I try to kill people with Reanimate Blastbones ulti and I just wasted my last 3 uses of it.
1st time blastbones jumped at the target but didnt register any damage, 2nd time blastbones decided to jump on a random npc and final time they just watched the enemy player before exploding by themselves.
Wasted nearly 1500 ulti points trying to kill 1 player. I dont even know why I bother anymore
StarOfElyon wrote: »I try to kill people with Reanimate Blastbones ulti and I just wasted my last 3 uses of it.
1st time blastbones jumped at the target but didnt register any damage, 2nd time blastbones decided to jump on a random npc and final time they just watched the enemy player before exploding by themselves.
Wasted nearly 1500 ulti points trying to kill 1 player. I dont even know why I bother anymore
This want to use this ultimate so badly but it's just not worth it 😭
CameraBeardThePirate wrote: »OtarTheMad wrote: »Necromancer could be such a fan class and might just need some minor tweaks. Maybe that’s just me. Just what I would do, these could suck idk:
1. I’d make skulls spammable faster
2. I’d also change the secondary effect of the magicka morph of blastbones to apply a dot to those hit.
3. Skeletal summons has a proc element to it where you’ll have a chance to do more damage. Basically the summons will have a chance to throw a piece of themselves at the target doing more damage. Proc will create a corpse as well. In order for this to work well I would change this ability to be a permanent pet or “thrall” in necro talk. So you don’t lose a corpse the skeleton thrall will “drop a piece of itself” every 20 secs until killed. Death still drops a corpse too.
4. Bone totem will fear upon cast and pulsate every 2 secs afterwards for its duration, also creates a corpse.
5. Sets that summon something now also drop corpses as well
That’s just a few ideas I had. Idk.
Hard disagree on the second point.
Say it with me people: the secondary effect of stalking blastbones is the only thing keeping the class remotely usable in PvP.
Stalking Blastbones gets, at MINIMUM, a 10% damage buff over the other morph, and often far exceeds that. It isn't uncommon at all in PvP to receive the full 50% buff. It's what allows Stalking to hit as hard as it does. Remove that effect, and Necro would have 0 damage whatsoever.
Editing to add: on your fifth point, sets that summon pets like Mad Tinkerer or Scavenging Demise do create corpses when the pet expires; the problem is that the corpses last approximately 1 second so you don't have a whole lot of time to consume it.
YandereGirlfriend wrote: »CameraBeardThePirate wrote: »OtarTheMad wrote: »Necromancer could be such a fan class and might just need some minor tweaks. Maybe that’s just me. Just what I would do, these could suck idk:
1. I’d make skulls spammable faster
2. I’d also change the secondary effect of the magicka morph of blastbones to apply a dot to those hit.
3. Skeletal summons has a proc element to it where you’ll have a chance to do more damage. Basically the summons will have a chance to throw a piece of themselves at the target doing more damage. Proc will create a corpse as well. In order for this to work well I would change this ability to be a permanent pet or “thrall” in necro talk. So you don’t lose a corpse the skeleton thrall will “drop a piece of itself” every 20 secs until killed. Death still drops a corpse too.
4. Bone totem will fear upon cast and pulsate every 2 secs afterwards for its duration, also creates a corpse.
5. Sets that summon something now also drop corpses as well
That’s just a few ideas I had. Idk.
Hard disagree on the second point.
Say it with me people: the secondary effect of stalking blastbones is the only thing keeping the class remotely usable in PvP.
Stalking Blastbones gets, at MINIMUM, a 10% damage buff over the other morph, and often far exceeds that. It isn't uncommon at all in PvP to receive the full 50% buff. It's what allows Stalking to hit as hard as it does. Remove that effect, and Necro would have 0 damage whatsoever.
Editing to add: on your fifth point, sets that summon pets like Mad Tinkerer or Scavenging Demise do create corpses when the pet expires; the problem is that the corpses last approximately 1 second so you don't have a whole lot of time to consume it.
BB targeting is bugged since forever so it will just leap from like 28 meters away rather than follow a target and increase the bonus damage.
