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PTS Update 22 - Feedback Thread for Necromancer

  • icefyer_ESO
    icefyer_ESO
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    Saelent wrote: »
    I don’t want to snitch on something I really like about the class, but during dolmens I’ve found that if I’m fast enough with the ultimate absorption from corpses ability (just logged out and I am terrible with names) I can catch a few points of ultimate before the body fades and becomes inaccessible.
    Is this working as intended?
    I hope so, I love the idea of snatching power back from Molag Bal. I’m only mentioning this because I’m not sure if the comparable Templar skill (redemption?) is capable of the same feat.

    I made sure not to have any self made corpses out at the time of testing this.

    Pretty sure that's intended, since all other corpse-using skills can use enemy corpses of mobs that die as well.
  • Apxac
    Apxac
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    Why skeleton-pet - target? In pvp it`s rly OP, pets take all my damage. And the ghost! Are you seriously? The skill absorbs 10% of damage, which is equivalent to the whole set of Swift, isn't it a bit too much? You also take the Major Defile from the Nightblade, but give the opportunity to endlessly use it to a necromancer, this is too much like a buy-to-win. I am extremely dissatisfied with the balancing of this class now, it is too superior to the rest in pvp.
    Edited by Apxac on April 17, 2019 12:35AM
  • DisgracefulMind
    DisgracefulMind
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    Apxac wrote: »
    Why necro-pets - target? In pvp it`s rly OP, pets take all my damage. And the ghost! Are you seriously? The skill absorbs 10% of damage, which is equivalent to the whole set of Swift, isn't it a bit too much? You also take the Major Defile from the Nightblade, but give the opportunity to endlessly use it to a necromancer, this is too much like a buy-to-win. I am extremely dissatisfied with the balancing of this class now, it is too superior to the rest in pvp.

    For one, you cannot endlessly use major defile on all aspects of Necromancer. Stamina Necromancer is the only one with access to it.

    For two, the Blastbones damage isn't even correct right now because it's critting way more than it should, so we can't even determine a proper average of what it can even do.

    Third, you have a choice between more healing, and less healing with some damage mitigation for the pet. The class doesn't have many ways to mitigate damage, has a delayed fear, and to obtain your minor protection buff you need to stand in one spot. It's not built to kite as much as a NB, and is definitely a more stand-your-ground class. You are comparing two completely different classes to each other because you're salty about NB nerfs.

    Fourth, once Blastbones is fixed and (most likely) the damage toned down a bit, there is nothing else in the Necromancer toolkit that is even super imbalanced. It seems people just want to hop on this "omfg this is pay-to-win" bandwagon, but have nothing to even back up their claims.

    You are unsatisfied with the "balancing" of a new class that isn't even terrifyingly broken in the slightest because NB received nerfs. NB is a completely different issue, and there are threads for it.

    Now if you were to say "Stamina Necromancer probably shouldn't have access to both heal absorb and major defile" instead of "you took major defile from my super cheap ultimate that gives me a damage boost omfg wahhhhhhhhhhhhhhhhhhhh," maybe your feedback would actually be valid.
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • J18696
    J18696
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    Anyone else think the healing tether to bodys should have a stamina morph literally no stam based heal in the class
    PC NA Server
    @J18696
    Characters
    Pridē - Dragonknight
    Vanıty - Arcanist
  • Pevey
    Pevey
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    It would be great if the blighted blastbones spawned at the location of the target or was ground targeted. As it is, it makes it a little clunky in a rotation unless you are dummy parsing and right up next to the target. In more realistic situations, the timing of the skill is so variable that it's really awkward at times.
  • Savos_Saren
    Savos_Saren
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    Ankael07 wrote: »
    Necromancers can get 34 ulti points per 20 seconds outside of combat right now (with a combination of 4 skills). I dont think its intended for any class to do this

    The skills are: Necrotic Potency, Intensive Mender, Skeleton Archer/Arcanist and Bone Armor (Corpse consumption passive from Living Death skill line)

    100% agree here. My Necro was pulling Ultimate very, very quickly. I felt like I could get my colossus ultimate up as fast as a DK Leap. I think it's because Necrotic Potency was stacking with the passive "Corpse Consumption".

    I'm not gonna lie- I like it... but I can definitely say it's a little OP.
    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
  • Savos_Saren
    Savos_Saren
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    Another thing to add:

    When in Colossus form- it says you restore health with light/heavy attacks... yet you can use all of your class abilities while in that form. What's the point of light/heavy attacks restoring health when I can just use my Scythe to mow down (get it?!!?) enemies in front of me... and restore health that way?
    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
  • TheValkyn
    TheValkyn
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    Necro gains ulti wayyy too fast and also has access to one of the best ulti's in the game. Necrotic Potency needs a cooldown. 60+ ulti from a trash pull from using one instant cast, zero cost ability. Pair that with meteor and bloodspawn you can have back to back ultis.
  • Savos_Saren
    Savos_Saren
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    And finally:

    What's the point of the CC "Ghostly Embrace" if it has no damage component whatsoever? It really makes it subpar compared to a DK's Talons (minor maim + damage+ increased healing from passives), a Warden's Impaling Shards (Immobilize + damage + high minor maim chance from passives), a Templar's Nova (CC stun, major damage, Major Maim+ extra damage from passives), a NBs Fear (CC + Minor Maim + snare + resistance buff from passives) and even a Sorc's Shattering Prison (CC + damage + unblockable + heals from passives).

