This class is designed for pve content and that's why it's so weak in pvp. When developing the first four classes, the developers paid attention to pvp, but when developing the necromancer, they no longer paid attention to pvp. The increased crit chance when the enemy's health is low is only needed for the boss. The bonus to dot damage is needed mainly for pve content, since the necromancer himself has only two skills, and even then they are needed only for pve. I can only apply a 10% bonus to proc sets that cause dot damage. Playing as a necromancer, you need to prepare that you will have your hands tied behind your back) Everyone has a normal stun) You have a perverted version of a stun. Which no one wants to use) Everyone has a slowdown or immobilization, but you still have the same situation as with stun) What amazes me most is that the necromancer has only one skill that deals damage, but at the same time he was given a bunch of passive or active skills that restore resources. Necromancer is a ranged class, but it has nothing but explosive bones. If he had at least a finishing skill with low health, then I would be very happy and not with an increase in the chance of a crit with low hp. Even if you have taken 90 percent of the enemy's lives, you still have to finish off only spam with an ability that deals 30 percent less damage due to vampirism. As a result, either you play a bomber or fight in close combat. But even in close combat, you are weaker than any other class with a similar build. And in fact it is an empty class without its own gameplay. You are completely dependent on weapon or guild skills and proc sets.
What would I change:
3. Remove 30% damage bonus and add slow to Avid Boneyard. So that the morph with synergy activation is only for pvp and the morph with armor reduction for pve content.
4. I don't know what to do with the Skeletal Mage skill. Before the nerf, he was too weak, and after that you won’t look at him with tears. Deals 1300 damage every two seconds. In pvp, this damage is halved and deals 600 damage. One NB critical hit deals over 6000 damage. You just think about it. My skeleton should do the same amount of damage by hitting the enemy ten times in 20 seconds.
5. Remove the 3% damage bonus from Shocking Siphon. Due to such bonuses, the necromancer has other weakened skills and useless passives.
7. Grant a 5% incoming damage reduction bonus to Summoner's Armor but remove a 10% damage reduction bonus from Spirit Guardian.
12. It is necessary to change so that the Empowering Grasp skill would not buff its pets, but debuff the enemy and he would receive increased damage from pets. It's quite strange when I have to turn around and buff pets.
13. Remove the percentage damage reduction bonus from the Spirit Guardian and double the health regeneration.
14. The Intensive Mender skill heals two targets.
If the developers make at least a third of the changes, I will be glad. Even if the necromancer gets all these changes, he won't be very strong. But it will be interesting to play as a necromancer. But for now, this is an empty class. Anything a necromancer can do, a warden can do. And it does it better.
What changes would you like to see? I hope this message reaches the developers.
This class is designed for pve content and that's why it's so weak in pvp. When developing the first four classes, the developers paid attention to pvp, but when developing the necromancer, they no longer paid attention to pvp. The increased crit chance when the enemy's health is low is only needed for the boss. The bonus to dot damage is needed mainly for pve content, since the necromancer himself has only two skills, and even then they are needed only for pve. I can only apply a 10% bonus to proc sets that cause dot damage. Playing as a necromancer, you need to prepare that you will have your hands tied behind your back) Everyone has a normal stun) You have a perverted version of a stun. Which no one wants to use) Everyone has a slowdown or immobilization, but you still have the same situation as with stun) What amazes me most is that the necromancer has only one skill that deals damage, but at the same time he was given a bunch of passive or active skills that restore resources. Necromancer is a ranged class, but it has nothing but explosive bones. If he had at least a finishing skill with low health, then I would be very happy and not with an increase in the chance of a crit with low hp. Even if you have taken 90 percent of the enemy's lives, you still have to finish off only spam with an ability that deals 30 percent less damage due to vampirism. As a result, either you play a bomber or fight in close combat. But even in close combat, you are weaker than any other class with a similar build. And in fact it is an empty class without its own gameplay. You are completely dependent on weapon or guild skills and proc sets.
What would I change:
1. Frozen Colossus now counts as pet damage. So that it works with the ritualist set and stacks with other mechanics described below.
2. The second hit from Flame Skull was 10 percent higher. And it won't make this skill very strong.
3. Remove 30% damage bonus and add slow to Avid Boneyard. So that the morph with synergy activation is only for pvp and the morph with armor reduction for pve content.
