The 2 tether/siphon necromancer abilities.

Noxavian
Noxavian
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I just realized this today and now I feel kinda cheated out of an ability, these two skills are literally the same thing except one damages and one heals.


I feel like the damaging tether should of been a melee pet summon ability, like a skelly or zombie boi. Could even be separate morphs, have the skelly boi be equipped with a greatsword that cleaves, but isn't as tanky and the zombie be more of a beef cake that tanks and maybe even taunts. I dunno, the whole thematic of me siphoning the life out of a corpse and it somehow deals damage to people around it doesn't make as much sense, especially when you have the same ability that heals instead.

IMO the damaging tether could of easily been turned into a morph for the healing one, if they really wanted to keep it.
  • idk
    idk
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    The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.

    The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.

    Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.
  • Jaraal
    Jaraal
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    The damaging tether has either a stamina or a magicka morph. It's fine the way it is. Take the stamina morph, add the Rapid Rot passive and the Deadly Strike set for a 24% damage boost.

    It's a very powerful ability. Go to a dolmen and before the final boss spawns, cast a skeleton or a wraith on the edge of the stones where the chest spawns. Then cast another one, and it creates a corpse. Run over to where the other adds spawn on the other side of the boss, and cast a tether. It will stretch through the boss' spawn point and you can get credit for the kills and loot all three spawns.

    Yeah, it'd be nice to have a tanking pet, but they obviously chose not to go that route for a reason. Maybe too many pet classes? I don't know.

    Edited by Jaraal on June 18, 2019 6:33AM
  • LeHarrt91
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    As the others have said the skills are fine, Mystic Siphon is a DoT that returns magicka. The only issue i have with it is that in mobile fights its not practical, and its synergy with Blastbones is delayed due to how blastbones works.
    If Siphon applied to targets rather than corpses that would be better.
    Edited by LeHarrt91 on June 18, 2019 6:39AM
    PS NA
    Have played all classes.
    Warden Main
  • Noxavian
    Noxavian
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    idk wrote: »
    The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.

    The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.

    Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.

    Literally the only thing that is different between the skills is one heals and one deals damage. Even if the morphs make them slightly different, they are basically the same skill. They have very similar animations and honestly you could probably get them mixed up if they swapped around the names or effects.
  • Seraphayel
    Seraphayel
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    idk wrote: »
    The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.

    The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.

    Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.

    Your logic is a bit flawed imho as there are several examples in game that represent exactly what OP suggested. Just look at Ash Cloud from DKs. The skill was changed a lot but now it boils down to: healing morph or damage morph.

    For Tether/Siphon it should be exactly the same as it's basically twice the same skill, which is totally unnecessary.
    Edited by Seraphayel on June 18, 2019 7:37AM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • idk
    idk
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    Noxavian wrote: »
    idk wrote: »
    The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.

    The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.

    Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.

    Literally the only thing that is different between the skills is one heals and one deals damage. Even if the morphs make them slightly different, they are basically the same skill. They have very similar animations and honestly you could probably get them mixed up if they swapped around the names or effects.

    You are wrong, as others have pointed out as well.

    You fail to note the damage skill has both a stamina morph and a magicka morph which makes the entire OP flawed at the core. The animations are pretty irrelevant to the discussion.

    It really seems you are not very familiar with the skills as a whole and are really just looking at the parts you are interested in and do not see the entire build of each skill.
    Edited by idk on June 18, 2019 8:12AM
  • Seraphayel
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    idk wrote: »
    Noxavian wrote: »
    idk wrote: »
    The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.

    The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.

    Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.

    Literally the only thing that is different between the skills is one heals and one deals damage. Even if the morphs make them slightly different, they are basically the same skill. They have very similar animations and honestly you could probably get them mixed up if they swapped around the names or effects.

    You are wrong, as others have pointed out as well.

    You fail to note the damage skill has both a stamina morph and a magicka morph which makes the entire OP flawed at the core. The animations are pretty irrelevant to the discussion.

    It really seems you are not very familiar with the skills as a whole and are really just looking at the parts you are interested in and do not see the entire build of each skill.