    I'd recommend at least a small DOT or initial damage component added to the base morph. Otherwise- it's a very lackluster, boring CC to use as a tank. (for both PVE and PVP)
    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
  • DisgracefulMind
    DisgracefulMind
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    The tethers are extremely lackluster, especially in PvP. First off, Mystic Siphon costs more than it even regenerates, which would be fine except its damage is quite bad. The heal tether isn't amazing either. I think if Necromancers need to rely on body management, then they should be rewarded for it. If we're standing our ground, as the class seems to be made to do, and we're correctly managing bodies and tethering to them and using them, we should be stronger. They feel like wasted bar slots right now currently for PvP.
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • Pevey
    Pevey
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    Another thing to add:

    When in Colossus form- it says you restore health with light/heavy attacks... yet you can use all of your class abilities while in that form. What's the point of light/heavy attacks restoring health when I can just use my Scythe to mow down (get it?!!?) enemies in front of me... and restore health that way?

    weaving
  • Revokus
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    The tethers are extremely lackluster, especially in PvP. First off, Mystic Siphon costs more than it even regenerates, which would be fine except its damage is quite bad. The heal tether isn't amazing either. I think if Necromancers need to rely on body management, then they should be rewarded for it. If we're standing our ground, as the class seems to be made to do, and we're correctly managing bodies and tethering to them and using them, we should be stronger. They feel like wasted bar slots right now currently for PvP.

    Agree magnecro is really squishy for pvp even in heavy armor basicly a purge bot to stay alive with very too little window to do damage against a multidot bleed build stamina player. Stamnecro seems the way to go for pvp sadly..really op. Also we can forget light armor magnecro for pvp it’s just not viable compared to sorcerer.
    Playing since January 23, 2016
  • MaximusDecimus
    MaximusDecimus
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    What are your favorite and least Necromancer abilities, and why?
    Where do I start I love them all honestly. Each skill feels unique and epic in its own right. Scythe and Colossus Transformation definitely are the favorites though.

    Do the Necromancer’s visuals and themes feel unique compared to other classes?
    Visuals are a stand out masterpiece my hat is off to the animation team. Compared to the other classes it mores more unique than any previous class.

    Do the Necromancer’s abilities and playstyle feel unique compared to other classes?
    It depends on which role I choose to play. Despite switching classes DPS always feels like a DPS for all classes. However the tanking and healing roles for Necromancer are wildly different and I love it.

    Did you enjoy the Necromancer’s corpse generation/corpse spending gameplay?
    I like the premise but there are some major issues with corpse economy at the moment. If I am on a necro-tank bar space and sustain is limited already due to the lack of REAL, PROPER, CHAINS. *Takes a breath* Sorry I hate the fact that DK is the only class with actual mob chaining ability other than Warden. Yes I know silver leash but my STAMINA. Okay tangent over I don't know where you expect me to spam corpses from on my tank in a trials situation where I need increased return for my invested magicka. DK can simply Igneous for mending then GDB. I would pop Enduring Undeath but since it scales off mag its too weak without major mending. I need to rely on a corpse to proc the H.o.T. That corpse is too hard to come by in trials where bosses frequently occupy the arena alone. Also forcing me to use the weak heal from the magicka scaling Spirit Mender limits my bar space again. The same problems exist for the healer as well but too a lesser extent since the magicka scaling heals actually scale.

    Did you receive a bounty for using “Criminal Act” Necromancer abilities in towns? If so, what are your thoughts on the experience?
    Yes. Don't really care. I just have to not spam necromancy everywhere lol.

    Were you aware certain Necromancer abilities were considered “Criminal Acts” prior to using these abilities in towns?
    Yes. It's bright red how could I miss it. Plus its only the act of a summon that does it so kinda self explanatory.

    Does the Necromancer feel faithful to established lore and themes in The Elder Scrolls?
    Not really my department but yes it does considering we just had a whole dungeon dlc about necromancy.

    Do you plan on playing a Necromancer as your new “main” character when Update 22 goes live?
    Three freshly minted characters. 1 tank, 1 healer, 1 dps. The tank will be my main for raid if the issues regarding corpse generation are fixed.

