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More Necromancer skills should be strengthened by dead bodies

Saelent
Saelent
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The TLDR is the title.

Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?

Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.

So each skill being able to use at least one corpse to get more powerful.

What do you guys think?
  • Sallymen
    Sallymen
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    I like this idea but ZoS keeps taking away my corpses every 2 seconds :(
    "I'm just too powerful"
    -Sallymen
  • Konstant_Tel_Necris
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    Sallymen wrote: »
    I like this idea but ZoS keeps taking away my corpses every 2 seconds :(

    Corpses stay for longer on PTS so its good news.
  • Konstant_Tel_Necris
    Konstant_Tel_Necris
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    Saelent wrote: »
    The TLDR is the title.

    Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
    The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?

    Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.

    So each skill being able to use at least one corpse to get more powerful.

    What do you guys think?

    I like idea of temporal resurrection prevention or increased delay by some kind of grave curse as opposite to templar faster resurrection in PvP.

    Also that's would be interesting if necromancer have some skill synergy similar to Trapping Webs on Boneyard thats would summon few melee skeleton warriors, something like used by Elden Hollow I final boss Canonreeve Oraneth, Summon Darkfern Skeleton when she creates pit with skeleton hands working as root and then several skeletons summoned out of that pit.
  • StormeReigns
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    Been recently thinking, that certain abilities should benefit directly from corpses.

    Like Blastbones, use up to three corpses to summon up three of them.

    Archer / mage / mender, use corpses to extend the duration of them (or summon up to three with half duration of the original).

    As well like graveyard, placing it on top of three or more corpses, causes skeleton hands to graps and claw at those in it.

    When using Tethers, it should auto focus on nearest corpse instead.

    And colossal when used should have any remaining corpse with in 10m explode dealing an extra 6% in frost/disease damage.

    Just my opinion though lol.
    Edited by StormeReigns on February 10, 2020 3:34PM
  • Saelent
    Saelent
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    Been recently thinking, that certain abilities should benefit directly from corpses.

    Like Blastbones, use up to three corpses to summon up three of them.

    Archer / mage / mender, use corpses to extend the duration of them (or summon up to three with half duration of the original).

    As well like graveyard, placing it on top of three or more corpses, causes skeleton hands to graps and claw at those in it.

    When using Tethers, it should auto focus on nearest corpse instead.

    And colossal when used should have any remaining corpse with in 10m explode dealing an extra 6% in frost/disease damage.

    Just my opinion though lol.

    I like those, especially the increase of duration per corpse.
    3 blastbones at once would get too many people complaining, but I would love if I could summon a blastbones without a target, maybe by using a corpse?

    Or maybe an area of effect blast from landing a flaming skull when a corpse is available to use?

    Love the idea of a colossus making corpses explode...
  • Donny_Vito
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    I like it in general, but then I really don't want to see 8 stam necros in a Vet Trial run again like it was after the character line came out. With so many necros and so many dead bodies on the ground, they'd just amplify each other. Unless your power is only amplified by the corpses that you make.
  • Saelent
    Saelent
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    Donny_Vito wrote: »
    I like it in general, but then I really don't want to see 8 stam necros in a Vet Trial run again like it was after the character line came out. With so many necros and so many dead bodies on the ground, they'd just amplify each other. Unless your power is only amplified by the corpses that you make.

    I’d say if it’s a corpse from a minion then a Necromancer should only be able to use their own. But for the corpses of trash? That should be for anyone’s use.
    If the game engine allows it then I’d say that only one Necromancer should be able to use each corpse.
  • Dagoth_Rac
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    I think this becomes hard to balance. You could easily find yourself in a situation where Necro is garbage in certain dungeons/Trials but insanely powerful in other dungeons/Trials. Or you want a Necro for trash pulls and nothing else. I think that is why so many Necro abilities create corpses. It is to keep class power and balance mostly self-reliant rather than on the varying specifics of different boss fights.
  • Noxavian
    Noxavian
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    Saelent wrote: »
    The TLDR is the title.

    Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
    The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?

    Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.

