ResidentContrarian wrote: »If the class gets any buffs, then like warden and NB, it needs nerfs somewhere in exchange.
Magcro is ridiculously tanky and heals a lot, I see zero reason to add damage on top of that. Definitely don't see nerfing one skill being enough to justify buffing the damage up.
Maybe players should stop trying to be ultra-tank gods and do damage, and instead start focusing on one or the other? From what I have seen on the class, the class damage is only bad if you focus solely on defense...on a class with built-in defense...
ResidentContrarian wrote: »If the class gets any buffs, then like warden and NB, it needs nerfs somewhere in exchange.
Magcro is ridiculously tanky and heals a lot, I see zero reason to add damage on top of that. Definitely don't see nerfing one skill being enough to justify buffing the damage up.
Maybe players should stop trying to be ultra-tank gods and do damage, and instead start focusing on one or the other? From what I have seen on the class, the class damage is only bad if you focus solely on defense...on a class with built-in defense...
I play magcro and it is a garbage class carried by DC right now. Next patch it will be carried by bash builds. '
No mobility, no useful CC, no execute, and its vaunted "tankiness" from spirit guardian is watered down to nothing in CP because of diminishing returns from the sheer number of % damage mitigation CP and passives in the game right now. The class is dependent on harmony, and to a great extent Dark Convergence. Pre-dark convergence, most magcros ran Dawnbreaker, because you just can't hit anyone with Colossus reliably. Assume every single stamina player is reducing 20% of your damage off the top.
It is an excellent class for playing IN a group/Zerg, or BGs as a support/healer role.
Compare to my sorc, I can run the cheapest, most basic stat sets and be 100% effective. Granted it is mostly single target, kill one person at a time, fighting, but the class has a full kit, and can be competitive running alfiq/ancient grace and zero procs. I can play a 5 year old build on my mag sorc and be perfectly fine.
ResidentContrarian wrote: »If the class gets any buffs, then like warden and NB, it needs nerfs somewhere in exchange.
Magcro is ridiculously tanky and heals a lot, I see zero reason to add damage on top of that. Definitely don't see nerfing one skill being enough to justify buffing the damage up.
Maybe players should stop trying to be ultra-tank gods and do damage, and instead start focusing on one or the other? From what I have seen on the class, the class damage is only bad if you focus solely on defense...on a class with built-in defense...
I play magcro and it is a garbage class carried by DC right now. Next patch it will be carried by bash builds. '
No mobility, no useful CC, no execute, and its vaunted "tankiness" from spirit guardian is watered down to nothing in CP because of diminishing returns from the sheer number of % damage mitigation CP and passives in the game right now. The class is dependent on harmony, and to a great extent Dark Convergence. Pre-dark convergence, most magcros ran Dawnbreaker, because you just can't hit anyone with Colossus reliably. Assume every single stamina player is reducing 20% of your damage off the top.
VarisVaris wrote: »ResidentContrarian wrote: »If the class gets any buffs, then like warden and NB, it needs nerfs somewhere in exchange.
Magcro is ridiculously tanky and heals a lot, I see zero reason to add damage on top of that. Definitely don't see nerfing one skill being enough to justify buffing the damage up.
Maybe players should stop trying to be ultra-tank gods and do damage, and instead start focusing on one or the other? From what I have seen on the class, the class damage is only bad if you focus solely on defense...on a class with built-in defense...
I play magcro and it is a garbage class carried by DC right now. Next patch it will be carried by bash builds. '
No mobility, no useful CC, no execute, and its vaunted "tankiness" from spirit guardian is watered down to nothing in CP because of diminishing returns from the sheer number of % damage mitigation CP and passives in the game right now. The class is dependent on harmony, and to a great extent Dark Convergence. Pre-dark convergence, most magcros ran Dawnbreaker, because you just can't hit anyone with Colossus reliably. Assume every single stamina player is reducing 20% of your damage off the top.
That's a lot of wrong statements in this short paragraph.
Mobility on magnecro with RaT is more than fine and there's no reason to ever complain about it.
Magnecro has access to DBoS which gives you an offensive CC on your burst and if you really need a CC you can easily use flame clench.
An execute on magnecro isn't needed at all and hasn't been needed since CP2.0 has reduced tankiness for any non necros and when everyone received 1k free spelldamage.
Additionally blastbones have such a high damage output that asking for an execute on Necromancer comes down to lack of experience or player skill.
Just as the next point, running spirit guardian on magnecro is actively choosing the worse option, intensive mender is so ridiculously overperforming when it comes to healing output that necro could easily survive with it alone, but on top of that you have a free heal in mortal coil and gain additional tankiness when using resistant flesh.
