The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
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Blighted Blastbones and Ruinous Scythe

  • Vapirko
    Vapirko
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    Wasn’t ZOS just complaining about power creep? Now we’ve got insta rez, Major AOE fracture and breach, Major vulnerability, and a spammable that negates healing?
  • Crixus8000
    Crixus8000
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    The spammable is the most broken thing I have seen in the game. Healing absorption is a terrible idea. Imagine a even just 2 necro players hitting you with this, all your healing will do nothing, even just one necro could spam this ablility and kill most players in cyro.
  • Emma_Overload
    Emma_Overload
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    Explain to me why the stamina morph gets the major defile, but not the magicka? :/
    #CAREBEARMASTERRACE
  • HowlKimchi
    HowlKimchi
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    Explain to me why the stamina morph gets the major defile, but not the magicka? :/

    Same thoughts... Stamina already has sources of major defile from other weapons.
    previously @HaruKamui but I outgrew my weeb phase (probably)

    PC/NA - EP - Howl Bragi/Howl Kimchi
  • StShoot
    StShoot
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    wheem_ESO wrote: »
    MalagenR wrote: »
    Let's all agree to start theory crafting how we kill them. How is their self healing? They have lots of offense and sustain butw what's their defensive tool kit look like? Maybe they are easy to pop?
    Any Stam build with a decent heavy armor set up isn't going to be all that easy to pop. Especially with the class' defensive ultimate...
    Bone Goliath Transformation:
    Become a horrific bone goliath, increasing your max health by 30.000 for 20 seconds and immediately restoring 30.000 health. While transformed, your light attacks restore 2640 health and your fully charged heavy attacks restore 5280 health.
    The Ravenous Goliath morph provides a health drain aura, which deals damage and heals the Necromancer. According to currently available numbers, the cost is 300 ultimate (ouch), and the duration is 20 seconds (whoa!) I'm assuming that you'll have access to all your normal abilities and whatnot, it doesn't sound like a different form of Werewolf or anything.

    When it comes to Magicka, it's too early to say right now. All of the class heals are currently magicka-based, but we don't know just how strong or weak they'll be. It's worth pointing out that the class abilities don't provide any mobility at all, so they'll either be able to be infinitely locked down, or they'll be a Stage 4 Vampire running Mist Form (with all of its drawbacks). "Glass cannon" Magicka Necromancers will most likely be free kills, should they exist at all. But it's possible that you'll be able to build fairly tanky while still having some damage, but that remains to be seen, and will be dictated by whatever final numbers the various abilities end up with.

    But they introduced a root imunety so you cant lock them up
  • Ariades_swe
    Ariades_swe
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    StShoot wrote: »
    wheem_ESO wrote: »
    MalagenR wrote: »
    Let's all agree to start theory crafting how we kill them. How is their self healing? They have lots of offense and sustain butw what's their defensive tool kit look like? Maybe they are easy to pop?
    Any Stam build with a decent heavy armor set up isn't going to be all that easy to pop. Especially with the class' defensive ultimate...
    Bone Goliath Transformation:
    Become a horrific bone goliath, increasing your max health by 30.000 for 20 seconds and immediately restoring 30.000 health. While transformed, your light attacks restore 2640 health and your fully charged heavy attacks restore 5280 health.
    The Ravenous Goliath morph provides a health drain aura, which deals damage and heals the Necromancer. According to currently available numbers, the cost is 300 ultimate (ouch), and the duration is 20 seconds (whoa!) I'm assuming that you'll have access to all your normal abilities and whatnot, it doesn't sound like a different form of Werewolf or anything.

    When it comes to Magicka, it's too early to say right now. All of the class heals are currently magicka-based, but we don't know just how strong or weak they'll be. It's worth pointing out that the class abilities don't provide any mobility at all, so they'll either be able to be infinitely locked down, or they'll be a Stage 4 Vampire running Mist Form (with all of its drawbacks). "Glass cannon" Magicka Necromancers will most likely be free kills, should they exist at all. But it's possible that you'll be able to build fairly tanky while still having some damage, but that remains to be seen, and will be dictated by whatever final numbers the various abilities end up with.

