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Magicka Necro in BGs

Waffennacht
Waffennacht
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Edit: lol I want it to do better. Yes I can do alright; but I want to do well; without the requirements of having a solid team.

Still enjoying the class, just need to figure out exactly what to go for...

What do you think?

And Seriously any builds and or advice is very much welcome!
Edited by Waffennacht on June 13, 2019 6:40PM
Gamer tag: DasPanzerKat NA Xbox One
1300+ CP
Battleground PvP'er

Waffennacht' Builds
  • ChefZero
    ChefZero
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    I go melee tank with much AoE and Pen B)
    PC EU - DC only
  • Iskiab
    Iskiab
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    I’m a stamnecro... I think. I think the best Necro spec will end up being a tanky hybrid build.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Waffennacht
    Waffennacht
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    Ravenous Goliath is the sleeper morph :x
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Custos91
    Custos91
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    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
    Warden Main apparently... 7 Wardens currently, otherwise a healer of every class.
    Mostly active in No CP PVP on EU, blaming the buffbot meta in pve.
    I want to feel like I am saving somebodies life, not like I am carrying amunition for them...
  • ChunkyCat
    ChunkyCat
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    I have yet to encounter a Necro, Stam or Mag, that’s given me any more trouble than any other class.

    That’s with both my upper MMR characters and my twinked out sub 50 characters.

    If anything, in lower MMR matches, the only real Necro contenders I’ve encountered have been the tanky ones with high health and health regen. But even those are only annoying when they’re in their ulti form. I’ve found that the best way to beat those guys is simply heavy attacking when they’ve transformed and waiting for their timer to run out.

    So, yeah, not very impressed with the class.

    Just my two cents.
    Edited by ChunkyCat on June 6, 2019 11:23PM
  • Iskiab
    Iskiab
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    Custos91 wrote: »
    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. but the last ability in the tanking tree that immobilizes helps slow people down.

    I have to look more into the new cc immunity. I’m sick of chasing kiting bouncy sorcs, think I’m going to try and lay lots of ground effects and beckoning armour/silver leash them to me. That’s the new angle I want to see if I can build.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Minno
    Minno
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    I always thought of the ground effects as mostly support/pve oriented.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Iskiab
    Iskiab
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    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.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Waffennacht
    Waffennacht
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    Iskiab wrote: »
    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.

    It's an AoE that looks for a hit on cast. Enemies "hit" are snared for 5 sec etc

    Don't think Daedric mines, they don't sit on the ground waiting for an opponent, think more like restraining prison
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Iskiab
    Iskiab
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    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.
    Edited by Iskiab on June 7, 2019 1:32AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Waffennacht
    Waffennacht
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    Iskiab wrote: »
    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.

    Oh right and yeah they gotta stay in
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • SacredEarth
    SacredEarth
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    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.
  • wheem_ESO
    wheem_ESO
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    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.
    Iskiab wrote: »
    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).
    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 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.

    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?)
  • Mojomonkeyman
    Mojomonkeyman
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    Playing melee mag necro, 120 BG matches played so I slowly dip into mid-high MMR. No matter what I tried (HP Necro, Crit Necro, Aoe Proc Necro, Support Necro), I average about 600k dmg done, peaking at 1.3m in one match (Procs doing the work). My Mag Warden is averaging and peaking more than double of that and producing healing numbers higher than my necro damage on top in the same match.

    Yes, I had my 28-0 matches, but thats due to me facing much less experienced players. And my overall damage done was still pitiful. Any experienced player will achieve this in low MMR when you give him/her a damage skill and a heal, no matter the class.

    Goliath without gapcloser will be easily kited by even average players. There is just nothing scary about a Mag Necro except the one-trick-pony colossus drop - which feels like playing a severly handicapped negate monkey.
    Koma Grey, Chocolate Thunder, Little Mojo, Dagoth Mojo & Mojomancy
  • SacredEarth
    SacredEarth
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    wheem_ESO wrote: »
    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.

