Please rework Necropotence

  • Beardimus
    Beardimus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Spot on.

    Meta flocking ruins everything
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • Chilly-McFreeze
    Chilly-McFreeze
    ✭✭✭✭✭
    ✭✭✭✭
    ccfeeling wrote: »
    What I read is... NEC needs much more buffs than orginal ? OMG...
    TBH , It's still a good set even a little bit reduced .
    NEC is tradable , easy farming in open world , trait collecting is easy.
    Golden jewels sometimes selling in golden vendor weekend .

    It's absolutely an easy mode set for all magicka classes!

    Only 2 classes have pets...

    And Julianos and Mother's Sorrow are "easy mode" too, yet they got buffs to bump them into the meta (Julianos was already there to begin with).

    3 Classes have inherent pets - Sorcs, NB and Wardens

    Even the other two could make use of set-pets like the now buffed shadowrend to gain the necro bonus.
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    Derra wrote: »
    DDuke wrote: »
    I wouldn't mind Necropotence being reworked to be more pet oriented, but please don't compare Necropotence & Draugr.

    1000 Stamina=+37 (+18.5 in PvP) health/second from Vigor
    1000 Magicka=+480 Hardened Ward strength (+240 in PvP) or +483 Dampen Magic (7 light) strength (+241.5 in PvP)

    That's without even accounting the fact that magicka bonuses have much more modifiers available to increase them - the only stamina modifier is Bound Armaments for stam sorcs only (+8%).


    There's no comparison to be made, shields scale much, much better than anything stamina has to offer.

    Now figure in that heals interact with block reducing all incoming dmg by atleast 50% (which is the drawback for stamina builds that can´t block - heals have to be balanced in mind for being used on characters that can).
    Now figure in that the increase for vigor can´t be calculated by 1s you need to take the increase for the whole cast (as you do for shields) and has aoe potential.
    Now figure in that heals do very much scale with weapon/spelldmg.

    I´m not saying shields are fine. I´m just saying your assessment is highly biased and making biased statements does not help resolving imbalances.

    That's a fair point regarding block, though it's more of a Heavy Armor/S&B thing.

    With 17% medium armor mitigation (and no S&B), you reduce incoming damage by 58.5% by blocking, at the cost of 2160-8640 stamina/second.

    Now, if we were to count what Vigor heals over 5 seconds... shields would still vastly outperform it in effectiveness.

    1000 stamina would give you +185 health (+92.5 in PvP) over 5 seconds with Vigor, where as 1000 magicka would give you 480 (240 in PvP) to shield strength - more than double.

    If we factor in crits with 50% crit chance & 180% crit modifier, you'd get +259 (129.5 in PvP) over 5 seconds - still almost half of what shield gives you instantly.

    I know shields don't benefit from spell dmg like vigor does from weapon dmg, but you don't get those from sets like Necropotence & Draugr (which the op was comparing).

    That said, I could compare 1k magicka to 100 weapon damage as well and see how things scale, and the result would be similar.


    It's not really bias, it's just a mathematical fact that shields scale better than vigor (granted, you have to prioritize magicka over spell dmg).
    Edited by DDuke on August 8, 2017 9:58AM
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    DDuke wrote: »
    Derra wrote: »
    DDuke wrote: »
    I wouldn't mind Necropotence being reworked to be more pet oriented, but please don't compare Necropotence & Draugr.

    1000 Stamina=+37 (+18.5 in PvP) health/second from Vigor
    1000 Magicka=+480 Hardened Ward strength (+240 in PvP) or +483 Dampen Magic (7 light) strength (+241.5 in PvP)

    That's without even accounting the fact that magicka bonuses have much more modifiers available to increase them - the only stamina modifier is Bound Armaments for stam sorcs only (+8%).


    There's no comparison to be made, shields scale much, much better than anything stamina has to offer.

    Now figure in that heals interact with block reducing all incoming dmg by atleast 50% (which is the drawback for stamina builds that can´t block - heals have to be balanced in mind for being used on characters that can).
    Now figure in that the increase for vigor can´t be calculated by 1s you need to take the increase for the whole cast (as you do for shields) and has aoe potential.
    Now figure in that heals do very much scale with weapon/spelldmg.

    I´m not saying shields are fine. I´m just saying your assessment is highly biased and making biased statements does not help resolving imbalances.

    That's a fair point regarding block, though it's more of a Heavy Armor/S&B thing.

    With 17% medium armor mitigation (and no S&B), you reduce incoming damage by 58.5% by blocking, at the cost of 2160-8640 stamina/second.

