The thing I like about Mag necro is that you can get away with stacking magic more so than other classes. Alfiq and BtB with a damage monster set is very viable. Since you have a skill that provides major protection and another skill that provides 10% damage mitigation, you can also stack minor protection on top of those. Plus you have access to a purge that restores resources and armor increasing skills. You can get very tanky in light armor running damage sets.
Current meta- I’ve gotten more mileage out of the intensive mender than I did the 10% mitigation version. Dots is my guess why.
One would think the 10% mitigation healing pet would be better but strangely on a magcro the intensive mender is just balls to the wall good especially when you're using hexproof more than usual atm (we all know why)
And on top of that stupid heal we have our burst heal that adds resistances and light armor shield.
The thing I like about Mag necro is that you can get away with stacking magic more so than other classes. Alfiq and BtB with a damage monster set is very viable. Since you have a skill that provides major protection and another skill that provides 10% damage mitigation, you can also stack minor protection on top of those. Plus you have access to a purge that restores resources and armor increasing skills. You can get very tanky in light armor running damage sets.
Why would you ever run alfiq when necropotence exists O.o
Small reason I’ve noticed... unlike my magden, pets here cost resources, don’t last very long, so you lose a decent amount of max mag sustain if the pets ever drop as well as at the start of a fight. With Alfiq, 100% uptime. 1000~ less mag.
The thing I like about Mag necro is that you can get away with stacking magic more so than other classes. Alfiq and BtB with a damage monster set is very viable. Since you have a skill that provides major protection and another skill that provides 10% damage mitigation, you can also stack minor protection on top of those. Plus you have access to a purge that restores resources and armor increasing skills. You can get very tanky in light armor running damage sets.
Current meta- I’ve gotten more mileage out of the intensive mender than I did the 10% mitigation version. Dots is my guess why.
Canned_Apples wrote: »After playing as a necromancer for a while, I can see what you all mean by it being broken- especially in pvp/bgs.
Blastbones is terrible.
Cernunnos55 wrote: »So I'm attempting to put together a light armour MagCro.
Front bar Inferno with Expunge & Modify, Stalking Blastbones, Spirit Guardian, Elemental Weapon, Elemental Drain. Glacial Colossus.
Back bar resto with Harness Magicka, Summoner's Armour, Resistant Flesh, Deaden Pain, Rapid Regen. Bone Goliath.
Something will be removed to accommodate Degeneration, and I am at present undecided on armour sets.
Rip it apart, improve it, tell me I'll die in 0.1 seconds or say what works well.
Royalthought wrote: »Cernunnos55 wrote: »So I'm attempting to put together a light armour MagCro.
Front bar Inferno with Expunge & Modify, Stalking Blastbones, Spirit Guardian, Elemental Weapon, Elemental Drain. Glacial Colossus.
Back bar resto with Harness Magicka, Summoner's Armour, Resistant Flesh, Deaden Pain, Rapid Regen. Bone Goliath.
Something will be removed to accommodate Degeneration, and I am at present undecided on armour sets.
Rip it apart, improve it, tell me I'll die in 0.1 seconds or say what works well.
Other than Colossus, no CC.
Other than that it's difficult to gauge without knowing which sets, race, food, etc. They each can make up for what the other lacks.
Cernunnos55 wrote: »Royalthought wrote: »Cernunnos55 wrote: »So I'm attempting to put together a light armour MagCro.
Front bar Inferno with Expunge & Modify, Stalking Blastbones, Spirit Guardian, Elemental Weapon, Elemental Drain. Glacial Colossus.
Back bar resto with Harness Magicka, Summoner's Armour, Resistant Flesh, Deaden Pain, Rapid Regen. Bone Goliath.
Something will be removed to accommodate Degeneration, and I am at present undecided on armour sets.
Rip it apart, improve it, tell me I'll die in 0.1 seconds or say what works well.
Other than Colossus, no CC.
Other than that it's difficult to gauge without knowing which sets, race, food, etc. They each can make up for what the other lacks.
Thanks for the input. CC is lacking, that's not great. Perhaps I can take something out and stick Invigorating Drain in its place.
