Reading through, I was going to say this as well. Almost every raid group I know of uses Unnerving, especially if one tank is going full Brittle with dual ice staff. Avid is typically only used on solo parses, as you say, and in PvP. It the past it was also used by Alkosh-wearing necro tanks if group synergies were nonexistent.Avid boneyard is typically only used in a solo parse against raid dummy. The problem with avid boneyard in content is that others can use the synergy before you. Also unnerving boneyard is incredibly useful and accounted for in add pulls for organized trial groups freeing up your tanks to just focus on keeping the pack of adds in place.
I can't really disagree with you there. There's something that feels fundamentally flawed with the class. I think the biggest issue is probably Blastbones to be honest. I'm usually playing EC necro when on magicka and I've not really had a lot of fun playing my stamina necro for a while now. But in both cases, it's the Blastbones, cast, cast, Blastbones scenario where in reality it's Blastbones, cast, cast, ... Skelly is just standing there... is it going to hit something, ah there it is, Blastbones, cast, cast,... i-is it stuck on a rock, why's it twitching? I usually just recast one of my other AoEs or DoTs while I'm waiting because otherwise I'm just wasting GCDs waiting for the Blastbones AI to path to its target.MindOfTheSwarm wrote: »This is interesting feedback but I’ve been playing a lot of Necro recently both Mag and Stam and I just feel a few things lack for Stam Necros in class skills.
I could go on about other skills such as Blastbones being clunky and occasionally buggy. I should have perhaps made post about Necro in general.
Oh man.... im using Bone Totem on my tank too. Its really a good skill. U just place it and if a DD has an add on them he just need to run through it. Also its AoE Minor Vuln and i dont think there is another skill like that in the game. Its good in PvP too.
And it doesnt fear after 2 pulses. Its fears every 2s which is a big diffrence.
Can you stop saying that skills are "empty" just because they dont deal damage? I could say that Blastbones are an empty skill because they dont help me with tanking so we should rework them. Its really doesnt fell nice when somebody wants to delete all of the tanking skills just because they want more damage skills.
Stamina has 3 more ground DoTs in weapon lines (Blade Cloak, Stampede, Volley) while magicka has only 1 (Wall). In addition to this Necro has stamina based ground DoT - detonating siphon. Only Necro and NB have build in stamina ground dot.
If u want see a lacking class go play stamDK. Its a class build around poison damage without having enough poison skills.
Sorry for not being nice but im sick of seeing all those threads about giving more stuff to DDs at the cost of everybody else.
MindOfTheSwarm wrote: »Oh man.... im using Bone Totem on my tank too. Its really a good skill. U just place it and if a DD has an add on them he just need to run through it. Also its AoE Minor Vuln and i dont think there is another skill like that in the game. Its good in PvP too.
And it doesnt fear after 2 pulses. Its fears every 2s which is a big diffrence.
Can you stop saying that skills are "empty" just because they dont deal damage? I could say that Blastbones are an empty skill because they dont help me with tanking so we should rework them. Its really doesnt fell nice when somebody wants to delete all of the tanking skills just because they want more damage skills.
Stamina has 3 more ground DoTs in weapon lines (Blade Cloak, Stampede, Volley) while magicka has only 1 (Wall). In addition to this Necro has stamina based ground DoT - detonating siphon. Only Necro and NB have build in stamina ground dot.
If u want see a lacking class go play stamDK. Its a class build around poison damage without having enough poison skills.
Sorry for not being nice but im sick of seeing all those threads about giving more stuff to DDs at the cost of everybody else.
This may be due to the game combat design favouring DPS over other play style. Tanking for example only needs Taunt, Block and some kind of pull. Outside of that it’s more knowing the mechanics rather than skill utility. I like tanking, I do it all the time but I barely use the tanking skills on any class. You make a strong case for Minor Invulnerability being AOE, but that’s only if people activate the synergy. Most DPS is ranged these days so unless you got another player who is coming in to activate it, it’s not going to apply. I actually want more synergy based skills but some never get activated. Trapping Webs is another example.
MindOfTheSwarm wrote: »Oh man.... im using Bone Totem on my tank too. Its really a good skill. U just place it and if a DD has an add on them he just need to run through it. Also its AoE Minor Vuln and i dont think there is another skill like that in the game. Its good in PvP too.
And it doesnt fear after 2 pulses. Its fears every 2s which is a big diffrence.
Can you stop saying that skills are "empty" just because they dont deal damage? I could say that Blastbones are an empty skill because they dont help me with tanking so we should rework them. Its really doesnt fell nice when somebody wants to delete all of the tanking skills just because they want more damage skills.
Stamina has 3 more ground DoTs in weapon lines (Blade Cloak, Stampede, Volley) while magicka has only 1 (Wall). In addition to this Necro has stamina based ground DoT - detonating siphon. Only Necro and NB have build in stamina ground dot.
If u want see a lacking class go play stamDK. Its a class build around poison damage without having enough poison skills.
Sorry for not being nice but im sick of seeing all those threads about giving more stuff to DDs at the cost of everybody else.
This may be due to the game combat design favouring DPS over other play style. Tanking for example only needs Taunt, Block and some kind of pull. Outside of that it’s more knowing the mechanics rather than skill utility. I like tanking, I do it all the time but I barely use the tanking skills on any class. You make a strong case for Minor Invulnerability being AOE, but that’s only if people activate the synergy. Most DPS is ranged these days so unless you got another player who is coming in to activate it, it’s not going to apply. I actually want more synergy based skills but some never get activated. Trapping Webs is another example.
