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Thank you for the buffs to necromancer!

brandsnipe
brandsnipe
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-The sticky breach was a much needed addition to boneyard and adding in minor vuln will help damage dealing necros a lot. --i like the GLS activation outside combat
-The siphon and skeletal mage buffs were badly needed.
-the duration increase to summoners armor will make my rotation much easier.

Im glad to see the issues with necromancer being addressed. These are steps in the right direction. May i add a few suggestions to further improve the class,
-fix the targeting of skeletal mage and morphs.
-adjust blighted to suit both magicka and stamina players
-increase the radius size of boneyard and morphs to 8m and allow one of the morphs to apply a sticky DoT as necro is meant to be a DoT class with no sricky DoTs
-rework empowering grasp to be a single target stun. I envision something like kjalnar's nightmare stun with the skeletal hand.

Solid changes overall, look forward to more.
  • i_azazei_i
    i_azazei_i
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    I still wish they'd make skeletal minon count as a dot for out passives. And tbh I'd love another summon since necro feels more like a dot class than a necromancer at the moment. But the other buffs so far are great. Looking forward to the next patch notes today
  • FoJul
    FoJul
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    brandsnipe wrote: »
    -The sticky breach was a much needed addition to boneyard and adding in minor vuln will help damage dealing necros a lot. --i like the GLS activation outside combat
    -The siphon and skeletal mage buffs were badly needed.
    -the duration increase to summoners armor will make my rotation much easier.

    Im glad to see the issues with necromancer being addressed. These are steps in the right direction. May i add a few suggestions to further improve the class,
    -fix the targeting of skeletal mage and morphs.
    -adjust blighted to suit both magicka and stamina players
    -increase the radius size of boneyard and morphs to 8m and allow one of the morphs to apply a sticky DoT as necro is meant to be a DoT class with no sricky DoTs
    -rework empowering grasp to be a single target stun. I envision something like kjalnar's nightmare stun with the skeletal hand.

    Solid changes overall, look forward to more.

    and passives adjustments please. Necro's passives are dogwater.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    The buffs are not going to help the Necromancer much in PvP

    Do you want to know why the class is so weak in PvP? the real reason is because the class spammable is both "slow" and "underpowered" the class is simply incapable of attacking fast enough to out DPS enemy healing, their only real form of damage comes from the initial burst and from DOTs, the latter of which serves little use in PvP nowadays, you will struggle to kill your opponent with DOTS when they are using a spammable and if your initial burst fails (Which it probably will) you might as well stand there and accept defeat, not to mention their self heal debuffs them for some reason, healing is already nerfed by Battlespirit never mind the Minor Defile it places on the caster.

    Other classes don't have this problem.
    Edited by TX12001rwb17_ESO on July 15, 2024 10:20PM
  • YandereGirlfriend
    YandereGirlfriend
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    I'm old enough to remember when Necros had a unique buff/debuff that only they could bring to the group. Major Vuln has been so degraded over time, first in magnitude, and then farming it out to every random DLC set in the game, that its value is quite cheap nowadays. Meanwhile... the original classes (e.g. Templars, Sorcs, DKs, NBs) plus Warden all have unique buffs that only they can provide (at least on a group-wide basis, as is the case for Minor Toughness and Warden).

    I would have added Arcanist into that except that Minor Evasion but their uniqueness got nerfed by Scribing. An Arcanist is probably still the best way to source that buff (unlike, pointedly, a Necro with Major Vuln) but it can be done via Scribing now.

    So can we please toss the Necro a bone (heh) here as we're in the process of buffing it.

    Another pain point: the Agony Totem synergy is likely the worst synergy in the game - and it somehow got worse (e.g. losing Minor Vuln) in the original patch notes. It needs love ASAP. First, I would suggest changing the synergy into Direct Damage and then also allowing it to be used via Remote Totem, so that it is at least theoretically useful in PvP. And then it also needs a new debuff on enemies to compensate for the loss of Minor Vuln (ideally something like Minor Brittle to synergize with the Necro Crit theme). If we're really swinging for the fences, let the Necro self-synergize with the Agony Totem morph and change the damage type to either Frost (preferably) or Disease Damage for better class theming.
  • Afterip
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    Ill start buying updates again if zos made necro playable in pvp. right now necro is a a punching bag and upcoming "buffs" will change nothing...
  • brandsnipe
    brandsnipe
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    i_azazei_i wrote: »
    I still wish they'd make skeletal minon count as a dot for out passives. And tbh I'd love another summon since necro feels more like a dot class than a necromancer at the moment. But the other buffs so far are great. Looking forward to the next patch notes today

