The totem works from 4 seconds.
Deaden Pain/ A useless skill that requires you to stand still for 15 seconds to get a damage reduction buff for 6 seconds..
Ghostly Embrace. useless morph. No one in any content anywhere, under any circumstances, this *** is not used. I have never seen.
Bone armor. the worst skill among all classes that give an analogous buff.
Enduring Undeath. Explain to me why the extension for 5 seconds?? I don't understand this. This especially applies to the fact that you can apply this skill for up to 30 seconds. Who in their right mind would stand still for 30 seconds?? And who can collect so many corpses??
expunge. A skill to troll players in Cyrodiil when you are building a tank build. Another skill that I do not understand why is it ?? The templar has a similar skill, but it still massively heals and gives synergy, and with your skill you only kill yourself. Any necromancer will understand that using this ability is the same as doing hara-kiri.
CameraBeardThePirate wrote: »The totem works from 4 seconds.
Deaden Pain/ A useless skill that requires you to stand still for 15 seconds to get a damage reduction buff for 6 seconds..
Ghostly Embrace. useless morph. No one in any content anywhere, under any circumstances, this *** is not used. I have never seen.
Bone armor. the worst skill among all classes that give an analogous buff.
Enduring Undeath. Explain to me why the extension for 5 seconds?? I don't understand this. This especially applies to the fact that you can apply this skill for up to 30 seconds. Who in their right mind would stand still for 30 seconds?? And who can collect so many corpses??
expunge. A skill to troll players in Cyrodiil when you are building a tank build. Another skill that I do not understand why is it ?? The templar has a similar skill, but it still massively heals and gives synergy, and with your skill you only kill yourself. Any necromancer will understand that using this ability is the same as doing hara-kiri.
Deaden Pain doesn't have any sort of requirement to stand still - not sure where you're getting that from. You suck up corpses and get the buff based on how many corpses you sucked up. It isn't as useful as the Potency morph with the nerf to major protection a while ago, and could maybe use a slight duration buff, but adding easy access to major protection is dangerous.
I have heard the first stun tick of Totem is currently bugged and not working - I haven't tested this myself as I never use the ability but if that's true it should be fixed. Regardless, necro needs an on demand stun anyways.
Bone armor is a little lacking compared to others, but the Bone Tyrant passives it gives (15% DoT resistance) plus the sustain from summoners or the defensive power of beckoning shouldn't be understated. I wouldn't argue a slight buff but the class has many more pressing issues than its defensive kit.
Enduring Undeath (and Renewing Undeath for that matter) is one of the most efficient healing skills in the game. In other words, for the magicka the ability costs it heals more than any other skill in the game. In PvE, especially more stationary fights, the 30 second duration is fantastic. In PvP, fights around flags or in tight areas are great for this ability - regardless of whether you're using the entire 30 sec duration or if you're using the purify morph. It really isn't that difficult to get that many corpses at all either. Blastbones gives a corpse every few seconds, intensive mender gives a corpse every 4 seconds, and your armor will ensure at least one is on the ground at pretty much all times. If you don't have at least two corpses for this ability you need to practice your corpse management.
You're just wrong about Expunge. Expunge is a fantastic skill giving you more sustain (even MORE sustain with the Modify morph). Hexproof removes more negative effects than any other purge in the game, and only for a measly 1800 or less health - a cost that is nothing when considering you should have at least a couple of HoTs going at all times. Think of it this way - if you have 6 dots each ticking for 500 dps, that's 3k dps you're taking. One cast of Hexproof is less damage per second than you'd take leaving the DoTs on you, and now you don't have any DoTs on you.
Editing to add: you also can't look at these skills in a vacuum. Necros healing/defensive kit is and will pretty much always be strong for two simple reasons: Resistant Flesh and the crit heal passive. Resistant Flesh is one of the best burst heals in the game, giving tons of Armor to whomever is healed and being juiced up immensely by the crit heal passive. Used in tandem with things like Renewing Undeath, Hexproof, and Mortal Coil can make necro really durable with very little effort. Necro really only needs help offensively - they need class access to one or both of the offensive buffs, an on demand stun, and their offensive class skills need quite a bit of love.
