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Improving Necromancers

Matthew_Galvanus
Matthew_Galvanus
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Just as the title says, Necromancers need to see a few adjustments to their skills. While the design itself is solid, the implementation and overall effectiveness leaves a lot to be desired. So I want to share some ideas on how some abilities can be improved and make the Necromancer perform better. Right now Necros are considered pretty weak, even with the BiS gear for the end game. There needs to be some adjustments to their skill lines that will bring their overall dps up, or improve their survivability, regen, or healing potential.


Grave Lord
Ricochet Skull (Morph of Flame Skull)
Rename to Erupting Skull.
Effect:
Lob an explosive skull at an enemy, dealing (X) Flame Damage. Every third cast deals 30% more damage and ignites the target, dealing (X) Flame Damage over time.

Venom Skull (Morph of Flame Skull):
Abilities remain the same

Blastbones:
Remove duration on Blastbones and all morphs, it will stay active until desummoned by the player, or it explodes on a target. (this will fix this issue where skeleton spazzes when trying to focus on multiple targets and die before picking one)
Allow Blastbones and all morphs to be summoned at any time (meaning, you don't need to be focused on a target and be in range to summon it.)

Stalking Blastbones (Morph of Blastbones):
Stalking Blastbones receives a 25% damage increase(removing the increased damage over time while running at target) and it has increased movement speed when running towards a target.

Blighted Blastbones (Morph of Blastbones):
No changes to Ability

Boneyard:
Boneyard and morphs will slightly reduce the movement speed of any enemies in the aoe, with this slow becoming more powerful if you consume a corpse.

Skeletal Mage:
Increase the outgoing damage of the Skeletal Mage and its morphs.

Skeletal Arcanist (Morph of Skeletal Mage):
Remove the aoe damage from each attack.
Marks target and all Necromancer abilities deals (X)% more damage to target, with the duration being refreshed each time the target is attacked by the Skeletal Arcanist.

Skeletal Ranger (Morph of Skeletal Mage):
Abilities Remain the Same.

Mystic Siphon (Morph of Shocking Siphon)
Mystic Siphon will restore increasing amounts of Magicka (up to 100% more) based on how low your resource pool is. (meaning if your magicka resource is low, you will get back more magicka per second).

Detonating Siphon (Morph or Shocking Siphon):
Increase aoe size of explosion.
When the corpse explodes, any enemies hit will take an additional (X) amount of Disease damage over time.


The idea behind these changes is to increase the amount of dps overall, while in the case of the stamina morphs, allow them to benefit more from Rapid Rot by adding additional DoTs to their kit.

Bone Tyrant

Death Scythe:
Slight increase in damage and heal

Bone Armor:
Abilities remain the same

Bitter Harvest:
Increasing the healing of Bitter Harvest and its morphs.

Deaden Pain (Morph of Bitter Harvest):
Abilities remain the same

Necrotic Potency (Morph of Bitter Harvest):
Abilities remain the same.

Bone Totem:
Increase size of aoe of Minor Protection for Bone Totem and all morphs.

Grave Grasp:
Abilities remain the same.



Bolster the healing effects of the abilities while also adding another means for Necromancers to help maintain their resources.

Living Death

Blood Sacrifice (Morph of Render Flesh):
Remove the heal on a second target when you consume a corpse, instead Increase the healing done and the ability won't inflict minor defile. (still inflicts minor defile if you don't consume a corpse)

Expunge:
Removes 2 negative effects, prioritizes hard CC (snares, roots, etc)

Hexproof (Morph of Expunge):
Reduce negative effects removed from 4 to 3
If you remove any form of hard CC such as a root or snare, gain Unstoppable for 3 seconds.

Spirit Mender:
increase the healing of Spirit Mender and all morphs

Spirit Guardian (Morph of Spirit Mender):
Increases health of Spirit Guardian and increase the amount of damage transferred to it from 10% to 15%

Restoring Tether:
Increase healing of Restoring Tether and all morphs

Braided Tether (Morph of Restoring Tether):
Increase size of aoe heal on player character, in addition add an aoe around the corpse being siphoned.

Mortal Coil (Morph of Restoring Tether)
Mortal Coil will restore increasing amounts of Stamina (up to 100%) based on how low your resource pool is. (Like Mystic Siphon, you will gain more back stamina per second if your stamina is low)


The idea was to give Necromancers more survivability in extended fights, in addition to improving the resource restore for stamina builds.


this is all the ideas i have so far, but i'd like to hear your feedback and your own ideas on how necromancers could be improved
Edited by Matthew_Galvanus on June 21, 2019 8:34AM
  • Juhasow
    Juhasow
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    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.
  • iCaliban
    iCaliban
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    Stam necro does not need buffs from a pve dps perspective.

