I am not yet a fan.
I haven't done that much pvp there yet, but for fast location changes necro seems bad.
Things change when people try to take a chaosball from you and you have some corpses around xDDDD
Agreed for most of them, the ones in the bone tyrant? (tanking tree) are decent.
I’m not sure how the ground effect in the damaging tree works, it sounds like the effect wears off if they leave the area? If so, yea I wouldn’t use that one. Most are effects with no damage so spell power’s irrelevant.
I was more meaning this ability:
Unnerving Boneyard
Desecrate the ground at the target location, dealing 2255 Frost damage over 10 seconds and applying Major Breach and Fracture to enemies whithin, reducing their Spell and Physical Resistance by 5280.
Consumes a corpse on cast to deal 20% more damage.
An ally standing in the graveyard can activate the Grave Robber synergy, dealing 1193 Frost Damage to enemies in the area and healing you for the damage done.
Reduces the resistances of enemies in the area via Major Breach.
Looks promising but if the breach and fracture stop as soon as someone leaves the area it’s a pve only ability.
It's gone as soon as they leave the 6m AOE. The other morph "can" be used in PvP, but it's really not very good; the synergy is too finnicky with positioning, the damage (without wasting jewelry traits anyway) isn't good enough, and most people will obviously move out of it without much issue. And since the, "increased damage when consuming a corpse" portion of the skill doesn't apply to the synergy, that's a detrimental mechanic on this skill in PvP. The primary use I found for it was breaking Nightblades out of stealth at range, but it's a bit expensive for that (especially since you don't really have enough meaningful damage to follow up with).Looks promising but if the breach and fracture stop as soon as someone leaves the area it’s a pve only ability.
You can tell if he/she was Stam or Mag by the weapons they were using, and no one is going to 1v3 decent players - especially not a Magicka Necromancer. A tanky setup might survive that for a while, depending on the exact situation, but they're not going to kill anything unless those 3 players are very weak, and stay stacked inside a full Colossus duration without any defensive countermeasures.SacredEarth wrote: »Just played a chaos ball with 3 necros on one team. Both teams throwing everything they had at them did *** all. One of them actually 1v3d us with ease... and I dish out a ton of dmg on my sorc... I dont have a necro so I couldn't tell if it was a stam or mag, but either way its as OP as I guessed it would be... Just advertising for ZOS for everyone to make sure they buy Elsweyr.
I think it's trash in an offensive role, with some potential as a dedicated healer (which is a painful setup to play when queueing at the low/mid MMR ranges). Glancing over some screenshots from scoreboards at the end of BGs, I can see the following:
16-0-12
16-4-7
15-2-14
10-3-11
15-0-5
15-0-21
Not terrible for a class with no execute, right? But that's just potato mashing; I never actually reached 500k damage done in any of those screenshots. In a high MMR game you'd be hard pressed to kill anything on your own (assuming that they weren't already out of resources, lagging during your Colossus Ult, etc...). It isn't just me, either - I've yet to see any Magicka Necromancer be impressive in BGs...certainly nothing that can touch the > 1m damage I've seen on a Stam Necro or two.
When it comes to the organized premade-vs-premade games, I could see some teams trying out Necromancers as healers, or bringing a Stamina Necromancer for damage, but offensively oriented Magicka builds are almost certainly going to be left out in the cold. They don't really offer much utility, and the offense is just horrible outside of the Colossus, and that can just as easily be used by healers or Stam builds.You can tell if he/she was Stam or Mag by the weapons they were using, and no one is going to 1v3 decent players - especially not a Magicka Necromancer. A tanky setup might survive that for a while, depending on the exact situation, but they're not going to kill anything unless those 3 players are very weak, and stay stacked inside a full Colossus duration without any defensive countermeasures.SacredEarth wrote: »Just played a chaos ball with 3 necros on one team. Both teams throwing everything they had at them did *** all. One of them actually 1v3d us with ease... and I dish out a ton of dmg on my sorc... I dont have a necro so I couldn't tell if it was a stam or mag, but either way its as OP as I guessed it would be... Just advertising for ZOS for everyone to make sure they buy Elsweyr.