CameraBeardThePirate wrote: »YandereGirlfriend wrote: »CameraBeardThePirate wrote: »OtarTheMad wrote: »Necromancer could be such a fan class and might just need some minor tweaks. Maybe that’s just me. Just what I would do, these could suck idk:
1. I’d make skulls spammable faster
2. I’d also change the secondary effect of the magicka morph of blastbones to apply a dot to those hit.
3. Skeletal summons has a proc element to it where you’ll have a chance to do more damage. Basically the summons will have a chance to throw a piece of themselves at the target doing more damage. Proc will create a corpse as well. In order for this to work well I would change this ability to be a permanent pet or “thrall” in necro talk. So you don’t lose a corpse the skeleton thrall will “drop a piece of itself” every 20 secs until killed. Death still drops a corpse too.
4. Bone totem will fear upon cast and pulsate every 2 secs afterwards for its duration, also creates a corpse.
5. Sets that summon something now also drop corpses as well
That’s just a few ideas I had. Idk.
Hard disagree on the second point.
Say it with me people: the secondary effect of stalking blastbones is the only thing keeping the class remotely usable in PvP.
Stalking Blastbones gets, at MINIMUM, a 10% damage buff over the other morph, and often far exceeds that. It isn't uncommon at all in PvP to receive the full 50% buff. It's what allows Stalking to hit as hard as it does. Remove that effect, and Necro would have 0 damage whatsoever.
Editing to add: on your fifth point, sets that summon pets like Mad Tinkerer or Scavenging Demise do create corpses when the pet expires; the problem is that the corpses last approximately 1 second so you don't have a whole lot of time to consume it.
BB targeting is bugged since forever so it will just leap from like 28 meters away rather than follow a target and increase the bonus damage.
Yes I am aware they changed it to leap from 28 meters.
However, if you've used it in PvP, you'd know it doesn't always leap immediately, thus getting more of a buff.
Additionally, the timer for the damage buff starts as soon as you press the ability, meaning that the time that Blastbones is climbing up out of the ground is boosting its damage. You can see this by simply comparing your damage between Blighted and Stalking on the same build - Stalking will always come out to be higher.
CameraBeardThePirate wrote: »YandereGirlfriend wrote: »CameraBeardThePirate wrote: »OtarTheMad wrote: »Necromancer could be such a fan class and might just need some minor tweaks. Maybe that’s just me. Just what I would do, these could suck idk:
1. I’d make skulls spammable faster
2. I’d also change the secondary effect of the magicka morph of blastbones to apply a dot to those hit.
3. Skeletal summons has a proc element to it where you’ll have a chance to do more damage. Basically the summons will have a chance to throw a piece of themselves at the target doing more damage. Proc will create a corpse as well. In order for this to work well I would change this ability to be a permanent pet or “thrall” in necro talk. So you don’t lose a corpse the skeleton thrall will “drop a piece of itself” every 20 secs until killed. Death still drops a corpse too.
4. Bone totem will fear upon cast and pulsate every 2 secs afterwards for its duration, also creates a corpse.
5. Sets that summon something now also drop corpses as well
That’s just a few ideas I had. Idk.
Hard disagree on the second point.
Say it with me people: the secondary effect of stalking blastbones is the only thing keeping the class remotely usable in PvP.
Stalking Blastbones gets, at MINIMUM, a 10% damage buff over the other morph, and often far exceeds that. It isn't uncommon at all in PvP to receive the full 50% buff. It's what allows Stalking to hit as hard as it does. Remove that effect, and Necro would have 0 damage whatsoever.
Editing to add: on your fifth point, sets that summon pets like Mad Tinkerer or Scavenging Demise do create corpses when the pet expires; the problem is that the corpses last approximately 1 second so you don't have a whole lot of time to consume it.
BB targeting is bugged since forever so it will just leap from like 28 meters away rather than follow a target and increase the bonus damage.
Yes I am aware they changed it to leap from 28 meters.
However, if you've used it in PvP, you'd know it doesn't always leap immediately, thus getting more of a buff.
Additionally, the timer for the damage buff starts as soon as you press the ability, meaning that the time that Blastbones is climbing up out of the ground is boosting its damage. You can see this by simply comparing your damage between Blighted and Stalking on the same build - Stalking will always come out to be higher.
