IncultaWolf wrote: »Since this thread seems to be the "official" class rep thread now, I have updated my original post with more feedback:
Another change I'd love to see is the skeletal minion getting buffed, as well as having major brutality/sorcery OR savagery/prophecy while slotted on either bar. Other classes have gotten these "while slotted on either bar" updates, but necromancer still has none. I feel like another good change would be to make the agony totem synergy, a self-synergy for the player, to further give necromancers class identity, of being able to self proc their own ability synergies. It would also solve an issue of not having enough sticky DoT abilites in their toolkit.
I don't think changing blastbones is a good idea, perhaps moving this unique sacrifice buff on an ability hardly used like empowering grasp would be a better move
@ZOS_GinaBruno @ZOS_Kevin @ZOS_Gilliam
IncultaWolf wrote: »
I don't think changing blastbones is a good idea, perhaps moving this unique sacrifice buff on an ability hardly used like empowering grasp would be a better move
@ZOS_GinaBruno @ZOS_Kevin @ZOS_Gilliam
IncultaWolf wrote: »
I don't think changing blastbones is a good idea, perhaps moving this unique sacrifice buff on an ability hardly used like empowering grasp would be a better move
@ZOS_GinaBruno @ZOS_Kevin @ZOS_Gilliam
Afaik ZOS main reason to change BB is to ''reduce the intense demand and complex rotation requirement of the class'' so I doubt that they will move the new buff to another skill since the BB-SKILL-SKILL-BB rotation wouldn't change if they do that.
Imo changing BB to a strong Ranged 10s AoE Sticky DoT that gives 2/3 Corpses over its duration provides the class an easier rotation, does not mess with ranged Corpse generation and fits with the DoT theme that ZOS wants for the class.
Then they could tweak other stuff like lack of named buffs, lack of on-demand stun, useless skills like Grave Grasp, etc.
IncultaWolf wrote: »
I do like the suggestion to make blastbones also apply a sticky DoT after detonation, that change alone would improve the class a lot, even something as simple as applying aoe diseased status effect on impact
IncultaWolf wrote: »
I do like the suggestion to make blastbones also apply a sticky DoT after detonation, that change alone would improve the class a lot, even something as simple as applying aoe diseased status effect on impact
Just to clarify, my suggestion is to completely remove the direct damage part of BB and replace it with a STRONG 10s DoT.
Sure, you could put a bit of direct damage on the initial explosion, but it would have to be considerably lower or else players would still cast it every 3s.
Afaik ZOS main reason to change BB is to ''reduce the intense demand and complex rotation requirement of the class'' so I doubt that they will move the new buff to another skill since the BB-SKILL-SKILL-BB rotation wouldn't change if they do that.
Imo changing BB to a strong Ranged 10s AoE Sticky DoT that gives 2/3 Corpses over its duration provides the class an easier rotation, does not mess with ranged Corpse generation and fits with the DoT theme that ZOS wants for the class.
Then they could tweak other stuff like lack of named buffs, lack of on-demand stun, useless skills like Grave Grasp, etc.
StarOfElyon wrote: »Here are some ideas that I have to add some more utility to the skills on the class.
As I have seen suggested on the forums, both morphs of the Necro scythe should get execute scaling. I agree that this would be a great and needed buff.
Hungry Scythe: also applies life steal to all enemies hit. (I think this still won't make the spammable very good for damage but at least it'll add to the use for survivability)
[Also, life steal should probably be tied to a status effect too]
Skeletal Arcanist/Archer: grants major sorcery/brutality when active.
Mystic/Detonating Syphon: grants major prophecy/savagery when slotted. Both morphs apply a damage over time to targets that stick to them after touching the tether.
Flame/Venom skull: applies burning/poisoned status effects. Does additional damage to targets afflicted with a status effect. No longer does increased damage on third cast but instead does increased damage on low health enemies.
Spirit Mender:
- Spirit Guardian: when active, applies major cowardice to attackers. (I just like the idea of the ghost scaring attackers.)
- Intensive Mender: increases the healing over a shorter period of time. (Buff the healing more please)
Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)
- Warding Totem (Formerly Remote Totem): grants minor protection when standing in the area of effect.
- Agony Totem: afflicts enemies in the area of effect with minor vulnerability.
ULTIMATES:
Putrid Colossus (formerly Frozen Colossus): Unleash a decayed Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds.
- Frozen Colossus (formerly Glacial Colossus): does frost damage and freezes (stuns) enemies on the first hit instead of the third. (If a stun is too strong, the first hit can apply a strong snare instead)
- Pestilent Colossus: smashes the ground once and does disease damage. Afflicts enemies with a pestilence that does damage over time. (In PvP ultimates are all about burst and that's what necros lack so I tried to make the bursty part of these ultimates at the beginning of them)
Animate Blastbones: instead of resurrecting allies, this ultimate summons blastbones to attack the nearest opponent. It consumes corpses in the area to summon up to three more blastbones. Summoned Blastbones are immune to being crowd controlled (other than by another ultimate). Reduce the cost of this ultimate to 200, down from 320, to make it more usable.
