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PvP Magicka Necromancer has the worst offensive toolkit of any class by far

Urvoth
Urvoth
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  • Harmony was nerfed, nuking the already niche and somewhat clunky burst build for mag necro
  • Major vuln is only going to be 10% next patch and the initial hit of the Colossus ult (though already telegraphed and not instantaneous) doesn't stun. Compare that to Dawnbreaker of Smiting which on top of also being AOE, costs 100 less ult, does more initial damage, stuns instantly, applies a high-damage DOT, gets buffed by 20% vs vampire and werewolf players from Fighters Guild passives, and is usable by any class/build since it's a guild skill.
  • Mag blastbones essentially has no secondary effect since the damage modifier doesn't work now that blastbones doesn't run to the target. ZOS even acknowledged this a few patches ago but hasn't changed it to something useful DESPITE stam blastbones applying AOE major defile, which is one of the best PvP debuffs in the game. This is on top of the skill still being a bit clunky/buggy and sometimes having targeting issues.
  • Mag skulls is a very slow spammable and has inferior secondary effects compared to other spammable options such as Force Pulse, Elemental Weapon, and even the stam skulls.
  • The Skeletal Arcanist deals incredibly low damage after battlespirit and doesn't target who you're immediately trying to kill. It will ignore the 10% hp player that is trying to run away in favor of a full hp target that is closer to you, even though you're targeting the low health player with all of your other skills. The best way to make the skelly mage viable imo is to increase the damage and have a similar skill to sorc's Daedric Curse, where the pet will target whoever has the curse on them.
  • Mystic siphon is completely useless in PvP. It requires a corspe, does low damage, has a small AOE, the tether can be cancelled by LOS, and it is generally pointless to use in PvP, where both the caster and enemy players dynamically move around. This skill would be much better as a single target DOT that would trigger Skeletal Arcanist targeting.
  • Hungry Scythe from the Bone Tyrant tree just doesn't do enough damage to warrant using.
  • Despite having a DOT damage passive, mag necros don't have a single viable DOT for PvP in their class trees and generally have to utilize proc sets to put out any significant amount of damage.
  • Mag necros have no class access to major sorcery OR major prophecy.
Edited by Urvoth on October 6, 2020 3:47PM
  • Urvoth
    Urvoth
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    This is on top of mag necros having the worst mobility out of any class (templars and DKs have on-demand gap closers, wardens have vines and portals), a general lack of debuffs, no damage-dealing secondary effects from other skills (Boundless storm dealing passive lightning damage for example), no execute skill, and no "free" passive damage like Burning light.
  • Atherakhia
    Atherakhia
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    Also worth mentioning that last patch they went through the effort of trying to redesign Grave Grasp but managed to make it even less useful than it was. At least prior the skill would act as a large AE immobilize. Still inferior in nearly every way to Bombard, but at least a reliable immob nonetheless. Now it's incredibly unreliable because the second and third circles are the ones that provide the meaningful CC but are highly telegraphed and delayed so easily avoided.

    Unfortunately a lot of the issues you've outlined, if corrected/improved, would likely make Stamina Necromancers more powerful too as a lot of the skills mentioned have the same problems in PvP regardless of the morph used. Take Mystic Siphon for example. The primary reason this skill isn't used is because the tether points are between the caster and the corpse. If they would change this to be a tether between the corpse and the target, which makes far more sense to begin with, both morphs would be viable skills in PvP immediately. Arcanist and Archer are similarly not used because they don't do enough damage. Even archer with ramped up damage doesn't do anything meaningful in PVP other than provide a corpse.

    The lack of an execute is a problem for half the mag classes in the game. I'm sure everyone was ecstatic when they read the patch notes about Impulse now being a destruction staff execute and then were disappointed to learn it's such an inconsequential and meaningless change because it's such a pitiful amount of damage on the DOT portion of the skill instead of the main attack. All mag need access to an execute and considering there are so many mag skills out there that get no use at all, there should be plenty of room to put one.