    Mag necro does.
  • leepalmer95
    leepalmer95
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    Fix the damn broken normal skills.

    Nerf the OP ults.

    See how the class feels then.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Matthew_Galvanus
    Matthew_Galvanus
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    Juhasow wrote: »
    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.

    how exactly did you get 20k more than any other class?
  • Matthew_Galvanus
    Matthew_Galvanus
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    iCaliban wrote: »
    Stam necro does not need buffs from a pve dps perspective.

    Mag necro does.

    the idea was to make it so both sides gain more beneficial morphs and benefit fromt heir passives better.

    specifically, i thought it was weird that a class with a passive like Rapid Rot which bolsters DoTs has very few DoTs to benefit from it.
  • leepalmer95
    leepalmer95
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    Juhasow wrote: »
    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.

    how exactly did you get 20k more than any other class?

    Think he means you're proposed changes would add an extra 20k dps in pve than any other class.

    Baring in mind stam nec is already the 'strongest' dd currently.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Matthew_Galvanus
    Matthew_Galvanus
    ✭✭✭✭✭
    Fix the damn broken normal skills.

    Nerf the OP ults.

    See how the class feels then.

    how are the ults OP?

    Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.
  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    Fix the damn broken normal skills.

    Nerf the OP ults.

    See how the class feels then.

    how are the ults OP?

    Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.

    Are you seriously asking how:

    Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.

    Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.

    Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Matthew_Galvanus
    Matthew_Galvanus
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    Juhasow wrote: »
    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.

    how exactly did you get 20k more than any other class?

    Think he means you're proposed changes would add an extra 20k dps in pve than any other class.

    Baring in mind stam nec is already the 'strongest' dd currently.

    it ultimately depends on how the skills damage values are adjusted.
    more than anything, i want to bring changes to the classes so that necromancer feels better overall.
    while, yes, Stamina necro is strong, Magicka definitely needs the most work, which is why it has more adjustments than stamina does.

    like replacing Ricochet Skull in favor of a stronger single target attack that applies a dot after the third cast.

    overall i want the class to feel like no matter which build you go, you're only going to benefit from it.
  • leepalmer95
    leepalmer95
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    Juhasow wrote: »
    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.

    how exactly did you get 20k more than any other class?

    Think he means you're proposed changes would add an extra 20k dps in pve than any other class.

    Baring in mind stam nec is already the 'strongest' dd currently.

    it ultimately depends on how the skills damage values are adjusted.
    more than anything, i want to bring changes to the classes so that necromancer feels better overall.
    while, yes, Stamina necro is strong, Magicka definitely needs the most work, which is why it has more adjustments than stamina does.

    like replacing Ricochet Skull in favor of a stronger single target attack that applies a dot after the third cast.

    overall i want the class to feel like no matter which build you go, you're only going to benefit from it.

    Well partly the reason why mag nec sucks is because it relies on class skills so much and most of them are really broken.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Matthew_Galvanus
    Matthew_Galvanus
    ✭✭✭✭✭
    Fix the damn broken normal skills.

    Nerf the OP ults.

    See how the class feels then.

    how are the ults OP?

    Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.

    Are you seriously asking how:

    Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.

    Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.

    Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.

    most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE
  • Tasear
    Tasear
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    Definitely would be OP in so many regards. Also you should state why something is needed in case.
  • leepalmer95
    leepalmer95
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    ✭✭✭✭✭
    Fix the damn broken normal skills.

    Nerf the OP ults.

    See how the class feels then.

    how are the ults OP?

    Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.

    Are you seriously asking how:

    Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.

    Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.

    Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.

    most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE

    Revive/ bash ult wouldn't effect pvp.

    Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.

    But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Matthew_Galvanus
    Matthew_Galvanus
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    Tasear wrote: »
    Definitely would be OP in so many regards. Also you should state why something is needed in case.

    most of these changes are needed because as it stands, Necromancer overall feels super clunky.

    some of the morphs don't even make sense. for instance, why is it that Flame skull's magicka morph just bounces to targets in a group fight, while the stamina morph gains a stack whenever you use a necromancer ability? seems kind of one sided to me.

    or skeletal ranger gaining bonus damage with every attack, while skeletal arcanist only gains an aoe with each attack. see what i mean?

    making adjustments so that both morphs are more in line with each other would make the class run smoother.

    you claim that the proposed ideas are 'definitely op' but you don't tell me why they are op, you don't offer an alternative either.

    the idea behind constructive criticism is that you offer something can be used to improve the overall idea or method. If you simply say "that's op." i get nothing from it other than you disagree with the idea.
  • Matthew_Galvanus
    Matthew_Galvanus
    ✭✭✭✭✭
    Fix the damn broken normal skills.

