CaptainVenom wrote: »Mine: make Render Flesh auto-target the most injured nearby ally. It's a very good healing but it feels to hard to land.
Your turn!
CaptainVenom wrote: »Mine: make Render Flesh auto-target the most injured nearby ally. It's a very good healing but it feels to hard to land.
Your turn!
Magnecro uses a single offensive morph of its abilities in PvP and that morph doesn't really do anything if the skill properly works and if it doesn't you're still at a huge disadvantage.
The whole class is a mess of skills you don't use because they're worse than already bad non class skills, there's no cheap damage ult for magnecro.
All tanking and healer needs could easily be satisfied with individual morphs and not taking up 2 whole skill lines with bad morphs and skills.
After all there's much more to kill than to tank and heal.
Looking at the whole class there's 2-3 individual morphs or skills that don't have to be changed everything else is just a mix of weak abilities or overtuned stuff to compensate for the lack of power in those abilities.
Best example are the two tether abilities, no one needs 4 morphs when 2 morphs could easily satisfy damage and healing needs it works for Flames of oblivion/cauterize there is no reason why it doesn't work for the fundamentally flawed tethers which need a rework in general.
Magnecro and the whole necro toolkit lacks the followings:
instant cast AoE damage ability that's offensive focused.
Execute ability that is not reliant on crit because those are useless in pvp
A melee spammable for stamnecro that's not utter trasu
A spammable for magnecro that's not utter trash
Major sorcery/brutality
An actual dot
An offensive CC that stuns on demand and doesn't require hundreds of other things to happen.
And the list goes on and on
Armies of Skeletons! I want to send a wave of skeletons at people like in some dungs when they all come rushing at you and explode into a cloud of disease when they die.
So basically Blast Bones but multiple that don't automatically blow up but fight until it dies... then blows up.
TX12001rwb17_ESO wrote: »Make it into an actual Necromancer and not a "Spooky Scary Skeletons" parody of one.
Melee pets largely suck because of pathing issues. There's a reason why the Sorc's Scamp has an AoE ability, and the Clannfear is mainly used for its heal. So if they add a melee skeleton, I think it needs something along those lines, preferably a two-handed weapon and a basic AoE attackMichaelkeir wrote: »Love seeing so many great ideas.
I personally find the lack of a melee summon kind of backwards. Most necromancers are ranged based so having a melee pet that rushes your enemies while you throw spells at them seems more fitting. The lack of an actual zombie I find strange too for a class that brings back the dead. The ultimates I find lacking as well.
Summon Skeleton Warrior - Summons a skeleton warrior for 16 seconds. Skeleton warrior is clad in armor and wields a random melee weapon.
Stamina morph deals physical damage on hits.
Magic morph deals flame/magic damage with a blue flaming sword.
I’d even go so far and give the summon a small taunting aura around it that taunts the enemy you send it too attack. But the taunt would not over power a tanks taunt allowing tanks to hold taunt regardless but would pull a mob off of the necromancer.