    But yea, nearly everything you've mentioned is a very valid concern for Mag Necro and unfortunately ZOS doesn't seem to take mag issues of any kind seriously. So the fact that the majority of these issues would also improve stamina Necromancer is probably the reason they've gone unacknowledged and unchanged for as long as I've been playing this game and likely since the release of the class. Really not convinced ZOS is committed to improving the class at all. Certainly not this patch despite a number of the things on your list being such low hanging fruit they could probably roll them out immediately considering the poor state Magicka Necromancers are in as short of them making Stalking Blastbones summon 2 blastbones I'm not sure they could buff any 1 or 2 skills enough to make Magicka Necromancer relevant in PvP.
  • Sephyr
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    I find it rather perplexing that after a year of knowingly breaking Stalking Blastbones that they still haven't fixed it. Perplexed, but not surprised.
    Edited by Sephyr on October 6, 2020 1:43AM
  • wheem_ESO
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    Magicka Necromancer is terrible in PvP, especially in this current meta. I've been hoping for over a year that ZOS would do something about it, but they don't seem that interested. Anything that comes along which kinda-sorta allows Magicka Necromancer to use as a crutch for limping along in PvP - still inferior to everyone else - gets nerfed pretty quickly. Meanwhile, all the Stam builds running around with 2-3 proc sets + Malacath go untouched for extended periods of time.

    Numerous abilities are still clunky and/or outright bugged, as well. For example, the Spirit pet frequently doesn't heal (been an issue since Elsweyr PTS), and Blastbones sometimes falls apart mid-leap without doing any damage, especially against fast moving targets. This problem with Blastbones can even cause the Magicka Necromancer to counter themselves if they utilize the one worthwhile offensive stun that's available to the class - Flame Clench.

    Every patch I'm hoping for some improvements, but it's always a big letdown, which is part of the reason I don't really play much these days. When I have to work really hard to stay alive vs Generic-Stamina-Build-#5250572, while he/she gets 90% of their offense from spamming one button over and over, as I watch my pet cast 0 heals, my Mist Form fail to activate (despite using the GCD and triggering the audio notification), my Blastbones fall apart mid leap, my "burst heal" return ~4k hp, my Colossus immediately get dodged out of, my Graverobber do 0 damage even though the target is in the area on my screen, then I die to 7k+ Dawnbreaker and Break Free delay...it just isn't fun.
  • Akinos
    Akinos
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    I agree with everything said in this thread so far. Magicka Necromancer is by far the most difficult and most frustrating class to play imo. And unfortunately it's just gonna get worse unless ZOS does something, anything about it. @ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_JessicaFolsom
    Edited by Akinos on October 6, 2020 3:07PM
    PC NA | @AkinosPvP 1vX/Small Scaler, Raid Leader, Youtuber and Twitch.tv Streamer.MAGICKA MELEE IS LIFE!Magplar, MagDK, Magden, Magblade, Magsorc & Magcro PvP/Build videos & moretwitch.tv/akinospvp
  • Solariken
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    IMO the Blastbones Magicka morph should be the ability to keep summoning Blasties! No cool down or waiting for the first one to die.

    Also Scythe needs a real damage scaling, we all want to use that skill ZOS! Make it good for something other than PvE blocktards. It would feel awesome to chain enemies in and hack them up with Scythe.

  • manny254
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    I think the Skeletal Arcanist should give major sorc. It probably still wouldn't even be worth slotting, but at least it might be used lol.

    What if mag blast bones had the effect of dizzying swing? BB could apply AoE off balance and stun targets that are already off balance. You could even use a lightning staff to line up a more precise burst via medium weaves.
    - Mojican
  • JinMori
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    Necro is just a clunky mess, mostly because of 2 abilities: siphon and blastbones.

    Iv'e already made my suggestions for zos, so i'm not gonna repeat myself again and again for nothing.
  • NordSwordnBoard
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    Mag Skulls should do a mini vicious death, bonus damage exploding the enemy who died (include al enemies, not just players) / or a knockback like Voriak Solkyn does with the skull he throws at you.

    Mag BB should be applying a status effect besides failure with a cooldown.
    Urvoth wrote: »
    [*] Despite having a DOT damage passive, mag necros don't have a single viable DOT for PvP in their class trees, and generally have to utilize proc sets to put out any significant amount of damage.
    [*] Mag necros have no class access to major sorcery OR major prophecy.
    [/list]

    I'm using degeneration to get the 20% and make use of a DoT. They really should add some DoTs to both BB and Skulls, to play to the class's passive strengths. It's undeniable both skills need something to make Magcro better.