4. I don't know what to do with the Skeletal Mage skill. Before the nerf, he was too weak, and after that you won’t look at him with tears. Deals 1300 damage every two seconds. In pvp, this damage is halved and deals 600 damage. One NB critical hit deals over 6000 damage. You just think about it. My skeleton should do the same amount of damage by hitting the enemy ten times in 20 seconds.
5. Remove the 3% damage bonus from Shocking Siphon. Due to such bonuses, the necromancer has other weakened skills and useless passives.
6. Swap Death Knell's passive for increased critical strike chance when the enemy is low on health, for a normal damage bonus like 5% crit bonus or 5% spell damage or whatever.
7. Grant a 5% incoming damage reduction bonus to Summoner's Armor but remove a 10% damage reduction bonus from Spirit Guardian.
8. Remove the useless Deaden Pain skill and replace it with a new one. The new skill, when activated, puts a buff on you that absorbs one corpse around you every 2 seconds and gives a charge for the corpse. When you build up charges, you no longer automatically consume corpses and can use the skill on the enemy. Kind of like a bone hand like NPC necromancers. Deals damage as a blastbones and stun to the enemy for 2 seconds. Considering that blastbones deals 5-6 thousand damage, this skill will not be very strong.
9. Replace the useless Agony Totem skill synergy and grant area damage or health regeneration.
10. The Ghostly Embrace skill is completely useless. Nobody uses it. I just do not understand why this morph is needed. If you need a skill, then take its first morph.You need to remove the morph and replace it with a new skill or give some bonuses to it. Increasing stuns by one second is a spit in the face of necromancers.
11. Remove the Death Gleaning passive and give it a normal one. Why does a necromancer need so much regeneration? And this passive gives very little. It is only needed to put something in.
12. It is necessary to change so that the Empowering Grasp skill would not buff its pets, but debuff the enemy and he would receive increased damage from pets. It's quite strange when I have to turn around and buff pets.
13. Remove the percentage damage reduction bonus from the Spirit Guardian and double the health regeneration.
14. The Intensive Mender skill heals two targets.
15. The Enduring Undeath skill does not increase the duration of the healing, but multiplies it. Otherwise, the meaning of the fact that I will stand still for 30 seconds and where will I take so many corpses?
If the developers make at least a third of the changes, I will be glad. Even if the necromancer gets all these changes, he won't be very strong. But it will be interesting to play as a necromancer. But for now, this is an empty class. Anything a necromancer can do, a warden can do. And it does it better.
What changes would you like to see? I hope this message reaches the developers.
I for the most part agree with all of this, however I would probably change the base ability of Skeletal mage to have that 12% ramping damage that the archer morph has, convert it into a DoT and maybe just make the Skeletal archer tick faster or something along those lines. It would make both into viable morphs. Skeletal arcanist has 12% ramping damage and an AOE splash on original target, Archer has 12% ramping damage and attacks quicker(every 1 second instead of every 2)Turtle_Bot wrote: »Necro doesn't need much, especially defensively.
Changes that would easily make the class much stronger and less focused on the bomb builds.
1. make skulls travel faster to be more reliable
2. make the mage/archer count as both DoTs and pets so they get buffed by the passives
3. give in class access to major sorcery/brutality
The only other change the class needs outside of the 3 I mentioned above is the same change that every other class also needs, reversing the DoT nerfs from U35.
Something to consider is make skulls also leave a corpse to allow for the other abilities to proc their bonuses more often.
I for the most part agree with all of this, however I would probably change the base ability of Skeletal mage to have that 12% ramping damage that the archer morph has, convert it into a DoT and maybe just make the Skeletal archer tick faster or something along those lines. It would make both into viable morphs. Skeletal arcanist has 12% ramping damage and an AOE splash on original target, Archer has 12% ramping damage and attacks quicker(every 1 second instead of every 2)Turtle_Bot wrote: »Necro doesn't need much, especially defensively.
Changes that would easily make the class much stronger and less focused on the bomb builds.
1. make skulls travel faster to be more reliable
2. make the mage/archer count as both DoTs and pets so they get buffed by the passives
3. give in class access to major sorcery/brutality
The only other change the class needs outside of the 3 I mentioned above is the same change that every other class also needs, reversing the DoT nerfs from U35.