    But they introduced a root imunety so you cant lock them up

    Necro specific or for all classes?
  • ecru
    ecru
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    SkerKro wrote: »
    ccmedaddy wrote: »
    SkerKro wrote: »
    **Need clarification on health cost.
    FEpCfEM.jpg
    uWSrclC.jpg

    Looks like a free cast skill to me. Not OP at all 🙃


    Awesome, thanks for that :)

    I'm seeing as is not really OP, just very universal if just by itself. Although... Necro Healers combining Expunge + Flesh would be a Godly OP combination if the tool tips/skills are unchanged, while the other builds combining the two would just be Very OP. If unchanged that is. Still early any things tend to change lol.

    how could anyone ever suggest a free 3 effect purge that also gives resources as "not really op"

    what is going on lmao
    Gryphon Heart
    Godslayer
    Dawnbringer
  • psychotic13
    psychotic13
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    Explain to me why the stamina morph gets the major defile, but not the magicka? :/

    Explain why magwarden has major defile?
  • psychotic13
    psychotic13
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    StShoot wrote: »
    wheem_ESO wrote: »
    MalagenR wrote: »
    Let's all agree to start theory crafting how we kill them. How is their self healing? They have lots of offense and sustain butw what's their defensive tool kit look like? Maybe they are easy to pop?
    Any Stam build with a decent heavy armor set up isn't going to be all that easy to pop. Especially with the class' defensive ultimate...
    Bone Goliath Transformation:
    Become a horrific bone goliath, increasing your max health by 30.000 for 20 seconds and immediately restoring 30.000 health. While transformed, your light attacks restore 2640 health and your fully charged heavy attacks restore 5280 health.
    The Ravenous Goliath morph provides a health drain aura, which deals damage and heals the Necromancer. According to currently available numbers, the cost is 300 ultimate (ouch), and the duration is 20 seconds (whoa!) I'm assuming that you'll have access to all your normal abilities and whatnot, it doesn't sound like a different form of Werewolf or anything.

    When it comes to Magicka, it's too early to say right now. All of the class heals are currently magicka-based, but we don't know just how strong or weak they'll be. It's worth pointing out that the class abilities don't provide any mobility at all, so they'll either be able to be infinitely locked down, or they'll be a Stage 4 Vampire running Mist Form (with all of its drawbacks). "Glass cannon" Magicka Necromancers will most likely be free kills, should they exist at all. But it's possible that you'll be able to build fairly tanky while still having some damage, but that remains to be seen, and will be dictated by whatever final numbers the various abilities end up with.

    But they introduced a root imunety so you cant lock them up

    Necro specific or for all classes?

    All classes, been that way for a few patches, you get immobilization immunity for 2 seconds after being rooted.
  • Chilly-McFreeze
    Chilly-McFreeze
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    StShoot wrote: »
    wheem_ESO wrote: »
    MalagenR wrote: »
    Let's all agree to start theory crafting how we kill them. How is their self healing? They have lots of offense and sustain butw what's their defensive tool kit look like? Maybe they are easy to pop?
    Any Stam build with a decent heavy armor set up isn't going to be all that easy to pop. Especially with the class' defensive ultimate...
    Bone Goliath Transformation:
    Become a horrific bone goliath, increasing your max health by 30.000 for 20 seconds and immediately restoring 30.000 health. While transformed, your light attacks restore 2640 health and your fully charged heavy attacks restore 5280 health.
    The Ravenous Goliath morph provides a health drain aura, which deals damage and heals the Necromancer. According to currently available numbers, the cost is 300 ultimate (ouch), and the duration is 20 seconds (whoa!) I'm assuming that you'll have access to all your normal abilities and whatnot, it doesn't sound like a different form of Werewolf or anything.