    So each skill being able to use at least one corpse to get more powerful.

    What do you guys think?

    still waiting for Necros to be able to summon undead from corpses. Also for a tanking summon. I really love @StormeReigns's suggestion though. Especially being able to have multiple mages up and stuff.

    Would really like to see a tanking summon added to the bone tyrant skill line though. Either a zombie, skeletal warrior, or a big-thick skeletal warrior with heavy armor and a dual wielded weapon.
  • Nerouyn
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    IMO I think they've got this aspect right already.

    The necro-noodles use them.

    Graveyard gets a boost from it.

    Their aoe heal uses them.

    Or you can just suck them all up as ultimate juice.

    Necro's aren't gimped if they're without corpses at any given moment. Apart from the noodles all of those abilities have some other functionality even without corpses. But corpses provide a meaningful boost.

    And there's a lot of variety in how you can use them. Which means a lot of variety in gameplay - something other classes lack (especially warden).

    I'm not into necromancers thematically, but this aspect alone is one of the really big incentives to main one.
  • Saelent
    Saelent
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    Noxavian wrote: »
    Saelent wrote: »
    The TLDR is the title.

    Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
    The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?

    Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.

    So each skill being able to use at least one corpse to get more powerful.

    What do you guys think?

    still waiting for Necros to be able to summon undead from corpses. Also for a tanking summon. I really love @StormeReigns's suggestion though. Especially being able to have multiple mages up and stuff.

    Would really like to see a tanking summon added to the bone tyrant skill line though. Either a zombie, skeletal warrior, or a big-thick skeletal warrior with heavy armor and a dual wielded weapon.

    Kind of can with the right morph of the resurrection ultimate. Raises a number of blastbones with the number of bodies you use it on, maximum 3.
  • Noxavian
    Noxavian
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    Saelent wrote: »
    Noxavian wrote: »
    Saelent wrote: »
    The TLDR is the title.

    Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
    The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?

    Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.

    So each skill being able to use at least one corpse to get more powerful.

    What do you guys think?

    still waiting for Necros to be able to summon undead from corpses. Also for a tanking summon. I really love @StormeReigns's suggestion though. Especially being able to have multiple mages up and stuff.

    Would really like to see a tanking summon added to the bone tyrant skill line though. Either a zombie, skeletal warrior, or a big-thick skeletal warrior with heavy armor and a dual wielded weapon.

    Kind of can with the right morph of the resurrection ultimate. Raises a number of blastbones with the number of bodies you use it on, maximum 3.

    Unfortunate that they're blastbones. For the ultimate cost, 3 blastbones is extreme garbage lol. NOW if it completely changed the skill to where instead of resurrecting players it summoned 2 skeletal warriors and 1 skeletal juggernaut for 30 seconds (think bigger skeleton with heavy armor and a 2 handed weapon where the skeletal warriors would be normal skeletons with sword/shield) I'd have literally 0 issue with it costing 325. I'd also not be advocating for more summons.
  • StormeReigns
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    Also. I am a firm believer, that necros should have rapid rot passive reworked to every 1 to 2 seconds in battle summon shambling zombie that lumbers forward to your target decays leaving behind a 8 x 6m trail of disease for 3 seconds on the ground dealing 2% of targets max health as damage.


    Edit for clarity:
    Rapid Rot (passive)
    When in combat, every 2seconds (1 sec when capped at 2/2), a shambling zombie will crawl put of the ground to your aid and lumber forth towards your target. Leaving behind bile and disease in its trail. The zombies last 2 seconds before completely rotting away. All foes caught in the 6x8m path take 2% disease/frost damage of their max health for 3 seconds while in the desecrated area.

    Zombies leave no corpse behind. Nor counted as Criminal act due to no evidence left behind.
    Edited by StormeReigns on February 10, 2020 9:36PM
  • Saelent
    Saelent
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    Noxavian wrote: »
    Saelent wrote: »
    Noxavian wrote: »
    Saelent wrote: »
    The TLDR is the title.

    Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
    The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?

    Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.

    So each skill being able to use at least one corpse to get more powerful.