CameraBeardThePirate wrote: »The totem works from 4 seconds.
Deaden Pain/ A useless skill that requires you to stand still for 15 seconds to get a damage reduction buff for 6 seconds..
Ghostly Embrace. useless morph. No one in any content anywhere, under any circumstances, this *** is not used. I have never seen.
Bone armor. the worst skill among all classes that give an analogous buff.
Enduring Undeath. Explain to me why the extension for 5 seconds?? I don't understand this. This especially applies to the fact that you can apply this skill for up to 30 seconds. Who in their right mind would stand still for 30 seconds?? And who can collect so many corpses??
expunge. A skill to troll players in Cyrodiil when you are building a tank build. Another skill that I do not understand why is it ?? The templar has a similar skill, but it still massively heals and gives synergy, and with your skill you only kill yourself. Any necromancer will understand that using this ability is the same as doing hara-kiri.
Deaden Pain doesn't have any sort of requirement to stand still - not sure where you're getting that from. You suck up corpses and get the buff based on how many corpses you sucked up. It isn't as useful as the Potency morph with the nerf to major protection a while ago, and could maybe use a slight duration buff, but adding easy access to major protection is dangerous.
I have heard the first stun tick of Totem is currently bugged and not working - I haven't tested this myself as I never use the ability but if that's true it should be fixed. Regardless, necro needs an on demand stun anyways.
Bone armor is a little lacking compared to others, but the Bone Tyrant passives it gives (15% DoT resistance) plus the sustain from summoners or the defensive power of beckoning shouldn't be understated. I wouldn't argue a slight buff but the class has many more pressing issues than its defensive kit.
Enduring Undeath (and Renewing Undeath for that matter) is one of the most efficient healing skills in the game. In other words, for the magicka the ability costs it heals more than any other skill in the game. In PvE, especially more stationary fights, the 30 second duration is fantastic. In PvP, fights around flags or in tight areas are great for this ability - regardless of whether you're using the entire 30 sec duration or if you're using the purify morph. It really isn't that difficult to get that many corpses at all either. Blastbones gives a corpse every few seconds, intensive mender gives a corpse every 4 seconds, and your armor will ensure at least one is on the ground at pretty much all times. If you don't have at least two corpses for this ability you need to practice your corpse management.
You're just wrong about Expunge. Expunge is a fantastic skill giving you more sustain (even MORE sustain with the Modify morph). Hexproof removes more negative effects than any other purge in the game, and only for a measly 1800 or less health - a cost that is nothing when considering you should have at least a couple of HoTs going at all times. Think of it this way - if you have 6 dots each ticking for 500 dps, that's 3k dps you're taking. One cast of Hexproof is less damage per second than you'd take leaving the DoTs on you, and now you don't have any DoTs on you.
Editing to add: you also can't look at these skills in a vacuum. Necros healing/defensive kit is and will pretty much always be strong for two simple reasons: Resistant Flesh and the crit heal passive. Resistant Flesh is one of the best burst heals in the game, giving tons of Armor to whomever is healed and being juiced up immensely by the crit heal passive. Used in tandem with things like Renewing Undeath, Hexproof, and Mortal Coil can make necro really durable with very little effort. Necro really only needs help offensively - they need class access to one or both of the offensive buffs, an on demand stun, and their offensive class skills need quite a bit of love.
Deaden Pain doesn't require you to stand still but can you absorb at least 4 corpses?? how fast do you get so many corpses?? No one uses it like all fights are mobile. There are no necromancers standing still. This skill is simply worse than Resolving Vigor. I have not seen any build with this skill. You don't have the ability to buff at least 10 percent of the entire fight. I have tried many times to use it and in most cases I have only overlaid for 4 seconds. Moreover, all the corpses that you call in modern times disappear and you can calculate this for a maximum of 4-6 seconds every 12-15 seconds, and this is provided that you fight on the spot. In 90 percent of cases, this skill is useless, but even within these 5-10 percent, the Mortal Coil or Vigor skill will be more useful. Objectively, this is a mediocre skill. If he didn't give those measly 3% defense and ult buff, you could increase the healing and duration by 1 second. It's such a useless skill. He seems to be a jack of all trades, but in some particular area he lags behind. This is a major weakness of the skill. That's why no one uses.