    Nerf the OP ults.

    See how the class feels then.

    how are the ults OP?

    Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.

    Are you seriously asking how:

    Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.

    Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.

    Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.

    most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE

    Revive/ bash ult wouldn't effect pvp.

    Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.

    But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.

    the reason i look more at PvE is because most of the game is based in PvE.
  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    Fix the damn broken normal skills.

    Nerf the OP ults.

    See how the class feels then.

    how are the ults OP?

    Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.

    Are you seriously asking how:

    Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.

    Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.

    Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.

    most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE

    Revive/ bash ult wouldn't effect pvp.

    Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.

    But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.

    the reason i look more at PvE is because most of the game is based in PvE.

    Thats nice, so it's ok if pve affects pvp? But not the other way around?

    It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Matthew_Galvanus
    Matthew_Galvanus
    ✭✭✭✭✭
    Fix the damn broken normal skills.

    Nerf the OP ults.

    See how the class feels then.

    how are the ults OP?

    Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.

    Are you seriously asking how:

    Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.

    Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.

    Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.

    most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE

    Revive/ bash ult wouldn't effect pvp.

    Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.

    But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.

    the reason i look more at PvE is because most of the game is based in PvE.

    Thats nice, so it's ok if pve affects pvp? But not the other way around?

    It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.

    no, i'd rather PvP and PvE have their balance changes made separately,
  • Matthew_Galvanus
    Matthew_Galvanus
    ✭✭✭✭✭
    Fix the damn broken normal skills.

    Nerf the OP ults.

    See how the class feels then.

    how are the ults OP?

    Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.

    Are you seriously asking how:

    Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.

    Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.

    Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.

    most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE

    Revive/ bash ult wouldn't effect pvp.

    Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.

    But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.

    the reason i look more at PvE is because most of the game is based in PvE.

    Thats nice, so it's ok if pve affects pvp? But not the other way around?

    It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.

    also, the fact you think it is as easy as "light attacking your way through it" says that you probably don't play end game PvE content
  • Defilted
    Defilted
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    I agree with fix the skills so they work then see how Necro performs.
    XBOX NA
    XBOX Series X

    #NightmareBear
  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    Fix the damn broken normal skills.

    Nerf the OP ults.

    See how the class feels then.

    how are the ults OP?

    Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.

    Are you seriously asking how:

    Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.

    Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.

    Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.

    most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE

    Revive/ bash ult wouldn't effect pvp.

    Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.

    But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.

    the reason i look more at PvE is because most of the game is based in PvE.

    Thats nice, so it's ok if pve affects pvp? But not the other way around?

    It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.

    also, the fact you think it is as easy as "light attacking your way through it" says that you probably don't play end game PvE content

    Did I say i could light attack end game pve?

    That 1% where it would effect would be end game pve, didn't realise i Had to spell it out for you there.

    But how many trails? Maybe a few dlc dungeon and 1 arena can be considered end game pve.

    Then you have the rest of the dungeons, the questing, the zones, the early trials, dsa, msa etc... aren't end game pve at all.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Matthew_Galvanus
    Matthew_Galvanus
    ✭✭✭✭✭
    Fix the damn broken normal skills.

    Nerf the OP ults.

    See how the class feels then.

    how are the ults OP?

    Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.

    Are you seriously asking how:

    Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.

    Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.

    Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.

    most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE

    Revive/ bash ult wouldn't effect pvp.

    Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.

    But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.

    the reason i look more at PvE is because most of the game is based in PvE.

    Thats nice, so it's ok if pve affects pvp? But not the other way around?

    It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.

    also, the fact you think it is as easy as "light attacking your way through it" says that you probably don't play end game PvE content

    Did I say i could light attack end game pve?

    That 1% where it would effect would be end game pve, didn't realise i Had to spell it out for you there.

    But how many trails? Maybe a few dlc dungeon and 1 arena can be considered end game pve.

    Then you have the rest of the dungeons, the questing, the zones, the early trials, dsa, msa etc... aren't end game pve at all.
    Fix the damn broken normal skills.