    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 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.

    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?)

    Oh, I dont claim to be good at pvp. For all the hundreds of BGs I have done in the past few months, I am still learning the basics. I often get top kills and dmg on my sorc, so I can't suck that bad... I believe it was a Stamcro, but not sure. This Necro was in Goliath form and by the way it took us out, must have been spamming an AOE... I have done 20 or so BGs since then and forget the recap. What struck me was how little dmg it was taking. I got my full combo off and then did it again, I failed to rebuff and was caught. I don;t know about my teammates but I know I do good dmg... Of course there are a bunch of them out now and builds are coming together with Undaunted and things completed...

    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.
  • Waffennacht
    Waffennacht
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    @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
    Edited by Waffennacht on June 7, 2019 8:03AM
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Moonsorrow
    Moonsorrow
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    @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

    Can make necro be really tanky, i mean really hard to kill.. and thus sort of valuable to the team when/if enemies tunnel vision on you when they get annoyed and try to force the kill. And then your team finishes them off after they get their gas tank empty on you.

    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.

    Still, for now.. at open world cyrodiil it has more benefits than at bgs, when more corpses around in a steady flow.. the ultigen is really good. With some imagination on builds one can be both really hard to take down and deadly at the same time. And the Bash gimmick will be nerfed eventually so not talking about that, some will of course use it as long and as much as they can for luls.

    Glad to hear people having fun with necro, me too.. still hoping for fast fix to Blastbones pathing issues. :) Many people testing it though and going back to their old favourite classes, since its playstyle to get max benefits is very different from others. The tethers are useful too, but needs to train to use them at proper spots. Corpse play/targeting on lag is the challenge though heh.
  • Mojomonkeyman
    Mojomonkeyman
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    @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 mean, the thing I love most in this game is theorycrafting, Ive not given up yet and found some tanky setups that are really fun to play and pretty sure you will have fun, too. But that's it, you can have fun (especially in low-mid mmr), but I don't see tanky mag or HP necro being able to compete at the top level, even when incorporated into a top premade. They just dont bring much to the table for the group.

    Compared to old HP Wardens (which I would regard as a benchmark in regards to viable tanky play), tanky Necros dont even have half of the overall damage output and provide very little group utility. There was some very experienced players going for HP Wardens (Delta, Blobs, Rouder, etc) but at some point they all had to agree that the setup is not competitive in top mmr matches even when stacked with itself.

    What I want to say is, that I can't see tanky Mag/HP Necros compete even with those old Warden builds. And those builds were able to put out 2m + dmg over the course of lengthy BGs BUT still were not considered en par.
    Koma Grey, Chocolate Thunder, Little Mojo, Dagoth Mojo & Mojomancy
  • wheem_ESO
    wheem_ESO
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    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.
    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.
    @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
    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.
    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.

    And while the Blastbones may have been more reliable then than it is now, since it was faster and didn't have a delay on the gap closer, it could still get "confused" easily and path horribly. I've repeatedly mentioned the one anecdote from day-1 of the PTS where an enemy Necromancer sent a Blastbones at me from below his base in Foyada Quarry (while I was one level down from that), and it pathed a really long way around and ended up despawning before ever reaching me. And that's without me moving around or CCing it.
    Edited by wheem_ESO on June 7, 2019 9:05AM
  • Neloth
    Neloth
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    I tried many magcro setups (both for skills and sets), and the most fun/effective for me was ice staff magcro.

    I run ice master destro, and thus use reach as a spammable. Frost reach helps A LOT to land blastbones reliably. Yes, when using ice staff you lose a reliable hard CC, for both offensive and defensive purposes. I tried fear, but 2s delay is terrible. Slotting dawnbreaker as a front bar ult helps a bit here.

    I also use ice blockade to root them even more (and cause magcro doesn't have other good dmg skills, lul).