The amount of survivability magnecro has to begin with is already unbalanced as magnecro can easily run 3 offensive sets and still be more tanky than anything else while also having incredibly high damage once people manage to learn to use the very basic offensive gameplay of magnecro.
The only way for necro to ever receive offensive changes is that Zos completely reworks the class from the ground up, reducing its survivability drastically, changes and nerfs blastbones entirely and also changes big parts of the necromancers toolkit aswell.
VarisVaris wrote: »ResidentContrarian wrote: »If the class gets any buffs, then like warden and NB, it needs nerfs somewhere in exchange.
Magcro is ridiculously tanky and heals a lot, I see zero reason to add damage on top of that. Definitely don't see nerfing one skill being enough to justify buffing the damage up.
Maybe players should stop trying to be ultra-tank gods and do damage, and instead start focusing on one or the other? From what I have seen on the class, the class damage is only bad if you focus solely on defense...on a class with built-in defense...
I play magcro and it is a garbage class carried by DC right now. Next patch it will be carried by bash builds. '
No mobility, no useful CC, no execute, and its vaunted "tankiness" from spirit guardian is watered down to nothing in CP because of diminishing returns from the sheer number of % damage mitigation CP and passives in the game right now. The class is dependent on harmony, and to a great extent Dark Convergence. Pre-dark convergence, most magcros ran Dawnbreaker, because you just can't hit anyone with Colossus reliably. Assume every single stamina player is reducing 20% of your damage off the top.
That's a lot of wrong statements in this short paragraph.
Mobility on magnecro with RaT is more than fine and there's no reason to ever complain about it.
Magnecro has access to DBoS which gives you an offensive CC on your burst and if you really need a CC you can easily use flame clench.
An execute on magnecro isn't needed at all and hasn't been needed since CP2.0 has reduced tankiness for any non necros and when everyone received 1k free spelldamage.
Additionally blastbones have such a high damage output that asking for an execute on Necromancer comes down to lack of experience or player skill.
Just as the next point, running spirit guardian on magnecro is actively choosing the worse option, intensive mender is so ridiculously overperforming when it comes to healing output that necro could easily survive with it alone, but on top of that you have a free heal in mortal coil and gain additional tankiness when using resistant flesh.
The amount of survivability magnecro has to begin with is already unbalanced as magnecro can easily run 3 offensive sets and still be more tanky than anything else while also having incredibly high damage once people manage to learn to use the very basic offensive gameplay of magnecro.
The only way for necro to ever receive offensive changes is that Zos completely reworks the class from the ground up, reducing its survivability drastically, changes and nerfs blastbones entirely and also changes big parts of the necromancers toolkit aswell.
VarisVaris wrote: »ResidentContrarian wrote: »If the class gets any buffs, then like warden and NB, it needs nerfs somewhere in exchange.
Magcro is ridiculously tanky and heals a lot, I see zero reason to add damage on top of that. Definitely don't see nerfing one skill being enough to justify buffing the damage up.
Maybe players should stop trying to be ultra-tank gods and do damage, and instead start focusing on one or the other? From what I have seen on the class, the class damage is only bad if you focus solely on defense...on a class with built-in defense...
I play magcro and it is a garbage class carried by DC right now. Next patch it will be carried by bash builds. '
No mobility, no useful CC, no execute, and its vaunted "tankiness" from spirit guardian is watered down to nothing in CP because of diminishing returns from the sheer number of % damage mitigation CP and passives in the game right now. The class is dependent on harmony, and to a great extent Dark Convergence. Pre-dark convergence, most magcros ran Dawnbreaker, because you just can't hit anyone with Colossus reliably. Assume every single stamina player is reducing 20% of your damage off the top.
That's a lot of wrong statements in this short paragraph.
Mobility on magnecro with RaT is more than fine and there's no reason to ever complain about it.
Magnecro has access to DBoS which gives you an offensive CC on your burst and if you really need a CC you can easily use flame clench.
An execute on magnecro isn't needed at all and hasn't been needed since CP2.0 has reduced tankiness for any non necros and when everyone received 1k free spelldamage.
Additionally blastbones have such a high damage output that asking for an execute on Necromancer comes down to lack of experience or player skill.
Just as the next point, running spirit guardian on magnecro is actively choosing the worse option, intensive mender is so ridiculously overperforming when it comes to healing output that necro could easily survive with it alone, but on top of that you have a free heal in mortal coil and gain additional tankiness when using resistant flesh.