    Now, if we were to count what Vigor heals over 5 seconds... shields would still vastly outperform it in effectiveness.

    1000 stamina would give you +185 health (+92.5 in PvP) over 5 seconds with Vigor, where as 1000 magicka would give you 480 (240 in PvP) to shield strength - more than double.

    If we factor in crits with 50% crit chance & 180% crit modifier, you'd get +259 (129.5 in PvP) over 5 seconds - still almost half of what shield gives you instantly.

    I know shields don't benefit from spell dmg like vigor does from weapon dmg, but you don't get those from sets like Necropotence & Draugr (which the op was comparing).

    That said, I could compare 1k magicka to 100 weapon damage as well and see how things scale, and the result would be similar.


    It's not really bias, it's just a mathematical fact that shields scale better than vigor (granted, you have to prioritize magicka over spell dmg).

    Not arguing that they do scale better.
    I´m not even arguing that they do scale too good. I think they do.

    But there is a middleground for builds that don´t stack high magica where shields perform rather poorly compared to healing.
    Stacking maxmagica isn´t the endall beall strategy in terms of builds - because those builds perform bad in open world settings.
    Once you adapt your build to accomodate open world conditions you inevitably loose a lot of potential stats/shieldpotency.

    The only way to adress this issue of shield overperforming in 1v1 scenarios with insane magica is to find reasonable hardcaps for the size of individual shields. Hence why i´m in favor of reworking healingward and giving shields a mechanic that does not allow them to surpass X% of HP pool.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Biro123
    Biro123
    ✭✭✭✭✭
    ✭✭✭✭
    Derra wrote: »
    DDuke wrote: »
    Derra wrote: »
    DDuke wrote: »
    I wouldn't mind Necropotence being reworked to be more pet oriented, but please don't compare Necropotence & Draugr.

    1000 Stamina=+37 (+18.5 in PvP) health/second from Vigor
    1000 Magicka=+480 Hardened Ward strength (+240 in PvP) or +483 Dampen Magic (7 light) strength (+241.5 in PvP)

    That's without even accounting the fact that magicka bonuses have much more modifiers available to increase them - the only stamina modifier is Bound Armaments for stam sorcs only (+8%).


    There's no comparison to be made, shields scale much, much better than anything stamina has to offer.

    Now figure in that heals interact with block reducing all incoming dmg by atleast 50% (which is the drawback for stamina builds that can´t block - heals have to be balanced in mind for being used on characters that can).
    Now figure in that the increase for vigor can´t be calculated by 1s you need to take the increase for the whole cast (as you do for shields) and has aoe potential.
    Now figure in that heals do very much scale with weapon/spelldmg.

    I´m not saying shields are fine. I´m just saying your assessment is highly biased and making biased statements does not help resolving imbalances.

    That's a fair point regarding block, though it's more of a Heavy Armor/S&B thing.

    With 17% medium armor mitigation (and no S&B), you reduce incoming damage by 58.5% by blocking, at the cost of 2160-8640 stamina/second.

    Now, if we were to count what Vigor heals over 5 seconds... shields would still vastly outperform it in effectiveness.

    1000 stamina would give you +185 health (+92.5 in PvP) over 5 seconds with Vigor, where as 1000 magicka would give you 480 (240 in PvP) to shield strength - more than double.

    If we factor in crits with 50% crit chance & 180% crit modifier, you'd get +259 (129.5 in PvP) over 5 seconds - still almost half of what shield gives you instantly.

    I know shields don't benefit from spell dmg like vigor does from weapon dmg, but you don't get those from sets like Necropotence & Draugr (which the op was comparing).

    That said, I could compare 1k magicka to 100 weapon damage as well and see how things scale, and the result would be similar.


    It's not really bias, it's just a mathematical fact that shields scale better than vigor (granted, you have to prioritize magicka over spell dmg).

    Not arguing that they do scale better.
    I´m not even arguing that they do scale too good. I think they do.

    But there is a middleground for builds that don´t stack high magica where shields perform rather poorly compared to healing.
    Stacking maxmagica isn´t the endall beall strategy in terms of builds - because those builds perform bad in open world settings.
    Once you adapt your build to accomodate open world conditions you inevitably loose a lot of potential stats/shieldpotency.

    The only way to adress this issue of shield overperforming in 1v1 scenarios with insane magica is to find reasonable hardcaps for the size of individual shields. Hence why i´m in favor of reworking healingward and giving shields a mechanic that does not allow them to surpass X% of HP pool.