    Completey agree. But they are pushing it as a DoT class
  • brandsnipe
    brandsnipe
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    The buffs are not going to help the Necromancer much in PvP

    Do you want to know why the class is so weak in PvP? the real reason is because the class spammable is both "slow" and "underpowered" the class is simply incapable of attacking fast enough to out DPS enemy healing, their only real form of damage comes from the initial burst and from DOTs, the latter of which serves little use in PvP nowadays, you will struggle to kill your opponent with DOTS when they are using a spammable and if your initial burst fails (Which it probably will) you might as well stand there and accept defeat, not to mention their self heal debuffs them for some reason, healing is already nerfed by Battlespirit never mind the Minor Defile it places on the caster.

    Other classes don't have this problem.

    I only used force pulse on my cro in PvP and what made the class weak for me was micro managing of too many skills. These buffs were much needed ans i know will help me quite a bit. Is it enough to bring necro up to thebother classes? No, but necro also isn't F tier anymore either.
  • StaticWave
    StaticWave
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    The buffs are not going to help the Necromancer much in PvP

    Do you want to know why the class is so weak in PvP? the real reason is because the class spammable is both "slow" and "underpowered" the class is simply incapable of attacking fast enough to out DPS enemy healing, their only real form of damage comes from the initial burst and from DOTs, the latter of which serves little use in PvP nowadays, you will struggle to kill your opponent with DOTS when they are using a spammable and if your initial burst fails (Which it probably will) you might as well stand there and accept defeat, not to mention their self heal debuffs them for some reason, healing is already nerfed by Battlespirit never mind the Minor Defile it places on the caster.

    Other classes don't have this problem.

    Only NB, DK, and maybe Templar actually use their class spammables, so it's not the actual problem. Necromancer suffers in PvP due to a lack of sticky DoTs, outdated passives, and a lack of Major/Minor buffs.

    Platform:
    PC NA

    Main:
    Static Wave - AD stamsorc

  • Urzigurumash
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    I actively do not want Class Spammables as the meta, I'm big on "Express the Thief-Warrior-Mage thru the class" rather than "Play this specific ESO class exhaustively".

    But I guess ideally both ways are viable.. and Skulls builds are ALMOST viable the same way Fatecarver builds are. With GLS they hit as hard as an Ult every few seconds, if it didn't miss so often it would be way OP. A tricky and inflexible playstyle but don't assume this skill hits like it did years ago, it's much stronger.

    To my first point though I've always interpreted the DoT passive as mostly recommending non class DoTs, otherwise that bonus could just be in the tooltips.. but I agree, if we continue to suffer in PvP (more than we are due as practitioners of such a foul art) then the DoTs on Graveyard and Siphon getting the same sticky effect as Graveyard's Breach sounds like a nice and easy idea.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Lystrad
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    I actively do not want Class Spammables as the meta, I'm big on "Express the Thief-Warrior-Mage thru the class" rather than "Play this specific ESO class exhaustively".

    I'm the same way. I would prefer there be class agnostic versions of every class ability (that are similar but not necessarily identical) spread across the weapon, guild and world lines, and then the class specific visuals are just there for the players who want to play this specific archetype, or who want access to those specific abilities without being locked into a specific weapon/curse if applicable.

    Back on topic though, and on the note of GLS, does anyone know if this patch "fixes" GLS only triggering undead confederate for as long as the skeleton is alive? I haven't had the opportunity to check and the wording on the passive implies it should last the full duration of GLS but on live it goes away as soon as the skeleton gives you the buff and that seems like something that can't be intentional, right?
    Edited by Lystrad on July 16, 2024 7:04AM
  • alpha_synuclein
    alpha_synuclein
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    I'll save praises for when the changes go live, but it's a good direction.
    I'm old enough to remember when Necros had a unique buff/debuff that only they could bring to the group. Major Vuln has been so degraded over time, first in magnitude, and then farming it out to every random DLC set in the game, that its value is quite cheap nowadays. Meanwhile... the original classes (e.g. Templars, Sorcs, DKs, NBs) plus Warden all have unique buffs that only they can provide (at least on a group-wide basis, as is the case for Minor Toughness and Warden).