    Nerf the OP ults.

    See how the class feels then.

    how are the ults OP?

    Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.

    Are you seriously asking how:

    Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.

    Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.

    Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.

    most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE

    Revive/ bash ult wouldn't effect pvp.

    Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.

    But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.

    the reason i look more at PvE is because most of the game is based in PvE.

    Thats nice, so it's ok if pve affects pvp? But not the other way around?

    It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.

    also, the fact you think it is as easy as "light attacking your way through it" says that you probably don't play end game PvE content

    Did I say i could light attack end game pve?

    That 1% where it would effect would be end game pve, didn't realise i Had to spell it out for you there.

    But how many trails? Maybe a few dlc dungeon and 1 arena can be considered end game pve.

    Then you have the rest of the dungeons, the questing, the zones, the early trials, dsa, msa etc... aren't end game pve at all.

    And yet, end game is where the effectiveness of a class matters most hence the need to fix a class with issues so it actually functions smoothly.
  • leepalmer95
    leepalmer95
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    ✭✭✭✭✭
    Fix the damn broken normal skills.

    Nerf the OP ults.

    See how the class feels then.

    how are the ults OP?

    Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.

    Are you seriously asking how:

    Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.

    Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.

    Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.

    most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE

    Revive/ bash ult wouldn't effect pvp.

    Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.

    But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.

    the reason i look more at PvE is because most of the game is based in PvE.

    Thats nice, so it's ok if pve affects pvp? But not the other way around?

    It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.

    also, the fact you think it is as easy as "light attacking your way through it" says that you probably don't play end game PvE content

    Did I say i could light attack end game pve?

    That 1% where it would effect would be end game pve, didn't realise i Had to spell it out for you there.

    But how many trails? Maybe a few dlc dungeon and 1 arena can be considered end game pve.

    Then you have the rest of the dungeons, the questing, the zones, the early trials, dsa, msa etc... aren't end game pve at all.
    Fix the damn broken normal skills.

    Nerf the OP ults.

    See how the class feels then.

    how are the ults OP?

    Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.

    Are you seriously asking how:

    Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.

    Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.

    Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.

    most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE

    Revive/ bash ult wouldn't effect pvp.

    Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.

    But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.

    the reason i look more at PvE is because most of the game is based in PvE.

    Thats nice, so it's ok if pve affects pvp? But not the other way around?

    It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.

    also, the fact you think it is as easy as "light attacking your way through it" says that you probably don't play end game PvE content

    Did I say i could light attack end game pve?

    That 1% where it would effect would be end game pve, didn't realise i Had to spell it out for you there.

    But how many trails? Maybe a few dlc dungeon and 1 arena can be considered end game pve.

    Then you have the rest of the dungeons, the questing, the zones, the early trials, dsa, msa etc... aren't end game pve at all.

    And yet, end game is where the effectiveness of a class matters most hence the need to fix a class with issues so it actually functions smoothly.

    Yes fix the class and the skills and not ask for mega changes to many of the skills before you can even see how the class plays when everyone works.

    Also Ult's still OP.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • The_Lex
    The_Lex
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    I'm having a hard time getting into stamcro in pvp. The skills are clunky, and Blastbones only works some of the time. It's frustrating to watch that bugger stop and stare at my target before collapsing into useless parts.

    I haven't tried magicka yet, but everyone is telling me that it's not that great as dps.

    EDIT: One thing I do like about necro is the on-demand (and cheap) purge.
  • Tasear
    Tasear
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    Tasear wrote: »
    Definitely would be OP in so many regards. Also you should state why something is needed in case.

    most of these changes are needed because as it stands, Necromancer overall feels super clunky.

    some of the morphs don't even make sense. for instance, why is it that Flame skull's magicka morph just bounces to targets in a group fight, while the stamina morph gains a stack whenever you use a necromancer ability? seems kind of one sided to me.

    or skeletal ranger gaining bonus damage with every attack, while skeletal arcanist only gains an aoe with each attack. see what i mean?

    making adjustments so that both morphs are more in line with each other would make the class run smoother.

    you claim that the proposed ideas are 'definitely op' but you don't tell me why they are op, you don't offer an alternative either.

    the idea behind constructive criticism is that you offer something can be used to improve the overall idea or method. If you simply say "that's op." i get nothing from it other than you disagree with the idea.

