master_vanargand wrote: »Please change the stamina morph in Nightblade's skills to bleed damage.
Disease Damage is the Necromancer's identity, so it makes sense to make Nightblade's identity Bleed Damage.
PvE Nightblade DPS is the weakest DPS and should be buffed.
NB is the disease class. It doesn't need bleed too.
Necro is not the disease class. Necro has a complete lack of damage type focus.....it has bleed, disease, frost, poison, lightning, fire on its core skills.
PvP Necro Comment
Reiterating for posterity that necro only gets to have 10 total spaces for class skills (only 8 active skills) because they HAVE TO source Maj Brutality/Sorcery and Savagery/Prophecy from guild and weapon skill lines OR they have to sacrifice their resource pools by crutching on pots to give them those buffs, which will only ever grant them Maj Endurance or Intellect, not both.
Colossus got an okay buff, but the ultimate still takes too long to deliver the full extent of its power and is really easily telegraphed. For this reason, even magcros choose to slot DB because it boosts their weapon dmg, stuns on cast, has a high burst tooltip, does 10% more damage to vamps (of which 90% of pvpers are), and necro passives boost the already high dot.
Now we have 9 possible options when other classes get 12. Necro has no access to Minor Resolve and vigor is the single best HoT in the game anyway, so that must be slotted. Now we're down to 8 possible class skills.
Flame Skull is one of the worst spammable animations in the game, has awful travel time, and feels super clunky to use, so 90% of any pvp necro is going to use a weapon or guild spammable. Now we have 7 possible class skills.
Necro has no on demand stun, so if they need one, they will once again slot a weapon or guild skill. 6 possible class skills.
Necro has no access to cc immunity outside of its purge so Race Against Time must be slotted. 5 possible class skills.
Of those 5, major resolve needs to be one, so armor gets slotted. Blastbones has to be one of them. Necros sustain passive is tied to a summon, so the decision is between mender or archer/arcanist or suffer with a loss of this passive when blastbones isn't active. Mender's unnamed 10% dmg mitigation makes it not even a question, but that means a necro's only access to dismember is while blastbones is active. That leaves just 2 flex skills left to differentiate a "build", 1 of which is an ultimate.
And voila. Just like that, we've created the basis for 90% of all necro builds and we only have 3 active class skills, 1 ultimate, and 1 flex spot.
The devs clearly don't play this class and don't consider how global combat changes affect necro. The class got nerfed during the hybrid changes, got nerfed with the harmony changes, got nerfed by the dot homogenization changes, and got nerfed with the damage set scaling changes. None of those changes were about necro directly, but they 100% propped necro up into the meta at the time and the devs gave necro nothing in return for the loss. Now they're deleting the final class defining skill.
I hope necro was the primary focus this last week at ZOS HQ and that there are some useful ideas based off the plethora of great ideas that can be found on these forums as to what necro needs to be saved for this week 3 patch note dump.
As is, I'm satisfied knowing that I gave ZOS $0 last year and these patch notes have solidified my decision to maintain that. My wife and I spent about $500 in 2022 on this game. I would love a reason to open the wallet again.
Grim_Overlord wrote: »master_vanargand wrote: »Please change the stamina morph in Nightblade's skills to bleed damage.
Disease Damage is the Necromancer's identity, so it makes sense to make Nightblade's identity Bleed Damage.
PvE Nightblade DPS is the weakest DPS and should be buffed.
NB is the disease class. It doesn't need bleed too.
Necro is not the disease class. Necro has a complete lack of damage type focus.....it has bleed, disease, frost, poison, lightning, fire on its core skills.
Based on how the skills are currently set up, yeah this is accurate. However, why is the assassin class not tied to poison damage or the death magic class tied to disease? Given how scribing will open up damage types across classes in new ways next chapter update and how this current update is overhauling status effects, it wouldn't hurt for ZOS to rework the damage types of each class as it wasn't really updated after hybridization did away with the necessity of a physical/magical damage type split we saw prior to Blackwood.
Grim_Overlord wrote: »master_vanargand wrote: »Please change the stamina morph in Nightblade's skills to bleed damage.
Disease Damage is the Necromancer's identity, so it makes sense to make Nightblade's identity Bleed Damage.
PvE Nightblade DPS is the weakest DPS and should be buffed.
NB is the disease class. It doesn't need bleed too.
Necro is not the disease class. Necro has a complete lack of damage type focus.....it has bleed, disease, frost, poison, lightning, fire on its core skills.