    Good write up OP
    Fear is the Mindkiller
  • BohnT2
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    I've made some posts about the same topic in the past and here's my take on magnecro
    Overall issues:
    When going through the toolkit it's no suprise why magicka necromancer is as bad as it is.

    Riccochet Skulls: deal the same damage as other spammables but have a higher minimum traveltime than skills like force pulse (250ms) or elemental weapon (<200ms due to ranged LA minimum traveltime).
    It's secondary effect is also very weak, 20% additional damage on every third cast along with a useless AoE isn't worth it.
    Additionally the secondary effect stops working after you've been hit by a guard's eclipse and the only way to fix it is relogging.

    Stalking blastbones have no secondary effect for 6 months now and even if you get the whole 50% damage increase you're dealing half the damage you could have dealt if the skill had properly worked. Additionally the skill often doesn't work at all, the bomber will take way too long to start moving, doesn't explode when reaching the target or doesn't deal any damage because the target simply walked away.

    Graveyard: after the needed nerf to harmony graveyard went from a 20 second cooldown high burst ability to a 20 seconds wait for a 4k hit. There really isn't a point using this skill anymore.

    Skeleton arcanist: Dots in general offer 2 things in eso, first additional damage outside of the ability you've used in that gcd and secondly they allow you to deal damage to dodging targets if your other skills are dodgeable and stays on a target that you can't attack right now be it via LoS or that they've ran out of your range. Well this isn't the case for this walking cotton ball thrower. Enemies walking away won't be damaged by it as it can't catch up, you can't control which target to attack, if there's an enemy with 60k hp right next to you and someone with 500hp 5m away it will never attempt to hit the guy with low Hp even though that's the target you'll want to focus.

    Shock Siphon: not only does this skill deal pitiful damage to begin with, no it's also the skill in the game with the highest requirements to ever land a hit. First you have to have a body on the ground, any LoS between you and the body will break it, the target has to be between you and the body. And if you manage to do all that the skill hits for 5k damage over 12 seconds max.

    And that's it, there's no other offensive skills a necromancer could use.
    Scythe? Deals pitiful damage and has no offensive debuff/ buff.

    You also don't have access to an offensive stun as grave grasp is not only extremely unreliable no it also doesn't deal any damage.

    When looking at passives that could be a saving grace you'll be disappointed.
    Having an "execute" that gives you additional crit chance when slotting skills from a skill line that you don't want to slot because they're dead weight doesn't help at all.
    To make matters worse crits in PvP don't deal meaningful damage unless you build for them.
    Everyone else will run procs and malacath because it results in basically a 100% crit chance while also buffing procs that couldn't crit to begin with.

    Having a passive that increases your dot damage done by 15% sound great doesn't it? Well too bad that the only skills that counts as a dot for necromancer is graveyard and the tether we have already established that neither of those skills are worth using or that 15% extra damage would make them viable.

    The only passive that actually increases your damage gives you 1.5k penetration that is a ~2.3% damage increase but it doesn't really matter because your damage is trash to begin with.

    There is also no hope for magnecro to compensate those short comings with non class skills:
    Using flame clench to have an offensive stun will give you the great experience of knocking enemies out of the range of your bombers resulting in them dealing 0 damage.

    Hoping to get an execute next patch with impulse? Nope even against an enemy with 1% hp impulse deals only about 50% additional damage while doing minor damage to begin with.

    Also there is no cheap ultimate that you could use on necromancer, the cheapest one you have access to is Dawnbreaker at 125ult cost but it doesn't benefit from light armor penetration or most of your CPs.
    The next one is soul assault which is far from good unless you're pushing it to broken levels with a certain set.
    Followed by meteor, delayed damage but you have no chance of forcing a hit and you can't really couple it with any damage because you can't rely on your bomber to hit the target in time or to hit the target at all, which will lead to you wasting 3 gcds and 200 ult and the enemy just holding block with no risk of dying.

    Magicka Necromancer desperately needs to have itself freed from the slaver that is the idea of having 1 damage, 1 tanking and 1 healing skill lines.
    The Class needs an actual execute on a skill that executes on demand and doesn't require you to sacrifice the blood of 13, 90 year old virgins that have performed the chicken dance prior to the ritual while singing "God save the Queen" in Swahili.