Something to consider is make skulls also leave a corpse to allow for the other abilities to proc their bonuses more often.
The damage bonus only applies to the DoT part which is irrelevant in PvP, not the synergy.3. Removing the damage bonus would destroy the skill. The only reason people use it is because of it's self activation because it does burst damage, removing the damage bonus removes the one point of using the skill - burst damage. Harmony cro playstyle has already been blistered so many times, already receiving a nerf from the 50% damage down to 30%, that will just gut the damage even further. Nonsensical change.
1) As the Sorc hasnt for example.techprince wrote: »The Necromancer class
1) Doesn't provide Major Sorcery/Prophecy within its toolkit.
2) Has no instant stun.
3) Its spammable has the lowest projectile speed.
4) Has no dedicated execution. The execute crit chance depends on the number of Grave Lord skills slotted which due to the above reasons isn't possible to reach its highest potential.
3. Removing the damage bonus would destroy the skill. The only reason people use it is because of it's self activation because it does burst damage, removing the damage bonus removes the one point of using the skill - burst damage. Harmony cro playstyle has already been blistered so many times, already receiving a nerf from the 50% damage down to 30%, that will just gut the damage even further. Nonsensical change.
5. I actually like shocking siphon. Shocking siphon can proc the necromancer passive Dismember giving 1500 penetration just from activating the skill for free because the ability has no cost. Removing that means necros have to have 100% uptime on one of their summons to get their full pen value and that seems like sabotaging a class you're trying to buff. Plus I like using shocking siphon as a replacement for Camo hunter/Inner light for the passive 3% damage done and basically free DoT damage it does plus you get free resources as well. I like using this as a replacement for Mortal coil, cause it's basically an offensive version of mortal coil after the tri-resource regen it does. Changing this would force every necro to use Mortal coil again.
7. Such a change would make Spirit guardian a useless skill. The reason it was desired in the first place is because it absorbs some of your damage, now it's a better heal than intensive mender due to it lasting longer and pushing out more heals gradually. Removing the damage reduction would also gut the skill because it would despawn faster when you take damage because the health of the Guardian is linked to the health of it's summoner(that being 300,000 hp for the pet) so with less damage reduction the Guardian despawns faster than it normally would because you're now squishier. Not a good change
And for what?? Well, let's say you can use this skill without corpses just do. I and other necromancers will not use it. There is another skill that deals damage in an area and puts on a synergy. And besides synergy, it gives nothing to the necromancer. What's the point of the siphon?5. no real direct change to this skill needed, just give necro a more reliable way to create corpses to allow this skill to be more useful in mobile fights.
Necro doesn't need much, especially defensively.
Changes that would easily make the class much stronger and less focused on the bomb builds.
1. make skulls travel faster to be more reliable
2. make the mage/archer count as both DoTs and pets so they get buffed by the passives
3. give in class access to major sorcery/brutality
[snip] Because of this, some skill will suffer.3. give in class access to major sorcery/brutality
[snip] All my changes were aimed at not weakening the necromancer in PvE content, but at the same time radically revising the necromancer as a pvp class.
I am especially amazed that you misunderstand what the changes are aimed at.
xDeusEJRx3. Removing the damage bonus would destroy the skill. The only reason people use it is because of it's self activation because it does burst damage, removing the damage bonus removes the one point of using the skill - burst damage. Harmony cro playstyle has already been blistered so many times, already receiving a nerf from the 50% damage down to 30%, that will just gut the damage even further. Nonsensical change.
[snip] The 30% damage bonus is related to the activation from the corpse and is aimed at dot damage. Moreover, this bonus is aimed at balancing damage in PvE content and is absolutely useless in PvP. It doesn't enhance synergy.5. I actually like shocking siphon. Shocking siphon can proc the necromancer passive Dismember giving 1500 penetration just from activating the skill for free because the ability has no cost. Removing that means necros have to have 100% uptime on one of their summons to get their full pen value and that seems like sabotaging a class you're trying to buff. Plus I like using shocking siphon as a replacement for Camo hunter/Inner light for the passive 3% damage done and basically free DoT damage it does plus you get free resources as well. I like using this as a replacement for Mortal coil, cause it's basically an offensive version of mortal coil after the tri-resource regen it does. Changing this would force every necro to use Mortal coil again.