    What do you guys think?

    still waiting for Necros to be able to summon undead from corpses. Also for a tanking summon. I really love @StormeReigns's suggestion though. Especially being able to have multiple mages up and stuff.

    Would really like to see a tanking summon added to the bone tyrant skill line though. Either a zombie, skeletal warrior, or a big-thick skeletal warrior with heavy armor and a dual wielded weapon.

    Kind of can with the right morph of the resurrection ultimate. Raises a number of blastbones with the number of bodies you use it on, maximum 3.

    Unfortunate that they're blastbones. For the ultimate cost, 3 blastbones is extreme garbage lol. NOW if it completely changed the skill to where instead of resurrecting players it summoned 2 skeletal warriors and 1 skeletal juggernaut for 30 seconds (think bigger skeleton with heavy armor and a 2 handed weapon where the skeletal warriors would be normal skeletons with sword/shield) I'd have literally 0 issue with it costing 325. I'd also not be advocating for more summons.

    It used to cost 200 ultimate until people screeched about the resurrect being overpowered in pvp.
    Also. I am a firm believer, that necros should have rapid rot passive reworked to every 1 to 2 seconds in battle summon shambling zombie that lumbers forward to your target decays leaving behind a 8 x 6m trail of disease for 3 seconds on the ground dealing 2% of targets max health as damage.


    Edit for clarity:
    Rapid Rot (passive)
    When in combat, every 2seconds (1 sec when capped at 2/2), a shambling zombie will crawl put of the ground to your aid and lumber forth towards your target. Leaving behind bile and disease in its trail. The zombies last 2 seconds before completely rotting away. All foes caught in the 6x8m path take 2% disease/frost damage of their max health for 3 seconds while in the desecrated area.

    Zombies leave no corpse behind. Nor counted as Criminal act due to no evidence left behind.

    I actually really like that passive idea.
  • Vaoh
    Vaoh
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    Would be better if Animate Blastbones (morph of the Reanimate ult) would instead raise a skeleton warrior from each dead body to fight for you.

    Reanimate
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Cost: 335 Ultimate

    Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.

    Renewing Animation
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Cost: 335 Ultimate

    Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5300 Magicka and Stamina for each ally you attempt to resurrect.

    —————
    New Effect: You restore Magicka and Stamina for each ally you attempt to resurrect.

    Raise Undead Army
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Duration: 20 seconds
    Cost: 200 Ultimate

    Raise the dead around you, reanimating up to 12 Skeletal Warriors at the target location. Skeletal Warriors wield the weapons of their former bodies, and deal X Damage based on their weapon choice on striking enemies.

    The undead last for 20 seconds or until killed.

    —————
    New Effect: Reduces the cost. Instead raises the dead to be your thralls, rather than resurrecting fallen allies.

    Was kind of a letdown that our Necromancers could only summon a handful of undead allies but not actually raise the dead.
    Edited by Vaoh on February 10, 2020 10:36PM
  • Saelent
    Saelent
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    Vaoh wrote: »
    Would be better if Animate Blastbones (morph of the Reanimate ult) would instead raise a skeleton warrior from each dead body to fight for you.

    Reanimate
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Cost: 335 Ultimate

    Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.

    Renewing Animation
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Cost: 335 Ultimate

    Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5300 Magicka and Stamina for each ally you attempt to resurrect.

    —————
    New Effect: You restore Magicka and Stamina for each ally you attempt to resurrect.

    Raise Undead Army
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Duration: 20 seconds
    Cost: 200 Ultimate

    Raise the dead around you, reanimating up to 12 Skeletal Warriors at the target location. Skeletal Warriors wield the weapons of their former bodies, and deal X Damage based on their weapon choice on striking enemies.

    The undead last for 20 seconds or until killed.

    —————
    New Effect: Reduces the cost. Instead raises the dead to be your thralls, rather than resurrecting fallen allies.

    Was kind of a letdown that our Necromancers could only summon a handful of undead allies but not actually raise the dead.

