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Necromancer Skill: Ricochet Skull

regime211
regime211
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The travel time is just too slow, and the damage is ok. Crystal frags travel time is definitely a lot faster, increasing the travel time for ricochet skulls should be a consideration in the future because by the time you cast the 3rd skull players will already of dodged roll out of the way.
Edited by regime211 on June 11, 2019 3:40AM
  • ESO_Nightingale
    ESO_Nightingale
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    I agree. I think it's only real problem is travel speed. That and any bugs that may exist.
    I now use force pulse because it's travel speed is near instant and its much easier to catch people far away. It's honestly a great option and all 3 ticks crit at lot when the enemy is at low health.

    It wouldn't be a bad thing like the Dive speed increase, because shalks is consistent and blastbones is not. And messing with dive messed with the shalks, dive, force pulse combo which was timing based.

    Thus, on necro, to compensate for more unreliable burst you need something a bit quicker to fill the gaps. And i think skull really wants it.
    Edited by ESO_Nightingale on June 11, 2019 6:32AM
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  • Vercingetorix
    Vercingetorix
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    I mentioned this issue to ZoS during their AUA Reddit event. Wheeler actually responded to me and said they are aware of it, along with other issues, and will announce their changes to Necromancer once everything has been tested.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Joxer61
    Joxer61
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    no..just no! they already attempted a "fix" to Necros and now its all broken to ***.
  • Waffennacht
    Waffennacht
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    Joxer61 wrote: »
    no..just no! they already attempted a "fix" to Necros and now its all broken to ***.

    Tho for straight up damage dealer; ain't much more that can be even lost
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