    Your suggestions are trying to shape the class into something that it isn't.
  • Matthew_Galvanus
    Matthew_Galvanus
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    Tasear wrote: »
    Tasear wrote: »
    Definitely would be OP in so many regards. Also you should state why something is needed in case.

    most of these changes are needed because as it stands, Necromancer overall feels super clunky.

    some of the morphs don't even make sense. for instance, why is it that Flame skull's magicka morph just bounces to targets in a group fight, while the stamina morph gains a stack whenever you use a necromancer ability? seems kind of one sided to me.

    or skeletal ranger gaining bonus damage with every attack, while skeletal arcanist only gains an aoe with each attack. see what i mean?

    making adjustments so that both morphs are more in line with each other would make the class run smoother.

    you claim that the proposed ideas are 'definitely op' but you don't tell me why they are op, you don't offer an alternative either.

    the idea behind constructive criticism is that you offer something can be used to improve the overall idea or method. If you simply say "that's op." i get nothing from it other than you disagree with the idea.

    Your suggestions are trying to shape the class into something that it isn't.

    what exactly are my suggestions trying to shape the class into?
  • Matthew_Galvanus
    Matthew_Galvanus
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    @leepalmer95

    the changes are meant to not only fix some of their clunkiness, but to also make them more effective than what we currently have.

    i offer alternative morph ideas because some of them dont make sense, especially some of the magicka morphs.

  • Tasear
    Tasear
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    Tasear wrote: »
    Tasear wrote: »
    Definitely would be OP in so many regards. Also you should state why something is needed in case.

    most of these changes are needed because as it stands, Necromancer overall feels super clunky.

    some of the morphs don't even make sense. for instance, why is it that Flame skull's magicka morph just bounces to targets in a group fight, while the stamina morph gains a stack whenever you use a necromancer ability? seems kind of one sided to me.

    or skeletal ranger gaining bonus damage with every attack, while skeletal arcanist only gains an aoe with each attack. see what i mean?

    making adjustments so that both morphs are more in line with each other would make the class run smoother.

    you claim that the proposed ideas are 'definitely op' but you don't tell me why they are op, you don't offer an alternative either.

    the idea behind constructive criticism is that you offer something can be used to improve the overall idea or method. If you simply say "that's op." i get nothing from it other than you disagree with the idea.

    Your suggestions are trying to shape the class into something that it isn't.

    what exactly are my suggestions trying to shape the class into?

    I am going to step away from this agrument. You will see in coming replys what I mean.
  • Matthew_Galvanus
    Matthew_Galvanus
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    Tasear wrote: »
    Tasear wrote: »
    Tasear wrote: »
    Definitely would be OP in so many regards. Also you should state why something is needed in case.

    most of these changes are needed because as it stands, Necromancer overall feels super clunky.

    some of the morphs don't even make sense. for instance, why is it that Flame skull's magicka morph just bounces to targets in a group fight, while the stamina morph gains a stack whenever you use a necromancer ability? seems kind of one sided to me.

    or skeletal ranger gaining bonus damage with every attack, while skeletal arcanist only gains an aoe with each attack. see what i mean?

    making adjustments so that both morphs are more in line with each other would make the class run smoother.

    you claim that the proposed ideas are 'definitely op' but you don't tell me why they are op, you don't offer an alternative either.

    the idea behind constructive criticism is that you offer something can be used to improve the overall idea or method. If you simply say "that's op." i get nothing from it other than you disagree with the idea.

    Your suggestions are trying to shape the class into something that it isn't.

    what exactly are my suggestions trying to shape the class into?

    I am going to step away from this agrument. You will see in coming replys what I mean.

    it's not really an argument. i'd just like a little context, because you haven't really given me any, but whatever.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    all your changes to the bone tyrant skill are not needed, they are tank skills, not dps skills, they do great in that regard.
  • Juhasow
    Juhasow
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    Juhasow wrote: »
    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.

    how exactly did you get 20k more than any other class?

    Stam necro is already 5-10k ahead of other stamina setups. Changes that You want to make would add another 10k easily. Just blastbones itself which is currently main source of damage on stam necro dropping from 2,5 to 1,5 sec of summoning would make it used as every 2nd instead of every 3rd ability cast which is big DPS jump and You also want AoE dmg after the explosion. On it's own that change is easy something like 5-7k more DPS. Then You want more dmg on skeletal archer and more dmg on detonating siphon. And You want to kinda buff up sustain on necro when fact he'll use blastbones more often would already improve that sustain by a lot since blastbones is very cheap ability.
    Edited by Juhasow on June 17, 2019 3:13PM
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