    The excuse for that was frame rate, right? Raising a zombie would hurt performance or something?
  • Vaoh
    Vaoh
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    Saelent wrote: »
    Vaoh wrote: »
    Would be better if Animate Blastbones (morph of the Reanimate ult) would instead raise a skeleton warrior from each dead body to fight for you.

    Reanimate
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Cost: 335 Ultimate

    Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.

    Renewing Animation
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Cost: 335 Ultimate

    Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5300 Magicka and Stamina for each ally you attempt to resurrect.

    —————
    New Effect: You restore Magicka and Stamina for each ally you attempt to resurrect.

    Raise Undead Army
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Duration: 20 seconds
    Cost: 200 Ultimate

    Raise the dead around you, reanimating up to 12 Skeletal Warriors at the target location. Skeletal Warriors wield the weapons of their former bodies, and deal X Damage based on their weapon choice on striking enemies.

    The undead last for 20 seconds or until killed.

    —————
    New Effect: Reduces the cost. Instead raises the dead to be your thralls, rather than resurrecting fallen allies.

    Was kind of a letdown that our Necromancers could only summon a handful of undead allies but not actually raise the dead.

    The excuse for that was frame rate, right? Raising a zombie would hurt performance or something?

    No idea. Not sure why that would be an issue though. Doesn’t have to be a lot of Skeletons that can be raised.

    If there are performance issues then maybe it has to do with if multiple Necromancers did this? In that case either reduce how many skeletons you can raise or only allow one Necromancer to raise Skeleton Warriors from a body. There’s always workarounds lol. Better than not doing it at all.
  • Noxavian
    Noxavian
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    Vaoh wrote: »
    Would be better if Animate Blastbones (morph of the Reanimate ult) would instead raise a skeleton warrior from each dead body to fight for you.

    Reanimate
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Cost: 335 Ultimate

    Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.

    Renewing Animation
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Cost: 335 Ultimate

    Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5300 Magicka and Stamina for each ally you attempt to resurrect.

    —�—�—�—�—
    New Effect: You restore Magicka and Stamina for each ally you attempt to resurrect.

    Raise Undead Army
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Duration: 20 seconds
    Cost: 200 Ultimate

    Raise the dead around you, reanimating up to 12 Skeletal Warriors at the target location. Skeletal Warriors wield the weapons of their former bodies, and deal X Damage based on their weapon choice on striking enemies.

    The undead last for 20 seconds or until killed.

    —�—�—�—�—
    New Effect: Reduces the cost. Instead raises the dead to be your thralls, rather than resurrecting fallen allies.

    Was kind of a letdown that our Necromancers could only summon a handful of undead allies but not actually raise the dead.

    IF NECROMANCERS had this ultimate I would have absolutely 0 complaints with the class and I would play it religiously.

    Seriously, have no idea why something like this wasn't considered. This is by far the best idea I've seen for Necromancers yet. The balance part of it could be from letting only 1 necro use corpses. Like, corpses can't be used by multiple necros
    Edited by Noxavian on February 10, 2020 10:50PM
  • SydneyGrey
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    I think the whole corpse concept is awful and I hate it.
    There need to be fewer skills that utilize this, not more.

    Edited by SydneyGrey on February 10, 2020 10:50PM
  • Noxavian
    Noxavian
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    SydneyGrey wrote: »
    I think the whole corpse concept is awful and I hate it.
    There need to be fewer skills that utilize this, not more.

    >necromancer corpse concept
    >hates said corpse concept.

    Idk man, maybe don't play a Necromancer if you don't want some sort of corpse concept? Lol.
  • Skullstachio
    Skullstachio
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    Saelent wrote: »
    The TLDR is the title.

    Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
    The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?

    Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.

    So each skill being able to use at least one corpse to get more powerful.

    What do you guys think?
    That Wouldn’t be a bad solution to the “Stalking Blastbones” morph.
    New Effect: Consumes a nearby Corpse to increase Blastbones Damage by 50%. that would definitely remedy the problem where the blastbones would “reliably” leap to the target and blow up before enough time has elapsed to get the maximum possible damage bonus.
    Vaoh wrote: »
    Would be better if Animate Blastbones (morph of the Reanimate ult) would instead raise a skeleton warrior from each dead body to fight for you.