    Do you have any other general feedback?
    For a first shot at a brand new class you've done an excellent job. Bring back the Dragon summon ulti that the art team teased us with when you announced Elsweyr, the stupid flesh giant is the only skill I think you failed on. The skill effect is fine. Just bring back my ice dragon.
  • DuckInRealLife
    DuckInRealLife
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    I would like to request a stamina morph in the healing tree. Take the healing ability that is a criminal act. On a mag toon, it's double the heal that it is on a stamina toon once fully geared and ready to play. Also, like the others, I wish the corpses lasted a little longer. Other than that, love the class very fun and unique.
    Tasear wrote: »
    Was really hard to use corpses as they vanished quickly. This made the gameplay feel less enjoyable then it could be.

    What are your favorite and least Necromancer abilities, and why?
    I really like the summon abilities but for reasons they're also my least favourites. The corpses don't last around long enough to me to realise and do anything unless I'm actively waiting for them to die which with my ping is hard to time at points.
    I don't like that you can only have one of each. When I think Necromancer I think of Skeleton army and the ability to summon multiple at a time.. not just 2? (Even if they hit more like wet noodles or only dropped 1 corpse for the 5 and I could have 5 I'd think it'd be much cooler.)

    The tether heal has some issues activating.

    The scythe, Why is there a magicka melee ability?

    Do the Necromancer’s visuals and themes feel unique compared to other classes?
    The visuals are unique, there is beams going everywhere, I love the use of the colours for abilities and the rune markings on the ground with abilities.

    Do the Necromancer’s abilities and playstyle feel unique compared to other classes?
    Most of the builds I've seen only use like 2-4 skills which feels really sad to me as I like the aesthetic of Necromancer and want to play one. It's the whole reason I came to ESO as a necromancer healer sounded so niche, but it's just kind of average. I honestly feel like Warden Healer is just better in terms of play-ability and fun.

    What's the point when mostly other skill trees and weapon abilities are majority in being used.

    Did you enjoy the Necromancer’s corpse generation/corpse spending gameplay?
    In a dungeon with 4 other necromancers, it was hard to tell if other people were using the corpses as well which made the healing skills that require corpses harder because you cant manage resources that well if others are using your resources and the ones you do make don't last enough to act on.

    Either corpses have to be limited to use the ones you make or some way to limit other necromancers damaging rotations and healers by using their corpses. It's very annoying to cast the tether heal and not know why it isn't proccing.

    Do you plan on playing a Necromancer as your new “main” character when Update 22 goes live?
    It's the whole reason I came to play the game but I honestly feel like it's just worth sticking to my Warden Healer.

    Do you have any other general feedback?
    I want to be a Melee healer (buff and heal like Brigette) especially with that scythe skill which why is it a magicka melee ability? and it almost feels impossible to make that happen and then forced to be a staff wielder so I don't hit like a wet noodle or have weaker healing, which upsets me in a game where I *could* do anything I want, but can't.
  • xAk_MoRRoWiNdx
    xAk_MoRRoWiNdx
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    Some things:
    1) It's awesome that the DPS tree has Stamina morphs for all the abilites (I think?), but that's the extent. We need Stamina morphs in the Tanking (especially, since it's bone related!) and Healing trees (are you going to make us stick to Vigor/Rally forever?) as well. Warden has a stam heal for example! You're so close to making a good class because you've finally implemented a good amount of stam morphs in, but you're not quite there. Keep going with them and then you'll be good!

    2) Take a look at the Colossus ult. They both basically do the same thing. One lets you attack - therefore damaging opponents, and the other has a passive AoE healing drain - therefore damaging opponents. See how this is bad?

    3) Consider moving the Scythe to the DPS line. It feels odd with it being under the Tanking line. But I guess this is for tank characters to be able to do some DPS, which is meh... consider making it's similar to Warden with the Impaling ice or whatever. One morphs sticks with Health scaling and the other morphs scales of your SD.
    Edited by xAk_MoRRoWiNdx on April 17, 2019 6:41AM
    New to forums and stuff so I 99.9 percent probably won't see your response and such, so use the at symbol at me I guess? IDK :/. This BBCode stuff is really cool!! :D.
    Gamer from Alaska (907 Gamers, Alaskan Gamers Unite!).
    My little rant I guess?:
      One day Nightblades will get the buffs we desperately need and deserve, but so far, those buffs are not today.. The Elder Scrolls Online: Nightblade Nerfs Unlimited.
      Don't nerf you, don't nerf me, nerf the sorc behind the tree!.


      If you need help or advice, hit me up on Xbox: H4rry Poggers :D .
      Also open to talking on Discord!

      Ich kann Deutsch Sprechen bei der mittleren/zwischen Kenntnissen Ebene. Hallo! :D.

      CP level 1000+! Playing since 2015.

