bit of a nuisance. These buffs are, essentially, mandatory and every class should have an "in-house" way of self-applying them.

    In my opinion, these could be tied to Skeletal Arcanist and Archer. Further encouragement to keep 100% uptime of your summons and fits in with the theme. Also, seeming as these buffs are mandatory, I wouldn't see this as a way of making Necro OP.

    @ZOS_RichLambert @ZOS_Gilliam @ZOS_GinaBruno I know I've been tagging ZOS folk more and more recently, but I do feel this is worth mentioning! :)

    Please dont tie that into useless skills like the skeletons. The summons were poorly executed in this class

    The only summons worth using is the damage reduction morph of the mender. The others are beyond bad.
  • Joxer61
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    I will say this...as stam having 2 skills that you can use at range is very very handy! Ya get tossed out or have to dodge roll out of some bad crap....no worries…just throw some skulls and pop a skelly as you get back in! very nice. Makes for a tad more consistent playing/fighting as a stam toon!!
  • Skullstachio
    Skullstachio
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    @Tasear wrote: »
    What are your pain points?

    *Mine is Rez ultimate is so very situational that negate might actually be better. Wish it did something with enemy corpses too so could be used even if you haven't failed as healer.

    On one side though, If blastbones is morphed, the morph will carry over to the blastbones summoned by the “Animate Blastbones” morph of Reanimate. But the only thing that is Questionable is, shouldn’t Animate Blastbones be labeled as a criminal act since blastbones as a whole is a criminal act?
    Skander wrote: »
    It lacks in damage. It lacks on healing (you miss minor and major mending). It's only a good tank.
    It lacks an executioner
    The crit bonuses are irrelevant in pvp
    It's main spammable is Direct Damage when the main damage ability is AoE (so good luck trying out the best staff for it)
    It lacks a decent main heal
    It lacks a decent spammable
    It's buggy as ***
    It's too dependent on corpses on the ground

    The main spammable is good in my opinion considering the case and point that it can trigger sets such as Mechanical Acuity, Nerien’eth, Valkyn Skoria, pretty much any set requiring direct damage to proc. The crit bonuses however may need to be improved upon. (Explained below.) also, the main heal (Death Scythe)is decent if Maximum health is plentiful (consider using double bloody mara for a Necromage build since all foods and beverages got a buff.)
    @ecru wrote: »
    Bugs mostly, but some other issues too.
    1. Boneyard not casting consistently. About 1 in 3-4 casts of boneyard simply does not work. Instead you'll only light attack for whatever reason, and it will take another gcd or two of you hitting the boneyard key for it to finally work. Happens with all morphs. If you've done any parsing with mag necro for a good amount of time, you're probably extremely familiar and frustrated with this bug. I have not yet been able to complete a full raid dummy parse without this happening multiple times.
    2. Sustain in general. It's terrible without Siphon, even as Breton, and the inconsistency of Siphon plus your reliance on it for sustain makes this a major pain point IMO. I'm having a much harder time sustaining than I ever did on magblade.
    3. Self heals/mitigation. This is an area where dps mag necro falls behind in a group situation. You have absolutely no passive self heal while DPSing (like magblade with funnel/siphoning and now bow proc, sorc with power surge and blood magic passive, warden with the bond with nature passive, or even magplar with purifying light) which means that if you want to heal yourself in any capacity during a trial/dungeon, you absolutely must slot a heal. Major ward/resolve is also not something you'll receive passively (like magblade, along with it's self heals, lol) so your incoming damage will be higher than some other magicka dps in trials unless you're receiving ward/resolve from another source, like warden's frost cloak. I believe that mag necro is the only class that has absolutely no way to passively heal itself while dpsing. Someone please correct me if I'm wrong but I'm pretty sure I went over everything to confirm this.
    4. Touching on the point above, the mender as a self heal, or a reliable heal in general. It sucks. It does absolutely nothing for two seconds after you cast it, might not heal you when it does finally heal, and then you have to wait another two seconds for it to finally heal you. Compared to Vigor, it's terrible. Vigor heals immediately, heals every second, and is guaranteed to heal yourself and everyone around you. The mender heals one person, might not even heal you, and doesn't do a thing for two seconds. I learned this the hard way trying to slot it as a self heal in trials and dungeons, where instead of getting a heal from it, I just ended up standing there spamming my shield. Neat. At the very least it needs to heal as soon as you cast it, or no later than one second after. It's just too unreliable otherwise.
    5. Extremely backloaded damage. The huge increase sub 25% from the crit chance buff means that to reach your maximum dps potential you need to run some bloodthirsty jewelry and sacrifice some up front damage for that huge dps increase you get during execute. It doesn't sound so bad on paper but with everyone running bloodthirsty jewelry and possibly having a class execute for a huge amount of dps sub 25, execute phases in dungeons and trials are so short that you hardly benefit from the sub 25 crit buff. The problem is that due to the insane execute dps (115-120k on the trial dummy), necro dps kind of has to be relatively weak until you hit execute. Some balance in this area would be nice.
    6. Weak DPS in general. Pretty self explanatory. Barely competitive with an absolutely perfect rotation in melee range, including major vulnerability. Easily the worst magicka dps if not in melee range.

