Either a major rework or nothing. Slapping on a few major buffs will not save the class.
At the very least fixing many of it's bugs would be a good start. Heres a list of the bugs;
https://forums.elderscrollsonline.com/en/discussion/638114/where-are-the-bugfixes-for-necromancer
Urzigurumash wrote: »Either a major rework or nothing. Slapping on a few major buffs will not save the class.
At the very least fixing many of it's bugs would be a good start. Heres a list of the bugs;
https://forums.elderscrollsonline.com/en/discussion/638114/where-are-the-bugfixes-for-necromancer
People used to say the same thing about DK you know, that it needed an "exhaustive rework". I still think the Major Damage/Crit buffs on Gravelord skills would go a long way to boost Necro - by way of increasing access to Death Knell and Dismember.
Anyhow in an interesting perversion of lore, to play a Necromancer in PvP today is an honorable pursuit which should command tremendous esteem. (Outside of ball group ult dumping of course)
OtarTheMad wrote: »Urzigurumash wrote: »Either a major rework or nothing. Slapping on a few major buffs will not save the class.
At the very least fixing many of it's bugs would be a good start. Heres a list of the bugs;
https://forums.elderscrollsonline.com/en/discussion/638114/where-are-the-bugfixes-for-necromancer
People used to say the same thing about DK you know, that it needed an "exhaustive rework". I still think the Major Damage/Crit buffs on Gravelord skills would go a long way to boost Necro - by way of increasing access to Death Knell and Dismember.
Anyhow in an interesting perversion of lore, to play a Necromancer in PvP today is an honorable pursuit which should command tremendous esteem. (Outside of ball group ult dumping of course)
I don’t know about a long way, just for me I wouldn’t change up my bar slots if Necros were given the major damage and crit buffs because I already get those from other places and in PvE I get done all the content I need. The only thing I would never do is vet trials and HM anything. Necros work fine in PvE because NPC’s are just as dumb as your pets. However, you make the abilities and corpse system work better and make them smoother and easier… that helps every game mode.
Plus DKs did get some overhauls. Inferno got changed completely, that might not even be the original ability that DKs launched with in 2014. Ash cloud, stonefist, wings, chains. All of these got overhauls.
This is not necessary. Drink a potion for that, like everybody else already does. Necromancers need to be buffed, but them lacking buff skills is intentional by design as the class focuses on debuffing enemies. That worked out well for them until ZOS decided to make major vulnerability something that regular item sets can provide.
Add more debuffs, be creative. We don't need every class to be exactly the same as every other. That would be boring.
This is not necessary. Drink a potion for that, like everybody else already does. Necromancers need to be buffed, but them lacking buff skills is intentional by design as the class focuses on debuffing enemies. That worked out well for them until ZOS decided to make major vulnerability something that regular item sets can provide.
Add more debuffs, be creative. We don't need every class to be exactly the same as every other. That would be boring.
JerBearESO wrote: »This is not necessary. Drink a potion for that, like everybody else already does. Necromancers need to be buffed, but them lacking buff skills is intentional by design as the class focuses on debuffing enemies. That worked out well for them until ZOS decided to make major vulnerability something that regular item sets can provide.
Add more debuffs, be creative. We don't need every class to be exactly the same as every other. That would be boring.
The problem I see with this is that you should not be forced into a potion based solution. And the other means of getting these buffs all require skill slots which move Necro away from its own kit. We need to be able to generate corpses, but we have to slot non Necro skills for these buffs which squeezes out room for a truly Necro build....
I do agree Necro should focus on debuffs for its playstyle, but no longer by trading away buffs which have become entirely core to all builds. They really should solve their lack of buffs through skeleton summon once and for all. With how they are overloading skills nowadays, having summon buff both majors it's crying for is absolutely fine
This is not necessary. Drink a potion for that, like everybody else already does. Necromancers need to be buffed, but them lacking buff skills is intentional by design as the class focuses on debuffing enemies. That worked out well for them until ZOS decided to make major vulnerability something that regular item sets can provide.
Add more debuffs, be creative. We don't need every class to be exactly the same as every other. That would be boring.
Twohothardware wrote: »This is not necessary. Drink a potion for that, like everybody else already does. Necromancers need to be buffed, but them lacking buff skills is intentional by design as the class focuses on debuffing enemies. That worked out well for them until ZOS decided to make major vulnerability something that regular item sets can provide.
Add more debuffs, be creative. We don't need every class to be exactly the same as every other. That would be boring.
You can't expect your average casual player to use crafted potions on cooldown plus this removes your ability to use other potions that are better for situations like tri stat in PvP.
Major Brutality/Sorcery is one core buff that every class should have built in so they're on parity for damage without the use of potions.
MindOfTheSwarm wrote: »What I think could help:
1. Change Poison Skull to Disease.
2. Change one morph of Graveyard to Disease.
3. Make one morph of Totem skill pulse Disease Damage every second.
4. Do something with Blastbones. Either replace completely or change how it functions so it’s smoother to use.
5. Make one morph of the ghost offensive and heal you based on damage dealt.
6. Make the Totem skill buff nearby minions instead of the grasp skill. It would be easier to aim and manage.
This could be a good start, but the class needs a deeper look at in general.
OtarTheMad wrote: »Twohothardware wrote: »This is not necessary. Drink a potion for that, like everybody else already does. Necromancers need to be buffed, but them lacking buff skills is intentional by design as the class focuses on debuffing enemies. That worked out well for them until ZOS decided to make major vulnerability something that regular item sets can provide.
Add more debuffs, be creative. We don't need every class to be exactly the same as every other. That would be boring.
