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Magicka Necromancer Misadventures

setayco
setayco
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A nerf (much needed) was proposed in the PTS effectively shaving 45% off of the total 3 piece jewelry trait which when together, totaled 105% extra synergy effectiveness. Now at gold quality will provide 20% for each piece max. For those that were hit for 15k gravediggers will be less oppressed by a two button spamming ultimate dumping player. (Huzzah for you!)
While this nerf was justified and bringing other synergy damaging abilities more in-line there was little to no compensation to account for the loss of damage the playstyle had. As most players who have tried Magicka Necromancer understood that having 3x harmony traits was the most effective playstyle the class had. It could effectively put most players below 30% or even kill them in an instant. Without the traits and the major vulnerability from the ultimate you were left with some nice survivability through heals and mitigation. Other than that you were left with subpar skills with little to no interaction within eachother.

Stalking blastbones is a relatively good skill with no effective active passive. By active passive i mean the effect tailored onto the skill after it is morphed. It has a requirement which is dynamic and most of all ignored by the way the skill was reworked. The stamina counterpart makes the class a top tier pick for obvious reasons alone. Major defile. Since the change months ago there has been no changes to account for the lack of design the class has. Apart from the pts to changes for a skill which will probably remain unused in the near future.

Here are a list of proposed changes that would make the necromancer perform a bit more intuitively in PvP and even PvE (which from various forum posts is actually quite good which may be holding the class back from seeing skill changes or passive reworks.

- add minor mangle to stalking blastbones morph and keep the dynamic 50% increase while chasing a target.
- Make the scythe an execute and scale with max magicka and spell damage. There are only 3 classes with an execute not including the warden ultimate. Furthermore magicka should be granted a universal execute but that is for another discussion
- If we are to keep the 15% dot modifier damage increase than we should atleast have viable DoTs that are not ground oriented as npcs and player models will move and negate the damage completely. I am suggesting a rework to the damage tether and having the corpse attach the rest of it liveliness to the target (like the remnants of a soul being commanded by the necromancer to torment the target in agony)
- Reduce the costs of the other ultimates by 10-15% to provide more options for a damage oriented playstyle. (animate blastbones and goliath transformation)
- Animate blastbones is a wonderful skill which provides life to dead allies and also summons more than 1 blastbones depending on how many corpses are used. The blastbones summoned are easily blockable and should have a secondary effect added to improve potency.
- The totems cc from what i understand from use is both blockable and dodgeable when paired with the delay will never be an effective option vs small groups and solo play. It should be either instantaneous if able to counter so easily. Or the latter. While my statements may have been bugs because they were instances where i dodged through a pulse of the totems fear i have been feared during animations. Mabye it is server side not recognizing players positioning when accounting for the pulse every 2 seconds. Even so having the cc being delayed is a hinderance to use and requires much foresight to be able to execute correctly.
- Grave grasp should have the empowering morph effect all summons and lose requirement to aim the AoE area over the summons to justify large costs, and positioning of pets being either to the side or behind you when moving.

These are just suggestions and with the way the PTS changes are going i am slowly losing hope for a change to come this time around so the only thing to do is put ideas out and hoped they are used as a template for future changes.
Edited by setayco on July 21, 2020 3:35PM
  • YandereGirlfriend
    YandereGirlfriend
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    Strongly agree with the Minor Mangle on Blastbones and execute on the Scythe. The latter would be incredibly thematic as well.

    Having a class single-target DoT for Magicka would also be fantastic as currently (as with all things Necromancer...) stamCro sees the most benefit from that passive with its synergy with Axe Bleeds/vMA 2H and the far more numerous DoTs found on Stamina Weapon Abilities.
  • Vajrak
    Vajrak
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    --Add two effects to Blastbones -- 1: DoT, small AoE pops and/or off-balance/minor vulnerability (thus the "Blast" part) that has execute damage ranking. 2: Latches to target for it's duration (6s? 8?) -- to solve tether line issues.
  • Joxer61
    Joxer61
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    Vajrak wrote: »
    --Add two effects to Blastbones -- 1: DoT, small AoE pops and/or off-balance/minor vulnerability (thus the "Blast" part) that has execute damage ranking. 2: Latches to target for it's duration (6s? 8?) -- to solve tether line issues.

    3 > have them work properly...
  • SDKTJ
    SDKTJ
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    I'm resurrecting this discussion, it has some good ideas that need to be seen.
  • Atherakhia
    Atherakhia
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    SDKTJ wrote: »
    I'm resurrecting this discussion, it has some good ideas that need to be seen.

    But is there any money in it? ZOS ignores PvP because there's no money in it for them. Necromancer probably more than any class in the game needs a major overhaul. It's filled with broken mechanics that barely work and Mag Necro is undeniably the worst mag in this game for PvP and while the Stamina Necro is borderline OP, it's being carried by 2 skills and once they are toned down, it will likely be subpar.