You're the very first person I've heard say Necromancer was broadly overpowered since Elsweyr's early access started (or really even after the first ~2 weeks of PTS). I'm not trying to be rude, but I think this was probably just a case of either being outplayed, or perhaps encountering one of the Stamina/HP-based builds that's relying on cheesing the Goliath's bashing morph (did your death recap list "Pummeling Goliath Bash" over and over?)
Waffennacht wrote: »@Mojomonkeyman butt given the toolkit, dealing 700kish damage and never dying has to be a huge advantage.
I see what you're saying, the difference being I can face tank 6 players on necro while 3 was about the max for sorc
Waffennacht wrote: »@Mojomonkeyman butt given the toolkit, dealing 700kish damage and never dying has to be a huge advantage.
I see what you're saying, the difference being I can face tank 6 players on necro while 3 was about the max for sorc
I said you were the first I've seen to claim that they were overpowered, broadly speaking (beyond all the pre-PTS claims of, "I just know it's going to be super OP because ZOS wants to sell more copies of Elsweyr."). Of course people are pointing out how silly the bash-spam morph of the Goliath form can be on the "right" build, but other than that I haven't been seeing credible claims of the class (Magicka in particular) being overpowered.SacredEarth wrote: »You can't tell me I am the first to say this, unless you dont actually look in the forums or talk to guildies, or watch vids on them. People are making YTY videos of them destroying everything and laughing and saying how OP they are. again I am thinking of Stamcros in particular.
That isn't particularly useful, though, at least in higher MMR and/or more organized games. Enemy players just ignore or CC you while they heal through your damage and kill other people. If you're solely queueing for objective-based game modes in unorganized games I suppose it might be OK, but that's really about it. The only worthwhile "super tank" setups, IMO, are those that carry a significant amount of healing and support for their team. People that are hard to kill but have weak damage can be annoying, but not usually all that effective.Waffennacht wrote: »@Mojomonkeyman butt given the toolkit, dealing 700kish damage and never dying has to be a huge advantage.
I see what you're saying, the difference being I can face tank 6 players on necro while 3 was about the max for sorc
Keep in mind that Blastbones had more than 1 bug affecting it during the first week of PTS. Everyone focuses on the crit rate being broken and close to 100% even with no crit investment, but the damage itself was also significantly higher than it should have been. My Warden's Shalks had a higher tooltip than my Necromancer's Blastbones did, yet didn't hit as hard even with Major Breach active first. I was getting 6k-9k crits on Blastbones during the first PTS week's BGs, and there's no way ZOS is going to buff the damage up to that (bugged) amount.Moonsorrow wrote: »Will be more fun and efficient what comes to more flexible gameplay (when not need to be just almost a facetank + 1 trick pony aka Goliath form) when Blastbones are fixed to reliably work again. First week of PTS when BB worked and not counting it critting but actually working, it was a beastmode on damage when properly comboed with it.
Keep in mind that Blastbones had more than 1 bug affecting it during the first week of PTS. Everyone focuses on the crit rate being broken and close to 100% even with no crit investment, but the damage itself was also significantly higher than it should have been. My Warden's Shalks had a higher tooltip than my Necromancer's Blastbones did, yet didn't hit as hard even with Major Breach active first. I was getting 6k-9k crits on Blastbones during the first PTS week's BGs, and there's no way ZOS is going to buff the damage up to that (bugged) amount.
Moonsorrow wrote: »Keep in mind that Blastbones had more than 1 bug affecting it during the first week of PTS. Everyone focuses on the crit rate being broken and close to 100% even with no crit investment, but the damage itself was also significantly higher than it should have been. My Warden's Shalks had a higher tooltip than my Necromancer's Blastbones did, yet didn't hit as hard even with Major Breach active first. I was getting 6k-9k crits on Blastbones during the first PTS week's BGs, and there's no way ZOS is going to buff the damage up to that (bugged) amount.