CameraBeardThePirate wrote: »YandereGirlfriend wrote: »CameraBeardThePirate wrote: »OtarTheMad wrote: »Necromancer could be such a fan class and might just need some minor tweaks. Maybe that’s just me. Just what I would do, these could suck idk:
1. I’d make skulls spammable faster
2. I’d also change the secondary effect of the magicka morph of blastbones to apply a dot to those hit.
3. Skeletal summons has a proc element to it where you’ll have a chance to do more damage. Basically the summons will have a chance to throw a piece of themselves at the target doing more damage. Proc will create a corpse as well. In order for this to work well I would change this ability to be a permanent pet or “thrall” in necro talk. So you don’t lose a corpse the skeleton thrall will “drop a piece of itself” every 20 secs until killed. Death still drops a corpse too.
4. Bone totem will fear upon cast and pulsate every 2 secs afterwards for its duration, also creates a corpse.
5. Sets that summon something now also drop corpses as well
That’s just a few ideas I had. Idk.
Hard disagree on the second point.
Say it with me people: the secondary effect of stalking blastbones is the only thing keeping the class remotely usable in PvP.
Stalking Blastbones gets, at MINIMUM, a 10% damage buff over the other morph, and often far exceeds that. It isn't uncommon at all in PvP to receive the full 50% buff. It's what allows Stalking to hit as hard as it does. Remove that effect, and Necro would have 0 damage whatsoever.
Editing to add: on your fifth point, sets that summon pets like Mad Tinkerer or Scavenging Demise do create corpses when the pet expires; the problem is that the corpses last approximately 1 second so you don't have a whole lot of time to consume it.
BB targeting is bugged since forever so it will just leap from like 28 meters away rather than follow a target and increase the bonus damage.
Yes I am aware they changed it to leap from 28 meters.
However, if you've used it in PvP, you'd know it doesn't always leap immediately, thus getting more of a buff.
Additionally, the timer for the damage buff starts as soon as you press the ability, meaning that the time that Blastbones is climbing up out of the ground is boosting its damage. You can see this by simply comparing your damage between Blighted and Stalking on the same build - Stalking will always come out to be higher.
Yeah thats not how the skill works the damage isn't based on a timer its based off how far it travels to reach the target so the animation of it being summoned isn't buffing it
Seraphayel wrote: »I think the entire corpse mechanic should be a stackable buff like Crux for the Arcanist. The targeting is problematic, especially in PvP and hinders the class to be as good as it can be.
Every corpse should just give you a buff that can be stacked up to 2 or 3. Skills that required a corpse for usage now are either around the caster or lock to the target that you choose.
One huge problem solved, the class would be way less clunky to play while still retaining the corpse mechanic.
CameraBeardThePirate wrote: »Seraphayel wrote: »I think the entire corpse mechanic should be a stackable buff like Crux for the Arcanist. The targeting is problematic, especially in PvP and hinders the class to be as good as it can be.
Every corpse should just give you a buff that can be stacked up to 2 or 3. Skills that required a corpse for usage now are either around the caster or lock to the target that you choose.
One huge problem solved, the class would be way less clunky to play while still retaining the corpse mechanic.
You should still have to target corpses in my opinion, but the tethers should be reworked to consume corpses in the area in order to apply a sticky DoT or HoT to everyone within the radius.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »YandereGirlfriend wrote: »CameraBeardThePirate wrote: »OtarTheMad wrote: »Necromancer could be such a fan class and might just need some minor tweaks. Maybe that’s just me. Just what I would do, these could suck idk:
1. I’d make skulls spammable faster
2. I’d also change the secondary effect of the magicka morph of blastbones to apply a dot to those hit.
3. Skeletal summons has a proc element to it where you’ll have a chance to do more damage. Basically the summons will have a chance to throw a piece of themselves at the target doing more damage. Proc will create a corpse as well. In order for this to work well I would change this ability to be a permanent pet or “thrall” in necro talk. So you don’t lose a corpse the skeleton thrall will “drop a piece of itself” every 20 secs until killed. Death still drops a corpse too.
4. Bone totem will fear upon cast and pulsate every 2 secs afterwards for its duration, also creates a corpse.
5. Sets that summon something now also drop corpses as well
That’s just a few ideas I had. Idk.
