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How do Restoring Tether & Shocking Siphon (Necromancer) work?

Seraphayel
Seraphayel
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Can somebody explain to me? I read the tooltips several times but still have no clue how they're working and I am not yet leveled enough to test it by myself.
PS5
EU
Aldmeri Dominion
- Khajiit Arcanist -
  • robpr
    robpr
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    On the corpse that glows in cyan (either enemy, dead ally or you own summon corpse) use the siphon. It turns the place where corpse is into AoE but also connects you with a beam. If beam touches enemy, it deals damage.
    Restoring Tether does the same, but heals you and allies. The both ticks every like 0.1s or something.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    robpr wrote: »
    On the corpse that glows in cyan (either enemy, dead ally or you own summon corpse) use the siphon. It turns the place where corpse is into AoE but also connects you with a beam. If beam touches enemy, it deals damage.
    Restoring Tether does the same, but heals you and allies. The both ticks every like 0.1s or something.

    .33 a second tick rate.
  • Seraphayel
    Seraphayel
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    Well now I unlocked these skills and god, they’re awful to use. I am curious which dev had the glorious idea to bring skills like these into the game. They basically corporate everything that’s wrong with Necromancer at the moment.

    And the visuals/animation: wtf? Looks like from a Nintendo 64 game twenty years ago.
    Edited by Seraphayel on June 27, 2019 5:19PM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Runefang
    Runefang
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    In b4 “they don’t”
  • Metafae
    Metafae
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    The skills are at the very least glitchy. They light up saying you can use them, you cast them and then you do half the animation and nothing happens.

    This can be painful when you're relying on the Restoring Tether to save yourself, but it fails to cast properly and you just die and fail your no death run in Maelstrom.

    QQ
  • Grianasteri
    Grianasteri
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    Seraphayel wrote: »
    Can somebody explain to me? I read the tooltips several times but still have no clue how they're working and I am not yet leveled enough to test it by myself.

    Well, you should see recently created corpses from defeated enemy and your own Blastbones/Skeleton/Spirit, glowing brightly on the ground.

    Targeting one of these corpses with either Siphon or Tether, will activate the skill. I do not use Tether, but Siphon is a very powerful AOE damage at the target location (where the corpse was targeted) and also links you to that location with a beam... any enemy touched by that beam, will take damage per second, until the skill duration runs out or the distance becomes too great.

    That's how it works and Tether is similar.
    Edited by Grianasteri on June 28, 2019 9:55AM
  • Grianasteri
    Grianasteri
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    Seraphayel wrote: »
    Well now I unlocked these skills and god, they’re awful to use. I am curious which dev had the glorious idea to bring skills like these into the game. They basically corporate everything that’s wrong with Necromancer at the moment.

    And the visuals/animation: wtf? Looks like from a Nintendo 64 game twenty years ago.

    Totally disagree, both skills work absolutely fine. If you cannot create, manage and target corpses effectively, that is not the skills fault, its part and parcel of running the Necro class.

    The only criticism I would level, is that the beam created does look poor compared to the beams for instance, for Zaan, Soul strike etc, one hopes the visual is improved in due course.

    I find it funny and frustrating, that folk who are used to playing the normal meta and style of play, which is quite similar across the other classes, instantly demand that a new and different approach, be changed to what they are used to. NO. Learn to play the Necromancer or don't, its up to you. It is refreshing to have a new, complex, higher skill cap character to enjoy.
    Edited by Grianasteri on June 28, 2019 9:54AM
  • Metafae
    Metafae
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    Seraphayel wrote: »
    Well now I unlocked these skills and god, they’re awful to use. I am curious which dev had the glorious idea to bring skills like these into the game. They basically corporate everything that’s wrong with Necromancer at the moment.

    And the visuals/animation: wtf? Looks like from a Nintendo 64 game twenty years ago.

    Totally disagree, both skills work absolutely fine. If you cannot create, manage and target corpses effectively, that is not the skills fault, its part and parcel of running the Necro class.

    The only criticism I would level, is that the beam created does look poor compared to the beams for instance, for Zaan, Soul strike etc, one hopes the visual is improved in due course.

    I find it funny and frustrating, that folk who are used to playing the normal meta and style of play, which is quite similar across the other classes, instantly demand that a new and different approach, be changed to what they are used to. NO. Learn to play the Necromancer or don't, its up to you. It is refreshing to have a new, complex, higher skill cap character to enjoy.

