I much prefer stamnecro to stamblade because of better aoe and better self healing.
Stamina Necro is great for 2 reasons :
1. Stamina base toolkit is already complete : spammable/execute/stun/dots all can be found from running S&B with heroic slash as a spammable + 2h back bar.
2. All PvP Necro best feature have (better) stamina morph or are utility usable with magicka pool. Just take everything strong from necro class and it to the super strong S&B/2H or dualwield weapon kit.
However Magicka Necromencer as a solo/1vX build is extremely BAD.
1. No reliable dot and no defile meaning no pressure the mage skeleton dot is faar too weak. All magclasses have pressure : Magplar (sun fire/solar barage/burning light); Magblade (cripple/lotus fan/major defile), Magsorc (matriarch), Magdk (so much there). If you don't have pressure, you cannot kill good people and tanky characters.
2. Bad and unreliable stun : fear totem is trash, and shock clench doesn't time well blastones ability.
3. Unreliable Burst : Blastones is too easely killed + the pathway is bad.
4. Bad sustain : like magblade, magnecro have bad sustain.
5. No good options : tons of class skills are ground based and so very bad agaisnt half decent player : bone totem, grasp, boneyard, mystic siphon.
The magicka Necro is only good at supporting with good heal, good purge and strong ultimate.
Have you actually played the class very much, or are you making snap judgements after reading the skill list on a website?Just play it like a magplar. Its the same, but much better.
Better ults, more sustain, better cleanse (both morphs outclass magplar cleanse by a ton), better spammables (both aoe and ranged), also Blastbones op af if played right, free BoL each 2 seconds from a pet (lol). Better self heal (since you can cleanse it and get free resources and/or use the other morph and cleanse everyone around u+heal for a ton+place an AoE HoT).
Ok, no gapcloser. Oh wait, Beckoning Armor.
AoE slow and root + minor maim.
Free on demand 15k+ aoe damage from a self synergy (+ a ton of resources via Undaunted passive). It also works wonders while sieging to leech AP, or put nbs out of stealth. Almost forgot, it also heals.
Do I need to say more?
First off, the Intensive Mender morph of the Spirit Mender has a tooltip that's roughly half that of Render Flesh, which is what's about equal to Breath of Life in healing value. The other morph's heal is substantially lower, and in no way comparable to Breath of Life (though it provides 10% mitigation while active).
Secondly, Renewing Undeath needs a corpse within its area of effect in order to activate the Cleanse + HOT portions of the skill, which often makes it quite janky and difficult to utilize properly (outside of duels, anyway). If Blastbones was more reliable, the issue might be mitigated somewhat, but I still think it should be able to use corpses near the caster, and not only those at the target location. If you're looking to cleanse teammates, especially those that are under heavy fire, there's still nothing that compares to a Ritual synergy.
Also, it sounds like you think that Renewing Undeath and Expunge and two different morphs of the same ability, while they're actually two separate skills. Expunge is exclusively a self cleanse, and will remove either 2 or 4 negative effects, depending on the morph chosen. The morph that returns resources is the one that removes only 2 debuffs (vs 5 for a Templar's Ritual), and costs 1,940 health for each use.
Furthermore, it's incorrect to claim that Necromancers have a better "AOE Spammable" than Magicka Templars do. I'd consider Shards to be very much superior to Boneyard for PvP, even if it didn't have a useful synergy for teammates attached. The up-front damage + passives are very good for Shards, and put it well ahead of Boneyard (Blastbones isn't a spammable, and has some pretty big problems against decent players).
While it's true that you can use Avid Boneyard and get a self-usable synergy, it requires you to be in the very center of the AOE to use it, and in practice is extremely hard to land outside of AOE grinding in PvE (and even then it's sometimes easy to get pushed around and not be able to find the activation point). It's another skill that might look nice on paper, but in reality isn't particularly useful in PvP.
When it comes to the single target spammable...that's actually the only offensive Necromancer skill that I don't have a problem with. That said, it's nothing super special; the tooltip damage is 100% identical to Elemental Weapon, which Magicka Templar can utilize, with the differences coming down to a 20% damage bonus + up to 2 bounces on every third cast, vs the application of a status effect on every cast and the passive to gain a shield while blocking. I suppose the skull will also get a damage bonus vs Vampires, since it deals fire damage...still, it's not like there's some massive world of difference between the two skills.