Bone armor does nothing. You summon a ghost every 18 seconds. Does he need those 15 percent?? Skeleton mage just do not call. And blastbones already reduces itself by 50 percent. I don't care about those 100 mana. This skill could give a stun on demand but gives complete garbage.
Enduring Undeath. Seriously 5 corpses?? Are you going to collect 5 corpses from blastbones?? Heals rarely use blastbones and such necromancers don't use heals. Vicious circle. Standing under the door in Cyrodiil you can count on 1-2 corpses from a ghost or blastbones on a guard. Stand still and get healed for 30 seconds?? Are you laughing? Show at least one necromancer in pvp who was able to achieve this and at the same time it was useful. I can also use this skill after the bomb, but do you need it at this moment? I need 6 corpses for 30 seconds and the templar doesn't need to fulfill any requirements and with one click they get 30 seconds of mass healing. Tritely not a fair approach to class development. Two analogous skills only for a necromancer are mana costs and another condition that is not so easy to fulfill. And pve you can count on 5-10 seconds. Don't tell stories. Necromancers spam this skill instead of holding it and don't use blastbones that often....
expunge. I'm just pissing with boiling water from happiness. The best skill in the game ///. Some do, no doubt, but does it help? I, being a dk, will use my claws on you, and you will die from my skill and yours. Two dots??? Seriously? If he shot all 4 and got the resources, then okay, but 2? Templar removes 5 pillboxes and heals the area and grants synergy. A bunch of templars use it. But how many necromancers use expunge? Skills that you can only use 0.1% of the time are useless. The meaning of this skill is if it is used by only 10-20 people among all necromancers. It doesn't give you any advantage. Remove two pillboxes, they will impose on you more. The longer you press this skill, the more problems you accumulate. And in doing so, you take the slot. This skill will not replace any healing skill, which is why it is useless. I have been playing eso for about 4 years and have seen many different builds. Yes, the same expunge can be useful, but do you have free space on the panel??? And even if there is, can you take a skill that restores your health and not expunge?
?CameraBeardThePirate wrote: »Hexproof takes 6 effects off of you, not 2. Expunge and Modify takes fewer effects but gives you near infinite sustain. If you're killing yourself with either ability, you're using them wrong. Kind of just a learn to play issue at that point.
?CameraBeardThePirate wrote: »Hexproof takes 6 effects off of you, not 2. Expunge and Modify takes fewer effects but gives you near infinite sustain. If you're killing yourself with either ability, you're using them wrong. Kind of just a learn to play issue at that point.
Hexproof purges 4 effects, not 6. It's not a bad skill but it's a good example of what is wrong with necro skills, all it does is purge when templar's ritual is 5 effects purges + massive AoE HoT + triggers good passives (mending, light weaver, sacred ground) + free full purge for all your teammates. No templar goes without it while the only place you see a necro use Hexproof is Alik'r where they can afford the skill slot.
I agree with you though, necro needs help with its offense, not defense.
Yet most necros pass on it while no sane templar pass on Ritual, maybe it's not that strong?CameraBeardThePirate wrote: »Even still, you're severely undervaluing the fact that it doesn't cost Magicka. It means both Mag and Stam tools can utilize it, as well as being able to combo it with other mag heals. Block casting Hexproof/Expunge with Resistant Flesh is an extremely strong defensive tool. It also doesn't "just purge" as it reduces the cost of all your abilities while slotted.
It's not unfair, the main function which is stated first in the tooltips of Ritual and morphs and Expunge and morphs is purging.CameraBeardThePirate wrote: »Also not fair to compare Expunge to Templar’s purge. The fair comparison would be Renewing Undeath, which is just as strong as it also provides a large burst heal.