    When it comes to Magicka, it's too early to say right now. All of the class heals are currently magicka-based, but we don't know just how strong or weak they'll be. It's worth pointing out that the class abilities don't provide any mobility at all, so they'll either be able to be infinitely locked down, or they'll be a Stage 4 Vampire running Mist Form (with all of its drawbacks). "Glass cannon" Magicka Necromancers will most likely be free kills, should they exist at all. But it's possible that you'll be able to build fairly tanky while still having some damage, but that remains to be seen, and will be dictated by whatever final numbers the various abilities end up with.

    But they introduced a root imunety so you cant lock them up

    Necro specific or for all classes?

    All classes, been that way for a few patches, you get immobilization immunity for 2 seconds after being rooted.

    Ah, no reason to run FM, Mist or Shuffle anymore cuz mobility is at an all time high, right? /facepalm
  • wheem_ESO
    wheem_ESO
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    ecru wrote: »
    SkerKro wrote: »
    ccmedaddy wrote: »
    SkerKro wrote: »
    **Need clarification on health cost.
    FEpCfEM.jpg
    uWSrclC.jpg

    Looks like a free cast skill to me. Not OP at all 🙃


    Awesome, thanks for that :)

    I'm seeing as is not really OP, just very universal if just by itself. Although... Necro Healers combining Expunge + Flesh would be a Godly OP combination if the tool tips/skills are unchanged, while the other builds combining the two would just be Very OP. If unchanged that is. Still early any things tend to change lol.

    how could anyone ever suggest a free 3 effect purge that also gives resources as "not really op"

    what is going on lmao
    As previously stated, it currently has a cost of 2k health (though the playable version that was recently shown off didn't have that cost included yet...or at least it wasn't a part of the tooltip). I think virtually everyone recognizes that the ability would be overpowered if it had no cost at all, but I don't think having it cost health is the way to go.

    Maybe they could go super-unique with the ability and have it cost your highest resource (making it useful for both Mag and Stam), while providing some return on the lowest resource and/or a not-too-huge heal over time. Generally speaking, you're wanting to clear debuffs and DOTs when things are getting hairy, and spending a non-trivial amount of HP is no good in that scenario. Especially for Magicka Necromancers, who won't have any mobility of their own; Stamina would have at least some potential to escape and heal up with Vigor, but Magicka is just gonna have to face-tank much of the time.
    StShoot wrote: »
    wheem_ESO wrote: »
    MalagenR wrote: »
    Let's all agree to start theory crafting how we kill them. How is their self healing? They have lots of offense and sustain butw what's their defensive tool kit look like? Maybe they are easy to pop?
    Any Stam build with a decent heavy armor set up isn't going to be all that easy to pop. Especially with the class' defensive ultimate...
    Bone Goliath Transformation:
    Become a horrific bone goliath, increasing your max health by 30.000 for 20 seconds and immediately restoring 30.000 health. While transformed, your light attacks restore 2640 health and your fully charged heavy attacks restore 5280 health.
    The Ravenous Goliath morph provides a health drain aura, which deals damage and heals the Necromancer. According to currently available numbers, the cost is 300 ultimate (ouch), and the duration is 20 seconds (whoa!) I'm assuming that you'll have access to all your normal abilities and whatnot, it doesn't sound like a different form of Werewolf or anything.

    When it comes to Magicka, it's too early to say right now. All of the class heals are currently magicka-based, but we don't know just how strong or weak they'll be. It's worth pointing out that the class abilities don't provide any mobility at all, so they'll either be able to be infinitely locked down, or they'll be a Stage 4 Vampire running Mist Form (with all of its drawbacks). "Glass cannon" Magicka Necromancers will most likely be free kills, should they exist at all. But it's possible that you'll be able to build fairly tanky while still having some damage, but that remains to be seen, and will be dictated by whatever final numbers the various abilities end up with.