    Again, this can easily be solved by applying the "scales with your highest ressource" addition to the skill which is already in game for a bunch of skills.

    Tether and Siphon are identical in how they function and therefore should be the same skill but with two different morphs.

    No other class has identical skills in two different skill lines.
    Edited by Seraphayel on June 18, 2019 8:14AM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • idk
    idk
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    Seraphayel wrote: »
    idk wrote: »
    The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.

    The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.

    Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.

    Your logic is a bit flawed imho as there are several examples in game that represent exactly what OP suggested. Just look at Ash Cloud from DKs. The skill was changed a lot but now it boils down to: healing morph or damage morph.

    For Tether/Siphon it should be exactly the same as it's basically twice the same skill, which is totally unnecessary.

    It is really your logic that is flawed as you are failing to see the stamina morph the necro has which when that is considered your comparison makes no sense at all.

    Now, if you said screw the stamina morph, that you want the healing skill to have the damage morph and total rework of the one in the damage line then you would begin to make sense. However, like OP you are not considering the big picture of the damage morphs as they currently are. That is why the suggestion in the OP is flawed.
  • Seraphayel
    Seraphayel
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    idk wrote: »
    Seraphayel wrote: »
    idk wrote: »
    The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.

    The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.

    Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.

    Your logic is a bit flawed imho as there are several examples in game that represent exactly what OP suggested. Just look at Ash Cloud from DKs. The skill was changed a lot but now it boils down to: healing morph or damage morph.

    For Tether/Siphon it should be exactly the same as it's basically twice the same skill, which is totally unnecessary.

    It is really your logic that is flawed as you are failing to see the stamina morph the necro has which when that is considered your comparison makes no sense at all.

    Now, if you said screw the stamina morph, that you want the healing skill to have the damage morph and total rework of the one in the damage line then you would begin to make sense. However, like OP you are not considering the big picture of the damage morphs as they currently are. That is why the suggestion in the OP is flawed.

    What big picture? It really doesn't matter if it's a Stamina morph or not when the skill overall scales with your highest ressource. They just did this with Inferno. The miniscule Magicka cost would be totally neglectable for every Stamina spec.

    Inferno is the perfect example of how the skill should be. Instead it's two skills / four morphs which is one skill / two morphs wasted for Necromancer because of that. It's completely unnecessary to have two skills that are in fact identical.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • idk
    idk
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    Seraphayel wrote: »
    idk wrote: »
    Noxavian wrote: »
    idk wrote: »
    The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.

    The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.

    Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.

    Literally the only thing that is different between the skills is one heals and one deals damage. Even if the morphs make them slightly different, they are basically the same skill. They have very similar animations and honestly you could probably get them mixed up if they swapped around the names or effects.

    You are wrong, as others have pointed out as well.

    You fail to note the damage skill has both a stamina morph and a magicka morph which makes the entire OP flawed at the core. The animations are pretty irrelevant to the discussion.

    It really seems you are not very familiar with the skills as a whole and are really just looking at the parts you are interested in and do not see the entire build of each skill.

    Again, this can easily be solved by applying the "scales with your highest ressource" addition to the skill which is already in game for a bunch of skills.

    Tether and Siphon are identical in how they function and therefore should be the same skill but with two different morphs.

    No other class has identical skills in two different skill lines.

    This is not how skills are typically handled. off hand I cannot think of a single skill that does this but I expect there is one somewhere.

    Further, the skills are not identical. One heals and one damages so it is a huge stretch to say they are. But at least you are beginning to address the huge flaw in the OP.

    Edit: This pretty much addressed your last post as well where you begin to redesign a base aspect of skills in the game in a manner that could have negative consequences.
    Edited by idk on June 18, 2019 8:29AM
  • Seraphayel
    Seraphayel
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    idk wrote: »
    Seraphayel wrote: »
    idk wrote: »
    Noxavian wrote: »
    idk wrote: »
    The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.

    The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.

    Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.

    Literally the only thing that is different between the skills is one heals and one deals damage. Even if the morphs make them slightly different, they are basically the same skill. They have very similar animations and honestly you could probably get them mixed up if they swapped around the names or effects.

