flguy147ub17_ESO wrote: »Came back a month ago and was waiting to gold out any gear until i got the PTS notes. So glad i waited and was patient. Wanted to play Necro or Sorc in PVP cause i mained DK for 6 years in PVP. But guess its time to hop on my DK again or get my NB leveled up.
someo85ne explain to me how harmony trait combined with necro boneyard even worked? i wasnt aware it was even a thing
Thecompton73 wrote: »someo85ne explain to me how harmony trait combined with necro boneyard even worked? i wasnt aware it was even a thing
Boneyard has a morph with a self synergy that starts with a fairly high tooltip and gets ridiculous when using all harmony. Necro's wear Dark Convergence/Viscous death and drop Colossus to apply major vulnerability and suck groups in, then drop boneyard and synergize it for another 25-30k. Between the Ulti and the synergy damage all it takes is one person to die and then the VD explosion takes out everyone else because they're already at low health.
Thecompton73 wrote: »someo85ne explain to me how harmony trait combined with necro boneyard even worked? i wasnt aware it was even a thing
Boneyard has a morph with a self synergy that starts with a fairly high tooltip and gets ridiculous when using all harmony. Necro's wear Dark Convergence/Viscous death and drop Colossus to apply major vulnerability and suck groups in, then drop boneyard and synergize it for another 25-30k. Between the Ulti and the synergy damage all it takes is one person to die and then the VD explosion takes out everyone else because they're already at low health.
note, I do essentially the same thing with NB, no synergy needed - more successfully too because of the speed, invisibility and escape skills. A lot of Necro kit that has been nerfed existed in the first place because the class has no execute, no mobility, no CC, no working dots in pvp, clunky corpse mechanics, and a burst skill, Blastbones, that may or may not function and does not do changes in elevation well.
Lol, the necro dot and heal over time are so bad they are free to cast.
LukosCreyden wrote: »Necromancer is quite a problem, isn't it?
Unlike other classes, where one or two changes could save it, Necro is far more complex. Its problems exist in both pve and pvp.
Skulls: too slow and easy to dodge in pvp. Needs to be fast or undodgeable.
Skelly mage: low, low damage aoe dot, making it pathetically weak in both pve and pvp. Needs a buff.
Blastbones: our main damage skill. Incredibly fiddly and clunky to use as it does not work on a fixed timing. It goes off when it feels like it. Far too unreliable and annoying to be our main, key skill. Needs completely reworking.
Grave grasp: pure roleplay skill, both morphs. Too slow, too short ranged, the pet buff is... worthless? Feel free to correct me on this. Needs completely reworking.
Did I miss anything? I feel that, at minimum, these skills need.to be adjusted or fixed to make necromancer viable in any way.
CameraBeardThePirate wrote: »LukosCreyden wrote: »
Class also needs access to one of the main offensive buffs (Sorc/Brut or Proph/Sav) and access to an on-demand stun, things literally every other class in the game has.
LukosCreyden wrote: »Necromancer is quite a problem, isn't it?
Unlike other classes, where one or two changes could save it, Necro is far more complex. Its problems exist in both pve and pvp.
Skulls: too slow and easy to dodge in pvp. Needs to be fast or undodgeable.
Skelly mage: low, low damage aoe dot, making it pathetically weak in both pve and pvp. Needs a buff.
Blastbones: our main damage skill. Incredibly fiddly and clunky to use as it does not work on a fixed timing. It goes off when it feels like it. Far too unreliable and annoying to be our main, key skill. Needs completely reworking.
Grave grasp: pure roleplay skill, both morphs. Too slow, too short ranged, the pet buff is... worthless? Feel free to correct me on this. Needs completely reworking.
Did I miss anything? I feel that, at minimum, these skills need.to be adjusted or fixed to make necromancer viable in any way.