Beckoning Armor is also not really comparable to a gap closer, or even to Silver Leash and Chains. It isn't controllable, and will only pull people that attack you - gap closers are vastly superior for chasing someone down. The pull on Beckoning Armor, like all pulls, will also provide CC immunity to the target, and will therefore sometimes be counterproductive (and who wants to let their armor buff run out just to be able to CC someone?) This skill is absurdly annoying to fight against, but the primary use for PvP is zerging or trolling, and even then Silver Leash and Chains are going to be more potent. Also, have you tried the new Templar gap closer yet? It's not bad at all.
Imperial_Voice wrote: »Stamina Necro is great for 2 reasons :
1. Stamina base toolkit is already complete : spammable/execute/stun/dots all can be found from running S&B with heroic slash as a spammable + 2h back bar.
2. All PvP Necro best feature have (better) stamina morph or are utility usable with magicka pool. Just take everything strong from necro class and it to the super strong S&B/2H or dualwield weapon kit.
However Magicka Necromencer as a solo/1vX build is extremely BAD.
1. No reliable dot and no defile meaning no pressure the mage skeleton dot is faar too weak. All magclasses have pressure : Magplar (sun fire/solar barage/burning light); Magblade (cripple/lotus fan/major defile), Magsorc (matriarch), Magdk (so much there). If you don't have pressure, you cannot kill good people and tanky characters.
2. Bad and unreliable stun : fear totem is trash, and shock clench doesn't time well blastones ability.
3. Unreliable Burst : Blastones is too easely killed + the pathway is bad.
4. Bad sustain : like magblade, magnecro have bad sustain.
5. No good options : tons of class skills are ground based and so very bad agaisnt half decent player : bone totem, grasp, boneyard, mystic siphon.
The magicka Necro is only good at supporting with good heal, good purge and strong ultimate.
How can you call it a complete toolset and then list off 4 things that are missing from that toolkit...?
Imperial_Voice wrote: »Stamina Necro is great for 2 reasons :
1. Stamina base toolkit is already complete : spammable/execute/stun/dots all can be found from running S&B with heroic slash as a spammable + 2h back bar.
2. All PvP Necro best feature have (better) stamina morph or are utility usable with magicka pool. Just take everything strong from necro class and it to the super strong S&B/2H or dualwield weapon kit.
However Magicka Necromencer as a solo/1vX build is extremely BAD.
1. No reliable dot and no defile meaning no pressure the mage skeleton dot is faar too weak. All magclasses have pressure : Magplar (sun fire/solar barage/burning light); Magblade (cripple/lotus fan/major defile), Magsorc (matriarch), Magdk (so much there). If you don't have pressure, you cannot kill good people and tanky characters.
2. Bad and unreliable stun : fear totem is trash, and shock clench doesn't time well blastones ability.
3. Unreliable Burst : Blastones is too easely killed + the pathway is bad.
4. Bad sustain : like magblade, magnecro have bad sustain.
5. No good options : tons of class skills are ground based and so very bad agaisnt half decent player : bone totem, grasp, boneyard, mystic siphon.
The magicka Necro is only good at supporting with good heal, good purge and strong ultimate.
How can you call it a complete toolset and then list off 4 things that are missing from that toolkit...?
The complete toolkit is from weapon skill line + Vigor + stam ultimates that bring everything a stamina build need.
You can take anystamina build and perform great with :
Gear : Bloodspawn/fury/flex choice :
Bars S&B : Heroic slash (spammable)/reverb bash (stun + pressure from defile)/ Vigor (heal)/ Class defined damage skill (blastones)/ Flex slot
back 2H : Execute/FW/ Class armor buff (bone armor)/ Class healing /defensive skill/ Flexspot
Stamina also have base strong ulti : Spell wall/Dawnbreaker. Necro ult are strong but it's still an option.
You have everything you need offensively from weapon skills and vigor + rally/FM for defense You can even add carve for bleed or critical rush for gap closer if you really want.
Just like any stam build you add ur class damage feature (PoTL/claw's/shalk/merciless/hurricane lol) for necro it's blastones. The you add ur class armor buff. Then your class defensive skill then you have 2 other slots to slot utility/defense class skill or weapon offense skills
Necro have tons of utility/defensive skills and the skeleton archer is a good dot.
A stamina class cannot be BAD because you can build it with the great tools everystamina character have access to.
Magicka classes depend entirely from class abilities to the exeption of Clench which is a decent stun and/or spammable and elemental drain. Everything else need to be bring by class abilities and ZoS failed necro and warden.
Imperial_Voice wrote: »Imperial_Voice wrote: »Stamina Necro is great for 2 reasons :
1. Stamina base toolkit is already complete : spammable/execute/stun/dots all can be found from running S&B with heroic slash as a spammable + 2h back bar.