    *Stacks more health.. :tongue:

    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • Feanor
    Feanor
    ✭✭✭✭✭
    ✭✭✭✭✭
    @Derra

    I guess a percentage based ceiling could be a solution if you introduce a not too small fixed floor as well. Would tremendously help in noCP where shields are nowhere comparable to their CP brothers.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    Biro123 wrote: »
    Derra wrote: »
    DDuke wrote: »
    Derra wrote: »
    DDuke wrote: »
    I wouldn't mind Necropotence being reworked to be more pet oriented, but please don't compare Necropotence & Draugr.

    1000 Stamina=+37 (+18.5 in PvP) health/second from Vigor
    1000 Magicka=+480 Hardened Ward strength (+240 in PvP) or +483 Dampen Magic (7 light) strength (+241.5 in PvP)

    That's without even accounting the fact that magicka bonuses have much more modifiers available to increase them - the only stamina modifier is Bound Armaments for stam sorcs only (+8%).


    There's no comparison to be made, shields scale much, much better than anything stamina has to offer.

    Now figure in that heals interact with block reducing all incoming dmg by atleast 50% (which is the drawback for stamina builds that can´t block - heals have to be balanced in mind for being used on characters that can).
    Now figure in that the increase for vigor can´t be calculated by 1s you need to take the increase for the whole cast (as you do for shields) and has aoe potential.
    Now figure in that heals do very much scale with weapon/spelldmg.

    I´m not saying shields are fine. I´m just saying your assessment is highly biased and making biased statements does not help resolving imbalances.

    That's a fair point regarding block, though it's more of a Heavy Armor/S&B thing.

    With 17% medium armor mitigation (and no S&B), you reduce incoming damage by 58.5% by blocking, at the cost of 2160-8640 stamina/second.

    Now, if we were to count what Vigor heals over 5 seconds... shields would still vastly outperform it in effectiveness.

    1000 stamina would give you +185 health (+92.5 in PvP) over 5 seconds with Vigor, where as 1000 magicka would give you 480 (240 in PvP) to shield strength - more than double.

    If we factor in crits with 50% crit chance & 180% crit modifier, you'd get +259 (129.5 in PvP) over 5 seconds - still almost half of what shield gives you instantly.

    I know shields don't benefit from spell dmg like vigor does from weapon dmg, but you don't get those from sets like Necropotence & Draugr (which the op was comparing).

    That said, I could compare 1k magicka to 100 weapon damage as well and see how things scale, and the result would be similar.


    It's not really bias, it's just a mathematical fact that shields scale better than vigor (granted, you have to prioritize magicka over spell dmg).

    Not arguing that they do scale better.
    I´m not even arguing that they do scale too good. I think they do.

    But there is a middleground for builds that don´t stack high magica where shields perform rather poorly compared to healing.
    Stacking maxmagica isn´t the endall beall strategy in terms of builds - because those builds perform bad in open world settings.
    Once you adapt your build to accomodate open world conditions you inevitably loose a lot of potential stats/shieldpotency.

    The only way to adress this issue of shield overperforming in 1v1 scenarios with insane magica is to find reasonable hardcaps for the size of individual shields. Hence why i´m in favor of reworking healingward and giving shields a mechanic that does not allow them to surpass X% of HP pool.


    *Stacks more health.. :tongue:

    Which would be fine because you´d either have to sacrifice magica (dmg) or other stats (regen/spelldmg) to gain it.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Ballzy321
    Ballzy321
    ✭✭✭
    It's only like 400 magic nerf. lol it's not the End of the world
  • Transairion
    Transairion
    ✭✭✭✭✭
    It would need something like +299 spell damage (or more) on the 5pc to be relevant.

    +20% pet damage doesn't buff your non-pet ability damage, while +4000 magicka did.

    The intent of my suggestion was to keep Necropotence focused on empowering pets as intended, rather than be a BiS build for any class that has a pet available (or uses something like Shadowrend in future).

    Necropotence is only being nerfed AT ALL because it buffed shields AND offense for all magicka builds, with the pet requirement just seen as "the one tradeoff". Warden and NB's had no real tradeoff, with Shades/Betty being unkillable timers.


    It was never designed to be a set any magicka character should slap on completely ignorant of pets, since recently it has been primarily used to buff all other skills other than the pets at this point. But that's what the Sorc pets scaled off when it was designed so here we are...
    Edited by Transairion on August 8, 2017 2:16PM
  • Biro123
    Biro123
    ✭✭✭✭✭
    ✭✭✭✭
    Derra wrote: »
    Biro123 wrote: »
    Derra wrote: »
    DDuke wrote: »
    Derra wrote: »
    DDuke wrote: »
    I wouldn't mind Necropotence being reworked to be more pet oriented, but please don't compare Necropotence & Draugr.