      My wishlist I suppose:
      • PLEASE PLEASE PLEEEEAAASSSEEE EITHER BUFF SIPHONING STRIKES OR REVERT IT BACK TO PRE MORROWIND!!.
      • Bring back purge cloak. But I guess the new heal cloak is more beneficial. Hmmm....
      • MAKE IMPERIAL CITY GREAT AGAIN, BRING BACK THOSE INCREDIBLE DAYS. My best experiences in ESO where in there!
      • Return Stam builds to the power we held in One Tamriel. Long Live Stamina builds!
      • Put Magplar and MagDK into their place. Magpsorc is a hopeless case.
      • Is there any chance that we could get an Ebonheart Pact nerf? #CullingTheHerds .

      My 10 characters:
      • AD - xak-Morrowindx - Khajiit Stamina Nightblade. Hours: 107 days, 19 hours (2,568 hours).
      • EP - Ich bin Groot - Orc Stamina Dragonknight. Hours: 2 days, 16 hours (64 hours).
      • DC - Who Took My Bleach - Orc Stamina Sorcerer. Hours: 3 days, 18 hours. (90 hours).
      • EP - Niada Zaennon - High Elf Magicka Nightblade. Hours: 15 days, 18 hours (378 hours).
      • AD - Healsyournoobazzwithmemes - Argonian Magicka Templar. Hours: 1 day, 9 hours (33 hours)
      • DC - Engulfing Traps - Dark Elf Magicka Dragonknight. Hours: 7 days, 17 hours (129 hours).
      • AD - Verführung - High Elf Magicka Sorcerer. Hours: 5 days, 9 hours (129 hours)
      • DC - Deadazz catch these birds - Nord Stamina Warden. Hours: 6 days, 21 hours (165 hours)
      • EP - So Bendy - Wood Elf Stamina Templar. Hours: 1 day, 15 hours (39 hours)
      • EP - Smash that mf Like button - Breton Magicka Warden. Hours: 20 hours, 20 minutes.

      Aldmeri Dominion Master-Faction!
    • Gnozo
      Gnozo
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      • What are your favorite and least Necromancer abilities, and why?
      • Blast Bones, nice timed aoe burst
      • Do the Necromancer’s visuals and themes feel unique compared to other classes?
      • Yes.
      • Do the Necromancer’s abilities and playstyle feel unique compared to other classes?
      • Yes
      • Did you enjoy the Necromancer’s corpse generation/corpse spending gameplay?
      • Yes and No. It was fun and unique but requires a lot of management and some skills require a corpse and cant be casted if there arent any. Also targeting these were a little bit wonky. I would rather have to just press the button and the nearest corpse gets consumed instead of needing to target it.
      • Did you receive a bounty for using “Criminal Act” Necromancer abilities in towns? If so, what are your thoughts on the experience?
      • Yes, i did. I actually dont really like it. Most popular dueling places are filled with npcs and after dueling for 30 minutes i Had a 20k bounty. I really dislike this Feature.....
      • Were you aware certain Necromancer abilities were considered “Criminal Acts” prior to using these abilities in towns?
      • Sure, it was obvious but sometimes you forget about it and get an Instant Bounty. Or a random npc walks by while you are killing Mobs or dueling in an empty place and you get a bounty. Maybe Limit it to only if guards seing your necro skills you get a bounty.
      • Does the Necromancer feel faithful to established lore and themes in The Elder Scrolls?
      • Yes. But personally i would change the look of Blast Bones to be Zombies. We already have skeleton archer and Blast Bones being Zombies would give more diversity to the skills.
      • Do you plan on playing a Necromancer as your new “main” character when Update 22 goes live?
      • I will definetly Play necro in PvP but i dont have a main. I play a lot of classes in PvP.
      • Do you have any other general feedback?
      • Necro feels nice and strong but sometimes a bit wonky if you need to target corpses instead of just consuming the nearest corpse in order for a skill to even unlock. If a corpse just buffs the damage of a skill its fine but skills that require a corpse to even work it shouldnt require a target and just consume the closest corpse.
    • Fellwitch
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      I had very little time last night but I was able to test all the magicka morphs after I crafted some gear.

      I did 5 piece fortified brass light armor w/sturdy + 5 piece leeching.
      In hindsight I should have picked something like Desert Rose and will try that tonight, because I could not tell how much my self-healing was working as compared to leeching. (I was very excited to try leeching due to the changes)

      Magicka ScytheThe magicka scythe ability I quite enjoyed as a magicka tank character. Thematically, very nice. Love it. Please do not change this.

      Tethering abilitiesThe tethering abilities I could not manage to make them work because when you have 10 slots to be filled, these ones seem to not return more resources than they cost and there were other abilities that make use of corpses much better.

      Ultimate Generation Not being a pro player, I think even I could tell that ult generation is probably a bit too quick...

      Major Prophecy I had to slot Structured Entropy on both bars (I don't want to lose 8% health when swapping) in order to get the 20% spell damage buff. It feels a little goofy casting such a lackluster spell. I am thinking perhaps as a tank, if my health is high enough, I could just skip it and instead use potions..but popping potions sucks too... I have no idea.