    You are wrong, as others have pointed out as well.

    You fail to note the damage skill has both a stamina morph and a magicka morph which makes the entire OP flawed at the core. The animations are pretty irrelevant to the discussion.

    It really seems you are not very familiar with the skills as a whole and are really just looking at the parts you are interested in and do not see the entire build of each skill.

    Again, this can easily be solved by applying the "scales with your highest ressource" addition to the skill which is already in game for a bunch of skills.

    Tether and Siphon are identical in how they function and therefore should be the same skill but with two different morphs.

    No other class has identical skills in two different skill lines.

    This is not how skills are typically handled. off hand I cannot think of a single skill that does this but I expect there is one somewhere.

    Further, the skills are not identical. One heals and one damages so it is a huge stretch to say they are. But at least you are beginning to address the huge flaw in the OP.

    Edit: This pretty much addressed your last post as well where you begin to redesign a base aspect of skills in the game in a manner that could have negative consequences.

    ???

    Please look at Inferno, that skill is everything Tether/Siphon should be as it's exactly what I propose.

    https://elderscrollsonline.wiki.fextralife.com/Inferno

    One damage morph which fits Stamina and Magicka builds, one healing morph that fits the healer and the tank role.

    And the skills are identical in how they function, come on. Yes, one is damage and the other is healing but that's usually what gets separated via morphs. One skill increases healing by 3%, the other damage by 3%, one heals for 1000, the other damages for 1000 - even the values are identical.
    Edited by Seraphayel on June 18, 2019 8:45AM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • idk
    idk
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    Seraphayel wrote: »
    idk wrote: »
    Seraphayel wrote: »
    idk wrote: »
    The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.

    The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.

    Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.

    Your logic is a bit flawed imho as there are several examples in game that represent exactly what OP suggested. Just look at Ash Cloud from DKs. The skill was changed a lot but now it boils down to: healing morph or damage morph.

    For Tether/Siphon it should be exactly the same as it's basically twice the same skill, which is totally unnecessary.

    It is really your logic that is flawed as you are failing to see the stamina morph the necro has which when that is considered your comparison makes no sense at all.

    Now, if you said screw the stamina morph, that you want the healing skill to have the damage morph and total rework of the one in the damage line then you would begin to make sense. However, like OP you are not considering the big picture of the damage morphs as they currently are. That is why the suggestion in the OP is flawed.

    What big picture? It really doesn't matter if it's a Stamina morph or not when the skill overall scales with your highest ressource. They just did this with Inferno.

    Funny how inferno does not change it's damage type based on ones max stat according to the tooltip on live. With max stam being highest the tooltip is still reading flame damage, even when slotted.

    I do not think it is a good idea to suggest stamina necros start doing magika based damage from their class skills. So your point is rather flawed and in fact the Necro skills in question are in fact different.
  • idk
    idk
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    Seraphayel wrote: »
    idk wrote: »
    Seraphayel wrote: »
    idk wrote: »
    Noxavian wrote: »
    idk wrote: »
    The skills make total sense. It seems more that you just wanted a skill to work in a certain manner and are picking the skill you do not care for to replace it.

    The skills are clearly different with one healing and the other damaging. Your thought that one morph of the damage tether could have been turned into a healer morph is false and seem to display a lack of understanding of the skill morphs available which are a choice between stamina and magicka. That is why the healing skill needs to be in a separate skill.

    Further, the healing one is appropriately in the healing skill line and the damage choice is in the damage line adding more logic to the design of both skills.

    Literally the only thing that is different between the skills is one heals and one deals damage. Even if the morphs make them slightly different, they are basically the same skill. They have very similar animations and honestly you could probably get them mixed up if they swapped around the names or effects.

    You are wrong, as others have pointed out as well.

    You fail to note the damage skill has both a stamina morph and a magicka morph which makes the entire OP flawed at the core. The animations are pretty irrelevant to the discussion.

    It really seems you are not very familiar with the skills as a whole and are really just looking at the parts you are interested in and do not see the entire build of each skill.

