I played around a little (emphasis on little) with being a dedicated healer in the Elsweyr patch, and just couldn't make it work all that well. There are some class spells that are really nice on paper, and actually do work well for off-healing support in BGs. But when it comes to being fully dedicated to healing, I had major issues balancing sustain, healing output, and personal survivability.OtarTheMad wrote: »To anyone who has tested this class, I work way too much lol, how do you think Necro would be as a healer for this patch? I might jump in later to test it but figured I'd ask
I played around a little (emphasis on little) with being a dedicated healer in the Elsweyr patch, and just couldn't make it work all that well. There are some class spells that are really nice on paper, and actually do work well for off-healing support in BGs. But when it comes to being fully dedicated to healing, I had major issues balancing sustain, healing output, and personal survivability.OtarTheMad wrote: »To anyone who has tested this class, I work way too much lol, how do you think Necro would be as a healer for this patch? I might jump in later to test it but figured I'd ask
Nothing really improved for Magicka Necromancer's healing between then and now, and personal survivability actually went down pretty significantly. When it comes to fighting decent players, especially ones that have good coordination, I'd put Templars and Wardens significantly ahead of Necromancers for healing. If DOTs remain essentially worthless throughout this PTS cycle, the value of being able to "spam" a few Renewing Undeaths for the cleanses will also be sharply diminished.
'Course, it's worth noting that the Intensive Mender's healing doesn't get calculated on the scoreboard for BGs, so actual healing output can be a bit higher than it sometimes appears. Still, Magicka Necromancer sustain is a very real problem that hasn't been addressed.
It also gives spell penetration through a passive, but would by no means be worth 2 bar slots in PvP.Lazarus_Rising wrote: »Another suggestion would be to make the Mage permanent pet now. It's like equal cost to the familiar and about the same dps. Familiar has a special attack and the passives give you 4% more health while necro pet gives you magreg which is badly needed for the necro. Basically the Sorc can cast it one time and use the skill when he needs while a necro has to pay for it every 16 second. Mender should still be recasted obviously.
right now the Mage costs me 2721 and gives 200 magreg for 16 sec which means - 3200 magicka back - then recast which costs me 2712 leaves us with approx. 448 (magreg gets boosted from passives so everything its not completelly accurate) while the sorc can use magicka which we would need for a recast for the special attack. Obviously the number differ depending on build and stuff but you get the idea.
...or just buff the damage
What do you think about it guys?
Lazarus_Rising wrote: »Another suggestion would be to make the Mage permanent pet now. It's like equal cost to the familiar and about the same dps. Familiar has a special attack and the passives give you 4% more health while necro pet gives you magreg which is badly needed for the necro. Basically the Sorc can cast it one time and use the skill when he needs while a necro has to pay for it every 16 second. Mender should still be recasted obviously.
right now the Mage costs me 2721 and gives 200 magreg for 16 sec which means - 3200 magicka back - then recast which costs me 2712 leaves us with approx. 448 (magreg gets boosted from passives so everything its not completelly accurate) while the sorc can use magicka which we would need for a recast for the special attack. Obviously the number differ depending on build and stuff but you get the idea.
...or just buff the damage
What do you think about it guys?
I played around a little (emphasis on little) with being a dedicated healer in the Elsweyr patch, and just couldn't make it work all that well. There are some class spells that are really nice on paper, and actually do work well for off-healing support in BGs. But when it comes to being fully dedicated to healing, I had major issues balancing sustain, healing output, and personal survivability.OtarTheMad wrote: »To anyone who has tested this class, I work way too much lol, how do you think Necro would be as a healer for this patch? I might jump in later to test it but figured I'd ask
Nothing really improved for Magicka Necromancer's healing between then and now, and personal survivability actually went down pretty significantly. When it comes to fighting decent players, especially ones that have good coordination, I'd put Templars and Wardens significantly ahead of Necromancers for healing. If DOTs remain essentially worthless throughout this PTS cycle, the value of being able to "spam" a few Renewing Undeaths for the cleanses will also be sharply diminished.
'Course, it's worth noting that the Intensive Mender's healing doesn't get calculated on the scoreboard for BGs, so actual healing output can be a bit higher than it sometimes appears. Still, Magicka Necromancer sustain is a very real problem that hasn't been addressed.
Royalthought wrote: »Avid Boneyard Self Synergy.
It occasionally does zero damage. Has anyone else had this issue? I can't seem to figure out what causes it.