    1. I have noticed that a little bit while leveling my Necromage but it usually happens rarely while trying to Heavy Attack with a lightning staff on my end. (Considering global cooldown were removed from all abilities with exceptions to abilities such as soul strike, etc. it could be a possible culprit in tandem with animation cancelling which most end gamers do in trials...)
    2. Sustainability is about 50-50, but in time, I may be using shroud of the Lich since it has somewhat insane Magicka recovery(1032 when the 20 second buff procs once every minute.) when under 33% Magicka.
    3. You did count the Set “Bahraha's Curse” right, because once my Necromage is up to speed, I will be running Bahraha’s curse since the damage done by the runes from it heal you for 100% of the damage done. So in a sense, you can heal yourself while DPS’ing with a Necromage provided Bahraha's Curse is used since the 5th piece deals magic damage. (That and you can give environmental traps the 🖕 with the 40% damage reduction on the 4th piece.) it may not look like much, but if the rune hits more than 1 enemy, be prepped for massive healing.
    4. I can agree to an extend here, Spirit mender probably should have been turned into an AOE summon similar to “Sentinel of Rkumgaz” considering it can be killed and it doesn’t heal as much as other skills.
    5. The extra critical at the 25% threshold may have needed a similarity to the sorcerer’s “Amplitude Passive” which should allow “Death Knell” to grant a flat 4-8% critical strike chance against enemies for every 15% of Health missing, up to a maximum of 20-40% critical strike chance when an enemy is missing 75% of their health. (It can work.)
    6. Weak DPS in general. Pretty self explanatory. Barely competitive with an absolutely perfect rotation in melee range, including major vulnerability. Easily the worst magicka dps if not in melee range.
    7. In general, DPS depends on what the player uses in that rotation/setup, getting foes in Melee range is somewhat trivial with Beckoning armor which pulls in foes attacking further than 3 meters (the pull is similar to that of silver leash and fiery grip.) but that is my 2 cents from a PvE perspective.
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • Tasear
    Tasear
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    Got mine to 50 today

    Overall big fan of class design but a few issues.

    1) Reanimate is useless most of the time...even bloody PvP. More often then not I waste ultitimate on someone who didn't use. I keep waiting for someone die ..but why do I have such good luck...

    2) blastbones is too slow

    3) feel slightly lacking in dead bodies to play with.... like if only we could Rez enemy corpses
  • ecru
    ecru
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    Tasear wrote: »
    Got mine to 50 today

    Overall big fan of class design but a few issues.

    1) Reanimate is useless most of the time...even bloody PvP. More often then not I waste ultitimate on someone who didn't use. I keep waiting for someone die ..but why do I have such good luck...

    2) blastbones is too slow

    3) feel slightly lacking in dead bodies to play with.... like if only we could Rez enemy corpses

    Corpses are still a big issue. 4 seconds just isn't enough, especially in pvp.

    Blastbones seems to have gotten slower this patch. On Yolnahkriin HM in melee range I could barely use Blastbones every third gcd like I could easily do weeks before. I was just on the edge of having to use it every 4th gcd, which is extremely annoying and basically ruined my DPS.

    I have no idea if they changed anything or not, but it was really, really annoying to be right on the edge of the 3rd/4th gcd window for Blastbones in melee range.

    The dps is also just really mediocre in trials, and even worse if you can't use Siphon, which you mostly can't in Sunspire. I cannot really compete with other magticka dps at this point in vSS HM, and I'm sure it's not much different in every other trial. Not being able to use Siphon doesn't just hurt your dps either, since your sustain is basically dependent on using it.

    Not giving up on it, but it's still frustrating to play.
    Edited by ecru on June 14, 2019 10:23PM
    Gryphon Heart
    Godslayer
    Dawnbringer
  • Nerouyn
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    Haven't tried them in group content yet but they seem capable in PVE. I can solo public dungeons as easily as I can with my sorc or warden.
    Tasear wrote: »
    Wish it did something with enemy corpses too so could be used even if you haven't failed as healer.

    The game's design is built around damage avoidance, not healing. Players dying doesn't mean the healer failed.

    Hits are big and often bring players almost to the brink of death. Maybe a healer can save them. But often they get hit by something else first or just straight up one-shotted.
  • Tasear
    Tasear
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    Nerouyn wrote: »
    Haven't tried them in group content yet but they seem capable in PVE. I can solo public dungeons as easily as I can with my sorc or warden.
    Tasear wrote: »
    Wish it did something with enemy corpses too so could be used even if you haven't failed as healer.

    The game's design is built around damage avoidance, not healing. Players dying doesn't mean the healer failed.

    Hits are big and often bring players almost to the brink of death. Maybe a healer can save them. But often they get hit by something else first or just straight up one-shotted.

    Fair enough my point though is would like more chances to use it.
  • nick_g_pb16_ESO
    nick_g_pb16_ESO
    Soul Shriven
    A FEW SUGGESTIONS

    The tethers/siphons:
    "Consume a nearby corpse and tether yourself to an ennemy target, dealing x dmg over y seconds to it and every ennemy who cross the beam."
    "Consume a nearby corpse and tether yourself to a friendly target, healing x dmg over y seconds to it and every ally who cross the beam."

    Remove random delays on Totem fear or the Grasping Hands skill

    Make the summoned mage's damage single target and automatically attacks whoever the necro attacks

    Make the summoned healer heal on cast, automatically targets the necro, then lowest ally if necro at full life

    Blastbones:
    - Treat as projectile once initial "raising" animation is done, no more running after target.
    - Fix the damn damage correctly, its still all sorts of bonkers.

    Flame skulls:
    - remove the 20% on third cast gimmick.
    - increase damage and give 1 sec cast time
    - Third cast is instant

    Some morphs would need to be changed to work with these changes, but overall the rest could remain pretty much the same
  • nick_g_pb16_ESO
    nick_g_pb16_ESO
    Soul Shriven
    Also, a good way to fix the issue with Death Gleaning being near useless on bosses is to make it apply to summons expiring as well as deaths.
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