Based on how the skills are currently set up, yeah this is accurate. However, why is the assassin class not tied to poison damage or the death magic class tied to disease? Given how scribing will open up damage types across classes in new ways next chapter update and how this current update is overhauling status effects, it wouldn't hurt for ZOS to rework the damage types of each class as it wasn't really updated after hybridization did away with the necessity of a physical/magical damage type split we saw prior to Blackwood.
Because the assassin class you speak of is supposed to be a magic based assassin. A dark mage/Assassin mage. Blood/Bleed generally makes more sense.
Grim_Overlord wrote: »master_vanargand wrote: »Please change the stamina morph in Nightblade's skills to bleed damage.
Disease Damage is the Necromancer's identity, so it makes sense to make Nightblade's identity Bleed Damage.
PvE Nightblade DPS is the weakest DPS and should be buffed.
NB is the disease class. It doesn't need bleed too.
Necro is not the disease class. Necro has a complete lack of damage type focus.....it has bleed, disease, frost, poison, lightning, fire on its core skills.
Based on how the skills are currently set up, yeah this is accurate. However, why is the assassin class not tied to poison damage or the death magic class tied to disease? Given how scribing will open up damage types across classes in new ways next chapter update and how this current update is overhauling status effects, it wouldn't hurt for ZOS to rework the damage types of each class as it wasn't really updated after hybridization did away with the necessity of a physical/magical damage type split we saw prior to Blackwood.
Because the assassin class you speak of is supposed to be a magic based assassin. A dark mage/Assassin mage. Blood/Bleed generally makes more sense.
ClevererHail6 wrote: »For nightblades in pvp, when taking advantage of nb passives in pvp I struggle with the rotation. I wear one defensive set, 4 heavy armor, one offensive set. In my experience, the major resolve doesn’t last long enough. I can’t keep my eyes off my timers and just be in the fight. The other source of major resolve, equilibrium, costs too much health for dps in a pvp environment.
If you want to go glass cannon on the blade that is still viable: lots of damage and have to use cloak. But playing another way causes difficulties in rotation.
TL;DR In general the class is getting better. But its suffers from a steady/reliable source of major resolve and a difficult rotation in pvp.
For necro changes
-maybe making boneyard last 20s so it only needs 1 corpse in that time frame is the simplest fix?
Or just don't gut blastbones to begin with? It's that simple. We shouldn't suggest more awful changes on top of an awful change that is ruining the class but rather suggest a better alternative altogether so that we don't get another awful change in the game.
Necro absolutely needs a complete rework and while I'm very happy they seen intent to keep one of the morphs the same to allow the same way of playing I also am looking forward to the class potentially getting dragged out of the gutter for the first time in years and if a new play style is how that's going to happen then I am all for it
acastanza_ESO wrote: »From both a PVP and PVE perspective, I would suggest swapping the Health and Max Stat bonuses on the new expert summoner passive. I know some people will disagree here, its definitely dependent on your specific sorc playstyle, but I think in general, swapping them will provide the best value for Sorcerer in the most scenarios.
Secondly, the Heal on Hardened ward needs to be a stronger HOT over the time you're shielded.
Third, the changes to buff Nightblade's HOT/resource return skill is extremely insulting considering the state of Dark Deal and Crit Surge. At MINIMUM, Dark Deal/Conversion needs the cast time removed, this is basically non-negotiable at this point. And to bring it up to parity, if you continue to refuse to give Sorc an in-class crit buff Surge needs to be reworked to proc off simply dealing damage instead of requiring crits.
Another suggestion is to take inspiration from the Arcanist pragmatic fatecarver which can't be interrupted (in theory) while the shield is up, instead of putting a heal on Hardened Ward, if you won't fix Dark Deal/Conversion like suggested instead make it so your class abilities can't be interrupted while Hardened Ward is active.
Finally, Haunting Curse needs Major Breach and a radius increase (and to apply that breach in an AOE on explosion). If you compare it to skills like Scorch it is laughable.
Pixiepumpkin wrote: »The shield cap makes some sense, but even right now my shield gets blown through in a matter of seconds. This issue is only going to be exponentially worse.
tomofhyrule wrote: »Pixiepumpkin wrote: »The shield cap makes some sense, but even right now my shield gets blown through in a matter of seconds. This issue is only going to be exponentially worse.
The shield is totally OP as it currently is.