      I guess I could run Treasure Hunter on weapons + jewels and then have permanent prophecy but that would require farming a dungeon over and over to get it. I think without Major Prophecy though you are going to be gimped. It is just too valuable.

      Bone Armor Beckoning Armor (pulls in mobs from range) is too good not to use, even though my resistances we basically at cap..Summoner's Armor might actually be better, if combined with Breton for the 8% cost reduction and then spamming skills that make corpses and then using other abilities. It depends if these are additive or multiplicative bonuses.. Do not know yet.

      Race Choice I had not tried imperial since the changes. Basically, I got an extra 2k health + 2k stamina, in addition to 2k health from the necro tree. This made it so that even with a magicka tankish character, I still had enough stamina (19k) with tri-stat enchants, to block, as well as like 27k magicka and 30k health.

      Sustain Did not have much time to test this yet but with about 700 magicka regen + the magicka tether, it seemed I could somewhat maintain my magicka enough in pve.. Going to have to try it.. was using all spell damage enchants on jewelry.

      The class seems very different from anything else, I think there are possibly a lot of hidden synergies behind some of the morphs and other abilities that are not readily apparent.

      I hate to compare necromancer to another game, but my best analogy is perhaps the original deathknight in WoW, where the basic toolkit did not have as many bells & whistles and instead you made up for it with extra healing.
    • BalticBlues
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      wheem_ESO wrote: »
      I assume it's a bug, rather than design issue, but many times I'll have corpses generated by other Necromancers (and obviously there's a ton of them out there right now) appear as though they're usable by me, even though they aren't. They'll look the same as mine, and cause certain abilities to light up when targeted, yet not be usable.
      This really worries me. PvP often requires extremely fast reactions.
      Therefore, each corps should treated be equal, no matter where it comes from.
      Otherwise skills are not reliable, and Necromancers will not be that useful in PvP.

      Edited by BalticBlues on April 17, 2019 9:55AM
    • Fellwitch
      Fellwitch
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      wheem_ESO wrote: »
      I assume it's a bug, rather than design issue, but many times I'll have corpses generated by other Necromancers (and obviously there's a ton of them out there right now) appear as though they're usable by me, even though they aren't. They'll look the same as mine, and cause certain abilities to light up when targeted, yet not be usable.
      This really worries me. PvP often requires extremely fast reactions.
      Therefore, each corps should be equal, no matter where it comes from.
      Otherwise skills are not reliable and Necromancers will not be that useful in PvP.

      I found sometimes last night that after killing a solo mob, I wanted to use a tether skill but I moved the mouse and the corpse was deselected and then I moved it back to the corpse and the skill would not highlight again. Have to test it more but it was a bit goofy.
    • vesselwiththepestle
      vesselwiththepestle
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      These are my first impressions from a Stam DPS player.

      Do the Necromancer’s visuals and themes feel unique compared to other classes?
      Yes. I would even say they are too much. It's not that I don't like unique and distinctive visuals, but in a raid environment this adds too much to the already overwhelming "noise" of visuals and effects. In this regard I especially don't like the tombstone-visual. It lacks immersion, too. I understand summoning skeletons, daedras, skulls, stunning fists etc. but I don't understand summoning tombstones. Sorry. I can't remember something remotely similar in any other Elder Scrolls game, too. I would prefer an animation with maybe those ghostly fists, which seems suited to the Major Breach/Fracture debuff. I don't really get the analogy between tombstones and Major Fracture. Although I find this animation a bit clunky. This is the only new skill so far I happen to miscast sometimes. The graveyard would seem more suited for some kind of self buff or "stay your ground" skill.

      Do the Necromancer’s abilities and playstyle feel unique compared to other classes?
      First impression, yes, very much. So many Stamina morphs! Compared to a StamSorc or even a StamDK it is a unique style of play, it feels like a class, while StamSorc feels like a basic framework for Stam DPS in general instead of a class on its own.

      Did you enjoy the Necromancer’s corpse generation/corpse spending gameplay?
      Not at all. It was too much of a hassle. Targeting the corpses as melee dps is very annoying. Giving the corpses a longer duration or removing the targeting would help. This was in dummy parses, in solo content I wouldn't care anyway, I can't imagine to enjoy the corpse mechanics in raid environments.

      Do you plan on playing a Necromancer as your new “main” character when Update 22 goes live?
      Definitely not. I will create a Necromancer and park him at the horse trainer for 2 months before I start actually playing this character. I've never changed my main and I won't do it for the necromancer :). Although for Major Vulnerability alone it seems good to have 1-2 Necros in a raid group, so it might be

      Do you have any other general feedback?
      I don't know what counts as a summon! For example, Grave Grasp uses the term "summon" in its description, is it a summon? Bone Totem uses the word "place", is it a summon? Venom Skull, no summon I guess. Blighted Blastbones, uses the word "summon", so summon I guess. Boneyard, there are tombstones appearing, but I guess it is not a summon, but a desecration? Skeletal Archer, it doesn't use the word "summon", but it "unearthes" a skeletal archer, so I guess it is not a summon? Please explain! Why can't it be done like you are doing with "Criminal Act", just state everywhere the exact game terms which are applying to a skill, like summon, direct damage, melee damage, damage over time etc.

