Since sorc and NBs got pretty good updates in U41.
I can think of a few:
- DK: change recovery from poison/fire to something more constant. The class is boring as almost every DKs are forced to use the same skill sets and playstyle now.
- Warden: change mag damage in animal line to frost damage
- Necro: remove debuff from Resistant Flesh, grant resist for 20s not 3s. Reanimate: while slotted you can use yourself as corpse (since nobody use this ulti ever). A self-corpsed Necro would open a lot more build possibilities.
- Templar: i give up
StarOfElyon wrote: »Since sorc and NBs got pretty good updates in U41.
I can think of a few:
- DK: change recovery from poison/fire to something more constant. The class is boring as almost every DKs are forced to use the same skill sets and playstyle now.
- Warden: change mag damage in animal line to frost damage
- Necro: remove debuff from Resistant Flesh, grant resist for 20s not 3s. Reanimate: while slotted you can use yourself as corpse (since nobody use this ulti ever). A self-corpsed Necro would open a lot more build possibilities.
- Templar: i give up
I use Animate Blastbones. I think it would be better to attach the self-corpse mechanic to an armor buff skill or one of the tether skills.I'm making an updated version of my Necro ideas thread from 2023 (https://forums.elderscrollsonline.com/en/discussion/633137/suggestions-for-necromancer-changes). One thing that ZOS has been doing lately is making skills require less micromanagement and loading them with multiple functions:Cephaliarch's Flail:
Infuse your arm with abyssal magic to form tentacles that lash out at your foes dealing 1939 Physical Damage, healing yourself for 969, and generating Crux. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. Deals up to 100% more damage to enemies with less than 50% Health. You deal 5% increased damage to enemies drenched in Abyssal Ink.
Tome-Bearer's Inspiration:
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
The Necro needs this same treatment.
Blighted Blastbones: cost determined by the highest resource.
(I have mourned the loss of Stalking Blastbones and I have accepted that fact that I'm just going to have to change my Necro)
Death Scythe:
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 very needed addition.
- Hungry Scythe: should also apply life steal to all enemies hit.
Skeletal Arcanist/Archer: grants major sorcery/brutality when slotted on either bar. Increase the damage that their attacks do.
Shocking Siphon: while slotted on either bar grants major prophecy/savagery and increases damage done by 3%. The AOE remains on the ground even if the tether breaks early. *Increase the radius size.
- Mystic Siphon: the increased Health, Magicka, and Stamina Recovery persists even if the tether breaks early.
- Detonating Syphon: the damage AOE now sticks to you.
Flame Skull:
- Riccochet Skull/Venom Skull: applies burning/poisoned status effects. (Increase travel speed)
Spirit Mender: when active, applies minor cowardice to attackers.
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.
Restoring Tether: the effects persist on the player even if the tether breaks early.
Render Flesh:
- Resistant Flesh: (remains unchanged)
- Blood Sacrifice: consumes a corpse to grant you Major Courage (or Major Berserk) for 10 seconds.
Expunge: reduces the cost of all your abilities by 3% while slotted on either bar.
Bitter Harvest: when slotted on either bar, reduces your damage taken by 3%.
ULTIMATES:
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.
- Glacial Colossus: does frost damage and stuns enemies on the second hit instead of the third.
- Pestilent Colossus: smashes the ground only once and does disease damage. Afflicts enemies with a pestilence that does damage over time.
Animate Blastbones: instead of resurrecting allies, this ultimate summons up to three blastbones to attack the nearest opponent. 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.
(3-15-2024: a video discussing these ideas)
https://youtu.be/s03c5jlZhaQ?si=wZUIjM1YkDQSMqnC
Since sorc and NBs got pretty good updates in U41.
I can think of a few:
- DK: change recovery from poison/fire to something more constant. The class is boring as almost every DKs are forced to use the same skill sets and playstyle now.
- Warden: change mag damage in animal line to frost damage
- Necro: remove debuff from Resistant Flesh, grant resist for 20s not 3s. Reanimate: while slotted you can use yourself as corpse (since nobody use this ulti ever). A self-corpsed Necro would open a lot more build possibilities.
- Templar: i give up
xylena_lazarow wrote: »Sorc needs the major crit chance buff attached to a class skill. The broken healy shield is discussed plenty elsewhere.
Arc stun needs to work properly and not lock players out of cc breaking.
Warden needs a reliable stun, Polar needs to be rebalanced because viable 55k hp healers shouldn't be a thing.
DK needs a morph of Molten Weapons that does more for PvP, seeing DKs slot Degen is sad.
Templar needs less power in beam and defense, more power in the rest of its offensive toolkit, and Major Breach.
Necro needs better timers, access to standard major crit and wd/sd buffs, reliable stun, reliable spammable.
NB obviously needs a lot more buffs, maybe cloak should be a free cast and last 12 seconds.
Of course, if I were serious I'd be saying Necros need a few more heavy nerfs.StarOfElyon wrote: »So this is the giveaway that this post is sarcasm, right?
Since sorc and NBs got pretty good updates in U41.
I can think of a few:
- DK: change recovery from poison/fire to something more constant. The class is boring as almost every DKs are forced to use the same skill sets and playstyle now.
- Warden: change mag damage in animal line to frost damage
- Necro: remove debuff from Resistant Flesh, grant resist for 20s not 3s. Reanimate: while slotted you can use yourself as corpse (since nobody use this ulti ever). A self-corpsed Necro would open a lot more build possibilities.
- Templar: i give up
Since sorc and NBs got pretty good updates in U41.
I can think of a few:
- DK: change recovery from poison/fire to something more constant. The class is boring as almost every DKs are forced to use the same skill sets and playstyle now.
- Warden: change mag damage in animal line to frost damage
- Necro: remove debuff from Resistant Flesh, grant resist for 20s not 3s. Reanimate: while slotted you can use yourself as corpse (since nobody use this ulti ever). A self-corpsed Necro would open a lot more build possibilities.
- Templar: i give up
yeah the sustain on dk is really bad, they dont survival anymore on pvx.
Range vs. Melee is completely unbalanced.
Melee has more risk, less ability to do damage. However the damage with range equals and in most cases exceeds melee currently. The change in status effects has made this worse.
DK:
make whip costs like arc beam depens if stam or mag its cost stam or mag.
NB:
defo need some buffs to pve
Sorc: goes the right way with update 41 but a bit more fine tuning would be nice
Arc: defo dont deserve any buffs
Warden: needs more resons to get in to trials groups as dd
Cro: same as warden only good as ec atm
Templar: Seems fine imo
PvE players are playing an entirely different game.DK:
make whip costs like arc beam depens if stam or mag its cost stam or mag.
NB:
defo need some buffs to pve
Sorc: goes the right way with update 41 but a bit more fine tuning would be nice
Arc: defo dont deserve any buffs
Warden: needs more resons to get in to trials groups as dd
Cro: same as warden only good as ec atm
Templar: Seems fine imo
"Templar: Seems fine" imo what a joke. Same for cro, cro definitely needs buff