    Mag necro needs an actual offensive rotation in PvP that consists of more thing than weak spammable - weak spammable - weak spammable -waiting for bomber to finally explode - weak spammable - bomber - weak spammable - waiting for 200+ ult.

    All tanking and healer needs can be satisfied via morphs there is no reason to dedicate full skills to either of those archetypes when a single morph can do the job just as well
    Suggestions how to improve it
    I have several rework ideas for the necromancer toolkit:

    Blastbones should no longer be considered a pet as this already comes as disadvantages for many things as it's not seen as your own damage.

    Arcanist should be changed to apply a defiled corpse directly to an enemy which deals dot damage every 2 seconds (just like it does now but is now target based) applying this skill grants major sorcery/ brutality. Stamina version keeps the current effect. Magicka version could be change to only deal damage every 4 seconds but with double the damage per tick.

    Tether should be reworked to be between you and the target (like zaan, vate destro).
    In order to keep a corpse mechanic the tether now consumes up to 3 corpses over the duration that are in the tether.
    Detonating siphon instantly deals the AoE damage.
    Mystic siphon creates an ground AoE that deals damage for 4 seconds while restoring 100 mag/s.

    Scythe gets reworked to an execute that scales the same way as executioner and becomes a single target ability.
    Stamina version deals poison damage and applies poisoned status effect.
    Magicka version becomes ranged (compare 3rd boss in Castle Thorn) with a 250m minimum traveltime and deals ice damage and creates a body every 3rd cast (which then synergizes with the reworked tether)

    Remote totem gets changed to be an equivalent of the necromancer talons from the last boss in UG meaning it sends out talons in a straight line, when they hit an enemy they deal damage and explode after 0.5 seconds for the AoE damage standard in a 6m range dealing magic damage. Enemies hit are affected by minor vulnerability.

    Grave grasp gets reworked completely:
    Ghostly embrace sends out skeleton hands that pull an enemy off his feet stunning him through block but not dodge and dealing the same damage as reverb/clench do to him.


  • Derra
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    On top of everything already mentioned necro also lacks a proper offensive CC (same as magica warden).
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Revokus
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    Sadly ZOS doesn’t care for Magcro in PvP. We been giving feedback and pain points for almost 2 years since the class came out.

    And the only change they managed to do was somewhat finally make blastbones usable after a long time of us complaining and change(nerf) grave grasp to something no one ever suggested or asked for.

    But then they just kept nerfing them more while already the worst mag class.

    Elder Stamina Online ! Mannimarco would be ashamed of this !
    Edited by Revokus on October 6, 2020 11:32PM
    Playing since January 23, 2016
  • dazee
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    Remember when necromancer came out and everyone was crying about it being so OP? this is what happens when ZOS listens to players.
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • Urzigurumash
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    I'm pretty sure some of the most experienced players on Xbox NA still run MagCro - maybe it's for fun more than performance. Is it possible PC add-ons give people additional warnings about an incoming Graveyard / Colossus, and that the class is thus stronger on console? Isn't this still the hardest hitting 2 skill combo in the game even after the Harmony nerf?
    Derra wrote: »
    On top of everything already mentioned necro also lacks a proper offensive CC (same as magica warden).

    Can you explain further? I can see why you might call Grave Grasp purely a defensive CC, but what about Impaling Shards for MagDen? I understand Frozen Gate might be too clunky to consider. For both classes, what about Flame/Frost Clench? They might not be great but they are still offensive CCs, no?

    Pardon me if I've missed something obvious, I'm inexperienced with both classes. For what it's worth on StamDK despite our superlative magicka CCs I think most of us still rely on D Swing / Shield Charge / Magnum Shot for CC.

    Edited by Urzigurumash on October 6, 2020 10:38PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • BohnT2
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    I'm pretty sure some of the most experienced players on Xbox NA still run MagCro - maybe it's for fun more than performance. Is it possible PC add-ons give people additional warnings about an incoming Graveyard / Colossus, and that the class is thus stronger on console? Isn't this still the hardest hitting 2 skill combo in the game even after the Harmony nerf?