    So can we please toss the Necro a bone (heh) here as we're in the process of buffing it.

    And then it also needs a new debuff on enemies to compensate for the loss of Minor Vuln (ideally something like Minor Brittle to synergize with the Necro Crit theme). If we're really swinging for the fences, let the Necro self-synergize with the Agony Totem morph and change the damage type to either Frost (preferably) or Disease Damage for better class theming.

    Also, this ;)
    Edited by alpha_synuclein on July 16, 2024 8:41AM
  • CameraBeardThePirate
    CameraBeardThePirate
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    brandsnipe wrote: »
    i_azazei_i wrote: »
    I still wish they'd make skeletal minon count as a dot for out passives. And tbh I'd love another summon since necro feels more like a dot class than a necromancer at the moment. But the other buffs so far are great. Looking forward to the next patch notes today

    Completey agree. But they are pushing it as a DoT class

    No they aren't. If they were pushing it as a DoT class they'd give the class more than 2 DoTs.

    If they were pushing it as a DoT class, they'd convert the Skeletal Minions from Direct Damage to DoTs so they're buffed by the Necro passive and can no longer get blocked.

    If they were pushing it as a DoT class, they'd give Necro access to a sticky DoT.

    They're not doing any of those things, because they don't balance outside of spreadsheet and dummy humping, so they don't realize what's actually wrong with the class.

    No one with more than 20 minutes on Necromancer would have deleted their best damage skill in the game, and replaced it with an ability that, to this day, remains unfinished (it's still labeled as Stalking Blastbones for God's sake).
  • StarOfElyon
    StarOfElyon
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    It's obvious that no one knows what the Necromancer is supposed to be. Unlike with the Arcanist class there's no clear vision.
  • BasP
    BasP
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    No they aren't. If they were pushing it as a DoT class they'd give the class more than 2 DoTs.
    ...
    No one with more than 20 minutes on Necromancer would have deleted their best damage skill in the game, and replaced it with an ability that, to this day, remains unfinished (it's still labeled as Stalking Blastbones for God's sake).
    The other day I was thinking that it might have been better if Grave Lord's Sacrifice would have been turned into a sticky DOT. It could have jumped at a target, exploded and infected those it hit a sticky 10 or 20 second DOT with a second effect attached to it. Perhaps the targets could take increased damage from the Necromancer's other class abilities, or be affected with Minor Brittle for the duration or something. But alas, we have a skeleton that is hugging ourselves now.
  • Elvenheart
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    My vision for my necromancer is both very traditional but with a twist. He was simply born with the power, like the little boy that can see dead people (and in his case, dead animals too). But he’s not evil. He’s not trying to raise an undead army and take over Tamriel. So I predominantly want to use class skills like the skeleton and the wraith and boneyard and scythe (love that one!) for that necromancy feel. I’m so glad I can give up that mages skill for the buff that we will soon be able to get from our skeleton summons! What I do wish is that he could have a permanent pet. I mean, the evil necromancers can raise undead armies, and they persist for a very long time. Why do our necromancers have to be so powerless in comparison? I don’t expect him to be on the level of the Lich King, but couldn’t he at least have a few permanent undead pets?
    Edited by Elvenheart on July 16, 2024 6:21PM
  • StarOfElyon
    StarOfElyon
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    BasP wrote: »
    No they aren't. If they were pushing it as a DoT class they'd give the class more than 2 DoTs.
    ...
    No one with more than 20 minutes on Necromancer would have deleted their best damage skill in the game, and replaced it with an ability that, to this day, remains unfinished (it's still labeled as Stalking Blastbones for God's sake).
    The other day I was thinking that it might have been better if Grave Lord's Sacrifice would have been turned into a sticky DOT. It could have jumped at a target, exploded and infected those it hit a sticky 10 or 20 second DOT with a second effect attached to it. Perhaps the targets could take increased damage from the Necromancer's other class abilities, or be affected with Minor Brittle for the duration or something. But alas, we have a skeleton that is hugging ourselves now.

    That's been suggested before. Almost anything you can think of has been suggested and ignored.
  • Urzigurumash
    Urzigurumash
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    Elvenheart wrote: »
    I don’t expect him to be on the level of the Lich King, but couldn’t he at least have a few permanent undead pets?