    But they introduced a root imunety so you cant lock them up
    Where are you getting info on Root Immunity? I haven't seen anything mentioned about it yet.
    StShoot wrote: »
    wheem_ESO wrote: »
    MalagenR wrote: »
    Let's all agree to start theory crafting how we kill them. How is their self healing? They have lots of offense and sustain butw what's their defensive tool kit look like? Maybe they are easy to pop?
    Any Stam build with a decent heavy armor set up isn't going to be all that easy to pop. Especially with the class' defensive ultimate...
    Bone Goliath Transformation:
    Become a horrific bone goliath, increasing your max health by 30.000 for 20 seconds and immediately restoring 30.000 health. While transformed, your light attacks restore 2640 health and your fully charged heavy attacks restore 5280 health.
    The Ravenous Goliath morph provides a health drain aura, which deals damage and heals the Necromancer. According to currently available numbers, the cost is 300 ultimate (ouch), and the duration is 20 seconds (whoa!) I'm assuming that you'll have access to all your normal abilities and whatnot, it doesn't sound like a different form of Werewolf or anything.

    When it comes to Magicka, it's too early to say right now. All of the class heals are currently magicka-based, but we don't know just how strong or weak they'll be. It's worth pointing out that the class abilities don't provide any mobility at all, so they'll either be able to be infinitely locked down, or they'll be a Stage 4 Vampire running Mist Form (with all of its drawbacks). "Glass cannon" Magicka Necromancers will most likely be free kills, should they exist at all. But it's possible that you'll be able to build fairly tanky while still having some damage, but that remains to be seen, and will be dictated by whatever final numbers the various abilities end up with.

    But they introduced a root imunety so you cant lock them up

    Necro specific or for all classes?

    All classes, been that way for a few patches, you get immobilization immunity for 2 seconds after being rooted.
    No, you don't. You get 2 seconds of immunity from dodge rolling, but not after cleansing or waiting for it to wear off.
    Edited by wheem_ESO on April 1, 2019 12:14PM
  • psychotic13
    psychotic13
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    StShoot wrote: »
    wheem_ESO wrote: »
    MalagenR wrote: »
    Let's all agree to start theory crafting how we kill them. How is their self healing? They have lots of offense and sustain butw what's their defensive tool kit look like? Maybe they are easy to pop?
    Any Stam build with a decent heavy armor set up isn't going to be all that easy to pop. Especially with the class' defensive ultimate...
    Bone Goliath Transformation:
    Become a horrific bone goliath, increasing your max health by 30.000 for 20 seconds and immediately restoring 30.000 health. While transformed, your light attacks restore 2640 health and your fully charged heavy attacks restore 5280 health.
    The Ravenous Goliath morph provides a health drain aura, which deals damage and heals the Necromancer. According to currently available numbers, the cost is 300 ultimate (ouch), and the duration is 20 seconds (whoa!) I'm assuming that you'll have access to all your normal abilities and whatnot, it doesn't sound like a different form of Werewolf or anything.

    When it comes to Magicka, it's too early to say right now. All of the class heals are currently magicka-based, but we don't know just how strong or weak they'll be. It's worth pointing out that the class abilities don't provide any mobility at all, so they'll either be able to be infinitely locked down, or they'll be a Stage 4 Vampire running Mist Form (with all of its drawbacks). "Glass cannon" Magicka Necromancers will most likely be free kills, should they exist at all. But it's possible that you'll be able to build fairly tanky while still having some damage, but that remains to be seen, and will be dictated by whatever final numbers the various abilities end up with.

    But they introduced a root imunety so you cant lock them up

    Necro specific or for all classes?

    All classes, been that way for a few patches, you get immobilization immunity for 2 seconds after being rooted.