This is the second balance bonus in PvE content. In particular, the above two skills are aimed at increasing dps in PVE content. Other classes receive adequate damage bonuses or the skills themselves are stronger, but bonuses such as a 30% damage bonus from the previous skill and a 3% damage increase from it make the necromancer weaker than other classes. This is why Siphon shouldn't have a 3% damage bonus. This will allow you to buff other passives or skills of the necromancer at the expense of weakening the siphon and other similar costes aimed at balancing damage in PvE content.7. Such a change would make Spirit guardian a useless skill. The reason it was desired in the first place is because it absorbs some of your damage, now it's a better heal than intensive mender due to it lasting longer and pushing out more heals gradually. Removing the damage reduction would also gut the skill because it would despawn faster when you take damage because the health of the Guardian is linked to the health of it's summoner(that being 300,000 hp for the pet) so with less damage reduction the Guardian despawns faster than it normally would because you're now squishier. Not a good change
This change is meant to buff the weak skill compared to other classes and allow the ghost to get new changes. An 8 second duration ghost heals two targets, while a 16 second duration ghost heals the same as an 8 second duration ghost but lasts 16 and heals only one target. Reduce the 10% ghost damage reduction to 5% and give that reduction to another skill.
Further, his answer concerns pve content and I will not analyze it. And I didn't describe the healing amplification in the changes. Just a minor edit related to it.
But not amplification.
It's not free, you're wasting a precious skill slot on a completely useless skill for a pitiful 3% damage modifier, on a class with horrible bar space issues, you would be better off slotting Camo hunter.1. Shocking siphon is indeed used to boost numbers in PVE, but just because it's good for PVE content doesn't mean it can't be also applied to PVP. It's not a "great" pvp skill, but it's still free and I don't see much of a reason changing shocking siphon the way functions when fundamentally the weak point of Magcro is it's class damage is the weakest part of it. It seems like a nonsensical change from a free skill. It provides passive damage increase that stacks with other buffs and free sustain, which allows for some leeway to play around with. I stand by my point that such a change is nonsensical. You claim it causes "weakened skills and passives", which I'm sure you're referring to Rapid Rot. I'm not sure why this skill can't both be a thing and a change to passives such as Rapid Rot. Because once again as I said, the damage portion is what is lacking the most, so it seems counter-intuitive to change that skill when it's mostly just for passive buffing. It passively gives a damage buff, plus it activates necro passive that increases necromancer penetration, plus it provides sustain and free weak damage.
Not an OP skill, also not terrible for a skill that's literally free to use.
It's not free, you're wasting a precious skill slot on a completely useless skill for a pitiful 3% damage modifier, on a class with horrible bar space issues, you would be better off slotting Camo hunter.1. Shocking siphon is indeed used to boost numbers in PVE, but just because it's good for PVE content doesn't mean it can't be also applied to PVP. It's not a "great" pvp skill, but it's still free and I don't see much of a reason changing shocking siphon the way functions when fundamentally the weak point of Magcro is it's class damage is the weakest part of it. It seems like a nonsensical change from a free skill. It provides passive damage increase that stacks with other buffs and free sustain, which allows for some leeway to play around with. I stand by my point that such a change is nonsensical. You claim it causes "weakened skills and passives", which I'm sure you're referring to Rapid Rot. I'm not sure why this skill can't both be a thing and a change to passives such as Rapid Rot. Because once again as I said, the damage portion is what is lacking the most, so it seems counter-intuitive to change that skill when it's mostly just for passive buffing. It passively gives a damage buff, plus it activates necro passive that increases necromancer penetration, plus it provides sustain and free weak damage.
Not an OP skill, also not terrible for a skill that's literally free to use.
It's not even a good PvE skill these days thanks to hybridization, PvErs use Detonating siphon now.
I'm not sure where the necro was designed only for ranged combat, it was clearly designed to have options to fight both up close and at range (see plar and warden who have similar options)Turtle_Bot
Your answer disappointed me the most. [snip]
The colossus changes are only meant to make the set buff this skill. Why does the ritualist strengthen the skull but not the colossus?