It's strange to me that you tie the damage reduction from pillboxes to the skill that gives armor. All classes have passive skills and the necromancer is no exception. As if this passive is so cool that you can neglect the entire second skill line. This passive is good but other classes don't have it or even better? Reduced mana cost by 3 skills, two of which are used only once every 18 seconds and a blastbone which is already reduced to 1000 mana. 15 percent of 1000-2000 is 150-300 mana. This skill is not just the worst skill among all classes, it's just a disgrace. If I didn't need monster sets I would always go with Mighty Chudan.
CameraBeardThePirate wrote: »It's strange to me that you tie the damage reduction from pillboxes to the skill that gives armor. All classes have passive skills and the necromancer is no exception. As if this passive is so cool that you can neglect the entire second skill line. This passive is good but other classes don't have it or even better? Reduced mana cost by 3 skills, two of which are used only once every 18 seconds and a blastbone which is already reduced to 1000 mana. 15 percent of 1000-2000 is 150-300 mana. This skill is not just the worst skill among all classes, it's just a disgrace. If I didn't need monster sets I would always go with Mighty Chudan.
I tie in the damage reduction from the passives because if you drop Bone Armor you arent getting those passives - none of the other abilities will have anywhere near a 100% uptime. If you were to run Chudan you'd be missing out on the DoT damage reduction - and no, none of the other classes have a flat DoT reduction in their passives.
Again, I'm not saying Summoner's isn't underwhelming, but Necro is doing just fine defensively and really needs help offensively. I'd rather see developer resources focused there.
CameraBeardThePirate wrote: »It's strange to me that you tie the damage reduction from pillboxes to the skill that gives armor. All classes have passive skills and the necromancer is no exception. As if this passive is so cool that you can neglect the entire second skill line. This passive is good but other classes don't have it or even better? Reduced mana cost by 3 skills, two of which are used only once every 18 seconds and a blastbone which is already reduced to 1000 mana. 15 percent of 1000-2000 is 150-300 mana. This skill is not just the worst skill among all classes, it's just a disgrace. If I didn't need monster sets I would always go with Mighty Chudan.
I tie in the damage reduction from the passives because if you drop Bone Armor you arent getting those passives - none of the other abilities will have anywhere near a 100% uptime. If you were to run Chudan you'd be missing out on the DoT damage reduction - and no, none of the other classes have a flat DoT reduction in their passives.
Again, I'm not saying Summoner's isn't underwhelming, but Necro is doing just fine defensively and really needs help offensively. I'd rather see developer resources focused there.
Your answer would be relevant if there were no other skills in this thread, but they are. There are three skills that you can spam. And the fact that they are not taken means that they are *** and not skills. In the last patch I did an empowering grasp build, in this patch I did a scythe build. I have no problem accessing this passive. In addition to armor, you have as many as 4 skills and an ultimate. This passive also doesn't help much, given that dot damage is not the game's strong point. He was simply nerfed. I also don't see the point of you putting this passive on the pedestal of this skill line. I don’t even need this passive for nothing if the skill line is adequate and useful. And most importantly, this passive is far from the best in the game. Tritely go to another class and you will find cooler passives. And unlike the necromancer, they have more of them.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »It's strange to me that you tie the damage reduction from pillboxes to the skill that gives armor. All classes have passive skills and the necromancer is no exception. As if this passive is so cool that you can neglect the entire second skill line. This passive is good but other classes don't have it or even better? Reduced mana cost by 3 skills, two of which are used only once every 18 seconds and a blastbone which is already reduced to 1000 mana. 15 percent of 1000-2000 is 150-300 mana. This skill is not just the worst skill among all classes, it's just a disgrace. If I didn't need monster sets I would always go with Mighty Chudan.
I tie in the damage reduction from the passives because if you drop Bone Armor you arent getting those passives - none of the other abilities will have anywhere near a 100% uptime. If you were to run Chudan you'd be missing out on the DoT damage reduction - and no, none of the other classes have a flat DoT reduction in their passives.
Again, I'm not saying Summoner's isn't underwhelming, but Necro is doing just fine defensively and really needs help offensively. I'd rather see developer resources focused there.