    Ah, no reason to run FM, Mist or Shuffle anymore cuz mobility is at an all time high, right? /facepalm

    Never said it was great lol
    wheem_ESO wrote: »
    ecru wrote: »
    SkerKro wrote: »
    ccmedaddy wrote: »
    SkerKro wrote: »
    **Need clarification on health cost.
    FEpCfEM.jpg
    uWSrclC.jpg

    Looks like a free cast skill to me. Not OP at all 🙃


    Awesome, thanks for that :)

    I'm seeing as is not really OP, just very universal if just by itself. Although... Necro Healers combining Expunge + Flesh would be a Godly OP combination if the tool tips/skills are unchanged, while the other builds combining the two would just be Very OP. If unchanged that is. Still early any things tend to change lol.

    how could anyone ever suggest a free 3 effect purge that also gives resources as "not really op"

    what is going on lmao
    As previously stated, it currently has a cost of 2k health (though the playable version that was recently shown off didn't have that cost included yet...or at least it wasn't a part of the tooltip). I think virtually everyone recognizes that the ability would be overpowered if it had no cost at all, but I don't think having it cost health is the way to go.

    Maybe they could go super-unique with the ability and have it cost your highest resource (making it useful for both Mag and Stam), while providing some return on the lowest resource and/or a not-too-huge heal over time. Generally speaking, you're wanting to clear debuffs and DOTs when things are getting hairy, and spending a non-trivial amount of HP is no good in that scenario. Especially for Magicka Necromancers, who won't have any mobility of their own; Stamina would have at least some potential to escape and heal up with Vigor, but Magicka is just gonna have to face-tank much of the time.
    StShoot wrote: »
    wheem_ESO wrote: »
    MalagenR wrote: »
    Let's all agree to start theory crafting how we kill them. How is their self healing? They have lots of offense and sustain butw what's their defensive tool kit look like? Maybe they are easy to pop?
    Any Stam build with a decent heavy armor set up isn't going to be all that easy to pop. Especially with the class' defensive ultimate...
    Bone Goliath Transformation:
    Become a horrific bone goliath, increasing your max health by 30.000 for 20 seconds and immediately restoring 30.000 health. While transformed, your light attacks restore 2640 health and your fully charged heavy attacks restore 5280 health.
    The Ravenous Goliath morph provides a health drain aura, which deals damage and heals the Necromancer. According to currently available numbers, the cost is 300 ultimate (ouch), and the duration is 20 seconds (whoa!) I'm assuming that you'll have access to all your normal abilities and whatnot, it doesn't sound like a different form of Werewolf or anything.

    When it comes to Magicka, it's too early to say right now. All of the class heals are currently magicka-based, but we don't know just how strong or weak they'll be. It's worth pointing out that the class abilities don't provide any mobility at all, so they'll either be able to be infinitely locked down, or they'll be a Stage 4 Vampire running Mist Form (with all of its drawbacks). "Glass cannon" Magicka Necromancers will most likely be free kills, should they exist at all. But it's possible that you'll be able to build fairly tanky while still having some damage, but that remains to be seen, and will be dictated by whatever final numbers the various abilities end up with.

    But they introduced a root imunety so you cant lock them up
    Where are you getting info on Root Immunity? I haven't seen anything mentioned about it yet.
    StShoot wrote: »
    wheem_ESO wrote: »
    MalagenR wrote: »
    Let's all agree to start theory crafting how we kill them. How is their self healing? They have lots of offense and sustain butw what's their defensive tool kit look like? Maybe they are easy to pop?
    Any Stam build with a decent heavy armor set up isn't going to be all that easy to pop. Especially with the class' defensive ultimate...
    Bone Goliath Transformation:
    Become a horrific bone goliath, increasing your max health by 30.000 for 20 seconds and immediately restoring 30.000 health. While transformed, your light attacks restore 2640 health and your fully charged heavy attacks restore 5280 health.
    The Ravenous Goliath morph provides a health drain aura, which deals damage and heals the Necromancer. According to currently available numbers, the cost is 300 ultimate (ouch), and the duration is 20 seconds (whoa!) I'm assuming that you'll have access to all your normal abilities and whatnot, it doesn't sound like a different form of Werewolf or anything.