It'll be Breton, Double Blood Mara, and it's probably going to be some combination of Bright Throats, Alfiq, Spell Strat, Mother's Sorrow. Will probably go for defensive monster set, such as 1 pc PS and 1 pc LWD.
Cernunnos55 wrote: »Royalthought wrote: »Cernunnos55 wrote: »So I'm attempting to put together a light armour MagCro.
Front bar Inferno with Expunge & Modify, Stalking Blastbones, Spirit Guardian, Elemental Weapon, Elemental Drain. Glacial Colossus.
Back bar resto with Harness Magicka, Summoner's Armour, Resistant Flesh, Deaden Pain, Rapid Regen. Bone Goliath.
Something will be removed to accommodate Degeneration, and I am at present undecided on armour sets.
Rip it apart, improve it, tell me I'll die in 0.1 seconds or say what works well.
Other than Colossus, no CC.
Other than that it's difficult to gauge without knowing which sets, race, food, etc. They each can make up for what the other lacks.
Thanks for the input. CC is lacking, that's not great. Perhaps I can take something out and stick Invigorating Drain in its place.
It'll be Breton, Double Blood Mara, and it's probably going to be some combination of Bright Throats, Alfiq, Spell Strat, Mother's Sorrow. Will probably go for defensive monster set, such as 1 pc PS and 1 pc LWD.
Switch the summoners armor to beckoning. It’s not a reliable CC but it still at least acts as a defensive CC.
Deaden pain is also great on paper but not really all that usable in live action. (At least when you need it)
Move the mender to the back bar, add clench front bar. Cast BB, pull an ele into clench... should all land as one big delayed burst.
While Expunge and Modify isn't necessarily a "bad" ability, I think it's fairly overrated for PvP. Sure, cleansing 2 debuffs and gaining back some resources is nice, but I'm usually already under fire when I need that cleanse the most, and that's a time where I can't afford to lose both ~2k HP and a GCD...at least not if my opponent(s) are decent. I'd recommend replacing it with Renewing Undeath, which is a fairly solid AOE heal that will also cleanse 3 debuffs (which works on teammates as well) + provide a ground based HOT if there's a corpse within its area.Cernunnos55 wrote: »So I'm attempting to put together a light armour MagCro.
Front bar Inferno with Expunge & Modify, Stalking Blastbones, Spirit Guardian, Elemental Weapon, Elemental Drain. Glacial Colossus.
Back bar resto with Harness Magicka, Summoner's Armour, Resistant Flesh, Deaden Pain, Rapid Regen. Bone Goliath.
Something will be removed to accommodate Degeneration, and I am at present undecided on armour sets.
Rip it apart, improve it, tell me I'll die in 0.1 seconds or say what works well.
While Expunge and Modify isn't necessarily a "bad" ability, I think it's fairly overrated for PvP. Sure, cleansing 2 debuffs and gaining back some resources is nice, but I'm usually already under fire when I need that cleanse the most, and that's a time where I can't afford to lose both ~2k HP and a GCD...at least not if my opponent(s) are decent. I'd recommend replacing it with Renewing Undeath, which is a fairly solid AOE heal that will also cleanse 3 debuffs (which works on teammates as well) + provide a ground based HOT if there's a corpse within its area.Cernunnos55 wrote: »So I'm attempting to put together a light armour MagCro.
Front bar Inferno with Expunge & Modify, Stalking Blastbones, Spirit Guardian, Elemental Weapon, Elemental Drain. Glacial Colossus.
Back bar resto with Harness Magicka, Summoner's Armour, Resistant Flesh, Deaden Pain, Rapid Regen. Bone Goliath.
Something will be removed to accommodate Degeneration, and I am at present undecided on armour sets.
Rip it apart, improve it, tell me I'll die in 0.1 seconds or say what works well.
The Spirit Guardian is solid, but I personally prefer using the Intensive Mender morph instead. It casts a very substantial heal (when it doesn't bug out), and provides more frequent corpses, which is useful for Renewing Undeath. If you're exclusively playing in premade groups that have a dedicated healer, Spirit Guardian might be a bit better since it can be cast half as often, the heal isn't as needed, and it'll help reduce burst damage against you.