The amount of survivability magnecro has to begin with is already unbalanced as magnecro can easily run 3 offensive sets and still be more tanky than anything else while also having incredibly high damage once people manage to learn to use the very basic offensive gameplay of magnecro.
The only way for necro to ever receive offensive changes is that Zos completely reworks the class from the ground up, reducing its survivability drastically, changes and nerfs blastbones entirely and also changes big parts of the necromancers toolkit aswell.
Agree with most of this except the intensive mender part. The heal on intensive mender is great, but it doesn't target you all the time. It's the same issue as rapid regeneration. What good is a good heal if the necro chooses to come heal the random that decided to show up to where you're fighting. Lots of people choose the spirit guardian because, even if others are around you still receive a buff as opposed to the guardian focusing greenbars. Some of the pet targetting is the downside to playing necro, blastbones, the ghost and even the archer don't know which targets they should be prioritizing
VarisVaris wrote: »ResidentContrarian wrote: »If the class gets any buffs, then like warden and NB, it needs nerfs somewhere in exchange.
Magcro is ridiculously tanky and heals a lot, I see zero reason to add damage on top of that. Definitely don't see nerfing one skill being enough to justify buffing the damage up.
Maybe players should stop trying to be ultra-tank gods and do damage, and instead start focusing on one or the other? From what I have seen on the class, the class damage is only bad if you focus solely on defense...on a class with built-in defense...
I play magcro and it is a garbage class carried by DC right now. Next patch it will be carried by bash builds. '
No mobility, no useful CC, no execute, and its vaunted "tankiness" from spirit guardian is watered down to nothing in CP because of diminishing returns from the sheer number of % damage mitigation CP and passives in the game right now. The class is dependent on harmony, and to a great extent Dark Convergence. Pre-dark convergence, most magcros ran Dawnbreaker, because you just can't hit anyone with Colossus reliably. Assume every single stamina player is reducing 20% of your damage off the top.
That's a lot of wrong statements in this short paragraph.
Mobility on magnecro with RaT is more than fine and there's no reason to ever complain about it.
Magnecro has access to DBoS which gives you an offensive CC on your burst and if you really need a CC you can easily use flame clench.
An execute on magnecro isn't needed at all and hasn't been needed since CP2.0 has reduced tankiness for any non necros and when everyone received 1k free spelldamage.
Additionally blastbones have such a high damage output that asking for an execute on Necromancer comes down to lack of experience or player skill.
Just as the next point, running spirit guardian on magnecro is actively choosing the worse option, intensive mender is so ridiculously overperforming when it comes to healing output that necro could easily survive with it alone, but on top of that you have a free heal in mortal coil and gain additional tankiness when using resistant flesh.
The amount of survivability magnecro has to begin with is already unbalanced as magnecro can easily run 3 offensive sets and still be more tanky than anything else while also having incredibly high damage once people manage to learn to use the very basic offensive gameplay of magnecro.
The only way for necro to ever receive offensive changes is that Zos completely reworks the class from the ground up, reducing its survivability drastically, changes and nerfs blastbones entirely and also changes big parts of the necromancers toolkit aswell.
Agree with most of this except the intensive mender part. The heal on intensive mender is great, but it doesn't target you all the time. It's the same issue as rapid regeneration. What good is a good heal if the necro chooses to come heal the random that decided to show up to where you're fighting. Lots of people choose the spirit guardian because, even if others are around you still receive a buff as opposed to the guardian focusing greenbars. Some of the pet targetting is the downside to playing necro, blastbones, the ghost and even the archer don't know which targets they should be prioritizing
I multiplied it all out with my CP build, dropping guardian dropped my total % mitigation a whopping 2%. Essentially a wasted GCD. Mender is faster corpse production. It noCP the 10% from guardian is very, very valuable.
Magcro is the ultimate hit or miss class, some parches its absolutely garbage only rivalled in poor performance by magblade and sometimes magden. Other updates its completely game breaking and is just outright stupid how easily it can solo wipe groups whilst being incredibly hard to kill and of course this update its the latter and the game is teeming with them. Necro as a whole is outright too tanky but magcro is just on another level, mistform on a magcro gives the class unrivalled levels of easy tankyness without heavily investing in to it. The real problem though is how it can stack damage, even before cheesy garbage like dark convergence carrying, VD was more than sufficient to give it group killing power. The real main issue is avid boneyard, harmony has been picked out and nerfed as though it was a problem but no other builds other ultra specific nova synergy synergy builds has this been in any way an issue with (and that requires 2 people working in tandem to pull it off using an expensive ultimate). A self synergy skill that can be buffed to hit insane numbers that it heals for damage done off the back of nothing more than a few jewellery traits has just been such a cheesy overpowered crutch for far too long.