      All things said, even while I barely can execute this complicated rotation, I am already doing more DPS than my main. Honestly I am looking for a character to replace my main in raid groups, as my StamDK is rather useless: DPS aren't top, while offering no group buffs (which aren't already provided by the tank). I have all other classes as Stam DPS already and wanted to see what's coming before finally switching my focus.

      1000+ CP
      PC/EU Ravenwatch Daggerfall Covenant

      Give me my wings back!
    • Dracane
      Dracane
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      Apxac wrote: »
      Why necro-pets - target? In pvp it`s rly OP, pets take all my damage. And the ghost! Are you seriously? The skill absorbs 10% of damage, which is equivalent to the whole set of Swift, isn't it a bit too much? You also take the Major Defile from the Nightblade, but give the opportunity to endlessly use it to a necromancer, this is too much like a buy-to-win. I am extremely dissatisfied with the balancing of this class now, it is too superior to the rest in pvp.

      For one, you cannot endlessly use major defile on all aspects of Necromancer. Stamina Necromancer is the only one with access to it.

      For two, the Blastbones damage isn't even correct right now because it's critting way more than it should, so we can't even determine a proper average of what it can even do.

      Third, you have a choice between more healing, and less healing with some damage mitigation for the pet. The class doesn't have many ways to mitigate damage, has a delayed fear, and to obtain your minor protection buff you need to stand in one spot. It's not built to kite as much as a NB, and is definitely a more stand-your-ground class. You are comparing two completely different classes to each other because you're salty about NB nerfs.

      Fourth, once Blastbones is fixed and (most likely) the damage toned down a bit, there is nothing else in the Necromancer toolkit that is even super imbalanced. It seems people just want to hop on this "omfg this is pay-to-win" bandwagon, but have nothing to even back up their claims.

      You are unsatisfied with the "balancing" of a new class that isn't even terrifyingly broken in the slightest because NB received nerfs. NB is a completely different issue, and there are threads for it.

      Now if you were to say "Stamina Necromancer probably shouldn't have access to both heal absorb and major defile" instead of "you took major defile from my super cheap ultimate that gives me a damage boost omfg wahhhhhhhhhhhhhhhhhhhh," maybe your feedback would actually be valid.

      Consider the tooltip of the blastbone. It's already high and every necromancer, no matter what build, will use it.
      My unbuffed Blastbone tooltip is 17k. If I get the 50% max bonus from the magicka morph and use empowering grasp on it, my blastbone tooltip is at 32k. :) This ability can get to insane heights, considering there is no way for you to avoid it really.
      Edited by Dracane on April 17, 2019 3:38PM
      Auri-El is my lord,
      Trinimac is my shield,
      Magnus is my mind.

      My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
    • DisgracefulMind
      DisgracefulMind
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      Dracane wrote: »
      Apxac wrote: »
      Why necro-pets - target? In pvp it`s rly OP, pets take all my damage. And the ghost! Are you seriously? The skill absorbs 10% of damage, which is equivalent to the whole set of Swift, isn't it a bit too much? You also take the Major Defile from the Nightblade, but give the opportunity to endlessly use it to a necromancer, this is too much like a buy-to-win. I am extremely dissatisfied with the balancing of this class now, it is too superior to the rest in pvp.

      For one, you cannot endlessly use major defile on all aspects of Necromancer. Stamina Necromancer is the only one with access to it.

      For two, the Blastbones damage isn't even correct right now because it's critting way more than it should, so we can't even determine a proper average of what it can even do.

      Third, you have a choice between more healing, and less healing with some damage mitigation for the pet. The class doesn't have many ways to mitigate damage, has a delayed fear, and to obtain your minor protection buff you need to stand in one spot. It's not built to kite as much as a NB, and is definitely a more stand-your-ground class. You are comparing two completely different classes to each other because you're salty about NB nerfs.

      Fourth, once Blastbones is fixed and (most likely) the damage toned down a bit, there is nothing else in the Necromancer toolkit that is even super imbalanced. It seems people just want to hop on this "omfg this is pay-to-win" bandwagon, but have nothing to even back up their claims.

      You are unsatisfied with the "balancing" of a new class that isn't even terrifyingly broken in the slightest because NB received nerfs. NB is a completely different issue, and there are threads for it.

      Now if you were to say "Stamina Necromancer probably shouldn't have access to both heal absorb and major defile" instead of "you took major defile from my super cheap ultimate that gives me a damage boost omfg wahhhhhhhhhhhhhhhhhhhh," maybe your feedback would actually be valid.