I made a post with a couple of alternate suggestions for how they could rework blastbones to fit the DoT theme and only need to cast it every 10-13 seconds, but it didn't get much traction.
Essentially after the initial explosion blastbones will leave either a moderate AoE DoT (10.5 seconds) or higher damage single target DoT (12.5 seconds). The AoE will debuff the targets and buff the necro while the single target version will have two "blast" ticks one at the end and one randomly during the DoTs duration.
The magicka cost will be increased to compensate for the damage, but if the DoT fails to find a target the fragments of the blastbones returns to the caster restoring 1500 magicka.
StarOfElyon wrote: »If this is the main thread for feedback now, let me leave my super simple ideas hereStarOfElyon wrote: »Here are some ideas that I have to add some more utility to the skills on the class.
As I have seen suggested on the forums, both morphs of the Necro scythe should get execute scaling. I agree that this would be a great and needed buff.
Hungry Scythe: also applies life steal to all enemies hit. (I think this still won't make the spammable very good for damage but at least it'll add to the use for survivability)
[Also, life steal should probably be tied to a status effect too]
Skeletal Arcanist/Archer: grants major sorcery/brutality when active.
Mystic/Detonating Syphon: grants major prophecy/savagery when slotted. Both morphs apply a damage over time to targets that stick to them after touching the tether.
Flame/Venom skull: applies burning/poisoned status effects. Does additional damage to targets afflicted with a status effect. No longer does increased damage on third cast but instead does increased damage on low health enemies.
Spirit Mender:
- Spirit Guardian: when active, applies major cowardice to attackers. (I just like the idea of the ghost scaring attackers.)
- Intensive Mender: increases the healing over a shorter period of time. (Buff the healing more please)
Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)
- Warding Totem (Formerly Remote Totem): grants minor protection when standing in the area of effect.
- Agony Totem: afflicts enemies in the area of effect with minor vulnerability.
ULTIMATES:
Putrid Colossus (formerly Frozen Colossus): Unleash a decayed Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds.
- Frozen Colossus (formerly Glacial Colossus): does frost damage and freezes (stuns) enemies on the first hit instead of the third. (If a stun is too strong, the first hit can apply a strong snare instead)
- Pestilent Colossus: smashes the ground once and does disease damage. Afflicts enemies with a pestilence that does damage over time. (In PvP ultimates are all about burst and that's what necros lack so I tried to make the bursty part of these ultimates at the beginning of them)
Animate Blastbones: instead of resurrecting allies, this ultimate summons blastbones to attack the nearest opponent. It consumes corpses in the area to summon up to three more blastbones. Summoned Blastbones are immune to being crowd controlled (other than by another ultimate). Reduce the cost of this ultimate to 200, down from 320, to make it more usable.
What about necromancer strengths?
- Major vulnerability remains only reliably obtained from class ultimate skill that has cost reduced to levels easily obtained 10%
- Unique class passive DoT damage increase 10%
- Unique class skill DoT damage increase 15%
That’s a whopping 45% increase to damage of stacked up that is unique to one class.
-Necros have the best ult gen in the game and can suck up souls on the battle field after kills and from pets and skills once they fall to the ground. With some minor heroism or major heroism, ultimates that dish out damage as part of combos is a big differentiator, Necros can do the ult dump combos more often
-For defenses. A Necro with ghost and the burst heal are perfect for teams for the passive healing and ability to burst heal yourself or a teammate from a class skill. The Necro burst heal that heals and gives lots of armor is the best burst heal in the game for saving teammates and is on par with other classes self burst heals like DK coag blood or Wardem polar wind
-the forums are full of complaints about the master DW and appetite and relequen and draugrkin meta, doesn’t the damage boosts for Necros make them the best class for this kind of setup?
What about necromancer strengths?
- Major vulnerability remains only reliably obtained from class ultimate skill that has cost reduced to levels easily obtained 10%
- Unique class passive DoT damage increase 10%
- Unique class skill DoT damage increase 15%
That’s a whopping 45% increase to damage of stacked up that is unique to one class.
-Necros have the best ult gen in the game and can suck up souls on the battle field after kills and from pets and skills once they fall to the ground. With some minor heroism or major heroism, ultimates that dish out damage as part of combos is a big differentiator, Necros can do the ult dump combos more often
-For defenses. A Necro with ghost and the burst heal are perfect for teams for the passive healing and ability to burst heal yourself or a teammate from a class skill. The Necro burst heal that heals and gives lots of armor is the best burst heal in the game for saving teammates and is on par with other classes self burst heals like DK coag blood or Wardem polar wind
-the forums are full of complaints about the master DW and appetite and relequen and draugrkin meta, doesn’t the damage boosts for Necros make them the best class for this kind of setup?
StarOfElyon wrote: »What about necromancer strengths?
- Major vulnerability remains only reliably obtained from class ultimate skill that has cost reduced to levels easily obtained 10%
- Unique class passive DoT damage increase 10%
- Unique class skill DoT damage increase 15%
That’s a whopping 45% increase to damage of stacked up that is unique to one class.