I am yet to see 100% major force rotation in a trial group. It is not possible (?) with only four supports. Yes, answer is to have both, major force and major vuln.John_Falstaff wrote: »For one, warhorn rotation is already something that is being done in a raid, so the answer to what is better is 'both'. For another, the issue of Colossus is that you add two or three more necros, and get 100% Major Vulnerability uptime in that combat window - and the warhorn in the calculations above is blown right out of the water.
SJD_Phoenix wrote: »Royalthought wrote: »Avid Boneyard Self Synergy.
It occasionally does zero damage. Has anyone else had this issue? I can't seem to figure out what causes it.
Maybe it’s a range issue? Mine and most of the people I’ve spoken to say they haven’t had any issues.
Now no one likes nerfs but this is an absurd amount of flack. The class doesn't need to be touched right now. The whole point of PVP is to kill the other person and by blanket nerfing literally their entire viable kit, All their useful and id say balanced skills you've killed that option. Back to the drawing board you want to tone down DOTs abit? start with 15% not 50.
The change to Frozen Colossus and its morphs runs contrary to the idea of group diversity and other class interaction standards. Reducing the uptime of major vulnerability does nothing to combat the near ubiquity of necromancers as the top end pve dps, rather, it reinforces this stigma as more necromancers will be required to keep a noticeable uptime of this debuff. This effect is magnified in the unique application of the class defining debuff/buff. Every other class has a high uptime be use of the skill, in fact, one player is able to buff the entire group with near full uptime. This fosters a healthy dynamic where players are encouraged to do more than simply copy and paste the “meta” build. Necromancers, meanwhile, are rewarded for stacking as many as possible.
There are two methods of changing this dyanamic, one is to keep nerfing the uptime into oblivion and ensure that no one wants to use the ability. The second is to flatten the debuff, reworking the actual interaction of major vulnerability. I propose that the debuff is reduced to a more reasonable value of ~15% and greatly extend the duration.
A corollary to this is a rework of major protection. A 30% buff, in either offense or defense, is too high for any ability and allows players to bypass game mechanics or ignore parts of their build that would otherwise make them untenable and lopsided. Granted this portion of the game may take slightly more work, but the sources are still few enough to be manageable.
The change to Frozen Colossus and its morphs runs contrary to the idea of group diversity and other class interaction standards. Reducing the uptime of major vulnerability does nothing to combat the near ubiquity of necromancers as the top end pve dps, rather, it reinforces this stigma as more necromancers will be required to keep a noticeable uptime of this debuff. This effect is magnified in the unique application of the class defining debuff/buff. Every other class has a high uptime be use of the skill, in fact, one player is able to buff the entire group with near full uptime. This fosters a healthy dynamic where players are encouraged to do more than simply copy and paste the “meta” build. Necromancers, meanwhile, are rewarded for stacking as many as possible.
There are two methods of changing this dyanamic, one is to keep nerfing the uptime into oblivion and ensure that no one wants to use the ability. The second is to flatten the debuff, reworking the actual interaction of major vulnerability. I propose that the debuff is reduced to a more reasonable value of ~15% and greatly extend the duration.
A corollary to this is a rework of major protection. A 30% buff, in either offense or defense, is too high for any ability and allows players to bypass game mechanics or ignore parts of their build that would otherwise make them untenable and lopsided. Granted this portion of the game may take slightly more work, but the sources are still few enough to be manageable.
The only way to fix the whining about stacking necros for PVE because of the major vulnerability is to remove it completely and replace with 6 seconds of major berserk for the caster.
Major protection? Meh. Easy to get from multiple sources, and deaden pain is not that reliable in pvp. Given everything else the class is missing, execute, stun, mobility, reliable skills, etc., it is a necessary buff.
Nerf, nerf, nerf, nerf, nice bring nerfs to already nerfed or unused skills. And don't even think about other buggy skills.
1. "Blastbone" needs a "FIX". I mean real fix. Please try to make it one of useable skill.
2. "SHOCKING" siphon, show me 1 player who using this skill (I'm not meaning the players using this skill for 3% increased damage done). For what purpose any enemy even the PVE monsters can easily avoid from the damage. Why don't you rework it completely? Its good you reduced the damage per tick so make it directly link to enemy for 5 sec if they cant move away and break the link for 3 sec stun them. Also add the cost back. This is the real necromancer skill.
3. Skeletal summon already dealing very low damage and you are keep nerfing it for completely remove from game. Please be more realistic. Noone satisfied from "Necromancer Class" since it released.
4. "Boneyard" you activating your own synergy doesn't deal any damage as said. I mensioned this bug on forums before.