    Again, this can easily be solved by applying the "scales with your highest ressource" addition to the skill which is already in game for a bunch of skills.

    Tether and Siphon are identical in how they function and therefore should be the same skill but with two different morphs.

    No other class has identical skills in two different skill lines.

    This is not how skills are typically handled. off hand I cannot think of a single skill that does this but I expect there is one somewhere.

    Further, the skills are not identical. One heals and one damages so it is a huge stretch to say they are. But at least you are beginning to address the huge flaw in the OP.

    Edit: This pretty much addressed your last post as well where you begin to redesign a base aspect of skills in the game in a manner that could have negative consequences.

    ???

    Please look at Inferno, that skill is everything Tether/Siphon should be as it's exactly what I propose.

    https://elderscrollsonline.wiki.fextralife.com/Inferno

    One damage morph which fits Stamina and Magicka builds, one healing morph that fits the healer and the tank role.

    And the skills are identical in how they function, come on. Yes, one is damage and the other is healing but that's usually what gets separated via morphs. One skill increases healing by 3%, the other damage by 3%, one heals for 1000, the other damages for 1000 - even the values are identical.

    Just addressed this and pointed out it's deficiency. I would suggest reading what you are actually posting because you are in fact suggesting a stamina skill with a sole purpose of doing damage do magicka damage. That seems like a horrible idea.

    Further you are using a skills whos primary purpose is a crit buff with a secondary purpose of doing a little damage as your comparison. But again, it still does fire damage regardless of what someone's max stat is.

    So again, your comparisons are seriously flawed.
  • Seraphayel
    Seraphayel
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    idk wrote: »
    Funny how inferno does not change it's damage type based on ones max stat according to the tooltip on live. With max stam being highest the tooltip is still reading flame damage, even when slotted.

    I do not think it is a good idea to suggest stamina necros start doing magika based damage from their class skills. So your point is rather flawed and in fact the Necro skills in question are in fact different.

    Shocking Siphon

    Cost: 3240 Magicka

    Violently drain the last spark of life from a corpse, dealing 2196 Shock Damage over 12 seconds to all enemies around the corpse and between you and the corpse.
    While slotted, your damage done is increased by 3%.

    vs.

    Restoring Tether

    Cost: 3240 Magicka

    Siphon the last remnants of life from a corpse, healing for 2160 over 12 seconds to yourself and all allies between you and the corpse.
    While slotted, your healing done is increased by 3%.

    Show me ONE other class in the game which has skills that are identical in that they not only have identical functionality but identical costs and outcomes, too. This is so obviously something that should be separated via morphs that it's mind-boggling how you cannot see this.

    I do not want to weaken Stamina Necromancers but there is no point why Necromancer should have both skills. It's one wasted skill for the entire class.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • idk
    idk
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    Seraphayel wrote: »
    idk wrote: »
    Funny how inferno does not change it's damage type based on ones max stat according to the tooltip on live. With max stam being highest the tooltip is still reading flame damage, even when slotted.

    I do not think it is a good idea to suggest stamina necros start doing magika based damage from their class skills. So your point is rather flawed and in fact the Necro skills in question are in fact different.

    Shocking Siphon

    Cost: 3240 Magicka

    Violently drain the last spark of life from a corpse, dealing 2196 Shock Damage over 12 seconds to all enemies around the corpse and between you and the corpse.
    While slotted, your damage done is increased by 3%.

    vs.

    Restoring Tether

    Cost: 3240 Magicka

    Siphon the last remnants of life from a corpse, healing for 2160 over 12 seconds to yourself and all allies between you and the corpse.
    While slotted, your healing done is increased by 3%.

    Show me ONE other class in the game which has skills that are identical in that they not only have identical functionality but identical costs and outcomes, too. This is so obviously something that should be separated via morphs that it's mind-boggling how you cannot see this.

    I do not want to weaken Stamina Necromancers but there is no point why Necromancer should have both skills. It's one wasted skill for the entire class.

    Again, you are comparing a healing skill to a damage skill and merely because they have the same duration and a similar animation you say they are the same.