    Can you explain further? I can see why you might call Grave Grasp purely a defensive CC, but what about Impaling Shards for MagDen? I understand Frozen Gate might be too clunky to consider. For both classes, what about Flame/Frost Clench? They might not be great but they are still offensive CCs, no?

    Pardon me if I've missed something obvious, I'm inexperienced with both classes. For what it's worth on StamDK despite our superlative magicka CCs I think most of us still rely on D Swing / Shield Charge / Magnum Shot for CC.
    Graverobber hits for far less now after the nerf, there is no point wasting 3 traits to have a 5k hit every 20 seconds and waste a skill slot.

    Running colossus is also trash especially next patch, you're trying to use a 225 cost ult to get a single kill that's not even close to guaranteed anyone with half a brain will walk out of that "combo"

    None of the skills you listed are useable offensive CCs especially not gripping shards, or grave grasp and frozen gate is also ridiculously bad.
    Roots aren't CCs in terms of PvP they won't help you land a single skill, they don't stop people from blocking and most people will avoid even more of your skills as they dodge once they're rooted.

    Flame clench is the only "offensive" CC and it's trash, low range, low damage no secondary effect and for magnecro it pushes people out of range.

    Grave grasp is such a piece of trash that calling it a "skill" is simply wrong that skill should restore resources for how bad it is, it takes ages to land especially in lag it can take up to 5 seconds until the stunning circle spawns, you can't control it and it doesn't deal any damage.

    Please don't talk about a class if you haven't touched it at all, that's just wasting everyone's time
  • Urzigurumash
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    Thanks for the info buddy, I guess I'll just play Microsoft Hearts

    Edited by Urzigurumash on October 6, 2020 11:08PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • JayKwellen
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    There's really nothing much I can add to this thread that hasn't been said already, so this is me just adding my support in the hope that the devs will see this thread and actually do something at some point. Hell, I only play magblades and even I feel sorry for you guys.

    The only Magcros I ever see in Cyrodiil, and I do mean ever, are harmony bombers. Given that harmony has now been nerfed and the smash ult is itself about to get smashed into the ground, even they're losing pretty much the only mechanic that made them worthwhile. Regarding non-harmony necros? I honestly can't even remember the last time I saw one. An otherwise absolutely forgettable class.

    From one low-tier mag class to another, I'm with you in solidarity brother.
    Xbox NA - JaeKwellen
    AD PvP
    Trying to main a magcro. This is awful.
  • Vayln_Ninetails
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    Solariken wrote: »
    IMO the Blastbones Magicka morph should be the ability to keep summoning Blasties! No cool down or waiting for the first one to die.

    Also Scythe needs a real damage scaling, we all want to use that skill ZOS! Make it good for something other than PvE blocktards. It would feel awesome to chain enemies in and hack them up with Scythe.

    Also ideally make the scythe animation better or something different completely. Originally it was going to be a big-life-force drain in front of the character.
  • katorga
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    JayKwellen wrote: »

    From one low-tier mag class to another, I'm with you in solidarity brother.

    And that is coming from a class with a CC, execute, mobility, and on-demand invisibility! If you have all that and are still low tier, then magcro is so far down it is not even in the same game, lol.

    I'm interested in seeing how badly the next patch nerfs stamcro's that don't run proc builds.

  • wheem_ESO
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    katorga wrote: »
    JayKwellen wrote: »

    From one low-tier mag class to another, I'm with you in solidarity brother.

    And that is coming from a class with a CC, execute, mobility, and on-demand invisibility! If you have all that and are still low tier, then magcro is so far down it is not even in the same game, lol.

    I'm interested in seeing how badly the next patch nerfs stamcro's that don't run proc builds.
    My Resistant Flesh casts were literally healing for 2.2k last night against a BG team that had 2 Stamina Necromancers spamming AOE Major Defile.