    Reanimate
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Cost: 335 Ultimate

    Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.

    Renewing Animation
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Cost: 335 Ultimate

    Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5300 Magicka and Stamina for each ally you attempt to resurrect.

    New Effect: You restore Magicka and Stamina for each ally you attempt to resurrect.

    Raise Undead Army
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Duration: 20 seconds
    Cost: 200 Ultimate

    Raise the dead around you, reanimating up to 12 Skeletal Warriors at the target location. Skeletal Warriors wield the weapons of their former bodies, and deal X Damage based on their weapon choice on striking enemies.

    The undead last for 20 seconds or until killed.

    New Effect: Reduces the cost. Instead raises the dead to be your thralls, rather than resurrecting fallen allies.

    Was kind of a letdown that our Necromancers could only summon a handful of undead allies but not actually raise the dead.
    You are aware that animate Blastbones is dependent on your “Blastbones” skill in the grave lord skill line, for example, if you have the blighted Blastbones morph, they will be reanimated through animate Blastbones, same with the stalking Blastbones morph.

    But on the one hand though, the raise undead army thing could be seen as a potential effect for a Mythical item in the Greymoor chapter.

    Mythic item:The Crown of Bones (Any weight.)
    • 1: Casting an Ultimate ability Reanimates one skeleton per 166 ultimate consumed to fight by your side for 22 seconds, The Skeleton(s) take 2 seconds to reanimate and deal [x] Physical damage or [x] Magic Damage to the nearest enemy every 1 second, the damage dealt is based on your highest offensive stats. Up to 3 skeletons can be summoned.
    • 1: Adds an additional 4 seconds to your Skeletal Mage and Spirit Mender. Increases damage and healing done with your Necromancer abilities by 10%.
    Pretty good if I say so myself, plus it can tie in to the lore of coldharbour with the lost fleet that got swept away by the sea of ghosts and the admiral that got gifted a crown of bones designed for him to control the dead and those who would dare touch the cursed treasure.
    Edited by Skullstachio on February 11, 2020 12:13AM
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  • Noxavian
    Noxavian
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    Saelent wrote: »
    The TLDR is the title.

    Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
    The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?

    Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.

    So each skill being able to use at least one corpse to get more powerful.

    What do you guys think?
    That Wouldn’t be a bad solution to the “Stalking Blastbones” morph.
    New Effect: Consumes a nearby Corpse to increase Blastbones Damage by 50%. that would definitely remedy the problem where the blastbones would “reliably” leap to the target and blow up before enough time has elapsed to get the maximum possible damage bonus.
    Vaoh wrote: »
    Would be better if Animate Blastbones (morph of the Reanimate ult) would instead raise a skeleton warrior from each dead body to fight for you.

    Reanimate
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Cost: 335 Ultimate

    Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.

    Renewing Animation
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Cost: 335 Ultimate

    Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5300 Magicka and Stamina for each ally you attempt to resurrect.

    New Effect: You restore Magicka and Stamina for each ally you attempt to resurrect.

    Raise Undead Army
    Cast Time: Instant
    Target: Ground
    Range: 28 meters
    Radius: 12 meters
    Duration: 20 seconds
    Cost: 200 Ultimate

    Raise the dead around you, reanimating up to 12 Skeletal Warriors at the target location. Skeletal Warriors wield the weapons of their former bodies, and deal X Damage based on their weapon choice on striking enemies.

    The undead last for 20 seconds or until killed.

    New Effect: Reduces the cost. Instead raises the dead to be your thralls, rather than resurrecting fallen allies.

    Was kind of a letdown that our Necromancers could only summon a handful of undead allies but not actually raise the dead.
    You are aware that animate Blastbones is dependent on your “Blastbones” skill in the grave lord skill line, for example, if you have the blighted Blastbones morph, they will be reanimated through animate Blastbones, same with the stalking Blastbones morph.

