Maybe this is a bug, but with the same build between live and PTS, the necro's skeletal mage has about 50% of the normal tooltip on PTS. The duration is only extended by 4 seconds, so it really doesn't make sense to reduce the damage by this much, especially considering it was already a niche skill in PvP and only put out average levels of damage in PvE.
LukosCreyden wrote: »Indeed. Mage has always been a rather weak skill.
Necro gets carried by self-synergy and flesh atro. Most of its other skills have always been janky or underwhelming.
I still love my necro, but things are going a bit too far now.
LukosCreyden wrote: »Indeed. Mage has always been a rather weak skill.
Necro gets carried by self-synergy and flesh atro. Most of its other skills have always been janky or underwhelming.
I still love my necro, but things are going a bit too far now.
And Necro is just a Better Warden
Mage is useless, you run it for passives and corpse generation.
It got nailed way back with the DOT nerfs. So damage has always been awful and its targeting is garbage. It stands back and to the side of you so using Grave Grasp and its morphs rarely hits and buffs it.
Now it gets hammered by the dot duration increase, rapid rot nerf, past CP star nerfs. Plus it now takes a minimum of 10s to generate a corpse to use for other things.
ZOS basically messed up the entire class design concept of necro with this patch.
Mage is useless, you run it for passives and corpse generation.
It got nailed way back with the DOT nerfs. So damage has always been awful and its targeting is garbage. It stands back and to the side of you so using Grave Grasp and its morphs rarely hits and buffs it.
Now it gets hammered by the dot duration increase, rapid rot nerf, past CP star nerfs. Plus it now takes a minimum of 10s to generate a corpse to use for other things.
ZOS basically messed up the entire class design concept of necro with this patch.
Good summary, ZOS could at the very least add major sorcery/brutality to the skill.
StarOfElyon wrote: »I sure hope not. I only use this skill so that I can feel like an actual necromancer with summons because it always felt weak. But it's great to know that the way I play is getting nerfed again. RIP my bowsorc (in before it was meta). Are we simplifying the game by killing all class skills?
I had to know how hard it was truly nerfed. Turns out it is absolutely useless now.
This is with 30k stam/mag, 6k WD/SD, and rapid rot nerf:
- -44% damage per tick
- -30% damage total
That's pretty rough my dudes.
It's not really a "sticky dot" is it? It's not even tagged as a dot but direct damage.
So sad. They have no consistency when it comes to nerfing / buffing things. Every patch its like roulette for any given skill to be great or trash tier.
MashmalloMan wrote: »What if Mage is nerfed by an additional -10% because of the Rapid Rot passive?
MashmalloMan wrote: »@VixxVexx Damn dude, you know how to figure out the coefficients of skills? Nice work. What is the process involved in doing something like that?
LukosCreyden wrote: »oh good. So, corpse generation nerf, spirit guardian nerf, mage nerf. On top of our other beautiful, but lacklustre skills, things are looking good for magcro!
YandereGirlfriend wrote: »There's probably some convoluted rationale like, "We had to nerf the damage because we increased the splash radius from 4 meters (which was already ridiculously tiny) to 5 meters (which is still tiny) and that would have thrown off our damage per square meter power budget calculations."
As a long-time MagRomancer player... I just can't even with these changes.
We still don't even have a working morph of Blastbones.
francesinhalover wrote: »LukosCreyden wrote: »oh good. So, corpse generation nerf, spirit guardian nerf, mage nerf. On top of our other beautiful, but lacklustre skills, things are looking good for magcro!
Wait, magcros dont use the archer?
francesinhalover wrote: »YandereGirlfriend wrote: »There's probably some convoluted rationale like, "We had to nerf the damage because we increased the splash radius from 4 meters (which was already ridiculously tiny) to 5 meters (which is still tiny) and that would have thrown off our damage per square meter power budget calculations."
As a long-time MagRomancer player... I just can't even with these changes.
We still don't even have a working morph of Blastbones.
What do you mean with working morph of blast
MashmalloMan wrote: »@VixxVexx Damn dude, you know how to figure out the coefficients of skills? Nice work. What is the process involved in doing something like that?
Oh those are readily available and I've checked with in-game tooltips and it's pretty accurate.
The guy from uesp extracts everything from the game, including scaling coefficients (for stuff like the build editor).
Although I think Skeletal Arcanist might not even scale with Rapid Rot as it is tagged as Direct Damage.
Here's a list with all skills per rank with their modifiers: esolog.uesp.net/viewSkillCoef.php
Here's Skeletal Arcanist specifically: esolog.uesp.net/viewSkillCoef.php?abilityid=40118726
You can go back to update 22 (May 17, 2019) for this ability, base game skills as far back as update 9 (March 07, 2016)
Fun to play around with. Dots specifically have had big damage adjustments in update 10 (Gold Coast), 22 (Elsweyr), 23 (Scalebreaker), 24 (Dragonhold), 25 (Harrowstorm), and now 35 (Lost Dps). If this is any indication, get ready for 5 second dots that tick every 333 ms next year.
MashmalloMan wrote: »francesinhalover wrote: »LukosCreyden wrote: »oh good. So, corpse generation nerf, spirit guardian nerf, mage nerf. On top of our other beautiful, but lacklustre skills, things are looking good for magcro!
Wait, magcros dont use the archer?
They do for DPS context where single target damage is important. I personally prefer the small damage loss for more cleave and I like the look of it.
Some people still consider mag and stam identity as their mag or stam skill choices, even though we kinda mix and match for PVE and PVP now, thus, Mage is a Mag Cro skill.francesinhalover wrote: »YandereGirlfriend wrote: »There's probably some convoluted rationale like, "We had to nerf the damage because we increased the splash radius from 4 meters (which was already ridiculously tiny) to 5 meters (which is still tiny) and that would have thrown off our damage per square meter power budget calculations."
As a long-time MagRomancer player... I just can't even with these changes.
We still don't even have a working morph of Blastbones.
What do you mean with working morph of blast
The Magicka Blastbones morph, "Stalking Blastbones" doesn't do what it says after they "fixed" it. It's suppose to get more damage the more time it "chases" its target, but because of a fix to make it leap instead of run, it gets no damage benefit. I think the only time it does is if it gets stunned or needs to run around corners in an environment like PVP. It's very rare so most people consider the morph useless after the changes.
Necro mains, feel free to correct me if I'm wrong.