    Stamina Necromancer will (rightly) get taken down a peg, but it'll still have the outstanding Stamina toolkit to fall back on, and presumably still have the bugged NPC snare attached to its morph of Blastbones as well. So while non-proc builds will still be clearly inferior to proc-based ones, they'll still be able to Dizzy spam into an off-GCD stun + Dawnbreaker + Blastbones + Executioner combo.
  • lucky_Sage
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    Urvoth wrote: »
    This is on top of mag necros having the worst mobility out of any class (templars and DKs have on-demand gap closers, wardens have vines and portals), a general lack of debuffs, no damage-dealing secondary effects from other skills (Boundless storm dealing passive lightning damage for example), no execute skill, and no "free" passive damage like Burning light.

    necro is range doesn't need a gap closer and dks don't use chains because it bugs i elevation still
    they have a execute passive not great but dks don't either they still have a high kill potential.
    my solution for the tethers was to allow blast bones to leave a corpse on target so the tether is on the enemy.
    blast bones defiantly needs secondary affect for mag.
    DC PC NA
    Magdk - main
    Stamcro - alt

    AD PS4 NA -retired (PC runs way better to play on console)
    magdk
    magblade
    stamplar
    magden
    magsorc

  • wheem_ESO
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    lucky_Sage wrote: »
    necro is range doesn't need a gap closer
    Ever tried to land a Graverobber synergy on classes with more mobility and/or better crowd control (which is all of them) when they aren't caught off guard? A gap closer would also matter that much more if ZOS ever decided to make the Scythe and/or Vampire spammable actually worth using.
  • Urvoth
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    lucky_Sage wrote: »
    Urvoth wrote: »
    This is on top of mag necros having the worst mobility out of any class (templars and DKs have on-demand gap closers, wardens have vines and portals), a general lack of debuffs, no damage-dealing secondary effects from other skills (Boundless storm dealing passive lightning damage for example), no execute skill, and no "free" passive damage like Burning light.

    necro is range doesn't need a gap closer and dks don't use chains because it bugs i elevation still
    they have a execute passive not great but dks don't either they still have a high kill potential.
    my solution for the tethers was to allow blast bones to leave a corpse on target so the tether is on the enemy.
    blast bones defiantly needs secondary affect for mag.

    A gap closer helps a lot with more mobile targets that try to run away and LOS when they're about to lose a fight (usually nightblades and sorcs).
  • Atherakhia
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    Necro doesn't need a gap closer. If you're worried, use beckoning armor. Knockbacks and such with the graverobber synergy is more an argument for removing self-synergies than it is giving the class a movement skill. Necromancers need ways to deal damage as their kit is quite low in this area. Stam is fine because of how insanely overpowered stamina is in this game and how easy it is for 2h to carry any class. Mag on the other hand has nothing because half of the Destruction staff skills are useless unless you also use the corresponding weapon set to go with them.

    Mag in general in this game are awful because Destruction staff is awful and doesn't provide enough to mag kits. Necro is awful because unlike many of the other mag classes, their kit doesn't provide anything to compensate for the deficiency in the destruction staff.
    Edited by Atherakhia on October 9, 2020 3:29PM
  • katorga
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    Atherakhia wrote: »
    Necro doesn't need a gap closer. If you're worried, use beckoning armor. Knockbacks and such with the graverobber synergy is more an argument for removing self-synergies than it is giving the class a movement skill. Necromancers need ways to deal damage as their kit is quite low in this area. Stam is fine because of how insanely overpowered stamina is in this game and how easy it is for 2h to carry any class. Mag on the other hand has nothing because half of the Destruction staff skills are useless unless you also use the corresponding weapon set to go with them.

    Mag in general in this game are awful because Destruction staff is awful and doesn't provide enough to mag kits. Necro is awful because unlike many of the other mag classes, their kit doesn't provide anything to compensate for the deficiency in the destruction staff.

    Generally right, but you can't control beckoning. You are just as likely to pull more people to you than your intended target and get Xv1'd. It has a 3s cooldown. You can spam gap closers.

    Destro is useless. Mag doesn't have anywhere near the set variety of stam, so you can't let proc sets carry you.

    The only option for magcro now is health tank, and that is another niche build like harmony that is one nerf away from useless.
    Edited by katorga on October 10, 2020 2:35PM
  • BohnT2
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    katorga wrote: »
    Atherakhia wrote: »
    Necro doesn't need a gap closer. If you're worried, use beckoning armor. Knockbacks and such with the graverobber synergy is more an argument for removing self-synergies than it is giving the class a movement skill. Necromancers need ways to deal damage as their kit is quite low in this area. Stam is fine because of how insanely overpowered stamina is in this game and how easy it is for 2h to carry any class. Mag on the other hand has nothing because half of the Destruction staff skills are useless unless you also use the corresponding weapon set to go with them.