    To be fair, there is a known bug where other necromancer's summoned corpses trigger your own skills that use corpses to light up, but you cant actually cast those skills on other necromancer's summoned corpses. So it just doesn't work if they have their corpses mixed in with your own.

    Clearly this isn't why I died in Maelstrom. That was more my issue with the corpses not lasting long enough to give me time to cast the skill on them. As they always fade out right when I'm casting the skill, so the animation for the skill just stops mid-way and then nothing happens.
  • Grianasteri
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    Metafae wrote: »

    To be fair, there is a known bug where other necromancer's summoned corpses trigger your own skills that use corpses to light up, but you cant actually cast those skills on other necromancer's summoned corpses. So it just doesn't work if they have their corpses mixed in with your own.

    Clearly this isn't why I died in Maelstrom. That was more my issue with the corpses not lasting long enough to give me time to cast the skill on them. As they always fade out right when I'm casting the skill, so the animation for the skill just stops mid-way and then nothing happens.

    Fair enough. I have not experienced many bugs with the class, but others seem to have and I can understand that will be frustrating. But criticism of the mechanics of the class is a different thing, which is all too prevalent and that is what I was mainly responding to, often such criticism for me, is unwarranted or at the very least, subjective.

    I agree corpses should last longer, this is an area that could be improved upon, I would nominally say double the time would be more than enough.
    Edited by Grianasteri on June 28, 2019 12:23PM
  • xMovingTarget
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    Bugged skills, dont bother.

    Call ZOS out to fix it. Joke of a company..
  • FakeFox
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    they don't.
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
  • Insco851
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    Runefang wrote: »
    In b4 “they don’t”

    Well....

    They....

    Don’t...
  • Seraphayel
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    I find it funny and frustrating, that folk who are used to playing the normal meta and style of play, which is quite similar across the other classes, instantly demand that a new and different approach, be changed to what they are used to. NO. Learn to play the Necromancer or don't, its up to you. It is refreshing to have a new, complex, higher skill cap character to enjoy.

    This again? Just because it’s clunky it’s not complex or requires a higher skill cap. Especially not when the outcome is so pitiful as with those two skills or corpses in general.

    I’d love to have complex gameplay in this game but the simplicity of its combat system/engine doesn’t allow it.

    Plus the corpse mechanic is a major PITA in battlegrounds or PvP in general due to the constant movement of your enemies and yourself. Besides staying on some chokepoints for a specific amount of time basically the entire mechanic is holding you down instead of benefiting you.
    Edited by Seraphayel on June 28, 2019 2:15PM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • xMovingTarget
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    It really isnt complex at all.There is a corpse, you press the tether. done. Nothing complex. But most of the time when you press the tether, nothing happens, or your character turns around looks at you and nothing happens.
  • Insco851
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    Crazy complex... build “tank”, ult dump. Rest the kit is warm poo.
  • Grianasteri
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    Seraphayel wrote: »

    This again? Just because it’s clunky it’s not complex or requires a higher skill cap. Especially not when the outcome is so pitiful as with those two skills or corpses in general.

    I’d love to have complex gameplay in this game but the simplicity of its combat system/engine doesn’t allow it.

    Plus the corpse mechanic is a major PITA in battlegrounds or PvP in general due to the constant movement of your enemies and yourself. Besides staying on some chokepoints for a specific amount of time basically the entire mechanic is holding you down instead of benefiting you.

    This again?

    The outcome, for instance with a Blastbones/Siphon combo and a snare/trap/root skill, along with AOEs like Boneyard, Caltrops, Endless hail, Wall of elements, is an absolute shed load of damage. So working an effective combination into a rotation is anything but pitiful. For PVE its even better, adds melt with a Bone Yard (can debuff every enemy resistances and do 20% more damage to them, not to mention the synergy available), plus as ever, add in any of Siphon, Caltrops/Wall of elements/endless hail etc.

    I also disagree with being "held down", I am not held down, I adapt my game play accordingly, I am able to move pretty much as any other class. Who wants every class to be the same anyway!

    Did the Necro mechanics take some getting used to, absolutely, its quite a different process than for other classes, it takes planning and forethought and a focus on keeping corpses coming. I guess this style seems clunky to anyone who doesnt like it, who struggles to learn to employ it efficiently etc.