Your answer would be relevant if there were no other skills in this thread, but they are. There are three skills that you can spam. And the fact that they are not taken means that they are *** and not skills. In the last patch I did an empowering grasp build, in this patch I did a scythe build. I have no problem accessing this passive. In addition to armor, you have as many as 4 skills and an ultimate. This passive also doesn't help much, given that dot damage is not the game's strong point. He was simply nerfed. I also don't see the point of you putting this passive on the pedestal of this skill line. I don’t even need this passive for nothing if the skill line is adequate and useful. And most importantly, this passive is far from the best in the game. Tritely go to another class and you will find cooler passives. And unlike the necromancer, they have more of them.
I dont think you're understanding my point.
To get the DoT damage reduction (which is a phenomenal passive, especially in PvP), you need a Bone Tyrant ability with a duration - the only ability that will have a long enough uptime is the Bone Armor. Hence, if you want that passive, you need the Bone Armor. Empowering Grasp does not activate this passive (and I've already discussed the issues with this skill above). Hungry Scythe needs to be spammed to keep it up (Ruinous Scythe will not activate it at all). The only other ability that will give you a good uptime is Totem, and while Agony Totem provides a fantastic damage synergy for your teammates, it is far more practical to use the Armor to keep this passive up. You're also underestimating the impact of DoT damage - even with the nerfs, Proc DoTs were not touched. Things like the Master's DW and Maarselok are some of the strongest procs in the game right now, and many powerful ultimate abilities have powerful DoTs tied to them like Dawnbreaker.
Other Bone Tyrant abilities are still plenty useful. Ruinous Scythe was given a great buff recently, Hungry Scythe is used by PvE tanks, Necrotic Potency is an incredible tool for ult gen in both PvE and PvP. These abilities would also be even more useful if Necro had more bar space - something that could be achieved by giving their offensive abilities the tools/buffs they currently need to outsource to other skill lines. If their offensive kit was buffed, they'd be able to fit more of their utility skills/defensive kit on their bar.
Don't get me wrong, harmony removed from the game is a good thing but necro really needed something in compensation as non harmony necro is simply abysmal.ZOS_GinaBruno wrote: »
Necromancer
- Grave Lord
- Boneyard
Graverobber (morph): Reduced the damage of this synergy by approximately 47% to ensure it is of similar power to other synergies of its ilk, such as Conduit or Combustion.
I agree. I really wish they would overhaul all 3 skill lines.
Imo, the Necromancer needs more undead raising skills, and blastbones to be replaced with something else (Including the Morph for Reanimation). Something actually useful.
CameraBeardThePirate wrote: »I agree. I really wish they would overhaul all 3 skill lines.
Imo, the Necromancer needs more undead raising skills, and blastbones to be replaced with something else (Including the Morph for Reanimation). Something actually useful.
Hard disagree on the last part. Stalking Blastbones, even with the target weirdness, is still one of the best delayed burst abilities.
I think both morphs just need a little boost given the tracking limitations (since I doubt they can fix these given how much they've tried).
CameraBeardThePirate wrote: »I agree. I really wish they would overhaul all 3 skill lines.
Imo, the Necromancer needs more undead raising skills, and blastbones to be replaced with something else (Including the Morph for Reanimation). Something actually useful.
Hard disagree on the last part. Stalking Blastbones, even with the target weirdness, is still one of the best delayed burst abilities.
I think both morphs just need a little boost given the tracking limitations (since I doubt they can fix these given how much they've tried).
Doesn't Stalking Blastbones not really get any benefit from it's increased damage per second chasing since it jumps at the target?
I would love it if one of the skills (maybe in Bone Tyrant) was replaced with summoning a skeletal warrior to "tank" for a short amount of time, then swap Animate Blastbones to Animate Dead and have it summon one skeletal mage/archer, one skeletal warrior, and one spirit mender. That way for a short amount of time you could potentially have double the usual undead active and actually feel like a necromancer.
The stamina morph for the skeletal warrior could be a zombie or something that deals disease damage.