Siphon gives another DoT option, that either grants sustain or deals a burst of damage at its end (needs to be tested if "ending" counts when recast as that could get quite strong if used as part of a combo). It is also a free skill, it literally costs 0 resources to use it.And for what?? Well, let's say you can use this skill without corpses just do. I and other necromancers will not use it. There is another skill that deals damage in an area and puts on a synergy. And besides synergy, it gives nothing to the necromancer. What's the point of the siphon?5. no real direct change to this skill needed, just give necro a more reliable way to create corpses to allow this skill to be more useful in mobile fights.
The skill described under number 8 gives protection by 10 percent. It is not used because it requires too many corpses, it also requires the necromancer to be less mobile due to the fact that the corpses do not run after you and are updated on the second click. As a result, with the first press you got 10 seconds of protection and reset it with the second. It also conflicts with other skills that require corpses.
I'm not a native speaker and answered for 1.5 hours ... the rest I'm too lazy to comment except for one.Necro doesn't need much, especially defensively.
Changes that would easily make the class much stronger and less focused on the bomb builds.
1. make skulls travel faster to be more reliable
2. make the mage/archer count as both DoTs and pets so they get buffed by the passives
3. give in class access to major sorcery/brutality
I have always been against it. If you get buffs under number 3, it will be negative on the necromancer. I can get many ways to these buffs. This buff is an addition to the skill. This greatly affects the balance of skills. For example, if you give these buffs to a mage skeleton, then it will lose area damage or damage bonuses by 15 percent. You can give these buffs to a skeleton mage, but how will it differ from my necromancer drinking an elixir for similar buffs ?? You won't get any buff in pvp. I just don't understand how this will give me an advantage. Well, I will have these buffs. I will use potions that restore both stamina and mana, but this will not change my gameplay and this will not strengthen the necromancer, on the contrary, the skills will be weakened by the necromancer so that they meet all the balancing rules.
I wrote changes related to the skill that gives harmony. Specifically, I wanted a synergy-related morph for pvp content. [snip]
The Necromancer needs to change the gameplay, not buff a few skills. He won't get stronger due to the 5% skull increase. He will not become stronger from access to the buffs described above, he will not become stronger from the fact that the skeleton mage will deal point damage. Are you kidding??? The Skeleton Mage deals 600-700 damage every two seconds. With a liability it will be 660-770. Congratulations to your necromancer. In pvp, you will have a skeleton mage in 20 seconds, not 7000 damage, but 7700 .... And even if he beats that player, you will not be able to control him.
[snip] Increase spam ability by 5%. I would like to see it. Developers will not change the basic formulas of the game...It was for this reason that I weakened some skills, or rather rebalanced them.[snip] Because of this, some skill will suffer.3. give in class access to major sorcery/brutality
I don't agree with it getting buffed by Ritualist but an ultimate that needs the most broken set in the game to be useable is not "one of the strongest ultimates in the game" (no good solo necro slots it without dark convergence, they all slot dawnbreaker on non convergence builds).Turtle_Bot wrote: »You missed over the fact that colossus is already one of the strongest ultimates in the game that also provides a very rare debuff (major vulnerability) in a large AoE alongside dealing a lot of damage and it can be cast at range.
It doesn't need a buff at all, let alone be changed to allow a set to buff its damage by a unique 16% on top of the already 10% increase it gets on the second and third slams from the major vulnerability it also inflicts.
The explosion does happen if recasted early, if you don't know how a PvE skill you claim has any use in PvP works...Turtle_Bot wrote: »Siphon gives another DoT option, that either grants sustain or deals a burst of damage at its end (needs to be tested if "ending" counts when recast as that could get quite strong if used as part of a combo). It is also a free skill, it literally costs 0 resources to use it.
Major protection is nowhere near as rare as you make it to be. Deaden pain is a dead morph, it was already the less popular morph back when major protection was 30% mitigation now it's just a joke. Anyone who really wants major protection slots Flare which gives it just for having it on your bar.Turtle_Bot wrote: »deaden pain (skill in number 8) still provides major protection for free which is a very rare buff that is only provided by 2 ultimates and a few 5 piece set bonuses. I explained that the reason it's not used is because it has to compete with the other morph that generates ultimate, which will always win out over any other buff (see old oakensoul when it had major heroism and DKs that build ultigen builds that do well).