I don't find shields to be worth it right now; their cost to size ratio is pretty atrocious, and Harness will no longer provide "infinite" magicka if being attacked by another magicka class. Your "active" survivability, to the extent that you have any, will come from heals, dodge rolls, and getting range/LOS. If I die a lot in a BG, it's for one of two reasons; 1) repeated insta-death from ludicrous levels of burst damage from mostly Stamina builds, or 2) my team is terrible and at least one of the opposing ones isn't. Having a shield that absorbs ~5k and costs nearly 4k magicka (and that's with reduction from Breton and 5 light armor) wouldn't help noticeably in those situations, especially since I'd have to drop another ability to make room for it.
Deaden Pain looks good on paper, but in practice isn't really very reliable. There are simply too many situations where you may *need* it immediately, but don't have corpses available. If I were going to start using this ability again, I'd probably switch to the other morph and use it as much as possible after combat in order to keep my ultimate up.
I've played around with a few different build variations lately, but what I'm preferring so far is:
Necropotence, Bright-Throat's Boast, Bloodspawn (both heavy), with 3x Protective Jewelry (haven't bothered transmuting those from what they were before, but maybe I should?), and the tri-stat drink. I think both Bloodspawn pieces are still on their default HP enchants, while chest/legs are tri-stat, other body pieces are magicka, and jewelry are all spell damage.
Flame Staff bar: Degeneration, Invigorating Drain, Stalking Blastbones, Intensive Mender, Consuming Trap. Ultimate - varies.
Resto Staff bar: Summoner's Armor, Rapid Regen, Renewing Undeath, Race Against Time, Skeletal Mage. Ultimate - Life Giver.
I've tried several different offensive ultimates, but haven't fully settled on one. Vamp Drain can help Meteor land unblocked, and if my Blastbones decides that he wants to explode at a similar point in time, it's good burst. The Colossus is also pretty strong, of course, and can combo well with Vamp Drain on one target, or the class' totem on multiple targets (but timing is unreliable if there's a lot of movement going on at the time). Bats also aren't half bad, and if you've leveled up 2h and use a spammable, you can even run the ridiculously overpowered Onslaught (I once got hit for 7k by Ricochet Skull in no-CP, thanks to the 12 seconds of penetration from Onslaught).
Animate Blastbones can even do OK for (delayed) burst sometimes, as long as you have the opportunity to get everything set up properly. The really huge cost and general unreliability of Blastbones are big problems for this ultimate, though, and means that it's really just relegated to being a fun little toy to play around with on occasion. It also has a super obvious telegraph, though I guess lots of people aren't familiar with it yet, since no one actually uses this ultimate.
Major protection from Steadfast Hero when you purge every 5 sec paired with Deaden Pain + Totem + Spirit Guardian + 3 % from Hexproof I get around 53 % damage reduction on my back bar.
InvictusApollo wrote: »Major protection from Steadfast Hero when you purge every 5 sec paired with Deaden Pain + Totem + Spirit Guardian + 3 % from Hexproof I get around 53 % damage reduction on my back bar.
First of all: nice build.
Second of all: that is not how damage reduction works. It is not additrive, but multiplicative.
The fromula goes as follows:
1-(1-BATTLE_SPIRIT)*(1-RESISTANCE/660/100)*(1-MAJOR_PROTECTION)*(1-MINOR_PROTECTION)*(1-SPIRIT_GUARDIAN)*(1-HEX_PROOF) =
1-(1-50%)*(1-29000/660/100)*(1-30%)*(1-8%)*(1-10%)*(1-3%) = 84,24%
Congratulations! You have made a very resistant build!
I haven't called it "tanky" because you lack some powerfull HOTS that would further mitigate incoming damage.
My testing shows that Intensive Mender gives more tankiness even though it doesn't give more resistance. Also I have swapped Resistant Flesh for Rapid Regeneration. However your build looks less intensive on the rotation side - easier. I might try it out.