    The whole build is:

    master ice + pirate skeleton + necro + mage mundus + bloody mara + region glyphs + dunmer/breton, all 3-stat enchants

    skills: ice blockade, frost reach, flex spot (fear/mage light/skeleton mage), mender spirit, blastbones, dawnbreaker
    back bar: purge (sustain one), burst heal, armor buff, necro repentance, RAT, colossus (which works like bats)

    Yes, it is not a high-dmg setup, but honesltly I tried to play such kind of builds (shock staff + necro + afliq, for example), and sadly right now there is no point in playing them: all your dmg is supposed to buff blasbones + ulti burst, but if they can't reach an opponent reliably, what is the point of playing all dmg spec?
  • Moonsorrow
    Moonsorrow
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    wheem_ESO 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
    Mojomonkeyman
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    Moonsorrow wrote: »
    wheem_ESO 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, it gives u the equivalent ressources of the Bloothorn Set 5p when cast every 8 sec once (assuming two effects are cleansed). Combine that with the fact that the cleansed effects usually prevent more effective harm done than it costs HP or compared to not cleansing them and you have (imo) one of the strongest active skills in the necro kit.
    Edited by Mojomonkeyman on June 7, 2019 9:55AM
    Koma Grey, Chocolate Thunder, Little Mojo, Dagoth Mojo & Mojomancy
  • Moonsorrow
    Moonsorrow
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    Moonsorrow wrote: »
    wheem_ESO 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

    I could not remember the name of that morph, Hexproof though is a name that could even as a character name, guild name.. it should be my real life middle name lol. But yes agreed. Currently using different morphs on different necros. I feel my magnecro needs more of the extra sustain than my stam necro. Atleast on current builds.

    Edit: And yes, all in all necro passives are really nice, even the Curative Curse, where healing done increases when got negative effect on you. Small things like that add up. But yeah, my stam necro and the way i play it sort of needs Hexproof with LoS, especially when high pressure from bleeders when my burst not ready yet.
    Edited by Moonsorrow on June 7, 2019 10:06AM
  • IzzyStardust
    IzzyStardust
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    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.
    Edited by IzzyStardust on June 7, 2019 10:11AM
  • heng14rwb17_ESO
    heng14rwb17_ESO
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    GO NECRO OR GO CRY !
  • Neloth
    Neloth
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    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.

    It just need 2 things:

    1) blasbones fix (the only counterplay left should be blocking them)

    2) a reliable dot - just remove tether nosnsence and replace it with a single target dot, similar to NB cripple or warden fetcher infection

    Boom, necro is a cool class, both PvPers and PvErs are happy

    Of course we could use an instant fear CC too (since totem is a dead skill too), but I doubt ZoS will bother reworking it
  • SpiderCultist
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    this is what I'm running for BGs atm:

    https://en.uesp.net/wiki/Special:EsoBuildData?id=150397

    not a big fan tbh, I'm going to try a magmancer tank setup next
    PC | EU
    Ashlander and Mephala worshipper.
    "You are just another breed of domestic animal, grazing stupidly while higher beings plot your slaughter."
  • StarOfElyon
    StarOfElyon
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    I honestly can't tell them from the sorcs sometimes. It gets a little confusing.
  • Iskiab
    Iskiab
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    Yea, tank is the best way to spec as a Necro I’ve played so far. I don’t see a point in playing a magnecro build for damage when... I think every class would perform better in that role except maybe DKs (but haven’t tried a pure ranged DK to know).
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Waffennacht
    Waffennacht
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    @Mojomonkeyman very interesting, you listed some players that definitely caught my eye.

    Why did those hp builds not do well enough? (Such as Rouder's warden)

    Something to do with lack of dmg on specific targets? Mobility issues? Not enough healing?

    And then why was the issues insurmountable?

    Your numbers are hella accurate - which is why I gotta pick your brain. But I'm wondering why 9-0-11 (something like that) at 650k damage isn't helpful enough?
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
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