I don't even want to argue with you. I didn't say the necromancer was weak. I say the necromancers have no choice. Either you are a bomber out of it, or better create another class. You have 6 offensive abilities, only 3 of them are useful. Even changing the scythe did not help in any way in pvp. And we will not change anything to write that the necromancer is strong. Maybe you are satisfied that cyrodiil has not been updated for 8 years ?? Maybe you are satisfied that the game is stupid and lags ?? Why change something and it will do ... When necromancers cannot play without a dark conversion, because there is no choice.
Urzigurumash wrote: »As for the buff to Deep Fissure being inequitable, no I don't think so, Warden is severely lacking in burst healing compared to Necro (or DK, or Templar). Deep Fissure has been the single strongest burst skill in PvP since they took Breach off Sub Assault. Subs might be more "effective" damage since it fires twice, but one hit of Deep Fissure hits harder than one hit of Subs.
So I think it was a good adjustment for Deep Fissure, to me this is always a simple and reliable way to buff a class, take their strongest skill and make it a little stronger.
All in all both morphs of Shalks are better than Blastbones, like you say the thing has a mind of its own. But, again, Warden has trash self-healing, Necro has maybe the best, I think DK, Necro, and Templar are all very close here.
Urzigurumash wrote: »As for the buff to Deep Fissure being inequitable, no I don't think so, Warden is severely lacking in burst healing compared to Necro (or DK, or Templar). Deep Fissure has been the single strongest burst skill in PvP since they took Breach off Sub Assault. Subs might be more "effective" damage since it fires twice, but one hit of Deep Fissure hits harder than one hit of Subs.
So I think it was a good adjustment for Deep Fissure, to me this is always a simple and reliable way to buff a class, take their strongest skill and make it a little stronger.
All in all both morphs of Shalks are better than Blastbones, like you say the thing has a mind of its own. But, again, Warden has trash self-healing, Necro has maybe the best, I think DK, Necro, and Templar are all very close here.
That's some good points but where Warden actually struggles is not damage, they just keep buffing damage but forget that we need sustain and CC, but yeah buff our strongest Burst.... Again.
propertyOfUndefined wrote: »Deaden Pain is actually the morph I was really hoping to see enhanced. It was fantastic back when major protection wasn’t so easy to come by, and also provided much higher % mitigation (believe it used to be 30%?). I’m not sure that anybody still uses this morph today.
Next on my list would probably be Agony Totem. I don’t think I’ve ever been hit by that synergy before.
Urzigurumash wrote: »
Because of the excellent passives, the excellent heals, and all the unique percentile buffs, the class remains a great skeleton to slap Dizzy Swing or Eviscerate on and brawl on par with any class.
Would you agree with that?
Urzigurumash wrote: »
Because of the excellent passives, the excellent heals, and all the unique percentile buffs, the class remains a great skeleton to slap Dizzy Swing or Eviscerate on and brawl on par with any class.
Would you agree with that?
You can make a necromancer using these abilities. The problem is that from the whole variety of the necromancer there will be only BlastBones on your panel. Are you really a necromancer ??? How are you different from Warden?
You can make it an archer + 50 percent of damage from Blastbones. But all your diversity begins with this ability and ends on it. By the way, an archer from a necromancer is much better than a distant fighter macro. But at the same time, for the year I saw 1-2 archers ...
For me, it’s better to remake the skull so that there is an analogue of a dk whip or a sorc crystal. Maybe not so much. Give him a condition. Or at least something. Attachment to your pets. For example, after attacking a skull, pet damage is increased. Or while activin blastbones, this ability is replaced with melee. Change the ability mechanics. In a root to change the approach to this class.
And the Skeletal Mage + Empowering Grasp combo doesn't work very well in PvP. The Skeleton Mage deals 1200 damage every 2 seconds. This ability increases the damage dealt by the Skeleton Mage by 40%. 1200 * 40% = 1680. Increases 2 attacks. It's about 1000 damage....
These figures are approximate. You can increase spd and penetration. But you understood. Even if you accelerate the damage to 2-3 thousand, this is just ridiculous damage.
Death Scythe deals 2-2.5 thousand damage. I overclocked it to 3.5k. Due to the head of a dog and the ultimate from a dual weapon that increases damage by 6-36 percent.
You can increase even more to 4k. But you practically give up all protection. For ridiculous damage.
Of course, there are more effective abilities from the public ones. But is it worth just creating a necromancer in this case.