I was in a vSCP trifecta recently where I was tank and we had 2 Arc DPS and a Templar DPS. At one point, Zaan picked me for Inferno's Hold twice in a row so I didn't have a magma up for the second one and needed the DPS to dip in and help out. One of the Arcanists just stood in front of her and beamed through it.
I'm pretty sure he cancelled the beam and reset the shield every other tick or so, but still - a fully-specced DPS should not be able to tank Zaan's full beam alone using just one skill (that also is damaging the boss at the same time).
Pixiepumpkin wrote: »tomofhyrule wrote: »Pixiepumpkin wrote: »The shield cap makes some sense, but even right now my shield gets blown through in a matter of seconds. This issue is only going to be exponentially worse.
The shield is totally OP as it currently is.
I was in a vSCP trifecta recently where I was tank and we had 2 Arc DPS and a Templar DPS. At one point, Zaan picked me for Inferno's Hold twice in a row so I didn't have a magma up for the second one and needed the DPS to dip in and help out. One of the Arcanists just stood in front of her and beamed through it.
I'm pretty sure he cancelled the beam and reset the shield every other tick or so, but still - a fully-specced DPS should not be able to tank Zaan's full beam alone using just one skill (that also is damaging the boss at the same time).
Not in PVP which what I was discussing.
Pixiepumpkin wrote: »tomofhyrule wrote: »Pixiepumpkin wrote: »The shield cap makes some sense, but even right now my shield gets blown through in a matter of seconds. This issue is only going to be exponentially worse.
The shield is totally OP as it currently is.
I was in a vSCP trifecta recently where I was tank and we had 2 Arc DPS and a Templar DPS. At one point, Zaan picked me for Inferno's Hold twice in a row so I didn't have a magma up for the second one and needed the DPS to dip in and help out. One of the Arcanists just stood in front of her and beamed through it.
I'm pretty sure he cancelled the beam and reset the shield every other tick or so, but still - a fully-specced DPS should not be able to tank Zaan's full beam alone using just one skill (that also is damaging the boss at the same time).
Not in PVP which what I was discussing.
Nah, it's approaching p2w status in PvP too. It's not, but it's definitely the closest ZOS has ever come. The very idea that someone can channel something, be off cooldown, but you can't bash them to interrupt is 100% game mechanic breaking. It never should have made it to live.
Last night I had a short 1v1 against an arc in a bg. My necro has 100% uptime on death's favor and undeath. Mender was up. I have 25k armor on my front bar. Arc started beaming and before I could break the shield (because los wasn't an option where we were), they hit me for 6 ticks for 17k dmg all while their back bar vate destro, master dw, and way of fire were ticking on me. BBs hitting them for 12k crits, but mostly getting absorbed by their shields.
I think all the arc mains right now should be thanking ZOS profusely for not taking their usual sledgehammer approach. The fatecarver nerf is incredibly conservative.
CameraBeardThePirate wrote: »Pixiepumpkin wrote: »tomofhyrule wrote: »Pixiepumpkin wrote: »The shield cap makes some sense, but even right now my shield gets blown through in a matter of seconds. This issue is only going to be exponentially worse.
The shield is totally OP as it currently is.
I was in a vSCP trifecta recently where I was tank and we had 2 Arc DPS and a Templar DPS. At one point, Zaan picked me for Inferno's Hold twice in a row so I didn't have a magma up for the second one and needed the DPS to dip in and help out. One of the Arcanists just stood in front of her and beamed through it.
I'm pretty sure he cancelled the beam and reset the shield every other tick or so, but still - a fully-specced DPS should not be able to tank Zaan's full beam alone using just one skill (that also is damaging the boss at the same time).
Not in PVP which what I was discussing.
Nah, it's approaching p2w status in PvP too. It's not, but it's definitely the closest ZOS has ever come. The very idea that someone can channel something, be off cooldown, but you can't bash them to interrupt is 100% game mechanic breaking. It never should have made it to live.
Last night I had a short 1v1 against an arc in a bg. My necro has 100% uptime on death's favor and undeath. Mender was up. I have 25k armor on my front bar. Arc started beaming and before I could break the shield (because los wasn't an option where we were), they hit me for 6 ticks for 17k dmg all while their back bar vate destro, master dw, and way of fire were ticking on me. BBs hitting them for 12k crits, but mostly getting absorbed by their shields.
I think all the arc mains right now should be thanking ZOS profusely for not taking their usual sledgehammer approach. The fatecarver nerf is incredibly conservative.
Stun them.
The shield prevents being interrupted. It doesn't prevent being stunned.
Or, you know, pop a RaT and get out of their beam.