I don't think the game combat favors DPS over tanking/healing, that's something the players do, generally DPS players who want to further remove the need for tanks and healers.
MindOfTheSwarm wrote: »Just thinking that since 90% of players choose Avid Boneyard, due to its increased damage and resource recovery via Undaunted passives, wouldn’t it make sense to do something with this morph?
The breach is nice but easily obtained elsewhere. Maybe change it to a Stam morph? Stamcro’s could do with a ground DoT.
Maybe this:
Putrid Boneyard
Converts to a Stamina ability and deals Disease Damage. Enemies in the area are afflicted with Minor Defile.
Wow... Yeah sure if u dont want to help the group the only thing u need is a taunt. That's all.
Just because DDs are range doesnt mean they have to stand far away. If they stay far away then they are missing buffs that i provide. Im not gonna call a skill bad because X person doesnt know what to do. About trapping web u have to be range to activate it. There is just a lot of ppl who dont use synergies at all.
Empowering grasp is a good skill. Its not as popular because the buff isn't that strong but its nice when healer uses it. U can see it most likely from a healer in vet trials. 1 skill and tank doesnt have to run Galenwe.
Game somewhat favors DDs but u arent helping in this case. U want to make support roles life even harder taking away their tools. Im interested how ppl will do vet dlc dungeons without a tank. Od should we nerf dlc dungeons so ppl can do them using only LA? Sigh... Just because there is more DDs its not a reason to take away stuff from others.
So on my necro tank im providing the group with: major/minor breach, major/minor vuln, minor protection, minor brittle, major force, crusher enchant, powerful assault, major/minor maim... And maybe 1 out of 10 groups would feel those buffs/debuffs in dungeon finder. But that's problem with ppl who queue for content they arent ready to do. I dont see a reason why i should lose anything because of them.
The reason why there is no tanks in queue is because how ppl treat them and what groups they get. For example you. You want more skills for DDs at the cost of tanks/healers skills and your argument is that those skills are useless in solo play. I will say that those damage skills are useless for my tank so we should rework them. Lets give the DDs only weapon skill lines. How about it? Of course u will say no because DDs are majority and they deserve everything without doing anything. The thing is most DDs cant do anything harder without a tank. The more stuff away u take then the less tanks there will be and the longer DDs will wait in queue.
Also if u talk about normal dungeons then those are just too boring on a real tank. U get a bad group and u are punished for playing a tank. U get a good group and u are useless. But that's the problem with the easiest difficulty. For good player it becomes just too easy really fast.
I stopped using dungeon finder long time ago too. Its better to play with ppl who respect what i do.
In overland its nice to have a tank for dragons in Elsweyr. But that's all. Because overland is just too easy so nobody will have problems with it. If tanks would be needed in overland then nobody would play this game as everything would need a group. I would like optional difficulty but not at the cost of destroying everything.
Maelstrom arena is a SOLO content. You have to do everything yourself. Tanking, dealing damage and healing yourself. There is no tank, no healer ano no DD here. There is a solo player who decide for himself how much damage and survivality he needs.
Just because im able to tank vHRC on my DD should we drop all the tanks? Just because i can tank vCT should i say that tanks arent needed? I can do it only because i have experience from tanking and i know what to do. There is a lot of players who wont be able to do it even on a real tank and u want to make thier life even harder.
High DPS player are doing random dungeons most likely because they need transmute crystal. Those who skip everything and leave group behind are just jerks. I fake tanked dungeon only once and i took taunt anyway and nobody had a problem with me. Its problem with ppl not the difficulty.
All of yours arguments are about the same. Its sounds like this for me: DDs are majority so they deserve anything while tanks and healers are just minority and they play only because DDs need them for harder content. Take away everything from tanks and give more for DDs...
Its the same thing with ppl who wants to remove dlc dungeons so they can get another zone to explore. Its the same with ppl who wants to remove PvP from the game. [snip] And now look:
1) Adding new skill line for every class in the game - it will give more skill for DDs without hurting anyone.
2) Adding 3rd morph for every class skill - it will give more stuff for DDs without hurting anyone
Which of those 2 solutions doesnt resolve your problem? For me those 2 are better because those benefit EVERYONE.
So why arent u asking ZOS for more skills for DDs? Why do u ask ZOS to give u skills at the cost of other ppl? Why do u treat every skill that doesnt benefit you as a useless skill? [snip]
On the end Necro is probably the best class if we talk about skills. Every necro skill has its uses. There is no bad skill at all. DK has skills that i never seen anyone use. Other classes have some morphs that nobody uses too. Necro is in a great place compared to them.
Of course everyone will have diffrent opinion on this.
[snip]
MindOfTheSwarm wrote: »Perhaps dungeon mob damage needs increasing on Normal to put a stop to it.
That and/or put doors that require killing (mostly) everything prior to open before moving to the next area like some bosses already have. Yeah I know, some dungeons have bugged mobs you can't find/kill. Thing is, only decent players can dash dungeons, I have played through most as a noob with noob friends and some can be quite difficult until you have good rotations, gear and CP... which most newer players don't. And to that point, ESO's entire marketing strategy appears to be built around a revolving door of new players, and those of us sticking around long term... are probably the minority.
MindOfTheSwarm wrote: »Trying to rush through on Fungal 2 however can lock progress if the quest is taken by one of the players. Happened to me the other day on one of my alts. I took the quest and they rushed through. The first guy you rescue had disappeared and therefore Vila would not spawn.