    But on the one hand though, the raise undead army thing could be seen as a potential effect for a Mythical item in the Greymoor chapter.

    Mythic item:The Crown of Bones (Any weight.)
    • 1: Casting an Ultimate ability Reanimates one skeleton per 166 ultimate consumed to fight by your side for 22 seconds, The Skeleton(s) take 2 seconds to reanimate and deal [x] Physical damage or [x] Magic Damage to the nearest enemy every 1 second, the damage dealt is based on your highest offensive stats. Up to 3 skeletons can be summoned.
    • 1: Adds an additional 4 seconds to your Skeletal Mage and Spirit Mender. Increases damage and healing done with your Necromancer abilities by 10%.
    Pretty good if I say so myself, plus it can tie in to the lore of coldharbour with the lost fleet that got swept away by the sea of ghosts and the admiral that got gifted a crown of bones designed for him to control the dead and those who would dare touch the cursed treasure.

    If they added a mythic item like that I would be completely fine with how current necro works.

    I'd be genuinely surprised if at least 1 of the mythic items don't let us summon some form of undead, considering the theme of the expansion and the fact that necromancer is still the newest class and a ton of people have been wanting more summons for a very long time now.
  • Saelent
    Saelent
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    There’s another thing, if this was done right with only one Necromancer able to use each corpse then there wouldn’t be whole parties of Necros again. The reason being because otherwise too many skills wouldn’t fire properly (corpse would have been used already) and DPS would drop.
  • Anhedonie
    Anhedonie
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    ✭✭
    I think not a single skill should require a corpse, but all of them should be boosted by corpses.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • Bradyfjord
    Bradyfjord
    ✭✭✭✭
    If they increase the benefits of corpses, they may end up having to nerf the baseline performance of these abilities. Just saying, with ZOS, it's worth being careful what you ask for in regards to buffs/nerfs.
  • Saelent
    Saelent
    ✭✭✭✭✭
    Bradyfjord wrote: »
    If they increase the benefits of corpses, they may end up having to nerf the baseline performance of these abilities. Just saying, with ZOS, it's worth being careful what you ask for in regards to buffs/nerfs.

    Except many skills already give an extra bit of damage for different circumstances other than corpses. Why are they different? They should use corpses instead.
    Like someone else said, blastbones using a corpse instead on distance for the extra 50% would fix many problems.
  • agegarton
    agegarton
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    Necromancer is the only class that totally underwhelmed me. Pretty much all the skills (leaving aside the ulti's) feel underpowered and I don't enjoy how tactically you have play this one to get any kind of performance from it (working out where there are skellies, using a rotation to create skellies, skills that heal or damage between you and a skellie so you have get you position right on the battlefield.....).

    And the "pet" durations seems uber quick to me, having to be recast every seventh nanosecond. Why is that? My sorc pets stick around until killed..... heck, in a dungeon or trial they just stick around!

    Nice idea, but not super well executed. I have yet to find anyone who genuinely enjoys playing Necro. Shame really.
    All that is gold does not glitter; not all those who wander are lost...... some of us are just looking for trouble.
    GM of Burnish & Gleam Trading | GM of Dark Star Rising | Broker of Equalisers | Former GM of Lone Star & Merchants of Magnus I & II | Trader
  • Saelent
    Saelent
    ✭✭✭✭✭
    agegarton wrote: »
    Necromancer is the only class that totally underwhelmed me. Pretty much all the skills (leaving aside the ulti's) feel underpowered and I don't enjoy how tactically you have play this one to get any kind of performance from it (working out where there are skellies, using a rotation to create skellies, skills that heal or damage between you and a skellie so you have get you position right on the battlefield.....).

    And the "pet" durations seems uber quick to me, having to be recast every seventh nanosecond. Why is that? My sorc pets stick around until killed..... heck, in a dungeon or trial they just stick around!

    Nice idea, but not super well executed. I have yet to find anyone who genuinely enjoys playing Necro. Shame really.

    How do you think it could be changed to make it something you’d want to play then?
    You don’t want the corpse reliance at all then?
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