    Is not the Necromancer empowered by the ephemerality of Creation?

    To that point, permanent pets means less corpses.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • brandsnipe
    brandsnipe
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    brandsnipe wrote: »
    i_azazei_i wrote: »
    I still wish they'd make skeletal minon count as a dot for out passives. And tbh I'd love another summon since necro feels more like a dot class than a necromancer at the moment. But the other buffs so far are great. Looking forward to the next patch notes today

    Completey agree. But they are pushing it as a DoT class

    No they aren't. If they were pushing it as a DoT class they'd give the class more than 2 DoTs.

    If they were pushing it as a DoT class, they'd convert the Skeletal Minions from Direct Damage to DoTs so they're buffed by the Necro passive and can no longer get blocked.

    If they were pushing it as a DoT class, they'd give Necro access to a sticky DoT.

    They're not doing any of those things, because they don't balance outside of spreadsheet and dummy humping, so they don't realize what's actually wrong with the class.

    No one with more than 20 minutes on Necromancer would have deleted their best damage skill in the game, and replaced it with an ability that, to this day, remains unfinished (it's still labeled as Stalking Blastbones for God's sake).

    If they weren't, the class wouldn't have a passive that increases DoT damage nor change a skill into something that increases DoT damage even more. Come on now i think you give zos too much credit, look how long it took for necro to get any bit of love.
  • brandsnipe
    brandsnipe
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    It's obvious that no one knows what the Necromancer is supposed to be. Unlike with the Arcanist class there's no clear vision.

    And thats the problem. I heard someone say here that zos didn't want eso's necro to play how a typical necro from othet games play and ended just being botched.
  • CameraBeardThePirate
    CameraBeardThePirate
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    brandsnipe wrote: »
    brandsnipe wrote: »
    i_azazei_i wrote: »
    I still wish they'd make skeletal minon count as a dot for out passives. And tbh I'd love another summon since necro feels more like a dot class than a necromancer at the moment. But the other buffs so far are great. Looking forward to the next patch notes today

    Completey agree. But they are pushing it as a DoT class

    No they aren't. If they were pushing it as a DoT class they'd give the class more than 2 DoTs.

    If they were pushing it as a DoT class, they'd convert the Skeletal Minions from Direct Damage to DoTs so they're buffed by the Necro passive and can no longer get blocked.

    If they were pushing it as a DoT class, they'd give Necro access to a sticky DoT.

    They're not doing any of those things, because they don't balance outside of spreadsheet and dummy humping, so they don't realize what's actually wrong with the class.

    No one with more than 20 minutes on Necromancer would have deleted their best damage skill in the game, and replaced it with an ability that, to this day, remains unfinished (it's still labeled as Stalking Blastbones for God's sake).

    If they weren't, the class wouldn't have a passive that increases DoT damage nor change a skill into something that increases DoT damage even more. Come on now i think you give zos too much credit, look how long it took for necro to get any bit of love.

    Did you not read my point about spreadsheet balancing?

    They took a look at the passive, slapped a useless +15% to DoTs on GLS, and said "See guys? It's a DoT class!!" without taking the time to look at the skills in the kit and realize that they severely lack in decent DoTs.
  • ecru
    ecru
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    I actively do not want Class Spammables as the meta, I'm big on "Express the Thief-Warrior-Mage thru the class" rather than "Play this specific ESO class exhaustively".

    But I guess ideally both ways are viable.. and Skulls builds are ALMOST viable the same way Fatecarver builds are. With GLS they hit as hard as an Ult every few seconds, if it didn't miss so often it would be way OP. A tricky and inflexible playstyle but don't assume this skill hits like it did years ago, it's much stronger.

    To my first point though I've always interpreted the DoT passive as mostly recommending non class DoTs, otherwise that bonus could just be in the tooltips.. but I agree, if we continue to suffer in PvP (more than we are due as practitioners of such a foul art) then the DoTs on Graveyard and Siphon getting the same sticky effect as Graveyard's Breach sounds like a nice and easy idea.

    disagree 100% with the class spammables not being meta. the homogenization of classes into mostly non-class skill lines/skills with a few class skills sprinkled in has really ruined class identity. we need to get some of that back. every class should not play mostly the same, they should feel different!