2. All PvP Necro best feature have (better) stamina morph or are utility usable with magicka pool. Just take everything strong from necro class and it to the super strong S&B/2H or dualwield weapon kit.
However Magicka Necromencer as a solo/1vX build is extremely BAD.
1. No reliable dot and no defile meaning no pressure the mage skeleton dot is faar too weak. All magclasses have pressure : Magplar (sun fire/solar barage/burning light); Magblade (cripple/lotus fan/major defile), Magsorc (matriarch), Magdk (so much there). If you don't have pressure, you cannot kill good people and tanky characters.
2. Bad and unreliable stun : fear totem is trash, and shock clench doesn't time well blastones ability.
3. Unreliable Burst : Blastones is too easely killed + the pathway is bad.
4. Bad sustain : like magblade, magnecro have bad sustain.
5. No good options : tons of class skills are ground based and so very bad agaisnt half decent player : bone totem, grasp, boneyard, mystic siphon.
The magicka Necro is only good at supporting with good heal, good purge and strong ultimate.
How can you call it a complete toolset and then list off 4 things that are missing from that toolkit...?
The complete toolkit is from weapon skill line + Vigor + stam ultimates that bring everything a stamina build need.
You can take anystamina build and perform great with :
Gear : Bloodspawn/fury/flex choice :
Bars S&B : Heroic slash (spammable)/reverb bash (stun + pressure from defile)/ Vigor (heal)/ Class defined damage skill (blastones)/ Flex slot
back 2H : Execute/FW/ Class armor buff (bone armor)/ Class healing /defensive skill/ Flexspot
Stamina also have base strong ulti : Spell wall/Dawnbreaker. Necro ult are strong but it's still an option.
You have everything you need offensively from weapon skills and vigor + rally/FM for defense You can even add carve for bleed or critical rush for gap closer if you really want.
Just like any stam build you add ur class damage feature (PoTL/claw's/shalk/merciless/hurricane lol) for necro it's blastones. The you add ur class armor buff. Then your class defensive skill then you have 2 other slots to slot utility/defense class skill or weapon offense skills
Necro have tons of utility/defensive skills and the skeleton archer is a good dot.
A stamina class cannot be BAD because you can build it with the great tools everystamina character have access to.
Magicka classes depend entirely from class abilities to the exeption of Clench which is a decent stun and/or spammable and elemental drain. Everything else need to be bring by class abilities and ZoS failed necro and warden.
By your logic a class doesnt matter if you run stamina because youre just loading down with weapon skills
Imperial_Voice wrote: »Imperial_Voice wrote: »Stamina Necro is great for 2 reasons :
1. Stamina base toolkit is already complete : spammable/execute/stun/dots all can be found from running S&B with heroic slash as a spammable + 2h back bar.
2. All PvP Necro best feature have (better) stamina morph or are utility usable with magicka pool. Just take everything strong from necro class and it to the super strong S&B/2H or dualwield weapon kit.
However Magicka Necromencer as a solo/1vX build is extremely BAD.
1. No reliable dot and no defile meaning no pressure the mage skeleton dot is faar too weak. All magclasses have pressure : Magplar (sun fire/solar barage/burning light); Magblade (cripple/lotus fan/major defile), Magsorc (matriarch), Magdk (so much there). If you don't have pressure, you cannot kill good people and tanky characters.
2. Bad and unreliable stun : fear totem is trash, and shock clench doesn't time well blastones ability.
3. Unreliable Burst : Blastones is too easely killed + the pathway is bad.
4. Bad sustain : like magblade, magnecro have bad sustain.
5. No good options : tons of class skills are ground based and so very bad agaisnt half decent player : bone totem, grasp, boneyard, mystic siphon.
The magicka Necro is only good at supporting with good heal, good purge and strong ultimate.
How can you call it a complete toolset and then list off 4 things that are missing from that toolkit...?
The complete toolkit is from weapon skill line + Vigor + stam ultimates that bring everything a stamina build need.
You can take anystamina build and perform great with :
Gear : Bloodspawn/fury/flex choice :
Bars S&B : Heroic slash (spammable)/reverb bash (stun + pressure from defile)/ Vigor (heal)/ Class defined damage skill (blastones)/ Flex slot
back 2H : Execute/FW/ Class armor buff (bone armor)/ Class healing /defensive skill/ Flexspot
Stamina also have base strong ulti : Spell wall/Dawnbreaker. Necro ult are strong but it's still an option.
You have everything you need offensively from weapon skills and vigor + rally/FM for defense You can even add carve for bleed or critical rush for gap closer if you really want.
