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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
  • Solariken
    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.

  • 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
  • Revokus
    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
  • 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.
  • 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
    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
    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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