    When it comes to Magicka, it's too early to say right now. All of the class heals are currently magicka-based, but we don't know just how strong or weak they'll be. It's worth pointing out that the class abilities don't provide any mobility at all, so they'll either be able to be infinitely locked down, or they'll be a Stage 4 Vampire running Mist Form (with all of its drawbacks). "Glass cannon" Magicka Necromancers will most likely be free kills, should they exist at all. But it's possible that you'll be able to build fairly tanky while still having some damage, but that remains to be seen, and will be dictated by whatever final numbers the various abilities end up with.

    But they introduced a root imunety so you cant lock them up

    Necro specific or for all classes?

    All classes, been that way for a few patches, you get immobilization immunity for 2 seconds after being rooted.
    No, you don't. You get 2 seconds of immunity from dodge rolling, but not after cleansing or waiting for it to wear off.

    Yeah you're correct, you have to break free from the root by dodge rolling, but i figured that was obvious, like you get cc immunity from breaking free of a cc. Anyway, its not great it should be more like 4 seconds. Mobility is to important in pvp.
  • TheBonesXXX
    TheBonesXXX
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    This thread lacks data and testing, there's no reason to freak out until the skill is tested.
  • wheem_ESO
    wheem_ESO
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    Yeah you're correct, you have to break free from the root by dodge rolling, but i figured that was obvious, like you get cc immunity from breaking free of a cc. Anyway, its not great it should be more like 4 seconds. Mobility is to important in pvp.
    Found the Stamina player :p

    The only ways to get out of a stun, fear, or other "hard" CC are to use Break Free, or wait out the duration, and in either case you get 6 seconds worth of immunity to all other forms of hard CC. With roots that simply isn't the case; the only way to get immunity is to dodge roll or use an ability/potion that explicitly provides it.

    Problem is, Magicka builds can't dodge roll nearly as much as you can, and - other than DKs - can only get immunity through being a Stage 4 Vampire, and even then only while actually in Mist Form (which also means that you can't regen Magicka, receive healing, or use any other abilities, on top of having to deal with the drawbacks of Stage 4 Vampirism). This leaves many Magicka builds in the position where perma-rooting is a very real thing, and that's what my original post was referencing.

    I've previously suggested that roots should cause an immunity timer that's similar to, but separate from, that of hard CC's. Barring that, non-Sorc Magicka builds need other changes for more mobility and/or survivability. If you can't kite or escape - and most Magicka builds really can't - you need to be able to tank some pretty significant amounts of damage. It's just not realistic for Magicka builds to dodge roll 3-4 (or more) times in a row with some sprinting and a vigor mixed in (after snaring opponents with Rending, Caltrops, etc...)
  • psychotic13
    psychotic13
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    wheem_ESO wrote: »
    Yeah you're correct, you have to break free from the root by dodge rolling, but i figured that was obvious, like you get cc immunity from breaking free of a cc. Anyway, its not great it should be more like 4 seconds. Mobility is to important in pvp.
    Found the Stamina player :p

    The only ways to get out of a stun, fear, or other "hard" CC are to use Break Free, or wait out the duration, and in either case you get 6 seconds worth of immunity to all other forms of hard CC. With roots that simply isn't the case; the only way to get immunity is to dodge roll or use an ability/potion that explicitly provides it.

    Problem is, Magicka builds can't dodge roll nearly as much as you can, and - other than DKs - can only get immunity through being a Stage 4 Vampire, and even then only while actually in Mist Form (which also means that you can't regen Magicka, receive healing, or use any other abilities, on top of having to deal with the drawbacks of Stage 4 Vampirism). This leaves many Magicka builds in the position where perma-rooting is a very real thing, and that's what my original post was referencing.