    I really doubt they'll ever get around to a large scale overhaul the class needs and fine tuning numbers is a waste of time at this point.
  • universal_wrath
    universal_wrath
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    setayco wrote: »
    A nerf (much needed) was proposed in the PTS effectively shaving 45% off of the total 3 piece jewelry trait which when together, totaled 105% extra synergy effectiveness. Now at gold quality will provide 20% for each piece max. For those that were hit for 15k gravediggers will be less oppressed by a two button spamming ultimate dumping player. (Huzzah for you!)
    While this nerf was justified and bringing other synergy damaging abilities more in-line there was little to no compensation to account for the loss of damage the playstyle had. As most players who have tried Magicka Necromancer understood that having 3x harmony traits was the most effective playstyle the class had. It could effectively put most players below 30% or even kill them in an instant. Without the traits and the major vulnerability from the ultimate you were left with some nice survivability through heals and mitigation. Other than that you were left with subpar skills with little to no interaction within eachother.

    Stalking blastbones is a relatively good skill with no effective active passive. By active passive i mean the effect tailored onto the skill after it is morphed. It has a requirement which is dynamic and most of all ignored by the way the skill was reworked. The stamina counterpart makes the class a top tier pick for obvious reasons alone. Major defile. Since the change months ago there has been no changes to account for the lack of design the class has. Apart from the pts to changes for a skill which will probably remain unused in the near future.

    Here are a list of proposed changes that would make the necromancer perform a bit more intuitively in PvP and even PvE (which from various forum posts is actually quite good which may be holding the class back from seeing skill changes or passive reworks.

    - add minor mangle to stalking blastbones morph and keep the dynamic 50% increase while chasing a target.
    - Make the scythe an execute and scale with max magicka and spell damage. There are only 3 classes with an execute not including the warden ultimate. Furthermore magicka should be granted a universal execute but that is for another discussion
    - If we are to keep the 15% dot modifier damage increase than we should atleast have viable DoTs that are not ground oriented as npcs and player models will move and negate the damage completely. I am suggesting a rework to the damage tether and having the corpse attach the rest of it liveliness to the target (like the remnants of a soul being commanded by the necromancer to torment the target in agony)
    - Reduce the costs of the other ultimates by 10-15% to provide more options for a damage oriented playstyle. (animate blastbones and goliath transformation)
    - Animate blastbones is a wonderful skill which provides life to dead allies and also summons more than 1 blastbones depending on how many corpses are used. The blastbones summoned are easily blockable and should have a secondary effect added to improve potency.
    - The totems cc from what i understand from use is both blockable and dodgeable when paired with the delay will never be an effective option vs small groups and solo play. It should be either instantaneous if able to counter so easily. Or the latter. While my statements may have been bugs because they were instances where i dodged through a pulse of the totems fear i have been feared during animations. Mabye it is server side not recognizing players positioning when accounting for the pulse every 2 seconds. Even so having the cc being delayed is a hinderance to use and requires much foresight to be able to execute correctly.
    - Grave grasp should have the empowering morph effect all summons and lose requirement to aim the AoE area over the summons to justify large costs, and positioning of pets being either to the side or behind you when moving.

    These are just suggestions and with the way the PTS changes are going i am slowly losing hope for a change to come this time around so the only thing to do is put ideas out and hoped they are used as a template for future changes.

    I could definetly see a rework to some of the mag8cka necromancer skills, but some of what you see just seemed a bit strong, like:

    Stalking blast bone with both 50% damage boost and mibor mangle. The first damage boost is already great, if it work and usually it does bot work. This could be changed to work similalry to bow passive Long Shot, this will ebsure blastbone with get stronger as targets are further. Minor mangle will make the skill powerful unless if it can only applied every x secs per target, it will be an easy debuff to apply from a distance unlike pulsar where yuo need to be in melee range.

    Is for have scythe to work as excute, this is a hard pass and will probably break the class. Necromancer already has an excute modifier, and having an excute skill to pair it with will make it very strong see how easily stamina necromancer crit excute in PvP and it almost never does non crit attacks in PvE. Don't forget that scythe is also AOE skill.

    The 15% dot modifier is strong because it works on anything counts as dot weither it is a skill or set. Both collosouss and goliath ultumates are affected by this passive as well as other skills like wall of element, scalding rune and sets like icy conjuror...etc.

    I totally agre with both golaith and animate blastbone to have theur costs reduces.

    Also, it would be great if animate blastbone to work on allied corpses as well as non allied to reward agrresive playstyle.

    Totem CC is unblockable and undodgeable, that being said, it ticks every 2 secs. If you were fast enough, you can get in and out without being feared, and sometime you get instant fear becuase you intered the aoe right at the time it ticks. It could be changed to work as a bad effect where you have it even after you leavr the aoe and be feared after 3-4 secs.

    I also agree with empowering grasp losing the targeting requirment as pets move erraticaly and it became very defficult to land empowering grasp correctly. Also, ghostly grasp should stun from first tick rather than last, itis easily avoidable right now.
  • universal_wrath
    universal_wrath
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    Strongly agree with the Minor Mangle on Blastbones and execute on the Scythe. The latter would be incredibly thematic as well.

    Having a class single-target DoT for Magicka would also be fantastic as currently (as with all things Necromancer...) stamCro sees the most benefit from that passive with its synergy with Axe Bleeds/vMA 2H and the far more numerous DoTs found on Stamina Weapon Abilities.

    This is just a part of aviable weapon selection which just makes stamina stronger. It is just about time for magicka to get another weapon skill line.
    Edited by universal_wrath on September 13, 2020 5:59AM
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