It's straight up unusable in both PvE and PvP, only the last patch does anything of value so the area is actually pretty small, it takes 1 second to deploy and has an awkward range.However, I think grave grasp is a pretty fast CC considering how big the area is.
phaneub17_ESO wrote: »They even skipped the Necromancer companion, it's that terrible!
phaneub17_ESO wrote: »They even skipped the Necromancer companion, it's that terrible!
they'll probably do a necromancer companion next year. it makes lots of sense to have an arcanist companion for the new class
phaneub17_ESO wrote: »phaneub17_ESO wrote: »They even skipped the Necromancer companion, it's that terrible!
they'll probably do a necromancer companion next year. it makes lots of sense to have an arcanist companion for the new class
The way I see it is they can't decide how to make the necromancer companion. Pets shouldn't summon other pets so their version of Blastbones, Mage, and Spirit is out. They shouldn't benefit or impede any one class more than others, so no generating or consuming of corpses. This leaves them with very few possible abilities, at most 6 of their core class abilities so they would be down 1 per skill line. Death Scythe, Bone Armor, Flame Skull, Boneyard, Render Flesh, and Life Amid Death would be their definitive skill set.
I assume they would combine necromancer companion with something like vampire so they could fill in the missing 3 abilities with Eviscerate, Vampiric Drain, and Mesmerize; may also end up using the vampire ultimate Blood Scion.
It probably could get tuned up a little. However, I think grave grasp is a pretty fast CC considering how big the area is.
YandereGirlfriend wrote: »Also, Stalking Blastbones continues to be broken with no fix seemingly on the radar at ZOS. Like actually. Can we please get this fixed???
EramTheLiar wrote: »phaneub17_ESO wrote: »phaneub17_ESO wrote: »They even skipped the Necromancer companion, it's that terrible!
they'll probably do a necromancer companion next year. it makes lots of sense to have an arcanist companion for the new class
The way I see it is they can't decide how to make the necromancer companion. Pets shouldn't summon other pets so their version of Blastbones, Mage, and Spirit is out. They shouldn't benefit or impede any one class more than others, so no generating or consuming of corpses. This leaves them with very few possible abilities, at most 6 of their core class abilities so they would be down 1 per skill line. Death Scythe, Bone Armor, Flame Skull, Boneyard, Render Flesh, and Life Amid Death would be their definitive skill set.
I assume they would combine necromancer companion with something like vampire so they could fill in the missing 3 abilities with Eviscerate, Vampiric Drain, and Mesmerize; may also end up using the vampire ultimate Blood Scion.
Vampire has exactly the same issues Necromancer does - most abilities are criminal acts. I think the only ones that aren't are Eviscerate and Mesmerize.
The problem is that the NPC is _guaranteed_ to set off the law in certain parts of certain zones where combat takes place. I.e., in Bangkorai at that palisade with Covenant on one side and Reachmen on the other. I've been careless with my necro and used blastbones too close to that spot and *boom*, I've got a bounty. An NPC wouldn't even have the excuse "I got careless."
CameraBeardThePirate wrote: »The list goes on. Various bugs plague the class. Mechanics that should be standardized across the game have exceptions for the necro.
1) Pet damage and healing doesn't count for BG Scoreboards. Blastbones and Intensive Mender do a lot of damage and healing respectively, and both are completely invisible on BG scoreboards.
2) Pets cannot be commanded with the command pet keybind. There's no reason I shouldn't be able to tell my Skeletal Arcanist/Archer whom they should be attacking. Despite the skill description saying "the closest opponent", the skeletons will often attack a target you aren't trying to focus, or worse still, won't attack anyone at all. The Blastbones summoned from the Animate Blastbones ultimate are the worst offenders. Without hyperbole, these dummies will expire without leaping anyone ~40% of the time. Either allow the Command Pet keybind to work with Necro pets or have necro pets attack people that you Heavy Attack.
3) Corpse Consumption abilities are incredibly buggy (especially in PvP). One would assume that killing an enemy player would give you a nice juicy corpse, but if that player immediately respawns or releases, their corpse disappears. Corpses generated by Necro abilities should last longer to ease up on micro-managey gameplay. The Animate Blastbones ultimate doesn't even count as a corpse consumption ability like it should, which means unless you have a second Corpse Consumption ability slotted, you won't even be able to see the corpses you need to cast the ult on. This is easier said than done when considering that Necro needs to waste skill slots on buffs that aren't included in their class kit.
4) Despite having an extra DoT damage passive, the class has exactly 2 DoTs, both of which are AOE Ground DoTs and are therefore limited in use for PvP environments or more mobile PvE fights. The Skeletal Archer/Arcanist don't count as DoTs (even though they probably should) and are therefore not buffed by Rapid Rot. Despite this, they were stealth nerfed by 50% along with the blanket DoT nerfs ~U35 (don't remember the exact update).
techprince wrote: »They have nerfed blastbones over time. They have reduced its movement speed and LOS.
techprince wrote: »