    Mag in general in this game are awful because Destruction staff is awful and doesn't provide enough to mag kits. Necro is awful because unlike many of the other mag classes, their kit doesn't provide anything to compensate for the deficiency in the destruction staff.

    Generally right, but you can't control beckoning. You are just as likely to pull more people to you than your intended target and get Xv1'd. It has a 3s cooldown. You can spam gap closers.

    Destro is useless. Mag doesn't have anywhere near the set variety of stam, so you can't let proc sets carry you.

    The only option for magcro now is health tank, and that is another niche build like harmony that is one nerf away from useless.

    There's a bunch of proc sets you can run on magnecro to carry your damage, they'll end up dealing 60-80% of your total damage opposed to the 40-60% for other specs.


    Currently magnecro doesn't need a gap closer but that's because magnecro has absolutely no offensive foundation right now at all.

    The much needed rework could be either meele or ranged focused and both could be fine and understandable choices as magnecro currently has simply no clear vision its offence is based on.


    When looking at the old classes we see that all specs have an gap closer or ways to chase enemies.

    Maybe Zos should remind themselves what makes classes fun to play and that it's a good thing if classes support multiple offensive playstyles rather than being a 1 trick pony that feels more like a lazy mule.

  • katorga
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    Mag Necro is missing too many fundamental pieces of kit. Stamco, like Stamsorc back when it had a single stam skill, can complete its kit with weapons.

    The class is overloaded with damage mitigation skills, and these are getting nerfed next patch. It is going to be bad.

    On the plus side, the nerfs to defiles might make the class burst heal viable. Defiling yourself with your heal is the most bassackwards thing I have ever seen.
  • Urzigurumash
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    katorga wrote: »
    On the plus side, the nerfs to defiles might make the class burst heal viable. Defiling yourself with your heal is the most bassackwards thing I have ever seen.

    I guess that heal will be much better now in many cases, since the Curative Curse passive will cancel out the Defile. You can use that Defile to feed Expunge & Modify for extra sustain, I assume that's the purpose of it. Off topic, but in my probably controversial and poorly informed opinion, the fact that both morphs of this heal scale off Mag/Spell Dmg is StamCro's great liability compared to Stam Sorc/DK/Warden. There's no reliable emergency heal on 2h/S&B StamCro without corpses or enemies around (ie Mortal Coil & Scythe), other than Vigor, unless I'm missing something.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • wheem_ESO
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    katorga wrote: »
    On the plus side, the nerfs to defiles might make the class burst heal viable. Defiling yourself with your heal is the most bassackwards thing I have ever seen.

    I guess that heal will be much better now in many cases, since the Curative Curse passive will cancel out the Defile. You can use that Defile to feed Expunge & Modify for extra sustain, I assume that's the purpose of it. Off topic, but in my probably controversial and poorly informed opinion, the fact that both morphs of this heal scale off Mag/Spell Dmg is StamCro's great liability compared to Stam Sorc/DK/Warden. There's no reliable emergency heal on 2h/S&B StamCro without corpses or enemies around (ie Mortal Coil & Scythe), other than Vigor, unless I'm missing something.
    Vigor + Rally is far better self healing than what Magicka Necromancer can realistically do on the live servers. Especially if it's a 1v1 scenario between the two different halves of the class, since Stam has Major Defile and Mag also puts Minor Defile on itself.
  • YandereGirlfriend
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    I look forward to using Sword and Shield back-bar next patch for the gap-closer and overpowered Pierce Armor.

    You could probably cobble together a semi-functional combo of BB -> Shield Charge -> Pierce Armor -> Graveyard but that's going to get expensive on Stamina if you're not using the BRP Sword and Shield.

    Not saying that a magRomancer should be forced to resort to that, but it's probably the best option that we have in terms of gap-closers.

    You could maybe try 2H and Maelstrom Axe and then hope for a lucky Valkyn Skoria proc in order to supplement our meager combo?

    Either way, it is definitely shades of stamSorc except that we have to use off-stat weapons in order to paper over the cavernous holes in our class kit.
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