You can't expect your average casual player to use crafted potions on cooldown plus this removes your ability to use other potions that are better for situations like tri stat in PvP.
Major Brutality/Sorcery is one core buff that every class should have built in so they're on parity for damage without the use of potions.
Well, players can also get brutality/sorcery from Mages Guild too, and at least with Degeneration you can control who gets hit with the dot and you get the mages guild passives too, plus Necros have a dot passive so that's good. Putting the buff on a useless ability like Skeletal summons, or a majority of the Necro offensive tool kit isn't helping its damage.
However, I am thinking that this discussion is pointless because ZOS will probably just throw those buffs on those abilities, and people will celebrate... for like 5 seconds and quickly realize that now instead of a crap ability... they just have a shiny crap ability. "But I have sorcery and prophecy now... why am I still getting owned in Cyrodiil"... because the necro offensive abilities are pure garbage in Cyro.
I can't wait to get my Magcro to AR 50 so I can retire them from PvP forever LoL. With all of the other classes, even with the negatives, the class is still fun, not the case with necro though.
Twohothardware wrote: »OtarTheMad wrote: »Twohothardware wrote: »This is not necessary. Drink a potion for that, like everybody else already does. Necromancers need to be buffed, but them lacking buff skills is intentional by design as the class focuses on debuffing enemies. That worked out well for them until ZOS decided to make major vulnerability something that regular item sets can provide.
Add more debuffs, be creative. We don't need every class to be exactly the same as every other. That would be boring.
You can't expect your average casual player to use crafted potions on cooldown plus this removes your ability to use other potions that are better for situations like tri stat in PvP.
Major Brutality/Sorcery is one core buff that every class should have built in so they're on parity for damage without the use of potions.
Well, players can also get brutality/sorcery from Mages Guild too, and at least with Degeneration you can control who gets hit with the dot and you get the mages guild passives too, plus Necros have a dot passive so that's good. Putting the buff on a useless ability like Skeletal summons, or a majority of the Necro offensive tool kit isn't helping its damage.
However, I am thinking that this discussion is pointless because ZOS will probably just throw those buffs on those abilities, and people will celebrate... for like 5 seconds and quickly realize that now instead of a crap ability... they just have a shiny crap ability. "But I have sorcery and prophecy now... why am I still getting owned in Cyrodiil"... because the necro offensive abilities are pure garbage in Cyro.
I can't wait to get my Magcro to AR 50 so I can retire them from PvP forever LoL. With all of the other classes, even with the negatives, the class is still fun, not the case with necro though.
Needing to slot Degeneration in PvE is a wasted slot and as a PvP'er I've always hated using that skill. It prevents you from being able to buff up prior to attacking someone and after all the nerfs to dots it's again a wasted skill slot.
There's no reason why Major Brutality/Sorcery shouldn't be built into the Necro class skill toolkit when every other class has it now.
OtarTheMad wrote: »JerBearESO wrote: »This is not necessary. Drink a potion for that, like everybody else already does. Necromancers need to be buffed, but them lacking buff skills is intentional by design as the class focuses on debuffing enemies. That worked out well for them until ZOS decided to make major vulnerability something that regular item sets can provide.
Add more debuffs, be creative. We don't need every class to be exactly the same as every other. That would be boring.
The problem I see with this is that you should not be forced into a potion based solution. And the other means of getting these buffs all require skill slots which move Necro away from its own kit. We need to be able to generate corpses, but we have to slot non Necro skills for these buffs which squeezes out room for a truly Necro build....
I do agree Necro should focus on debuffs for its playstyle, but no longer by trading away buffs which have become entirely core to all builds. They really should solve their lack of buffs through skeleton summon once and for all. With how they are overloading skills nowadays, having summon buff both majors it's crying for is absolutely fine
Even with those buffs necro abilities will still be not worth slotting though in a majority of modes. You can’t work the corpse system in PvP, I only got 2 necro abilities on my bar in Cyrodiil which are resistant flesh and summoners armor. Every other ability comes from other skill lines and I am forced to do this because necro offensive abilities are either situational or trash.
Basically in PvE I am a Necromancer but every other game mode I am an Elementalist or a Proc Set Master.
JerBearESO wrote: »OtarTheMad wrote: »JerBearESO wrote: »This is not necessary. Drink a potion for that, like everybody else already does. Necromancers need to be buffed, but them lacking buff skills is intentional by design as the class focuses on debuffing enemies. That worked out well for them until ZOS decided to make major vulnerability something that regular item sets can provide.
Add more debuffs, be creative. We don't need every class to be exactly the same as every other. That would be boring.
The problem I see with this is that you should not be forced into a potion based solution. And the other means of getting these buffs all require skill slots which move Necro away from its own kit. We need to be able to generate corpses, but we have to slot non Necro skills for these buffs which squeezes out room for a truly Necro build....
I do agree Necro should focus on debuffs for its playstyle, but no longer by trading away buffs which have become entirely core to all builds. They really should solve their lack of buffs through skeleton summon once and for all. With how they are overloading skills nowadays, having summon buff both majors it's crying for is absolutely fine
Even with those buffs necro abilities will still be not worth slotting though in a majority of modes. You can’t work the corpse system in PvP, I only got 2 necro abilities on my bar in Cyrodiil which are resistant flesh and summoners armor. Every other ability comes from other skill lines and I am forced to do this because necro offensive abilities are either situational or trash.
Basically in PvE I am a Necromancer but every other game mode I am an Elementalist or a Proc Set Master.
Putting those buffs on skeleton summon should free up 2 slots and give the crit to your backbar. That's the point