While Expunge and Modify isn't necessarily a "bad" ability, I think it's fairly overrated for PvP. Sure, cleansing 2 debuffs and gaining back some resources is nice, but I'm usually already under fire when I need that cleanse the most, and that's a time where I can't afford to lose both ~2k HP and a GCD...at least not if my opponent(s) are decent. I'd recommend replacing it with Renewing Undeath, which is a fairly solid AOE heal that will also cleanse 3 debuffs (which works on teammates as well) + provide a ground based HOT if there's a corpse within its area.Cernunnos55 wrote: »So I'm attempting to put together a light armour MagCro.
Front bar Inferno with Expunge & Modify, Stalking Blastbones, Spirit Guardian, Elemental Weapon, Elemental Drain. Glacial Colossus.
Back bar resto with Harness Magicka, Summoner's Armour, Resistant Flesh, Deaden Pain, Rapid Regen. Bone Goliath.
Something will be removed to accommodate Degeneration, and I am at present undecided on armour sets.
Rip it apart, improve it, tell me I'll die in 0.1 seconds or say what works well.
The Spirit Guardian is solid, but I personally prefer using the Intensive Mender morph instead. It casts a very substantial heal (when it doesn't bug out), and provides more frequent corpses, which is useful for Renewing Undeath. If you're exclusively playing in premade groups that have a dedicated healer, Spirit Guardian might be a bit better since it can be cast half as often, the heal isn't as needed, and it'll help reduce burst damage against you.
I don't find shields to be worth it right now; their cost to size ratio is pretty atrocious, and Harness will no longer provide "infinite" magicka if being attacked by another magicka class. Your "active" survivability, to the extent that you have any, will come from heals, dodge rolls, and getting range/LOS. If I die a lot in a BG, it's for one of two reasons; 1) repeated insta-death from ludicrous levels of burst damage from mostly Stamina builds, or 2) my team is terrible and at least one of the opposing ones isn't. Having a shield that absorbs ~5k and costs nearly 4k magicka (and that's with reduction from Breton and 5 light armor) wouldn't help noticeably in those situations, especially since I'd have to drop another ability to make room for it.
Deaden Pain looks good on paper, but in practice isn't really very reliable. There are simply too many situations where you may *need* it immediately, but don't have corpses available. If I were going to start using this ability again, I'd probably switch to the other morph and use it as much as possible after combat in order to keep my ultimate up.
I've played around with a few different build variations lately, but what I'm preferring so far is:
Necropotence, Bright-Throat's Boast, Bloodspawn (both heavy), with 3x Protective Jewelry (haven't bothered transmuting those from what they were before, but maybe I should?), and the tri-stat drink. I think both Bloodspawn pieces are still on their default HP enchants, while chest/legs are tri-stat, other body pieces are magicka, and jewelry are all spell damage.
Flame Staff bar: Degeneration, Invigorating Drain, Stalking Blastbones, Intensive Mender, Consuming Trap. Ultimate - varies.
Resto Staff bar: Summoner's Armor, Rapid Regen, Renewing Undeath, Race Against Time, Skeletal Mage. Ultimate - Life Giver.
I've tried several different offensive ultimates, but haven't fully settled on one. Vamp Drain can help Meteor land unblocked, and if my Blastbones decides that he wants to explode at a similar point in time, it's good burst. The Colossus is also pretty strong, of course, and can combo well with Vamp Drain on one target, or the class' totem on multiple targets (but timing is unreliable if there's a lot of movement going on at the time). Bats also aren't half bad, and if you've leveled up 2h and use a spammable, you can even run the ridiculously overpowered Onslaught (I once got hit for 7k by Ricochet Skull in no-CP, thanks to the 12 seconds of penetration from Onslaught).
Animate Blastbones can even do OK for (delayed) burst sometimes, as long as you have the opportunity to get everything set up properly. The really huge cost and general unreliability of Blastbones are big problems for this ultimate, though, and means that it's really just relegated to being a fun little toy to play around with on occasion. It also has a super obvious telegraph, though I guess lots of people aren't familiar with it yet, since no one actually uses this ultimate.