My thoughts are: My Necro healer wished not all of the buffs were on DD skills.
Mystic Siphon might be worthwhile to backbar in some instances, at least it's only one slot over 2x Inner Light.
But I don't see much of a benefit using Skeletal Mage over Degeneration.
My thoughts are: My Necro healer wished not all of the buffs were on DD skills.
Mystic Siphon might be worthwhile to backbar in some instances, at least it's only one slot over 2x Inner Light.
But I don't see much of a benefit using Skeletal Mage over Degeneration.
My thoughts are: My Necro healer wished not all of the buffs were on DD skills.
Mystic Siphon might be worthwhile to backbar in some instances, at least it's only one slot over 2x Inner Light.
But I don't see much of a benefit using Skeletal Mage over Degeneration.
Intensive Mender is about to become the default healer summon now. You have a buff too, and as a fellow necro healer, I think it's a chuffing good one.
CameraBeardThePirate wrote: »The Intensive Mender buff is a crazy buff, for all environments.
For context, Intensive would already heal your BG team for about 300k over the course of a "sweaty" match if your team sticks together. Post-buff, Intensive will be putting in almost 1 million healing over the course of a sweaty BG match. That's crazy strong.
My thoughts are: My Necro healer wished not all of the buffs were on DD skills.
Mystic Siphon might be worthwhile to backbar in some instances, at least it's only one slot over 2x Inner Light.
But I don't see much of a benefit using Skeletal Mage over Degeneration.
My thoughts are: My Necro healer wished not all of the buffs were on DD skills.
Mystic Siphon might be worthwhile to backbar in some instances, at least it's only one slot over 2x Inner Light.
But I don't see much of a benefit using Skeletal Mage over Degeneration.
I would like skeletal mage to be a better degen but I don't think Zos wants to do that because they dont want to create just a direct upgrade of Degeneration otherwise no one would use the skill
Stafford197 wrote: »Well it’s a mixed bag. Necros are now mostly more effective, but not any more fun. In fact class fantasy takes a hit and there’s still no Stalking Blastbones lol.
...
2. You can no longer create corpses out of combat. ...
StarOfElyon wrote: »Stafford197 wrote: »Well it’s a mixed bag. Necros are now mostly more effective, but not any more fun. In fact class fantasy takes a hit and there’s still no Stalking Blastbones lol.
...
2. You can no longer create corpses out of combat. ...
I missed that in the patch notes. That TERRIBLE!!!
That means that I can no longer keep my Mortal Coil going while I'm standing on a flag on guarding a relic. That means that if a nightblade tries to gank me, I won't have a heal over time going to help me survive it. That's a NERF!!!!!!! Please tell me they didn't do that to me.
Stafford197 wrote: »StarOfElyon wrote: »Stafford197 wrote: »Well it’s a mixed bag. Necros are now mostly more effective, but not any more fun. In fact class fantasy takes a hit and there’s still no Stalking Blastbones lol.
...
2. You can no longer create corpses out of combat. ...
I missed that in the patch notes. That TERRIBLE!!!
That means that I can no longer keep my Mortal Coil going while I'm standing on a flag on guarding a relic. That means that if a nightblade tries to gank me, I won't have a heal over time going to help me survive it. That's a NERF!!!!!!! Please tell me they didn't do that to me.
Yup unfortunately that’s how it works. I swear they must have an “anti-fun” policy in this game.
Might be ok if you’re playing BGs though since the in-combat bug is usually in effect there.
CameraBeardThePirate wrote: »The change to Siphon makes Nobility in Decay REALLY appealing, which is great. Minor Resolve on Armor is also a great change, as it means we don't need to slot Resolving Vigor anymore. Both changes help quite a bit with bar space.
Sorcery on Archer/Arcanist is so-so. It's nice to have a source in the class kit, and the ability is still mediocre, but I'll take it because the only other universal source is Entropy which is also a bit mediocre. I'll take the extra corpse gen and better Dismember uptime over a tad more DoT damage any day with how strong Deaden Pain is at the moment.