    I've previously suggested that roots should cause an immunity timer that's similar to, but separate from, that of hard CC's. Barring that, non-Sorc Magicka builds need other changes for more mobility and/or survivability. If you can't kite or escape - and most Magicka builds really can't - you need to be able to tank some pretty significant amounts of damage. It's just not realistic for Magicka builds to dodge roll 3-4 (or more) times in a row with some sprinting and a vigor mixed in (after snaring opponents with Rending, Caltrops, etc...)

    Yeah i main stam lol, used to play mag but its lacking these days. I always break free asap so never realise you get it even if you dont break free. Dont think it used to be that way though, i remember youd be able to still stun people with incap after a fear if they didnt break free cause had no stam.

    Agree with what youre saying about mag builds not really being able to escape, mobility is a huge factor in this game, and i dont like mist form. Why i race change my magdk to stam. The only class i still play as magicka in pvp is warden, and thats as a debuffer/support build, only while in a group using vines for mobility, relying on allies.
  • katorga
    katorga
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    Based on the necromancer passives and the racial changes last patch, I bet they do a pass and remove ALL of the percent based stat passives on every class this go around.

  • mursie
    mursie
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    CyrusArya wrote: »
    Thogard wrote: »
    That cast time actually makes it stronger because you can line up burst more easily...


    Immov pot then Skeletal archer and then Blighted + ruinous + master DW rending + the major vulnerability ult (stun and then blighted hits for defile) + some spin to win.... zero counterplay.

    I’d bet the skeletal archer pet will ignore hiding too. Poor nightblades are not gonna have a good time. I’d bet necro counters both warden (by blocking healing) and nightblade.

    No class is getting ripped off or countered harder than Templar, Stamplar in particular. They literally took the core of the defensive foundation for the class (purge and breath of life), made it better, and put it on Necromancer. They gave Necromancer a great crit passive. Then they sprinkled on 10% extra dot damage and 10% less dot damage taken, stifling Jabs. Finally they sprinkled on major defile and heal negate for good measure.

    Just imagine the Stamplar vs Stam Necro head to head for a second. Stamplar does 10% less dot and Jabs damage, while taking more dot damage and getting defiled+heal negated on it’s already mediocre healing, while having to purge with the expensive ritual. Meanwhile the Necromancer reduces the Templar’s damage, while spamming a better spammable, throwing out better debuffs, and going toe to toe on the purges....except the Necromancer’s purge instead of being expensive is actually restoring a hefty chunk of resource.

    Atrocious.

    I can't figure out why they would want to introduce such an overpowered kit on a brand new class right when a new expansion hits. baffling.
    twitch.tv/mursieftw
    twitter: @mursieftw
  • Tommy_The_Gun
    Tommy_The_Gun
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    Zenimax is like: CP is the cause of all Power Creep... What ? You ask what is that ? Well that is a new necromancer class... it is weak, don't mind it, it is nothing... :D
  • Savos_Saren
    Savos_Saren
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    I wonder if they're going to change Scythe to be based off max health instead of stamina or magicka… considering that it's on the tanking skill line.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Liww
    Liww
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    mobility is awful, direct damage is awful and now healing will take a hit.

    really, what is going on. Damage reduction should be hardcapped, healing shouldnt be trivialized. There isnt too much healing everyone is just awfully tanky.
    Edited by Liww on April 2, 2019 2:09AM
  • katorga
    katorga
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    Zenimax is like: CP is the cause of all Power Creep... What ? You ask what is that ? Well that is a new necromancer class... it is weak, don't mind it, it is nothing... :D

    Why all the gripes about power creep and CP, people don't play MMO's with no power progression over time. Power creep is the entire point.
  • Chilly-McFreeze
    Chilly-McFreeze
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    katorga wrote: »
    Zenimax is like: CP is the cause of all Power Creep... What ? You ask what is that ? Well that is a new necromancer class... it is weak, don't mind it, it is nothing... :D

    Why all the gripes about power creep and CP, people don't play MMO's with no power progression over time. Power creep is the entire point.