    i'm glad to see these changes, but one thing i would really like to see come back is magicka blastbones. it would be great if we could get blighted blastbones to use whichever resource pool is the highest, so that magicka necromancers can get their traditional blastbones back. not that they can't use blighted, but stamina management becomes a pain if you are using any other stam abilities once you start using blighted blastbones too.

    at this point, i doubt GLS will change much, but the implementation of the animation (reverse blastbones, come on) is kind of lame and just seems like a stand-in for something else. i know there is probably no time for the art team to do something like this, but the corpse having a unique animation would be welcome. the stationary fear/cower animation followed by death from the summoned corpse would be fine, anything but reverse blastbones really. the gfx/animation from bitter harvest could then be used to show the transfer of a buff from the corpse to the player who has summoned it. this could also be visual incentive to eliminate the requirement for line of sight entirely.
    Edited by ecru on July 17, 2024 6:14PM
    Gryphon Heart
    Godslayer
    Dawnbringer
  • YandereGirlfriend
    YandereGirlfriend
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    ecru wrote: »
    I actively do not want Class Spammables as the meta, I'm big on "Express the Thief-Warrior-Mage thru the class" rather than "Play this specific ESO class exhaustively".

    But I guess ideally both ways are viable.. and Skulls builds are ALMOST viable the same way Fatecarver builds are. With GLS they hit as hard as an Ult every few seconds, if it didn't miss so often it would be way OP. A tricky and inflexible playstyle but don't assume this skill hits like it did years ago, it's much stronger.

    To my first point though I've always interpreted the DoT passive as mostly recommending non class DoTs, otherwise that bonus could just be in the tooltips.. but I agree, if we continue to suffer in PvP (more than we are due as practitioners of such a foul art) then the DoTs on Graveyard and Siphon getting the same sticky effect as Graveyard's Breach sounds like a nice and easy idea.

    disagree 100% with the class spammables not being meta. the homogenization of classes into mostly non-class skill lines/skills with a few class skills sprinkled in has really ruined class identity. we need to get some of that back. every class should not play mostly the same, they should feel different!

    i'm glad to see these changes, but one thing i would really like to see come back is magicka blastbones. it would be great if we could get blighted blastbones to use whichever resource pool is the highest, so that magicka necromancers can get their traditional blastbones back. not that they can't use blighted, but stamina management becomes a pain if you are using any other stam abilities once you start using blighted blastbones too.

    at this point, i doubt GLS will change much, but the implementation of the animation (reverse blastbones, come on) is kind of lame and just seems like a stand-in for something else. i know there is probably no time for the art team to do something like this, but the corpse having a unique animation would be welcome. the stationary fear/cower animation followed by death from the summoned corpse would be fine, anything but reverse blastbones really. the gfx/animation from bitter harvest could then be used to show the transfer of a buff from the corpse to the player who has summoned it. this could also be visual incentive to eliminate the requirement for line of sight entirely.

    Agree with you here.

    I very well remember how boring PvP was back during the DSwing meta, where every BG was just Janitor Simulator with everyone miming that they were mopping the floor. Good riddance to homogenized spammables!
  • brandsnipe
    brandsnipe
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    brandsnipe wrote: »
    brandsnipe wrote: »
    i_azazei_i wrote: »
    I still wish they'd make skeletal minon count as a dot for out passives. And tbh I'd love another summon since necro feels more like a dot class than a necromancer at the moment. But the other buffs so far are great. Looking forward to the next patch notes today

    Completey agree. But they are pushing it as a DoT class

    No they aren't. If they were pushing it as a DoT class they'd give the class more than 2 DoTs.

    If they were pushing it as a DoT class, they'd convert the Skeletal Minions from Direct Damage to DoTs so they're buffed by the Necro passive and can no longer get blocked.

    If they were pushing it as a DoT class, they'd give Necro access to a sticky DoT.

    They're not doing any of those things, because they don't balance outside of spreadsheet and dummy humping, so they don't realize what's actually wrong with the class.

    No one with more than 20 minutes on Necromancer would have deleted their best damage skill in the game, and replaced it with an ability that, to this day, remains unfinished (it's still labeled as Stalking Blastbones for God's sake).

    If they weren't, the class wouldn't have a passive that increases DoT damage nor change a skill into something that increases DoT damage even more. Come on now i think you give zos too much credit, look how long it took for necro to get any bit of love.

    Did you not read my point about spreadsheet balancing?

