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.
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.
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)
Savos_Saren wrote: »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?
DisgracefulMind wrote: »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.
DeathStalker wrote: »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.
Was really hard to use corpses as they vanished quickly. This made the gameplay feel less enjoyable then it could be.
This really worries me. PvP often requires extremely fast reactions.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.
BalticBlues wrote: »This really worries me. PvP often requires extremely fast reactions.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.
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.
DisgracefulMind 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.
DisgracefulMind 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.
Was really hard to use corpses as they vanished quickly. This made the gameplay feel less enjoyable then it could be.
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). .