Just like any stam build you add ur class damage feature (PoTL/claw's/shalk/merciless/hurricane lol) for necro it's blastones. The you add ur class armor buff. Then your class defensive skill then you have 2 other slots to slot utility/defense class skill or weapon offense skills
Necro have tons of utility/defensive skills and the skeleton archer is a good dot.
A stamina class cannot be BAD because you can build it with the great tools everystamina character have access to.
Magicka classes depend entirely from class abilities to the exeption of Clench which is a decent stun and/or spammable and elemental drain. Everything else need to be bring by class abilities and ZoS failed necro and warden.
By your logic a class doesnt matter if you run stamina because youre just loading down with weapon skills
Imperial_Voice wrote: »Imperial_Voice wrote: »Stamina Necro is great for 2 reasons :
1. Stamina base toolkit is already complete : spammable/execute/stun/dots all can be found from running S&B with heroic slash as a spammable + 2h back bar.
2. All PvP Necro best feature have (better) stamina morph or are utility usable with magicka pool. Just take everything strong from necro class and it to the super strong S&B/2H or dualwield weapon kit.
However Magicka Necromencer as a solo/1vX build is extremely BAD.
1. No reliable dot and no defile meaning no pressure the mage skeleton dot is faar too weak. All magclasses have pressure : Magplar (sun fire/solar barage/burning light); Magblade (cripple/lotus fan/major defile), Magsorc (matriarch), Magdk (so much there). If you don't have pressure, you cannot kill good people and tanky characters.
2. Bad and unreliable stun : fear totem is trash, and shock clench doesn't time well blastones ability.
3. Unreliable Burst : Blastones is too easely killed + the pathway is bad.
4. Bad sustain : like magblade, magnecro have bad sustain.
5. No good options : tons of class skills are ground based and so very bad agaisnt half decent player : bone totem, grasp, boneyard, mystic siphon.
The magicka Necro is only good at supporting with good heal, good purge and strong ultimate.
How can you call it a complete toolset and then list off 4 things that are missing from that toolkit...?
The complete toolkit is from weapon skill line + Vigor + stam ultimates that bring everything a stamina build need.
You can take anystamina build and perform great with :
Gear : Bloodspawn/fury/flex choice :
Bars S&B : Heroic slash (spammable)/reverb bash (stun + pressure from defile)/ Vigor (heal)/ Class defined damage skill (blastones)/ Flex slot
back 2H : Execute/FW/ Class armor buff (bone armor)/ Class healing /defensive skill/ Flexspot
Stamina also have base strong ulti : Spell wall/Dawnbreaker. Necro ult are strong but it's still an option.
You have everything you need offensively from weapon skills and vigor + rally/FM for defense You can even add carve for bleed or critical rush for gap closer if you really want.
Just like any stam build you add ur class damage feature (PoTL/claw's/shalk/merciless/hurricane lol) for necro it's blastones. The you add ur class armor buff. Then your class defensive skill then you have 2 other slots to slot utility/defense class skill or weapon offense skills
Necro have tons of utility/defensive skills and the skeleton archer is a good dot.
A stamina class cannot be BAD because you can build it with the great tools everystamina character have access to.
Magicka classes depend entirely from class abilities to the exeption of Clench which is a decent stun and/or spammable and elemental drain. Everything else need to be bring by class abilities and ZoS failed necro and warden.
By your logic a class doesnt matter if you run stamina because youre just loading down with weapon skills
Imperial_Voice wrote: »Imperial_Voice wrote: »Stamina Necro is great for 2 reasons :
1. Stamina base toolkit is already complete : spammable/execute/stun/dots all can be found from running S&B with heroic slash as a spammable + 2h back bar.
2. All PvP Necro best feature have (better) stamina morph or are utility usable with magicka pool. Just take everything strong from necro class and it to the super strong S&B/2H or dualwield weapon kit.
However Magicka Necromencer as a solo/1vX build is extremely BAD.
1. No reliable dot and no defile meaning no pressure the mage skeleton dot is faar too weak. All magclasses have pressure : Magplar (sun fire/solar barage/burning light); Magblade (cripple/lotus fan/major defile), Magsorc (matriarch), Magdk (so much there). If you don't have pressure, you cannot kill good people and tanky characters.
2. Bad and unreliable stun : fear totem is trash, and shock clench doesn't time well blastones ability.
3. Unreliable Burst : Blastones is too easely killed + the pathway is bad.
4. Bad sustain : like magblade, magnecro have bad sustain.
5. No good options : tons of class skills are ground based and so very bad agaisnt half decent player : bone totem, grasp, boneyard, mystic siphon.