      Consider the tooltip of the blastbone. It's already high and ever necromancer, no matter what build, will use it.
      My unbuffed Blastbone tooltip is 17k. If I get the 50% max bonus from the magicka morph and use empowering grasp on it, my blastbone tooltip is at 32k. :) This ability can get to insane heights, considering there is no way for you to avoid it really.

      I am considering the tooltip, of course. I've been dueling and messing with Magicka Necromancer nonstop. I didn't say the skill wouldn't be toned down, actually I said that the damage would be most likely toned down (if you read what I said).

      That being said, the class's damage is made to revolve around Blastbones, and if it is nerfed too much I don't see Necromancer being as deadly as everyone thinks. So it shouldn't be a surprise that every Necromancer build is going to use it. I also don't really see it commonly getting its full 50% damage bonus in open world Cyrodiil, particularly when you're outnumbered, because it is targettable and I see it just potentially dying before that full damage potential is reached. It's okay it has counterplay. We'll have to see what it's like in open world PvP, but I don't think it's practical to assume it's always going to live and hit, because it dies easy. I've killed a lot of them when dueling. Not to mention either that they're just as easily blocked and countered that way.

      Now in a 1v1, yes, it's almost entirely too hard to avoid it, I agree. I don't think, however, we should base any assumptions on mag Necro based on just dueling. Gives us a good grasp of how the class works, but gives us no real idea of how it will function open world and in open world builds.
      Unfortunate magicka warden main.
      PC/NA Server
      Fairweather Friends
      Retired to baby bgs forever. Leave me alone.
    • Caligamy_ESO
      Caligamy_ESO
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      Tasear wrote: »
      Was really hard to use corpses as they vanished quickly. This made the gameplay feel less enjoyable then it could be.

      This is how it was for me as well, and when dueling with another Necromancer there was no easily noticeable way to tell with the pile of corpses lying around which I was able to tether to or use. So frequently I was murdered while looking for the right corpse to no avail.

      That wont be fun in Cyrodil if it stays like that :neutral:
      love is love
    • Pevey
      Pevey
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      I agree with comments above about skills that require having to target a corpse seem unnecessarily restrictive. You naturally want to be turned toward your damage or healing target, not moving the camera all around to target a corpse. This is especially an issue for dps because it will cause a lot of your light attacks to miss.

      Similarly, I don’t think blastbones should require a target to fire, especially since it currently doesn’t spawn at the target, it spawns by you. I think it should be more like warden’s shalks, where you can fire it without a target (so what if if doesn’t hit anything and just dies). And it’s travel time from you to it’s max range should be comparable to shalks if it is going to fit smoothly into a rotation. Right now if you are ranged or closing in on an enemy, it takes too long, the timing is too variable.

      I find sustain to be a challenge when testing stamcro dps. For trash mobs you can mitigate this with the stamina siphon morph if you choose that over the ultimate morph (would anyone?), but in long single target fights (or dummy parses) sustain was an issue for me even on a 3m dummy with sustain food and using the bone armor morph that reduces the cost of the skeletal archer and blastbones. Was using one absorb stam enchant on front dw bar, race was imperial, 100 in mooncalf. With same setup on my stamwarden, I can complete a 6m dummy with no heavy attacks.
      Edited by Pevey on April 17, 2019 11:13AM
    • IARTOI
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      Class is awesome but still need some balances.

      First thing "Stalking Blastbones" skill has insane damage output. I saw in my recap 16.2k raw single damage. This skill needs a damage reduction. You can imagine that group of 3-4 necromancer can send up those bombers to destroy entire crowded groups in pvp. %25 damage reduction and increase the creation speed of skeleton 0.5 sec would be balanced.

      On the other hand corpses are disappearing so quick. Its hard to use them in the chaos of crowded combat. You can increase the corpses duration 2 more sec. Short duration of corpses are also reducing the effectiveness of dealing burst damage in combat. While you are tying to heal yourself corpses are disappearing so you can not use them effectively for damage skills.

      For ultimates: All 3 skill trees has high cost ultimates. Goliath and ressurection costs are OK. but summoning atronach could have less cost ofcourse with reduced damage for cost/strenght balance.

      One other thing for pet summons IMO: Combat durations of pets are so long. I mean you will have to wait 16 sec until you skeletal mage/archer can create a corpse so you can use it. Maybe this duration could be reduced to half and damage over time could be every 1 sec instead of 2 sec (ofc with reduced damage for balance).

      Necromancer has no its own major sorcery-savagery/prophecy-brutality buffs. So this push players to use entropy and mage light instead of class skills (for magicka ones and same for stamina ones). Totem skill is not that satisfying. I mean enemy can easily walk away from it. Maybe using it could provide one of those buffs instead %8 damage reduction or fear enemy after 2 sec.(2 sec delay for fear is not effective so much could be replaceable).