    1000 Stamina=+37 (+18.5 in PvP) health/second from Vigor
    1000 Magicka=+480 Hardened Ward strength (+240 in PvP) or +483 Dampen Magic (7 light) strength (+241.5 in PvP)

    That's without even accounting the fact that magicka bonuses have much more modifiers available to increase them - the only stamina modifier is Bound Armaments for stam sorcs only (+8%).


    There's no comparison to be made, shields scale much, much better than anything stamina has to offer.

    Now figure in that heals interact with block reducing all incoming dmg by atleast 50% (which is the drawback for stamina builds that can´t block - heals have to be balanced in mind for being used on characters that can).
    Now figure in that the increase for vigor can´t be calculated by 1s you need to take the increase for the whole cast (as you do for shields) and has aoe potential.
    Now figure in that heals do very much scale with weapon/spelldmg.

    I´m not saying shields are fine. I´m just saying your assessment is highly biased and making biased statements does not help resolving imbalances.

    That's a fair point regarding block, though it's more of a Heavy Armor/S&B thing.

    With 17% medium armor mitigation (and no S&B), you reduce incoming damage by 58.5% by blocking, at the cost of 2160-8640 stamina/second.

    Now, if we were to count what Vigor heals over 5 seconds... shields would still vastly outperform it in effectiveness.

    1000 stamina would give you +185 health (+92.5 in PvP) over 5 seconds with Vigor, where as 1000 magicka would give you 480 (240 in PvP) to shield strength - more than double.

    If we factor in crits with 50% crit chance & 180% crit modifier, you'd get +259 (129.5 in PvP) over 5 seconds - still almost half of what shield gives you instantly.

    I know shields don't benefit from spell dmg like vigor does from weapon dmg, but you don't get those from sets like Necropotence & Draugr (which the op was comparing).

    That said, I could compare 1k magicka to 100 weapon damage as well and see how things scale, and the result would be similar.


    It's not really bias, it's just a mathematical fact that shields scale better than vigor (granted, you have to prioritize magicka over spell dmg).

    Not arguing that they do scale better.
    I´m not even arguing that they do scale too good. I think they do.

    But there is a middleground for builds that don´t stack high magica where shields perform rather poorly compared to healing.
    Stacking maxmagica isn´t the endall beall strategy in terms of builds - because those builds perform bad in open world settings.
    Once you adapt your build to accomodate open world conditions you inevitably loose a lot of potential stats/shieldpotency.

    The only way to adress this issue of shield overperforming in 1v1 scenarios with insane magica is to find reasonable hardcaps for the size of individual shields. Hence why i´m in favor of reworking healingward and giving shields a mechanic that does not allow them to surpass X% of HP pool.


    *Stacks more health.. :tongue:

    Which would be fine because you´d either have to sacrifice magica (dmg) or other stats (regen/spelldmg) to gain it.

    Yep - and there's be some kind of balance point between health/mag which makes it best for defence - but going for that would result in a weaker offence... Sounds suspiciously like good design... O..o
    Edited by Biro123 on August 8, 2017 2:34PM
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • Biro123
    Biro123
    ✭✭✭✭✭
    ✭✭✭✭
    It would need something like +299 spell damage (or more) on the 5pc to be relevant.

    +20% pet damage doesn't buff your non-pet ability damage, while +4000 magicka did.

    The intent of my suggestion was to keep Necropotence focused on empowering pets as intended, rather than be a BiS build for any class that has a pet available (or uses something like Shadowrend in future).

    Necropotence is only being nerfed AT ALL because it buffed shields AND offense for all magicka builds, with the pet requirement just seen as "the one tradeoff". Warden and NB's had no real tradeoff, with Shades/Betty being unkillable timers.


    It was never designed to be a set any magicka character should slap on completely ignorant of pets, since recently it has been primarily used to buff all other skills other than the pets at this point. But that's what the Sorc pets scaled off when it was designed so here we are...

    You don't know that.

    People keep posting the reason for the nerf as if its fact.. but we don't know. ANd until we do know, I'm gonna keep posting alternative reasons..

    Perhaps it was nerfed to balance this:

    Any monster summoned by an Item Set proc now inherits any bonuses you have. The most notable bonuses are damage done and healing done from passive abilities, Major/Minor buffs, or the Champion System.