All i want/need is the pathing to work and to function reliably and not just stand there or get confused even from a small pebble in its path, and it did work as good as it can pretty much then. Yeah some issues occasionally when lvl differences from spawn to target, same issues as with NB Shade sort of with the teleport bug.
Just want it to work with the actual real tooltip and then pen/mitigations affect it like they should. So no, i am not expecting some op buff to it, just to function like it should.
Also, the Goliath transform does occasionally same bug that stops bar swap working like Pirate Skelly has. Can last ages, until do a suicide on enemies to fix it or logging off and back. Hopefully this will be addressed when the patch hits that is supposed to fix necromancers bugged skills.
But yeah, as said many will compare necro to their old favourites and feel the weaknesses strongly.. the thing is, if it would be buffed to be more of a jack of all trades "1vX machine" like say warden can be (even it has a bit of same class design) people would be screaming for nerfs and "P2W!!!" until it was destroyed totally. I feel its weaknesses been done to it fully in purpose. So it has potential for fun theorycrafting for pvp. Stam necro is total beast at pve.
If both necro specs were instant FOTM (well, the Bash madness is here, but not for long i`d think) at pvp also, forums would be lit. Now it has its awesome passives, some nice tricks, some gimmicks, but also its weaknesses.
Hexproof as a masochistic purge is a brilliant skill. Some would say its total RP skill compared to templars.. but personally lovin´it. Things like that in its design makes it feel fresh for me, and when things feel fresh.. its fun and gets lots of good ideas to builds. It brings some nice utility for group play, just different and needs to find some new methods of playing with them as strenght. Good fun.
Mojomonkeyman wrote: »Moonsorrow wrote: »Keep in mind that Blastbones had more than 1 bug affecting it during the first week of PTS. Everyone focuses on the crit rate being broken and close to 100% even with no crit investment, but the damage itself was also significantly higher than it should have been. My Warden's Shalks had a higher tooltip than my Necromancer's Blastbones did, yet didn't hit as hard even with Major Breach active first. I was getting 6k-9k crits on Blastbones during the first PTS week's BGs, and there's no way ZOS is going to buff the damage up to that (bugged) amount.
All i want/need is the pathing to work and to function reliably and not just stand there or get confused even from a small pebble in its path, and it did work as good as it can pretty much then. Yeah some issues occasionally when lvl differences from spawn to target, same issues as with NB Shade sort of with the teleport bug.
Just want it to work with the actual real tooltip and then pen/mitigations affect it like they should. So no, i am not expecting some op buff to it, just to function like it should.
Also, the Goliath transform does occasionally same bug that stops bar swap working like Pirate Skelly has. Can last ages, until do a suicide on enemies to fix it or logging off and back. Hopefully this will be addressed when the patch hits that is supposed to fix necromancers bugged skills.
But yeah, as said many will compare necro to their old favourites and feel the weaknesses strongly.. the thing is, if it would be buffed to be more of a jack of all trades "1vX machine" like say warden can be (even it has a bit of same class design) people would be screaming for nerfs and "P2W!!!" until it was destroyed totally. I feel its weaknesses been done to it fully in purpose. So it has potential for fun theorycrafting for pvp. Stam necro is total beast at pve.
If both necro specs were instant FOTM (well, the Bash madness is here, but not for long i`d think) at pvp also, forums would be lit. Now it has its awesome passives, some nice tricks, some gimmicks, but also its weaknesses.
Hexproof as a masochistic purge is a brilliant skill. Some would say its total RP skill compared to templars.. but personally lovin´it. Things like that in its design makes it feel fresh for me, and when things feel fresh.. its fun and gets lots of good ideas to builds. It brings some nice utility for group play, just different and needs to find some new methods of playing with them as strenght. Good fun.
Expunge & Modify is the real deal
IzzyStardust wrote: »I think seriously; Magcros SO UNDERPOWERED I don't wanna hear any pvper utter the words magcro or magicka necro with an eye to nerfing because that really will remove credibility from anything else you've ever said.