This synergy needs to be removed without question and magcro needs some decent sustainable damage like a useful DOT or its spammable changed so that its worth slotting and the class can be something more balanced than the 3 button group exploding mist tank it currently is. However necro without the cheese is an incredibly unpopular class and the meta hopping players that made the same ‘necro needs boneyard to be viable’ argument when harmony was originally nerfed were wrong then as they’re still wrong now, making a cheesy skill combined with a cheesy trait combo isn’t balanced. These are probably the same players that didn’t touch magcro till CP 2.0 and consider themselves as ‘elite 1vX’ players whilst crutching on a jewellery trait and a terribly designed proc set to bomb on a class they couldn’t get a kill on without the cheese.
ResidentContrarian wrote: »If the class gets any buffs, then like warden and NB, it needs nerfs somewhere in exchange.
Magcro is ridiculously tanky and heals a lot, I see zero reason to add damage on top of that. Definitely don't see nerfing one skill being enough to justify buffing the damage up.
Maybe players should stop trying to be ultra-tank gods and do damage, and instead start focusing on one or the other? From what I have seen on the class, the class damage is only bad if you focus solely on defense...on a class with built-in defense...
I play magcro and it is a garbage class carried by DC right now. Next patch it will be carried by bash builds. '
No mobility, no useful CC, no execute, and its vaunted "tankiness" from spirit guardian is watered down to nothing in CP because of diminishing returns from the sheer number of % damage mitigation CP and passives in the game right now. The class is dependent on harmony, and to a great extent Dark Convergence. Pre-dark convergence, most magcros ran Dawnbreaker, because you just can't hit anyone with Colossus reliably. Assume every single stamina player is reducing 20% of your damage off the top.
It is an excellent class for playing IN a group/Zerg, or BGs as a support/healer role.
Compare to my sorc, I can run the cheapest, most basic stat sets and be 100% effective. Granted it is mostly single target, kill one person at a time, fighting, but the class has a full kit, and can be competitive running alfiq/ancient grace and zero procs. I can play a 5 year old build on my mag sorc and be perfectly fine.
VarisVaris wrote: »ResidentContrarian wrote: »If the class gets any buffs, then like warden and NB, it needs nerfs somewhere in exchange.
Magcro is ridiculously tanky and heals a lot, I see zero reason to add damage on top of that. Definitely don't see nerfing one skill being enough to justify buffing the damage up.
Maybe players should stop trying to be ultra-tank gods and do damage, and instead start focusing on one or the other? From what I have seen on the class, the class damage is only bad if you focus solely on defense...on a class with built-in defense...
I play magcro and it is a garbage class carried by DC right now. Next patch it will be carried by bash builds. '
No mobility, no useful CC, no execute, and its vaunted "tankiness" from spirit guardian is watered down to nothing in CP because of diminishing returns from the sheer number of % damage mitigation CP and passives in the game right now. The class is dependent on harmony, and to a great extent Dark Convergence. Pre-dark convergence, most magcros ran Dawnbreaker, because you just can't hit anyone with Colossus reliably. Assume every single stamina player is reducing 20% of your damage off the top.
That's a lot of wrong statements in this short paragraph.
Mobility on magnecro with RaT is more than fine and there's no reason to ever complain about it.
Magnecro has access to DBoS which gives you an offensive CC on your burst and if you really need a CC you can easily use flame clench.
An execute on magnecro isn't needed at all and hasn't been needed since CP2.0 has reduced tankiness for any non necros and when everyone received 1k free spelldamage.
Additionally blastbones have such a high damage output that asking for an execute on Necromancer comes down to lack of experience or player skill.
Just as the next point, running spirit guardian on magnecro is actively choosing the worse option, intensive mender is so ridiculously overperforming when it comes to healing output that necro could easily survive with it alone, but on top of that you have a free heal in mortal coil and gain additional tankiness when using resistant flesh.
The amount of survivability magnecro has to begin with is already unbalanced as magnecro can easily run 3 offensive sets and still be more tanky than anything else while also having incredibly high damage once people manage to learn to use the very basic offensive gameplay of magnecro.
The only way for necro to ever receive offensive changes is that Zos completely reworks the class from the ground up, reducing its survivability drastically, changes and nerfs blastbones entirely and also changes big parts of the necromancers toolkit aswell.