5. Colossus AoE damage is sometimes being roll dodged by enemy players even under the effect area.
6. "Ricochet skull" in Cyrodiil sometimes third cast of ability not proccing the big skull for deal 20% more damage, instead it keeps throwing small ones repeatedly.
7. "Totem" skill is useless. Nothing to say about it.
8. "Grave grasp" and its morphs. What this skill can do? Could someone explain? Why this is exist? "Ghostly embrace" this skill has a slow animation and before you hit the enemy, every living creature can avoid it. I'm not even talking about other morph... Rework this skill too. Even Blackheart bonelord NPC in the Blackheart Haven dungeon has a really good ability but we have useless bones as a real class ability. here is the skill I meant.
Please do something worth to play. All the community got disappointed since the Morrowind chapter released.
OtarTheMad wrote: »They need to spice up the Arcanist/Archer a bit, make it worth while to slot. Idk, maybe add Major or Minor Sorcery/Brutality to them. It's a little messed up that most of the damage abilities for necro are useless or don't work.
Nerf, nerf, nerf, nerf, nice bring nerfs to already nerfed or unused skills. And don't even think about other buggy skills.
1. "Blastbone" needs a "FIX". I mean real fix. Please try to make it one of useable skill.
2. "SHOCKING" siphon, show me 1 player who using this skill (I'm not meaning the players using this skill for 3% increased damage done). For what purpose any enemy even the PVE monsters can easily avoid from the damage. Why don't you rework it completely? Its good you reduced the damage per tick so make it directly link to enemy for 5 sec if they cant move away and break the link for 3 sec stun them. Also add the cost back. This is the real necromancer skill.
3. Skeletal summon already dealing very low damage and you are keep nerfing it for completely remove from game. Please be more realistic. Noone satisfied from "Necromancer Class" since it released.
4. "Boneyard" you activating your own synergy doesn't deal any damage as said. I mensioned this bug on forums before.
5. Colossus AoE damage is sometimes being roll dodged by enemy players even under the effect area.
6. "Ricochet skull" in Cyrodiil sometimes third cast of ability not proccing the big skull for deal 20% more damage, instead it keeps throwing small ones repeatedly.
7. "Totem" skill is useless. Nothing to say about it.
8. "Grave grasp" and its morphs. What this skill can do? Could someone explain? Why this is exist? "Ghostly embrace" this skill has a slow animation and before you hit the enemy, every living creature can avoid it. I'm not even talking about other morph... Rework this skill too. Even Blackheart bonelord NPC in the Blackheart Haven dungeon has a really good ability but we have useless bones as a real class ability. here is the skill I meant.
Please do something worth to play. All the community got disappointed since the Morrowind chapter released.
Royalthought wrote: »
Nerf, nerf, nerf, nerf, nice bring nerfs to already nerfed or unused skills. And don't even think about other buggy skills.
1. "Blastbone" needs a "FIX". I mean real fix. Please try to make it one of useable skill.
2. "SHOCKING" siphon, show me 1 player who using this skill (I'm not meaning the players using this skill for 3% increased damage done). For what purpose any enemy even the PVE monsters can easily avoid from the damage. Why don't you rework it completely? Its good you reduced the damage per tick so make it directly link to enemy for 5 sec if they cant move away and break the link for 3 sec stun them. Also add the cost back. This is the real necromancer skill.
3. Skeletal summon already dealing very low damage and you are keep nerfing it for completely remove from game. Please be more realistic. Noone satisfied from "Necromancer Class" since it released.
4. "Boneyard" you activating your own synergy doesn't deal any damage as said. I mensioned this bug on forums before.
5. Colossus AoE damage is sometimes being roll dodged by enemy players even under the effect area.
6. "Ricochet skull" in Cyrodiil sometimes third cast of ability not proccing the big skull for deal 20% more damage, instead it keeps throwing small ones repeatedly.
7. "Totem" skill is useless. Nothing to say about it.
8. "Grave grasp" and its morphs. What this skill can do? Could someone explain? Why this is exist? "Ghostly embrace" this skill has a slow animation and before you hit the enemy, every living creature can avoid it. I'm not even talking about other morph... Rework this skill too. Even Blackheart bonelord NPC in the Blackheart Haven dungeon has a really good ability but we have useless bones as a real class ability. here is the skill I meant.
Please do something worth to play. All the community got disappointed since the Morrowind chapter released.
"4. "Boneyard" you activating your own synergy doesn't deal any damage as said. I mensioned this bug on forums before. "
I thought it was just me. Figured I was going crazy. I've noticed multiple times where no damage was done from the synergy on stationary targets within the tombstones.
Nothing like an ability failing bug when it has a 20 second cool down...