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.
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.
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.
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.
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.
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.
You would pick stam cause it's single target dps out performs magicka by a decent amount, and it's ult hits harder then magicka's ult. I played stam dps and was very impressed with it. in fact I am concerned it might be too good. Avid is just a bad morph all around. Use Unnerving for the debuff, not for the damage.
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.
It can be kitted, and it only hits that hard cause of the crit bug, the class is strong yes, but I am not sure where you guys are getting 32k hits from. Empowered Grasp doesn't work on it either, by the way. Me and a friend tested that many times to see if it would work, and it really just does not. Could be a bug, but, in practical testing, its a strong ability that is janky, can be kitted, and sometimes suffers navigational issues. How about we look a the bugs before we try to gut at ability that might be perfectly fine.
I probably sound like a white knight for the class, believe me I understand there is issues, but a lot of it's balance is in the new mechanics it's introduces, which makes it hard to measure on paper, because there is so much wrapped up in practical application. Not to mention all the bugs we are dealing with
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.
proteinexe wrote: »I think Necromancer needs an execute.
Magden is similar to Necromancer, and one of the reasons Magden fall down on PvP and PvE is due to their lack of an execute.
I see Magmancers passive for an 'execute', but for PvP I have low expectations of this not being enough. (on PTS at least)
They dont have a hard CC as most classes have, so for PvP, an execute ability would be nice to help Magmancer drift away from their predisposition-ed Magden play.
I do love that they added a new class. Im so glad that they didn't go for a skill line and all I can see is this game becoming more and more interesting to explore.
Id love to hear the communities opinion on this, this is only one opinion.
Good luck on your adventures
ZOS_GinaBruno wrote: »However a huge problem I had was that playing with a lot of necro skills on my bar made me nauseous. I only noticed after some time, but I definitely felt sick after playing around on the dummy for a few minutes. I'm not sure if anybody else had this issue, or if it's just me, please let me know, others here.
i have to agree with you i found it very intense at times,
i have to be careful as it is with games as they can make me very nauseous and i also found the necro skills had a huge impact on me they look great and im loving the new class but definitely feel as though i couldnt play the class as a main more just a fun mess around right now which is a shame as im loving the class
Thannazzar wrote: »Disappointed by the lack of Stam morphs for all Necro Skills.
Playing a Necro is the biggest draw for the new chapter. Would be good to play a full Stam Necro rather that a weapon wielder with a couple of Necro abilities.
I'm so glad to read this. Did you think necromancy is forbidden inside a town walls only? Man, you're doing bad things, it doesn't matter where you do it. Hope they won't change that.I received a 277 gold bounty because a Trader NPC out in Glenumbra - not in the city of Daggerfall itself - happened to see my Skeletal Arcanist summon. Getting bounties while leveling up/farming/etc..., or for accidentally bumping a key while in town, is probably going to get old pretty fast.
luizpaulom17 wrote: »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.
You would pick stam cause it's single target dps out performs magicka by a decent amount, and it's ult hits harder then magicka's ult. I played stam dps and was very impressed with it. in fact I am concerned it might be too good. Avid is just a bad morph all around. Use Unnerving for the debuff, not for the damage.
Stamina Necro doesnt out pefor magicka that much... only its Ult does... also, Stamina use less necro skills and is less fun to play... a necro using caltrops does e vem males sence
people are still figuring out rotation, I belive magicka will be the way to go, as range end up being and advantage in trials and the Necro magicka bomber skeleton does more damage from range distance
Stamina sadly has problems in trials
Agree. Flesh Atronach ultimate can be mobile summon with duration round 8-16 seconds. With some corrosive/acid aura or AoE splashes which applies Major Vulnerability. Because of this acid Flesh Atronach will decay after 8-16 seconds, and will disappear. Overall less damage, and longer Major Vulnerability debuff.arpadsweb16_ESO wrote: »More undead.
Thannazzar wrote: »Disappointed by the lack of Stam morphs for all Necro Skills.
Playing a Necro is the biggest draw for the new chapter. Would be good to play a full Stam Necro rather that a weapon wielder with a couple of Necro abilities.
The problem with attaching so many Stamina morphs to class skills is that it really limits Magicka builds. As I said in another thread, while I get that Stamina players may not like relying on a "generic" toolkit as much as they do, it's not like that toolkit is in any way bad or weak, and it's a much larger toolkit than Magicka has. For PvE offense, Stamina gets 3 weapon line options to Magicka's 1, and for PvP Stamina gets a 4th (1h/shield can be amazingly powerful with the right player and build), while Magicka still just has 1 (and honestly not a particularly good one, at that). Adding a bunch of Stamina morphs for class abilities just limits the options for Magicka players further.What are your favorite and least Necromancer abilities, and why?
Not sure yet. concern is that only 2 skills have stamina morphs.
Appears that this class will be Magic based only
Do you have any other general feedback?
Needs more stamina based skills. As it is now it seems to be only a magic based class. or maybe some sort of hybrid if you want to play it with anything other that staffs.