Agree with most of this except the intensive mender part. The heal on intensive mender is great, but it doesn't target you all the time. It's the same issue as rapid regeneration. What good is a good heal if the necro chooses to come heal the random that decided to show up to where you're fighting. Lots of people choose the spirit guardian because, even if others are around you still receive a buff as opposed to the guardian focusing greenbars. Some of the pet targetting is the downside to playing necro, blastbones, the ghost and even the archer don't know which targets they should be prioritizing
I multiplied it all out with my CP build, dropping guardian dropped my total % mitigation a whopping 2%. Essentially a wasted GCD. Mender is faster corpse production. It noCP the 10% from guardian is very, very valuable.
There is no diminishing returns on multiplicative mitigations. 10% reduction is always 10% reduction, no matter how many reductions you had previously.
Look on it from other perspective: you have 30k and 50% armor mitigation. Your effective hp is 30/0.5=60k. You apply 10% mitigation, your effective HP is 60/0.9=66.6k. If you had no armor, it would be 30/0.9=33.3k. See, +3.3k vs +6.6k. It scales with previous mitigations.
Thus, there is no diminishing returns. This is the reason why stacking % mitigations + heals is OP, and why necro is so good.
VarisVaris wrote: »ResidentContrarian wrote: »If the class gets any buffs, then like warden and NB, it needs nerfs somewhere in exchange.
Magcro is ridiculously tanky and heals a lot, I see zero reason to add damage on top of that. Definitely don't see nerfing one skill being enough to justify buffing the damage up.
Maybe players should stop trying to be ultra-tank gods and do damage, and instead start focusing on one or the other? From what I have seen on the class, the class damage is only bad if you focus solely on defense...on a class with built-in defense...
I play magcro and it is a garbage class carried by DC right now. Next patch it will be carried by bash builds. '
No mobility, no useful CC, no execute, and its vaunted "tankiness" from spirit guardian is watered down to nothing in CP because of diminishing returns from the sheer number of % damage mitigation CP and passives in the game right now. The class is dependent on harmony, and to a great extent Dark Convergence. Pre-dark convergence, most magcros ran Dawnbreaker, because you just can't hit anyone with Colossus reliably. Assume every single stamina player is reducing 20% of your damage off the top.
That's a lot of wrong statements in this short paragraph.
Mobility on magnecro with RaT is more than fine and there's no reason to ever complain about it.
Magnecro has access to DBoS which gives you an offensive CC on your burst and if you really need a CC you can easily use flame clench.
An execute on magnecro isn't needed at all and hasn't been needed since CP2.0 has reduced tankiness for any non necros and when everyone received 1k free spelldamage.
Additionally blastbones have such a high damage output that asking for an execute on Necromancer comes down to lack of experience or player skill.
Just as the next point, running spirit guardian on magnecro is actively choosing the worse option, intensive mender is so ridiculously overperforming when it comes to healing output that necro could easily survive with it alone, but on top of that you have a free heal in mortal coil and gain additional tankiness when using resistant flesh.
The amount of survivability magnecro has to begin with is already unbalanced as magnecro can easily run 3 offensive sets and still be more tanky than anything else while also having incredibly high damage once people manage to learn to use the very basic offensive gameplay of magnecro.
The only way for necro to ever receive offensive changes is that Zos completely reworks the class from the ground up, reducing its survivability drastically, changes and nerfs blastbones entirely and also changes big parts of the necromancers toolkit aswell.
Agree with most of this except the intensive mender part. The heal on intensive mender is great, but it doesn't target you all the time. It's the same issue as rapid regeneration. What good is a good heal if the necro chooses to come heal the random that decided to show up to where you're fighting. Lots of people choose the spirit guardian because, even if others are around you still receive a buff as opposed to the guardian focusing greenbars. Some of the pet targetting is the downside to playing necro, blastbones, the ghost and even the archer don't know which targets they should be prioritizing
I multiplied it all out with my CP build, dropping guardian dropped my total % mitigation a whopping 2%. Essentially a wasted GCD. Mender is faster corpse production. It noCP the 10% from guardian is very, very valuable.
There is no diminishing returns on multiplicative mitigations. 10% reduction is always 10% reduction, no matter how many reductions you had previously.
Look on it from other perspective: you have 30k and 50% armor mitigation. Your effective hp is 30/0.5=60k. You apply 10% mitigation, your effective HP is 60/0.9=66.6k. If you had no armor, it would be 30/0.9=33.3k. See, +3.3k vs +6.6k. It scales with previous mitigations.
Thus, there is no diminishing returns. This is the reason why stacking % mitigations + heals is OP, and why necro is so good.
"Now something you might notice is that this way of calculating will result in diminishing returns, what that means is that for each added mitigation source the usefulness of each individual source gets reduced. As an example, having 2 sources that give 50% mitigation will give you a total of 75% mitigation. "
https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-21-03-2021