    They took a look at the passive, slapped a useless +15% to DoTs on GLS, and said "See guys? It's a DoT class!!" without taking the time to look at the skills in the kit and realize that they severely lack in decent DoTs.

    I read it but to say they arent pushing it as a DoT class is wrong, even if there isn't skills in the toolkit supporting it, it does not change how they are trying to push the class, which is why i said you give them too much credit.
    Edited by brandsnipe on July 17, 2024 7:00PM
  • garir_komes_molroy
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    Very weak improvements, this is what they should have done when they changed the blue skeleton bomber, and most likely these “improvements” will be for the rest of the year and next year
  • Urzigurumash
    Urzigurumash
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    ecru wrote: »
    I actively do not want Class Spammables as the meta, I'm big on "Express the Thief-Warrior-Mage thru the class" rather than "Play this specific ESO class exhaustively".

    But I guess ideally both ways are viable.. and Skulls builds are ALMOST viable the same way Fatecarver builds are. With GLS they hit as hard as an Ult every few seconds, if it didn't miss so often it would be way OP. A tricky and inflexible playstyle but don't assume this skill hits like it did years ago, it's much stronger.

    To my first point though I've always interpreted the DoT passive as mostly recommending non class DoTs, otherwise that bonus could just be in the tooltips.. but I agree, if we continue to suffer in PvP (more than we are due as practitioners of such a foul art) then the DoTs on Graveyard and Siphon getting the same sticky effect as Graveyard's Breach sounds like a nice and easy idea.

    disagree 100% with the class spammables not being meta. the homogenization of classes into mostly non-class skill lines/skills with a few class skills sprinkled in has really ruined class identity. we need to get some of that back. every class should not play mostly the same, they should feel different!

    i'm glad to see these changes, but one thing i would really like to see come back is magicka blastbones. it would be great if we could get blighted blastbones to use whichever resource pool is the highest, so that magicka necromancers can get their traditional blastbones back. not that they can't use blighted, but stamina management becomes a pain if you are using any other stam abilities once you start using blighted blastbones too.

    at this point, i doubt GLS will change much, but the implementation of the animation (reverse blastbones, come on) is kind of lame and just seems like a stand-in for something else. i know there is probably no time for the art team to do something like this, but the corpse having a unique animation would be welcome. the stationary fear/cower animation followed by death from the summoned corpse would be fine, anything but reverse blastbones really. the gfx/animation from bitter harvest could then be used to show the transfer of a buff from the corpse to the player who has summoned it. this could also be visual incentive to eliminate the requirement for line of sight entirely.

    Agree with you here.

    I very well remember how boring PvP was back during the DSwing meta, where every BG was just Janitor Simulator with everyone miming that they were mopping the floor. Good riddance to homogenized spammables!

    Not in 2013 through 2016, only StamSorc and StamDK used it. The D Swing meta didn't occur until its cast time was reduced in 2018, and to perfectly clarify my views I've advocated for this cast time to be restored.

    More relevantly to my point with Necro, 2013 to 2021 there was more than 1 type of DK, that is no longer really true, there is 1 DK build and it's called slot the Ardent Flame tree as your frontbar, split the backbar between Earthern Heart and Draconic Power.

    This is also boring.

    Anyhow like I said both should be ideal.

    I suspect few of you have really tried Skulls builds, or have you? Like stuck with it and tried to make it work?

    Edited by Urzigurumash on July 17, 2024 10:28PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • StarOfElyon
    StarOfElyon
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    ecru wrote: »
    I actively do not want Class Spammables as the meta, I'm big on "Express the Thief-Warrior-Mage thru the class" rather than "Play this specific ESO class exhaustively".

    But I guess ideally both ways are viable.. and Skulls builds are ALMOST viable the same way Fatecarver builds are. With GLS they hit as hard as an Ult every few seconds, if it didn't miss so often it would be way OP. A tricky and inflexible playstyle but don't assume this skill hits like it did years ago, it's much stronger.