Hard disagree on the second point.
Say it with me people: the secondary effect of stalking blastbones is the only thing keeping the class remotely usable in PvP.
Stalking Blastbones gets, at MINIMUM, a 10% damage buff over the other morph, and often far exceeds that. It isn't uncommon at all in PvP to receive the full 50% buff. It's what allows Stalking to hit as hard as it does. Remove that effect, and Necro would have 0 damage whatsoever.
Editing to add: on your fifth point, sets that summon pets like Mad Tinkerer or Scavenging Demise do create corpses when the pet expires; the problem is that the corpses last approximately 1 second so you don't have a whole lot of time to consume it.
BB targeting is bugged since forever so it will just leap from like 28 meters away rather than follow a target and increase the bonus damage.
Yes I am aware they changed it to leap from 28 meters.
However, if you've used it in PvP, you'd know it doesn't always leap immediately, thus getting more of a buff.
Additionally, the timer for the damage buff starts as soon as you press the ability, meaning that the time that Blastbones is climbing up out of the ground is boosting its damage. You can see this by simply comparing your damage between Blighted and Stalking on the same build - Stalking will always come out to be higher.
Yeah thats not how the skill works the damage isn't based on a timer its based off how far it travels to reach the target so the animation of it being summoned isn't buffing it
This is incorrect. You can test it yourself quite easily by dueling a nightblade - if you cast blastbones on the nightblade and they enter stealth, blastbones will grow in damage for each second they remain in stealth. The description of the skill even specifies that it's time based and ZOS confirmed when they changed Blastbones leap range that the timer starts as soon as the ability is cast. Don't spread misinformation on something you don't understand.
To quote ZOS' dev comment from the Harrowstorm update (when they changed the leaping functionality of Blastbones):
"Keep in mind that Stalking Blastbones guarantees at least a 10% damage increase over the base morph, so even in situations where it jumps immediately, this morph isn’t completely wasted; it just will not reach its highest scaling unless the Blastbones needs to gain line of sight on the target you initially cast it on."
LukosCreyden wrote: »but WHY though. This is the thing that bugs me.
@ZOS_Kevin , why are people so adverse to communication when it comes to topics that are being thrown around the forum for so long? Surely, a word or two can be spared when it comes to the overall dissatisfaction with this class?
I would like to change the skeleton archer to a melee skeleton and make this skill a permanent pet like a sorcerer. It would deal the same amount of damage as it does now, but would give a buff for 20 spell damage and an active skill. For example, he swings an ax and stuns all opponents nearby. Or something like that. A lot of people liked it and a lot of people didn't, but the change would be much better than the state of the art today.
CameraBeardThePirate wrote: »I would like to change the skeleton archer to a melee skeleton and make this skill a permanent pet like a sorcerer. It would deal the same amount of damage as it does now, but would give a buff for 20 spell damage and an active skill. For example, he swings an ax and stuns all opponents nearby. Or something like that. A lot of people liked it and a lot of people didn't, but the change would be much better than the state of the art today.
No thank you. Necro already has bar space issues. Adding a permanent pet that you'd have to double bar would only exacerbate those issues.
CameraBeardThePirate wrote: »I would like to change the skeleton archer to a melee skeleton and make this skill a permanent pet like a sorcerer. It would deal the same amount of damage as it does now, but would give a buff for 20 spell damage and an active skill. For example, he swings an ax and stuns all opponents nearby. Or something like that. A lot of people liked it and a lot of people didn't, but the change would be much better than the state of the art today.
No thank you. Necro already has bar space issues. Adding a permanent pet that you'd have to double bar would only exacerbate those issues.
It's like you use this skill in pvp. I said some people like it and some don't, but it will bring good changes. But the most important thing is that the necromancer must have at least one permanent pet and not this morel that they offer.
And even if this skill gets a buff for spell damage or crit chance or even both at once. Why does a necromancer become stronger, given that he doesn’t deal damage at all. The maximum that you will get is the convenience for using potions. But it won't make you stronger. First of all, it is required to rework the mechanics of damage and stun. And these buffs can be obtained from potions and from sets and from allies. I've been playing for two years but I still don't understand the thirst for these two buffs.