I just tested it since it has not been on my bar for years now and holy ***, you're right lmao.Agony Totem isnt even 2 secons stun anymore. Its actually after 4 seconds now, first stun burst doesnt work for some reason
[snip] Why can't a set buff a skill?? I can replace this set with the Burning Spellweave set. It gives 490 spell damage. This is enough to compete with the Riualist. Set ritualist buffs the sorcerer's pet and it is also an ultimate. Why is this set needed if it is useless?? I can get more versatile sets that provide damage bonuses and still deal more damage with all skills and not just pet skills. If it doesn't provide a unique bonus to a limited number of pet-related skills, then why even bother with it? That's why they don't play with this set. He's not nearly as strong as you think.You missed over the fact that colossus is already one of the strongest ultimates in the game that also provides a very rare debuff (major vulnerability) in a large AoE alongside dealing a lot of damage and it can be cast at range.
It doesn't need a buff at all, let alone be changed to allow a set to buff its damage by a unique 16% on top of the already 10% increase it gets on the second and third slams from the major vulnerability it also inflicts.
AND?? Well, it will be free. It will deal area damage. But why would anyone use it? The skill is useless. I don't need a free skill. Do you think if it's free then it's effective? In addition to this skill, there are other skills that deal dot damage in an area. I and other players do not use them, not because they are expensive in terms of cost, but because they are useless.Siphon gives another DoT option, that either grants sustain or deals a burst of damage at its end (needs to be tested if "ending" counts when recast as that could get quite strong if used as part of a combo). It is also a free skill, it literally costs 0 resources to use it.
deaden pain (skill in number 8) still provides major protection for free which is a very rare buff that is only provided by 2 ultimates and a few 5 piece set bonuses. I explained that the reason it's not used is because it has to compete with the other morph that generates ultimate, which will always win out over any other buff (see old oakensoul when it had major heroism and DKs that build ultigen builds that do well).
Also most of my points were not "negative" at all and even added or gave alternate options to your suggestions. The only one that might have came close was about the changes to spirit guardian that were essentially turning it into the old intensive mender which was extremely overtuned.
Not sure why you would be against having an in class access to major sorcery/brutality. Just because an ability gets those common buffs, doesn't mean that it will guaranteed be nerfed in some other way. I also never said which specific ability should get those buffs, I left that up to others to decide where to put those buffs, I just pointed out that those buffs and changes were things that are missing from the necro kit. I also put forward things that would directly help with the issues you mentioned, such as making skulls travel faster so that they hit targets better, also pointed out that more corpse generation options need to be a thing as well to help with how many corpses are consumed by the necromancer abilities and the pets counting as both pets and dots means they get buffed by both the rapid rot passive and sets like ritualist.
Not sure why you would be against having an in class access to major sorcery/brutality. Just because an ability gets those common buffs, doesn't mean that it will guaranteed be nerfed in some other way. I also never said which specific ability should get those buffs, I left that up to others to decide where to put those buffs, I just pointed out that those buffs and changes were things that are missing from the necro kit. I also put forward things that would directly help with the issues you mentioned, such as making skulls travel faster so that they hit targets better, also pointed out that more corpse generation options need to be a thing as well to help with how many corpses are consumed by the necromancer abilities and the pets counting as both pets and dots means they get buffed by both the rapid rot passive and sets like ritualist.
I'll give an example. If you add one of the buffs to the mage skeleton then the mage skeleton will be more useful than degeneration. There are general skills that allow you to complement your build in the absence of certain class buffs. This allows you to create distinct classes. If every class will have the same thing then what's the point of playing eso ? I play a necromancer, not a sorcerer or dk. Each class must be special. But why is it special if each class has the same buffs. Then it's easier to remove them altogether and play without them. This will allow you to create unique skills and not stupid abilities that give the same buffs. Your argument to give a necromancer these buffs just because he doesn't have them is very strange. I don’t see the point in the class system and universal skills if there is such stupidity as the same buffs for all classes.
The most important thing is that the skills have a certain weight. For example, Skeleton Mage deals the same damage as Degeneration, but has additional effects. You are simply replacing the additional effect with the buff you need, thus, with a high probability you will ruin the skill. It might be good for you, but for me, using general skills and potions will only make things worse.