    Further, as I have pointed out you are ignoring the stamina morph and your work around to that is deeply flawed as I have clearly pointed out. The flaw is extremely obvious, that you want a stamina builds to use class skills that scale off stamina but do magika damage which will not utilize most of their CP or penetration. That is exactly what your example is stating.

    It is that simple and no matter how much you try to stretch the truth it is clearly not changing the reality of the skills.
  • Seraphayel
    Seraphayel
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    idk wrote: »
    Seraphayel wrote: »
    idk wrote: »
    Funny how inferno does not change it's damage type based on ones max stat according to the tooltip on live. With max stam being highest the tooltip is still reading flame damage, even when slotted.

    I do not think it is a good idea to suggest stamina necros start doing magika based damage from their class skills. So your point is rather flawed and in fact the Necro skills in question are in fact different.

    Shocking Siphon

    Cost: 3240 Magicka

    Violently drain the last spark of life from a corpse, dealing 2196 Shock Damage over 12 seconds to all enemies around the corpse and between you and the corpse.
    While slotted, your damage done is increased by 3%.

    vs.

    Restoring Tether

    Cost: 3240 Magicka

    Siphon the last remnants of life from a corpse, healing for 2160 over 12 seconds to yourself and all allies between you and the corpse.
    While slotted, your healing done is increased by 3%.

    Show me ONE other class in the game which has skills that are identical in that they not only have identical functionality but identical costs and outcomes, too. This is so obviously something that should be separated via morphs that it's mind-boggling how you cannot see this.

    I do not want to weaken Stamina Necromancers but there is no point why Necromancer should have both skills. It's one wasted skill for the entire class.

    Again, you are comparing a healing skill to a damage skill and merely because they have the same duration and a similar animation you say they are the same.

    Further, as I have pointed out you are ignoring the stamina morph and your work around to that is deeply flawed as I have clearly pointed out. The flaw is extremely obvious, that you want a stamina builds to use class skills that scale off stamina but do magika damage which will not utilize most of their CP or penetration. That is exactly what your example is stating.

    It is that simple and no matter how much you try to stretch the truth it is clearly not changing the reality of the skills.

    As if you couldn't fix that in the same regard as the scaling issue. You still insisting on how these skills are so different is ridiculous. Again, please come up with one another example where two skills are functioning the same, cost the same, do the same except one is red and the other is blue.

    Btw you have a point stating that the damage type matters and as I said, I don't want to make Stamina Necromancer worse. I just want to point out how unnecessary it is to have both of these skills when a slight change to the morphs could solve the problems.
    Edited by Seraphayel on June 18, 2019 9:10AM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • idk
    idk
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    Seraphayel wrote: »
    idk wrote: »
    Seraphayel wrote: »
    idk wrote: »
    Funny how inferno does not change it's damage type based on ones max stat according to the tooltip on live. With max stam being highest the tooltip is still reading flame damage, even when slotted.

    I do not think it is a good idea to suggest stamina necros start doing magika based damage from their class skills. So your point is rather flawed and in fact the Necro skills in question are in fact different.

    Shocking Siphon

    Cost: 3240 Magicka

    Violently drain the last spark of life from a corpse, dealing 2196 Shock Damage over 12 seconds to all enemies around the corpse and between you and the corpse.
    While slotted, your damage done is increased by 3%.

    vs.

    Restoring Tether

    Cost: 3240 Magicka

    Siphon the last remnants of life from a corpse, healing for 2160 over 12 seconds to yourself and all allies between you and the corpse.
    While slotted, your healing done is increased by 3%.

    Show me ONE other class in the game which has skills that are identical in that they not only have identical functionality but identical costs and outcomes, too. This is so obviously something that should be separated via morphs that it's mind-boggling how you cannot see this.

    I do not want to weaken Stamina Necromancers but there is no point why Necromancer should have both skills. It's one wasted skill for the entire class.

    Again, you are comparing a healing skill to a damage skill and merely because they have the same duration and a similar animation you say they are the same.