CameraBeardThePirate wrote: »I would love it if one of the skills (maybe in Bone Tyrant) was replaced with summoning a skeletal warrior to "tank" for a short amount of time, then swap Animate Blastbones to Animate Dead and have it summon one skeletal mage/archer, one skeletal warrior, and one spirit mender. That way for a short amount of time you could potentially have double the usual undead active and actually feel like a necromancer.
The stamina morph for the skeletal warrior could be a zombie or something that deals disease damage.
I also heavily disagree here. Animate Blastbones has the potential to be a really powerful and really fun Ultimate as is. When it works, it is the highest damage burst ultimate in the game, capable of wiping entire groups in an instant. The issue with it is that the blastbones can't be commanded and pick targets at random. If they made the targeting on this ultimate more consistent, this ultimate would be on every necromancer's bar in PvP
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »I agree. I really wish they would overhaul all 3 skill lines.
Imo, the Necromancer needs more undead raising skills, and blastbones to be replaced with something else (Including the Morph for Reanimation). Something actually useful.
Hard disagree on the last part. Stalking Blastbones, even with the target weirdness, is still one of the best delayed burst abilities.
I think both morphs just need a little boost given the tracking limitations (since I doubt they can fix these given how much they've tried).
Doesn't Stalking Blastbones not really get any benefit from it's increased damage per second chasing since it jumps at the target?
This is a misconception. It gets at minimum a 10% damage buff to the tooltip, as the timer starts as soon as the ability casts (i.e., even the blastbones climbing out of the ground counts as time spent chasing the target).
In practice, you actually see this buff gained a LOT, especially in PvP. In PvP you will frequently get 30-50% boosted blastbones because of how the tracking works. It allows Stalking Blastbones to hit MUCH harder than Blighted, and is the only saving grace of the class in PvP.
CameraBeardThePirate wrote: »I would love it if one of the skills (maybe in Bone Tyrant) was replaced with summoning a skeletal warrior to "tank" for a short amount of time, then swap Animate Blastbones to Animate Dead and have it summon one skeletal mage/archer, one skeletal warrior, and one spirit mender. That way for a short amount of time you could potentially have double the usual undead active and actually feel like a necromancer.
The stamina morph for the skeletal warrior could be a zombie or something that deals disease damage.
I also heavily disagree here. Animate Blastbones has the potential to be a really powerful and really fun Ultimate as is. When it works, it is the highest damage burst ultimate in the game, capable of wiping entire groups in an instant. The issue with it is that the blastbones can't be commanded and pick targets at random. If they made the targeting on this ultimate more consistent, this ultimate would be on every necromancer's bar in PvP
But what about replacing one of the Bone Tyrant skills with a summonable skeletal/zombie warrior? Something like replacing the Bone Totem.CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »I agree. I really wish they would overhaul all 3 skill lines.
Imo, the Necromancer needs more undead raising skills, and blastbones to be replaced with something else (Including the Morph for Reanimation). Something actually useful.
Hard disagree on the last part. Stalking Blastbones, even with the target weirdness, is still one of the best delayed burst abilities.
I think both morphs just need a little boost given the tracking limitations (since I doubt they can fix these given how much they've tried).
Doesn't Stalking Blastbones not really get any benefit from it's increased damage per second chasing since it jumps at the target?
This is a misconception. It gets at minimum a 10% damage buff to the tooltip, as the timer starts as soon as the ability casts (i.e., even the blastbones climbing out of the ground counts as time spent chasing the target).
In practice, you actually see this buff gained a LOT, especially in PvP. In PvP you will frequently get 30-50% boosted blastbones because of how the tracking works. It allows Stalking Blastbones to hit MUCH harder than Blighted, and is the only saving grace of the class in PvP.
Hmm. I thought that the boost didn't start until the Blastbones was fully animated. That makes more sense on why they haven't changed it now. I still feel a 10%-20% boost at most could use a bit of work, but if its pathfinding in PvP is that bad to where it gets a boost that high: Probably shouldn't touch it then.