    You know, if they didn't made a joke out of the leveling (power) progression until LV50, people might wouldn't cling so hard on an imbalanced CP system. Or even if they implemented a class specific perk system instead of an comparably generic and unbound stats increase, the whole power creep talk wouldn't be as present as it is and thus ZOS didn't need to suck the life and fun out of every class and skill to get a hold of it and to fit every class into the system that obscures the real pros and cons of them. But whatever.
  • Liww
    Liww
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    katorga wrote: »
    Zenimax is like: CP is the cause of all Power Creep... What ? You ask what is that ? Well that is a new necromancer class... it is weak, don't mind it, it is nothing... :D

    Why all the gripes about power creep and CP, people don't play MMO's with no power progression over time. Power creep is the entire point.

    in PVE it is great and fun, adding to the rpg elements of the game, in pvp it really isn't.

    An easy bandage would be to simply give everyone max CP in Cyrodiil, or cap it at 400, atleast that would make it accesible to a larger audience.
  • Tommy_The_Gun
    Tommy_The_Gun
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    I wonder if they're going to change Scythe to be based off max health instead of stamina or magicka… considering that it's on the tanking skill line.
    Then you will have 60+ K health builds running around in cyro & bgs and nuking everyone with just a spammable ... :*
  • psychotic13
    psychotic13
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    I wonder if they're going to change Scythe to be based off max health instead of stamina or magicka… considering that it's on the tanking skill line.
    Then you will have 60+ K health builds running around in cyro & bgs and nuking everyone with just a spammable ... :*

    Well the ult gives you +30k health currently, unsure how it works exactly but if you can use all normal skills in collossus form then we have a problem.
  • wheem_ESO
    wheem_ESO
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    I wonder if they're going to change Scythe to be based off max health instead of stamina or magicka… considering that it's on the tanking skill line.
    Then you will have 60+ K health builds running around in cyro & bgs and nuking everyone with just a spammable ... :*

    Well the ult gives you +30k health currently, unsure how it works exactly but if you can use all normal skills in collossus form then we have a problem.
    According to a youtube video or two that I've seen, it works like I initially thought - all skills are able to be used as normal, you just get the graphical change, the extra HP, heal from light/heavy attacks, and gain either a frontal-AOE bash, or drain health aura.

    If the Scythe's damage were to scale from HP, you could potentially get really absurd damage and healing from spamming it while in the Bone Goliath form, without needing to be on a HP-focused build. Even without the damage scaling that way, it may be borderline impossible to kill someone that's using the Scythe while transformed (remember that it heals for 25% of max HP for the first target hit, and another 3% per additional target, up to 5). So if we assume a player has 22k HP before transforming, and they only hit a single target with the scythe, they'll basically be getting hit with a Breath of Life every time they use it (22k base HP, plus another 30k from the transformation, multiplied by 0.25 for the heal size, which is then cut down by Battle Spirit). Add this to the list of things I'm concerned about when it comes to balance...not that the sky is falling, since we're still almost 2 months out from the PC "early access" of Elsweyr.

    'Course, this is yet another case where I think Stamina has an advantage over Magicka - this skill won't be nearly as powerful on a class that has absolutely no mobility outside of Mist Form. If you can't gap close, can't do any meaningful amount of dodge rolling or sprinting, etc...it just doesn't seem very attractive for PvP. Sure, it could work great when some Stam-build is gluing himself to you, since you'll be able to get some pressure and self healing from the same global cooldown, but what happens if he/she decides that they don't want to fight you anymore? They'll hit you with a fresh Rending Slashes (and/or Caltrops), dodge roll out of your Clutching Grasp root (which would be a requirement to even think about playing melee Magicka Necromancer), then sprint for 2 or 3 seconds and you'd never have a chance to catch them. But if the shoe was on the other foot, and it was the Magicka Necromancer that wanted to run away...well, tough luck.
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