-Necros have the best ult gen in the game and can suck up souls on the battle field after kills and from pets and skills once they fall to the ground. With some minor heroism or major heroism, ultimates that dish out damage as part of combos is a big differentiator, Necros can do the ult dump combos more often
-For defenses. A Necro with ghost and the burst heal are perfect for teams for the passive healing and ability to burst heal yourself or a teammate from a class skill. The Necro burst heal that heals and gives lots of armor is the best burst heal in the game for saving teammates and is on par with other classes self burst heals like DK coag blood or Wardem polar wind
-the forums are full of complaints about the master DW and appetite and relequen and draugrkin meta, doesn’t the damage boosts for Necros make them the best class for this kind of setup?
It's a cheesy cut & paste set up that any class can use and it doesn't fit MY power fantasy of being a summoner. Making Necros into DKs with no burst ability or on-demand stun will kill the class.
The only Necro burst came from what they took away. Not only did defile get nerfed, but Blighted Blastbones won't even proc burning which was a useful added bit of pressure.
What about necromancer strengths?
- Major vulnerability remains only reliably obtained from class ultimate skill that has cost reduced to levels easily obtained 10%
- Unique class passive DoT damage increase 10%
- Unique class skill DoT damage increase 15%
That’s a whopping 45% increase to damage of stacked up that is unique to one class.
-Necros have the best ult gen in the game and can suck up souls on the battle field after kills and from pets and skills once they fall to the ground. With some minor heroism or major heroism, ultimates that dish out damage as part of combos is a big differentiator, Necros can do the ult dump combos more often
-For defenses. A Necro with ghost and the burst heal are perfect for teams for the passive healing and ability to burst heal yourself or a teammate from a class skill. The Necro burst heal that heals and gives lots of armor is the best burst heal in the game for saving teammates and is on par with other classes self burst heals like DK coag blood or Wardem polar wind
-the forums are full of complaints about the master DW and appetite and relequen and draugrkin meta, doesn’t the damage boosts for Necros make them the best class for this kind of setup?
What about necromancer strengths?
- Major vulnerability remains only reliably obtained from class ultimate skill that has cost reduced to levels easily obtained 10%
- Unique class passive DoT damage increase 10%
- Unique class skill DoT damage increase 15%
That’s a whopping 45% increase to damage of stacked up that is unique to one class.
-Necros have the best ult gen in the game and can suck up souls on the battle field after kills and from pets and skills once they fall to the ground. With some minor heroism or major heroism, ultimates that dish out damage as part of combos is a big differentiator, Necros can do the ult dump combos more often
-For defenses. A Necro with ghost and the burst heal are perfect for teams for the passive healing and ability to burst heal yourself or a teammate from a class skill. The Necro burst heal that heals and gives lots of armor is the best burst heal in the game for saving teammates and is on par with other classes self burst heals like DK coag blood or Wardem polar wind
-the forums are full of complaints about the master DW and appetite and relequen and draugrkin meta, doesn’t the damage boosts for Necros make them the best class for this kind of setup?
@CameraBeardThePirate beat me to it on the math.
I don't have PTS, but I have been playing around with the beautiful corpse buff provided by nobility in decay this patch. On a high dmg necro build, siphon ticks for an avg of 2-300 and crits for a whopping 500, and you have to be in the thick of everything for it to land because the radius is so small. The burst of detonating siphon crits for a whopping 2k.
"It's a free skill and gives you a unique 3% dmg increase"
It's a free skill that is 100% outshined by any non-necro dot. It's a waste of a skill slot.
Graveyard is also a weak dot, covers a small area, and the breach debuff is weaker than caltrops because it doesn't stick on enemies after they leave the obvious, and small, aoe.
The dot passives don't buff the summons because they are pets.
Next patch, necro has to choose between the weaker of the BBs or a buff that forces them to use none of their class tool kit dmg skills.
I get what you're trying to do @Skoomah , but we're here pointing out the negatives because ZOS clearly needs direction to save the class. If they didn't need direction, they wouldn't have proposed deleting the one skill that every necro uses.
@CameraBeardThePirate beat me to it on the math.
I don't have PTS, but I have been playing around with the beautiful corpse buff provided by nobility in decay this patch. On a high dmg necro build, siphon ticks for an avg of 2-300 and crits for a whopping 500, and you have to be in the thick of everything for it to land because the radius is so small. The burst of detonating siphon crits for a whopping 2k.
"It's a free skill and gives you a unique 3% dmg increase"
It's a free skill that is 100% outshined by any non-necro dot. It's a waste of a skill slot.
Graveyard is also a weak dot, covers a small area, and the breach debuff is weaker than caltrops because it doesn't stick on enemies after they leave the obvious, and small, aoe.
The dot passives don't buff the summons because they are pets.
Next patch, necro has to choose between the weaker of the BBs or a buff that forces them to use none of their class tool kit dmg skills.
I get what you're trying to do @Skoomah , but we're here pointing out the negatives because ZOS clearly needs direction to save the class. If they didn't need direction, they wouldn't have proposed deleting the one skill that every necro uses.
I think the percentage damage buffs are strong and the defensive kit is strong too. In terms of offense, I prefer a faster paced playstyle so Necro really isn’t for me, in terms of class skill selection. But I wouldn’t call it all doom and gloom.