Skeletal Mage is pretty meh, used mostly for the passives it provides while being active and afaik it can't even proc some stuff like Pale Order for example(why?).
Spirit Mender is kinda nice but it still bugs out sometimes and refuses to heal(for some reason it happens pretty often at Dragons when they phase and start flying in a circle). A morph that only heals you would also be nice.
Blastbones has nice damage but is way too unreliable on anything that is not a stationary target.
-It will explode after 2 GCD if cast at basically melee range and if target doesn't moves too much which is the ideal situation.
-If the target moved enough(or if you cast it from far away) it will explode after 3 GCD and mess up your rotation.
-If the target moves way too much/teleports/uses LOS/dies/etc it will maybe explode after 3 GCD, maybe after 5? maybe it will just timeout? who knows.
-It can sometimes get stunned from AoE CC(Daedric Titan at Harrowstorms probably the worst offender), it will get stunned and time out if there is a Silence AoE in the path between you and your target(Void Mother WB at The Reach and the Grievous Twilight District boss at IC, probably with Sorc Ultimate too).
I want these skills fixed and work reliably like other skills in the game, Necromancer summons are mediocre at best and highly inconsistent at worst. Just making BB an intangible summon like the other 2 and removing the skill lockout after a fixed amount of time, instead of removing it after it explodes(allowing you to have more than 1 BB active depending on how long it takes for the first one to explode) would alleviate pretty much all of BB issues.
Necromancer summons should stack, maybe with diminishing stats or duration. Reactivate the ability again for a second minion or more. If you want to lead a horde just keep summoning.
Might need some slight balancing, but the global cooldown means choosing another summon is choosing not to use another ability.
Necromancers need a full rework, but this would help for some playstyles. The update 39 PTS buff to one ultimate fundamentally misunderstands that players want a range of ways to play a viable necromancer class.
JerBearESO wrote: »Necromancer summons should stack, maybe with diminishing stats or duration. Reactivate the ability again for a second minion or more. If you want to lead a horde just keep summoning.
Might need some slight balancing, but the global cooldown means choosing another summon is choosing not to use another ability.
Necromancers need a full rework, but this would help for some playstyles. The update 39 PTS buff to one ultimate fundamentally misunderstands that players want a range of ways to play a viable necromancer class.
Yeah somehow having stacking summons would be neat, but they would NEED to be untargetable and somehow less visually there so as not to be a headache especially PvP wise
CameraBeardThePirate wrote: »Skeletal Mage is pretty meh, used mostly for the passives it provides while being active and afaik it can't even proc some stuff like Pale Order for example(why?).
Spirit Mender is kinda nice but it still bugs out sometimes and refuses to heal(for some reason it happens pretty often at Dragons when they phase and start flying in a circle). A morph that only heals you would also be nice.
Blastbones has nice damage but is way too unreliable on anything that is not a stationary target.
-It will explode after 2 GCD if cast at basically melee range and if target doesn't moves too much which is the ideal situation.
-If the target moved enough(or if you cast it from far away) it will explode after 3 GCD and mess up your rotation.
-If the target moves way too much/teleports/uses LOS/dies/etc it will maybe explode after 3 GCD, maybe after 5? maybe it will just timeout? who knows.
-It can sometimes get stunned from AoE CC(Daedric Titan at Harrowstorms probably the worst offender), it will get stunned and time out if there is a Silence AoE in the path between you and your target(Void Mother WB at The Reach and the Grievous Twilight District boss at IC, probably with Sorc Ultimate too).
I want these skills fixed and work reliably like other skills in the game, Necromancer summons are mediocre at best and highly inconsistent at worst. Just making BB an intangible summon like the other 2 and removing the skill lockout after a fixed amount of time, instead of removing it after it explodes(allowing you to have more than 1 BB active depending on how long it takes for the first one to explode) would alleviate pretty much all of BB issues.
Skeletal mage doesn't proc Pale Order because Pets can't proc sets - one of the big issues with Necromancer is that its 3 bread and butter abilities (Blastbones, Ghost, and Archer/Arcanist) are unable to proc any sets in the game. It's kind of silly in today's meta - imo all pets should be able to proc sets with how prevalent procs have become.
Necromancer summons should stack, maybe with diminishing stats or duration. Reactivate the ability again for a second minion or more. If you want to lead a horde just keep summoning.
Might need some slight balancing, but the global cooldown means choosing another summon is choosing not to use another ability.
Necromancers need a full rework, but this would help for some playstyles. The update 39 PTS buff to one ultimate fundamentally misunderstands that players want a range of ways to play a viable necromancer class.
Napalm_Death32 wrote: »CameraBeardThePirate wrote: »Skeletal Mage is pretty meh, used mostly for the passives it provides while being active and afaik it can't even proc some stuff like Pale Order for example(why?).
Spirit Mender is kinda nice but it still bugs out sometimes and refuses to heal(for some reason it happens pretty often at Dragons when they phase and start flying in a circle). A morph that only heals you would also be nice.
Blastbones has nice damage but is way too unreliable on anything that is not a stationary target.
-It will explode after 2 GCD if cast at basically melee range and if target doesn't moves too much which is the ideal situation.
-If the target moved enough(or if you cast it from far away) it will explode after 3 GCD and mess up your rotation.
-If the target moves way too much/teleports/uses LOS/dies/etc it will maybe explode after 3 GCD, maybe after 5? maybe it will just timeout? who knows.
-It can sometimes get stunned from AoE CC(Daedric Titan at Harrowstorms probably the worst offender), it will get stunned and time out if there is a Silence AoE in the path between you and your target(Void Mother WB at The Reach and the Grievous Twilight District boss at IC, probably with Sorc Ultimate too).
I want these skills fixed and work reliably like other skills in the game, Necromancer summons are mediocre at best and highly inconsistent at worst. Just making BB an intangible summon like the other 2 and removing the skill lockout after a fixed amount of time, instead of removing it after it explodes(allowing you to have more than 1 BB active depending on how long it takes for the first one to explode) would alleviate pretty much all of BB issues.
Skeletal mage doesn't proc Pale Order because Pets can't proc sets - one of the big issues with Necromancer is that its 3 bread and butter abilities (Blastbones, Ghost, and Archer/Arcanist) are unable to proc any sets in the game. It's kind of silly in today's meta - imo all pets should be able to proc sets with how prevalent procs have become.
What on all unholy earth is a proc?