    Further, as I have pointed out you are ignoring the stamina morph and your work around to that is deeply flawed as I have clearly pointed out. The flaw is extremely obvious, that you want a stamina builds to use class skills that scale off stamina but do magika damage which will not utilize most of their CP or penetration. That is exactly what your example is stating.

    It is that simple and no matter how much you try to stretch the truth it is clearly not changing the reality of the skills.

    As if you couldn't fix that in the same regard as the scaling issue. You still insisting on how these skills are so different is ridiculous. Again, please come up with one another example where two skills are functioning the same, cost the same, do the same except one is red and the other is blue.

    Assuming you are trying to say Zos could fix the damage type based on scaling then you are assuming it is an easy fix. Since I cannot recall a single skill in the game that does that we know it is not a simple fix and certainly not something available in game already.

    Further, my insistence that two skills that are in fact different are actually different is very far from ridiculous. The only way they can be even very similar outside of the animation is if you ignore the stamina aspect as I have clearly pointed out and your suggested fix is extremely far from easily doable.

    And as long as that is the case, this is pretty much a moot point due to the serious flaw I pointed out and no feasible solution has been suggested. Enjoy the game.

    edit: and I see the thread died. Not surprised.
    Edited by idk on June 18, 2019 6:16PM
  • Ahzek
    Ahzek
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    First of all i agree that tether and siphon baseline are virtually the same ability.

    However, wether or not that means they should also be turned into literally the same skill, with a morph then separating the two, i am not so sure about.

    The first questions here in my eyes would be what would you loose from combining them into one skill?
    -damage for stamina builds (either due to complete removal of a stam option or due to the wrong damage type) considering stam necro currently is top of the PvE DPS this might not be too impactful, for now
    -the variety of morphs for the heal tether. With these morphs seemingly being very bipolar in their usefulness for either PvE or PvP respectively, i would argue that a loss of either would be quite undesireable
    -the ability to run both skills at the same time. I do not know of any build that does this currently, and the nature of these skills makes it unlikely they will be used together often, so this would not have much of an impact.

    What do we gain?
    -a skillslot for whatever the devs think about adding. This could be a nice addition to the otherwise sometimes a bit clunky toolkit of necro and might maybe make up for the loss of functionality from loosing a morph, but this is highly speculative and we might just get another absolutely useless skill like the bone totem or grave grasp.
    Jo'Khaljor
  • Nemesis7884
    Nemesis7884
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    one healer one dd...it makes sense...a dd wont slot the heal and viceverca...my only issue is that the targeting is very fiddly
  • Noxavian
    Noxavian
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    idk wrote: »
    Seraphayel wrote: »
    idk wrote: »
    Seraphayel wrote: »
    idk wrote: »
    Funny how inferno does not change it's damage type based on ones max stat according to the tooltip on live. With max stam being highest the tooltip is still reading flame damage, even when slotted.

    I do not think it is a good idea to suggest stamina necros start doing magika based damage from their class skills. So your point is rather flawed and in fact the Necro skills in question are in fact different.

    Shocking Siphon

    Cost: 3240 Magicka

    Violently drain the last spark of life from a corpse, dealing 2196 Shock Damage over 12 seconds to all enemies around the corpse and between you and the corpse.
    While slotted, your damage done is increased by 3%.

    vs.

    Restoring Tether

    Cost: 3240 Magicka

    Siphon the last remnants of life from a corpse, healing for 2160 over 12 seconds to yourself and all allies between you and the corpse.
    While slotted, your healing done is increased by 3%.

    Show me ONE other class in the game which has skills that are identical in that they not only have identical functionality but identical costs and outcomes, too. This is so obviously something that should be separated via morphs that it's mind-boggling how you cannot see this.

    I do not want to weaken Stamina Necromancers but there is no point why Necromancer should have both skills. It's one wasted skill for the entire class.

    Again, you are comparing a healing skill to a damage skill and merely because they have the same duration and a similar animation you say they are the same.