      Also stamina morph of self heal would be good too.
      Edited by IARTOI on April 17, 2019 12:53PM
    • IARTOI
      IARTOI
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      .
      Edited by IARTOI on April 17, 2019 12:53PM
    • XomRhoK
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      About Boneyard skill.
      First of all, it's again, in my opinion, looks a little bit lame. Why it spawns tombstones, where did they come from? In my opinion, it will be better if it would be open/broken graves. And following the name Boneyard must generate corpses, not consuming them. At least one, maybe two with specialized morph. And the synergy must spawn skeletal mages/archers, or new melee skeletons. So at least in group you will have oppotunity to raise your little skeleton army. In my opinon, it would be fun.
    • Tasear
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      Disappointed the self synergy skill doesn't have a stamina version or scale off max offensive state. I don't see why I would pick stamina necro dps over magicka.
    • LIIVI
      LIIVI
      My thoughts on the Necromancer from a PvE healer perspective:

      What are your favorite and least Necromancer abilities, and why?
      The Spirit Mender is really fun - having my own auto-healing turret made a nice contrast to Templar and Warden healers, and worked surprisingly well at keeping large groups healthy. The Resurrect ultimate is incredibly fun and satisfying - one of my favourite abilities of any class!

      Do the Necromancer’s visuals and themes feel unique compared to other classes?
      Definitely - thematically the Necromancer feels very distinct. The colour scheme is very nice, and really captures the 'undeath' vibe. However, I do feel that corpses are not telegraphed well enough to stand out, especially in a Trial environment where there's likely to be a lot of visual clutter. Perhaps there should be an option to make the corpse telegraph even more distinct?

      Do the Necromancer’s abilities and playstyle feel unique compared to other classes?
      The Necromancer as a healer feels very distinct from the Warden and Templar, especially with regards to corpse management which I'll touch on later. Overall the class definitely has its own unique playstyle. I didn't actually try a stamina DPS Necro, but I'm very glad to hear that the option to do so has been such a priority.

      Did you enjoy the Necromancer’s corpse generation/corpse spending gameplay?
      Thematically, the management and use of corpses was one of the standouts for me - it really makes the class feel completely unique and original. However, there are a few issues with how it's currently implemented:
      1. Firstly, as many have pointed out, user-generated corpses simply don't stay available long enough. It doesn't feel very rewarding to look away for a couple of seconds only to realise you've missed your chance to use a corpse.
      2. Secondly, positioning corpses correctly is very difficult as a healer. The only healer spells that generate corpses drop them directly at your feet, rather than near your allies. This makes healing melee DPSs and tanks unnecessarily difficult. I can use Restoring Tether to heal ranged allies if I manage my positioning well, but dropping a corpse right next to the boss in order to use Tether to heal a melee character is very impractical. Likewise, because Life Amidst Death requires a corpse within the active AoE, you're effectively limited to casting it centred on yourself. Ultimately, this means that in fights where no adds spawn, I think Necromancer healers are going to really struggle to make the most out of their corpse management, and allies in melee range are going to suffer for it.
      3. Finally, many of the abilities that rely on corpses have a passive secondary effect bolted on. I assume this is so that in situations without corpse access this doesn't feel like a wasted slot? For instance Restoring Tether passively increases healing done. Thematically, I think it would make more sense to make it easier for Necromancers to generate their own corpses rather than trying to make these abilities 'generically useful'. I don't really want to be running really fun, unique abilities solely because they provide a generic passive buff - I want to be casting them!

      Did you receive a bounty for using “Criminal Act” Necromancer abilities in towns? If so, what are your thoughts on the experience?
      I did not, but I really like the idea. Again, it contributes to making Necromancers feel unique compared with other classes. I think it's also something people will get used to very easily, and I don't think it will be too frustrating once we're all familiar with the class.

      Were you aware certain Necromancer abilities were considered “Criminal Acts” prior to using these abilities in towns?
      Yes, this was marked very clearly. Almost impossible to miss.

      Does the Necromancer feel faithful to established lore and themes in The Elder Scrolls?
      Absolutely, this feels like a very faithful version of ES Necromancy.

      Do you plan on playing a Necromancer as your new “main” character when Update 22 goes live?
      I would love to - Necromancer healers feel like a very different flavour compared with existing classes. I just hope that the corpse management is sorted out so that I can make the most out of the more unique class skills like Restoring Tether.

      Do you have any other general feedback?
      Nope, I think that's everything
    • icefyer_ESO
      icefyer_ESO
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      IARTOI wrote: »
      One other thing for pet summons IMO: Combat durations of pets are so long. I mean you will have to wait 16 sec until you skeletal mage/archer can create a corpse so you can use it. Maybe this duration could be reduced to half and damage over time could be every 1 sec instead of 2 sec (ofc with reduced damage for balance). .

      Thing is, you can cast an ability that generates a corpse again after 1/2 its duration is over to force it to drop a corpse. For example lets say you have Intensive Mender for the healing spirit that drops its duration down to 8, after 4 seconds you can cast it again and force it to pop a corpse for you to use. Bone armor can do it at 10, etc.
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