    I'm not saying it was or wasn't. I'm just saying we don't know and shouldn't pretend that we do. :-)
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • Strider_Roshin
    Strider_Roshin
    ✭✭✭✭✭
    ✭✭✭
    Having the 5th focused on buffing your pet damage is a pretty solid suggestion. I approve :-)

    Again though, it won't be enough.

    1000 magicka = ~95 spell damage

    The extra magicka not only buffed your pet damage, but also your ability damage (it just didn't affect light/heavy attacks). Buffing pet damage only would leave the rest of your abilities dealing no damage.

    So how about we make it so the set gives 2540 by default, and then an additional 500 magicka per pet?
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Way tl;dr

    Cannot compare destruction mastery max magicka to necro max magicka as OP did since DM isn't a max magicka set. It has spell damage and spell crit.

    Basically add another 1400 magicka to compensate for the spell damage and don't know what the equivalent would be for the crit. When I saw such a bad comparison I stopped reading.
  • Vapirko
    Vapirko
    ✭✭✭✭✭
    ✭✭✭✭✭
    And people stay stam users will cry about anything.
  • Adenoma
    Adenoma
    ✭✭✭✭✭
    I guess I don't understand the necro nerf at all. This really confused me.

    First, you do have to keep uptime on pets. Although some don't require much work/thought to run (warden/magNB), neither of those classes are generally discussed when we talk about OP things in PvP. I think magicka wardens doing well sometimes in PvP - which I rarely see them when I have been maining mine - because folks don't know how to play well against them. MagNB is constantly discussed as one of the weakest PvP specs right now as well.

    From a PvE perspective I don't know too much, but I was under the impression that in the new meta it's going to be more mother's sorrow-focused than anything else. Even still, the only class that would use necro in PvE (I believe that sorc has much better options currently, but I'm not an expert by any means) is magwarden and we all know that they're incredibly lackluster from a DPS perspective.

    @ZOS_GinaBruno , I think the community would appreciate a little explanation of these changes just because it genuinely doesn't seem like necro is overperforming in any game instance besides duelists bemoaning pet builds (which do feel degenerate, but honestly bleed builds feel just as strong).
    Adenoma-Badenoma-Sadenoma
  • Ballzy321
    Ballzy321
    ✭✭✭
    I think it's funny necro was never an issue until wardens showed up stacking magic for shields and spamming birds in no cp
  • Waffennacht
    Waffennacht
    ✭✭✭✭✭
    ✭✭✭✭✭
    One kind of irony is:

    Gold necro not the easiest to get... Ran with blue and purple jewelry...

    Now I bought the gold versions...

    The nerf puts me exactly where I was....

    Hrm...
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Vapirko wrote: »
    And people stay stam users will cry about anything.

    All types of players cry over nerfs to their builds and play-styles.
    Edited by Joy_Division on August 8, 2017 4:12PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Transairion
    Transairion
    ✭✭✭✭✭
    You don't know that.

    People keep posting the reason for the nerf as if its fact.. but we don't know. ANd until we do know, I'm gonna keep posting alternative reasons..

    Perhaps it was nerfed to balance this:

    Any monster summoned by an Item Set proc now inherits any bonuses you have. The most notable bonuses are damage done and healing done from passive abilities, Major/Minor buffs, or the Champion System.

    I'm not saying it was or wasn't. I'm just saying we don't know and shouldn't pretend that we do. :-)


    Have the devs ever explained their reasoning for nerfs on a case by case basis? Especially a set that has remain essentially the same, "all max magicka" since it was first introduced back when the game was in infancy? It's a rough nerf for something that seemingly been "acceptably balanced" for all this time.

    It clearly wasn't nerfed due to the 1-4 peice changes (since again, everything was blanket buffed with those changes and Draugr Hulk's 5 peice was also buffed. 40 stamina is still a buff). And it wasn't nerfed to balance "Monster item set procs inherting bonuses" when Max Magicka/Stamina does not affect them. You eventually start to run out of things you can blame for the nerf.

    Way tl;dr

    Cannot compare destruction mastery max magicka to necro max magicka as OP did since DM isn't a max magicka set. It has spell damage and spell crit.

    Basically add another 1400 magicka to compensate for the spell damage and don't know what the equivalent would be for the crit. When I saw such a bad comparison I stopped reading.

    You didn't pay enough attention to what little you did read then, since I didn't even compare Necro to Destruction Mastery... I compared DM to Draugr Hulk and how it's laughable that Hulk has no requirement and DM does, but DM gives almost 2000 less resources. That's a pretty glaring difference for primarily resource-stack sets.

    Disappointing Giles, I held you in higher regard than this.
    Edited by Transairion on August 8, 2017 4:28PM
Sign In or Register to comment.