    So part of the problem here, as I have already eluded to, is people simply not liking the mechanic, people not wishing to learn to use it or preferring other classes. All fine, each to their own. But there are tons of us who are really enjoying an engaging, creative, fun and different way of playing, AND making it work very well indeed, including in vet dungeons and trials.

    As ever much of the criticism (bugs aside) stems from min/maxers crying about doing a few thousand less DPS than they can on another class. Thankfully ZOS gave us a new emote that is perfect for these folks. Some salt with that?

    ps, I do think its funny just how many folk are on these forums constantly criticising ZOS and ESO, being so overly negative. Subjective negative comments abound about this aspect or that, or how this should be changed or that etc. It drowns out legitimate constructive feedback. If you dont like ESO, the easy option is to go and play something else, not b**ch about it endlessly and expect everyone to jump on board with your b**ching.
  • Grianasteri
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    It really isnt complex at all.There is a corpse, you press the tether. done. Nothing complex. But most of the time when you press the tether, nothing happens, or your character turns around looks at you and nothing happens.

    Most of the time when I press to siphon (and when I was trying out tether), it works.

    Its a shame some experience bugs, I hope these get worked out. I've had a few, mainly when the whole game has been lagy in a dungeon or something, but just a few, for the most part the whole class is working great.
  • katorga
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    It really isnt complex at all.There is a corpse, you press the tether. done. Nothing complex. But most of the time when you press the tether, nothing happens, or your character turns around looks at you and nothing happens.

    Most of the time when I press to siphon (and when I was trying out tether), it works.

    Its a shame some experience bugs, I hope these get worked out. I've had a few, mainly when the whole game has been lagy in a dungeon or something, but just a few, for the most part the whole class is working great.

    "Most of the time". That summarizes Necro.

    My experience is this:

    Blastbones may or may not make it to the boss due to bugs, pathing, elevation differences, or AOE/CC. Sometimes the ability icon just doesn't light up, and you cannot cast at all.

    But, if it makes it and leaves a corpse at the boss's feet. Detonating siphon, may or may not fire. It may or may not hit the right corpse. If it hits the right corpse, it may or may not actually be in the target's hitbox and do no damage. Sometimes it just doesn't fire and turns your character around so that it is looking at you.

    If the boss floats, flies, changes elevation or teleports a lot, the entire combo may or may not work, and your DPS is in the toilet.

    The only archetype that Necro can perform reliably is tank. All of the skills you would use in this role basically work as planned, but you don't bring any buffs to the group, making DK's and Wardens more preferred in this role.
    Edited by katorga on June 28, 2019 6:24PM
  • Grianasteri
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    katorga wrote: »

    "Most of the time". That summarizes Necro.

    My experience is this:

    Blastbones may or may not make it to the boss due to bugs, pathing, elevation differences, or AOE/CC. Sometimes the ability icon just doesn't light up, and you cannot cast at all.

    But, if it makes it and leaves a corpse at the boss's feet. Detonating siphon, may or may not fire. It may or may not hit the right corpse. If it hits the right corpse, it may or may not actually be in the target's hitbox and do no damage. Sometimes it just doesn't fire and turns your character around so that it is looking at you.

    If the boss floats, flies, changes elevation or teleports a lot, the entire combo may or may not work, and your DPS is in the toilet.

    The only archetype that Necro can perform reliably is tank. All of the skills you would use in this role basically work as planned, but you don't bring any buffs to the group, making DK's and Wardens more preferred in this role.

    As I say, its a shame you have been experiencing such bugs, they clearly exist. Personally I have had very few, perhaps marginally more than any other class on release.

    Blastbones needs a rework so that it is an air based attack, travelling in a direct line to the target, wherever it may be. So a ghost/spirit, rather than a skeleton. This would remove ground based obstacles preventing the Blastbones progress to target (pathing etc), and also allow the skill to hit floating targets.

    Siphon and Tether need reworked so that the targeting works more consistently and closer to the boss. The later is easy to correct, just enlarge the aoe, or have the proc explode from the target, not the Blastbones.

    I disagree with what say re Necro tank does not bring any buffs. Id say aoe debuff to every enemy within - physical and spell resistance, is pretty powerful. Id say resurrecting the whole team on a wipe, is pretty powerful (Ive used it to save wipes, its a fantastic feeling, everyone thinks its a wipe, nope!). Warden provides group resistance buffs, which is probably the only thing I miss from my warden tank. DK tanking, personally really not missing anything.
    Edited by Grianasteri on July 3, 2019 8:09AM
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