    Further, as I have pointed out you are ignoring the stamina morph and your work around to that is deeply flawed as I have clearly pointed out. The flaw is extremely obvious, that you want a stamina builds to use class skills that scale off stamina but do magika damage which will not utilize most of their CP or penetration. That is exactly what your example is stating.

    It is that simple and no matter how much you try to stretch the truth it is clearly not changing the reality of the skills.

    As if you couldn't fix that in the same regard as the scaling issue. You still insisting on how these skills are so different is ridiculous. Again, please come up with one another example where two skills are functioning the same, cost the same, do the same except one is red and the other is blue.

    Assuming you are trying to say Zos could fix the damage type based on scaling then you are assuming it is an easy fix. Since I cannot recall a single skill in the game that does that we know it is not a simple fix and certainly not something available in game already.

    Further, my insistence that two skills that are in fact different are actually different is very far from ridiculous. The only way they can be even very similar outside of the animation is if you ignore the stamina aspect as I have clearly pointed out and your suggested fix is extremely far from easily doable.

    And as long as that is the case, this is pretty much a moot point due to the serious flaw I pointed out and no feasible solution has been suggested. Enjoy the game.

    edit: and I see the thread died. Not surprised.

    The fact you cannot even fathom the idea that these two skills are identical when they are LITERALLY almost exactly the same information and ability wording wise, except literally one deals damage and the other heals, I think you might need to go give "identical" a quick google.

    The reason your thread of replies died is because you're delusional. You're literally going to sit there and tell me that siphoning energy from a corpse isn't identical to.....siphoning energy from a corpse, but it heals me? The two abilities could have the exact copy/pasted animation and I'd bet you 20$ you wouldn't be able to tell the difference without looking at whether or not it heals or damages.

    So, yes, by a LOGICAL standpoint of the word "identical", at least on a base level when we don't take any of their morphs into consideration, they are indeed basically the same skill. Look at it like this: I throw a fireball that damages and I throw a slightly lighter fireball that heals. With your logic, that would mean that despite both being literally the same thing up until the very last effect, even sharing the same animation and visuals to, they are not identical. That is the complete and utter definition of being wrong, I'm sorry.

    That my friend, is why people stopped responding to you. Don't argue with stupid otherwise you'll be here all day.
  • bearbelly
    bearbelly
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    The necro is fine with temporary summons.
    The last thing we need is even more perma-pets running around getting in the way of everything.
  • Waffennacht
    Waffennacht
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    What is being said is:

    You can redesign the damage ability to cover all 4 morphs.

    Tether morph A becomes: siphon blah blah blah dealing disease or magic damage and returning x magicka or x stamina based on whichever is higher

    Tether morph B: blah blah blah return x health and x Stam or x mag etc based on whichever is higher

    (You get the idea)

    Then you take the other ability and give necro something More.
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • TriangularChicken
    TriangularChicken
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    the real issue is that the slightest LoS breaks the links.. a small stone, a tree stump, even bumpy ground ...which makes both skills useless in PvP..like completely useless.
  • Seraphayel
    Seraphayel
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    What is being said is:

    You can redesign the damage ability to cover all 4 morphs.

    Tether morph A becomes: siphon blah blah blah dealing disease or magic damage and returning x magicka or x stamina based on whichever is higher

    Tether morph B: blah blah blah return x health and x Stam or x mag etc based on whichever is higher

    (You get the idea)

    Then you take the other ability and give necro something More.

    Exactly this. It would be so easy to make one skill out of those two with appropriate morphs.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Noxavian
    Noxavian
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    bearbelly wrote: »
    The necro is fine with temporary summons.
    The last thing we need is even more perma-pets running around getting in the way of everything.

    Im not suggesting permanent pets. Both of my suggestions could easily be temporary and guess what? They can't be summoned in towns without it being a crime so sir, do tell me more about your petphobia and how it would be an issue in this scenario.

    Call me a bit crazy, but being able to summon a temporary melee skeleton that has an actual health bar (Which fun fact, our current temp summons dont. So theyre just glorified dots, basically.) that runs and attacks whatever youre fighting doesnt sound all that "insane" and "in my way". And further more, a zombie that taunts for you for however long it's alive.
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