The Grave Grasp change is cool, although I would've preferred they rework the Empowering Grasp morph, as that buff is hot garbage. It literally never hits your pets, and isn't all that impactful when it does. It'll be fun to try out the damage morph nonetheless.
The Intensive Mender buff is something we knew was coming, although it's still a bit wild to me as it was already the stronger morph. The cross heals will be incredibly strong on it now, and the self healing will be more reliable, as even when the ghost targets a teammate, you'll still get the heal if you're close to them.
Totem change is cool for PvE tanks, tho likely not that useful for PvP.
Graveyard is a nice buff, and depending on how well Corpseburster scales, Avid bombing could make a return.
All in all, good changes. Biggest problem I have with the notes is that GLS is still hot garbage, tho being able to cast it outside of combat is nice.
If tether skills had 7m range instead of 5, they would be used more, especially siphon.
CameraBeardThePirate wrote: »My thoughts are: My Necro healer wished not all of the buffs were on DD skills.
Mystic Siphon might be worthwhile to backbar in some instances, at least it's only one slot over 2x Inner Light.
But I don't see much of a benefit using Skeletal Mage over Degeneration.
I would like skeletal mage to be a better degen but I don't think Zos wants to do that because they dont want to create just a direct upgrade of Degeneration otherwise no one would use the skill
They need to get over that. Class skills should always be better than non-class alternatives.
necro_the_crafter wrote: »Nice changes for PvE, dosnt change anything about PvP sadly.
I would like devs to adress inconsistancies of necro's kit, and clunkiness of corpse mech especially after changes to corpse mech only avaliable during combat, which comes wqith its own bugs...
Bug in question is that game tracks only if corpse generating ability was casted during combat, it isnt checks if corpse was created during combat. For example if you cast blight bones out of combat and then engage in combat - you cant use the corpse created by BB, although game lights is up as usable.
Corpsebuster is great in pve but due to positional desync unusable in pvp, 5m radius most of the time is barely not enough to hit moving target, and as we all know moving target is a greatest enemy of necro. The class as whole can be countered in pvp by smashing shift button and simply run.
I guess best direction i would like to see its to simplify the class, its seems like class complex only for the sake of complexity, there is no reward for learning necro, only dissapointment most of the time. The more you play the class the more frustration you feel with how underwhelming it is.
As what I would like to see is:
- Self corpse on a bone armor (Nobility corpse removed and instead buffed death favor to 16-20%).
- Targeted unblockable cc that makes enemy a usable corpse, for example - targeted debuff (maybe with a DoT?) that upon cast make enemy targetable for corpse consuming spell and upon cosuming that corpse applying fear to the target.
- Fear on the first hit of Colossus.
- Clown form made less clown. Vampire lord is still better.
- Stackable avid synergy damage based on how much corpses you recently consumed (Avid boneyard - while slotted for each corpse consumed gain boneyard stack up to 5, each stack grants you a 10% damage buff to youe next avid synergy and also increases w/spd by 40.)
- Increased projectile speed of a skull. Even if you find a stun for pvp you are not guaranteed to hit the skull, cuz even a point blank throw can be cc broken out of any stun you used(tryed with dawnbreaker, off-balance, FG fear, reverb bash) and dodged.
- Gravegrasp rework to follow a player around istead of going from the point it was casted at.
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1st circle slow, 2nd circle immobilize, 3rd stun - the twist is: !CIRCLES FOLLOW A CASTER! and not travel from the point it was casted at. (this single change will actually make necro playable in pvp 100%)
thats it for now ill be back with more fun ideas during next pts. Thanks for Buffs again, now i atleast can run sustain pots in pve, and dont run out of my off resourse midfight.
And yea GLS is still a nonsense to use.
necro_the_crafter wrote: »Also Expunge is really damn bad, like why would you use over renewing undead, the skill that is one position lower on the skill tree. Purge 3 debuffs while also grant instat AoE heal + HoT vs Spend 2k hp to remove 4 debuffs. Just sayin.
CameraBeardThePirate wrote: »Lol what? Hexproof is the best purge in the game. 1600 health to remove 4 effects is ludicrously good. You're going to take that much damage from 4 dots ticking anyways if you leave them on, so the cost is essentially free.