    To my first point though I've always interpreted the DoT passive as mostly recommending non class DoTs, otherwise that bonus could just be in the tooltips.. but I agree, if we continue to suffer in PvP (more than we are due as practitioners of such a foul art) then the DoTs on Graveyard and Siphon getting the same sticky effect as Graveyard's Breach sounds like a nice and easy idea.

    disagree 100% with the class spammables not being meta. the homogenization of classes into mostly non-class skill lines/skills with a few class skills sprinkled in has really ruined class identity. we need to get some of that back. every class should not play mostly the same, they should feel different!

    i'm glad to see these changes, but one thing i would really like to see come back is magicka blastbones. it would be great if we could get blighted blastbones to use whichever resource pool is the highest, so that magicka necromancers can get their traditional blastbones back. not that they can't use blighted, but stamina management becomes a pain if you are using any other stam abilities once you start using blighted blastbones too.

    at this point, i doubt GLS will change much, but the implementation of the animation (reverse blastbones, come on) is kind of lame and just seems like a stand-in for something else. i know there is probably no time for the art team to do something like this, but the corpse having a unique animation would be welcome. the stationary fear/cower animation followed by death from the summoned corpse would be fine, anything but reverse blastbones really. the gfx/animation from bitter harvest could then be used to show the transfer of a buff from the corpse to the player who has summoned it. this could also be visual incentive to eliminate the requirement for line of sight entirely.

    Agree with you here.

    I very well remember how boring PvP was back during the DSwing meta, where every BG was just Janitor Simulator with everyone miming that they were mopping the floor. Good riddance to homogenized spammables!

    Every class should have a good spammable for both mag and stam. I wish ZOS thought the same.
  • FoJul
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    The buffs are not going to help the Necromancer much in PvP

    Do you want to know why the class is so weak in PvP? the real reason is because the class spammable is both "slow" and "underpowered" the class is simply incapable of attacking fast enough to out DPS enemy healing, their only real form of damage comes from the initial burst and from DOTs, the latter of which serves little use in PvP nowadays, you will struggle to kill your opponent with DOTS when they are using a spammable and if your initial burst fails (Which it probably will) you might as well stand there and accept defeat, not to mention their self heal debuffs them for some reason, healing is already nerfed by Battlespirit never mind the Minor Defile it places on the caster.

    Other classes don't have this problem.

    Swallow Soul enters chat.
  • KingLewie_III
    KingLewie_III
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    FoJul wrote: »
    The buffs are not going to help the Necromancer much in PvP

    Do you want to know why the class is so weak in PvP? the real reason is because the class spammable is both "slow" and "underpowered" the class is simply incapable of attacking fast enough to out DPS enemy healing, their only real form of damage comes from the initial burst and from DOTs, the latter of which serves little use in PvP nowadays, you will struggle to kill your opponent with DOTS when they are using a spammable and if your initial burst fails (Which it probably will) you might as well stand there and accept defeat, not to mention their self heal debuffs them for some reason, healing is already nerfed by Battlespirit never mind the Minor Defile it places on the caster.

    Other classes don't have this problem.

    Swallow Soul enters chat.

    Brother, you cannot pretend like nightblade is in any way shape or form in need of a buff to ANYTHING in a PVP realm. Which is what this post was in reference to.
  • ClevererHail6
    ClevererHail6
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    I actually like the changes…all of them. They made common sense changes instead of going overboard like they did with GLS. Having major cowardice is a huge debuff for pve adds, it makes sense to add that to totem and switch vulnerability to boneyard. Ill be making some build changes to accommodate and experiment.

    It has better single player buffs/debuffs now. That should close the dps gap in pve/pvp.

    The few things I still believe need work, the 2 second pause before stun on agony totem. Why is there a pause? If not for this pause, it could have kept vulnerability, but that debuff has moved to a better skill. The class needs a more reliable stun/immobilize for tanks or pvp.
    I suppose the unique group buff it provides is the resistant flesh, but I have to be selective with that because of minor defile. And the more armor one has the less effective that buff is. So, like someone mentioned, a better group buff would be appreciated.
    I haven’t really played healer on my necro so I can’t comment on the intensive mender change.
    Edited by ClevererHail6 on September 6, 2024 2:13AM
    After Tomb Raider Guild
    Daggerfall Covenant
  • ClevererHail6
    ClevererHail6
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    It's obvious that no one knows what the Necromancer is supposed to be. Unlike with the Arcanist class there's no clear vision.

    Yes. I get that feeling too. Hard to explain that any role it has, has been mediocre…tank, dps, healer. No unique group buffs. I will be waiting so see what these current changes bring, most of which Im happy about.

    After Tomb Raider Guild
    Daggerfall Covenant
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