The magicka Necro is only good at supporting with good heal, good purge and strong ultimate.
How can you call it a complete toolset and then list off 4 things that are missing from that toolkit...?
The complete toolkit is from weapon skill line + Vigor + stam ultimates that bring everything a stamina build need.
You can take anystamina build and perform great with :
Gear : Bloodspawn/fury/flex choice :
Bars S&B : Heroic slash (spammable)/reverb bash (stun + pressure from defile)/ Vigor (heal)/ Class defined damage skill (blastones)/ Flex slot
back 2H : Execute/FW/ Class armor buff (bone armor)/ Class healing /defensive skill/ Flexspot
Stamina also have base strong ulti : Spell wall/Dawnbreaker. Necro ult are strong but it's still an option.
You have everything you need offensively from weapon skills and vigor + rally/FM for defense You can even add carve for bleed or critical rush for gap closer if you really want.
Just like any stam build you add ur class damage feature (PoTL/claw's/shalk/merciless/hurricane lol) for necro it's blastones. The you add ur class armor buff. Then your class defensive skill then you have 2 other slots to slot utility/defense class skill or weapon offense skills
Necro have tons of utility/defensive skills and the skeleton archer is a good dot.
A stamina class cannot be BAD because you can build it with the great tools everystamina character have access to.
Magicka classes depend entirely from class abilities to the exeption of Clench which is a decent stun and/or spammable and elemental drain. Everything else need to be bring by class abilities and ZoS failed necro and warden.
By your logic a class doesnt matter if you run stamina because youre just loading down with weapon skills
Yes, it doesnt matter *as much* for stamina toons because the weapons you choose is a large identity itselff of your stam toon. A subclass, if you will. It's the passives that actually matter the most for stam toons imo. I've always looked at it that way, and is more apparent from the non dlc classes. The DLC classes have a lot of stamina morphs, but the logic still applies, just to a lesser extent.
As for necros.... I sadly haven't gotten the chance to even make one. But I will be able to when the month is over. Currently going through final exams at the end of the semester and i'm like a walking zombie right now.Engineering sux
Excited from the comments here though. Probably gonna make a stam necro first.
Blastbones is so bad. I didn't believe it until I tried it myself. Absolute trash skill that never connects. Is your enemy doing an AoE attack? Better slot slot something that doesn't fall apart in the red.
Stamcro is kinda okay so far, though still leaning hard on weapon skills. That Bonelord ult has some serious potential.
Blastbones is so bad. I didn't believe it until I tried it myself. Absolute trash skill that never connects. Is your enemy doing an AoE attack? Better slot slot something that doesn't fall apart in the red.
Stamcro is kinda okay so far, though still leaning hard on weapon skills. That Bonelord ult has some serious potential.
What weapons are you using? I went 2h and S&B, but think different combinations would work. I’m only using 4 non-necro skills and doing okay.
Blastbones is so bad. I didn't believe it until I tried it myself. Absolute trash skill that never connects. Is your enemy doing an AoE attack? Better slot slot something that doesn't fall apart in the red.
Stamcro is kinda okay so far, though still leaning hard on weapon skills. That Bonelord ult has some serious potential.
What weapons are you using? I went 2h and S&B, but think different combinations would work. I’m only using 4 non-necro skills and doing okay.
Blastbones is so bad. I didn't believe it until I tried it myself. Absolute trash skill that never connects. Is your enemy doing an AoE attack? Better slot slot something that doesn't fall apart in the red.
Stamcro is kinda okay so far, though still leaning hard on weapon skills. That Bonelord ult has some serious potential.
What weapons are you using? I went 2h and S&B, but think different combinations would work. I’m only using 4 non-necro skills and doing okay.
Same here, FM, Crit Rush and Execute. Might need a CC in there so that's 4 skills yeah.
Are the summons for necro like the sorc ones where they will disappear if you swap bars?
Imperial_Voice wrote: »Blastbones is so bad. I didn't believe it until I tried it myself. Absolute trash skill that never connects. Is your enemy doing an AoE attack? Better slot slot something that doesn't fall apart in the red.
Stamcro is kinda okay so far, though still leaning hard on weapon skills. That Bonelord ult has some serious potential.
What weapons are you using? I went 2h and S&B, but think different combinations would work. I’m only using 4 non-necro skills and doing okay.
Same here, FM, Crit Rush and Execute. Might need a CC in there so that's 4 skills yeah.
Are the summons for necro like the sorc ones where they will disappear if you swap bars?
No they do not.
Realistically, I think they should make some changes to blastbones. They should increase health. Obviously, fix their pathing. But I would making the stam version resistent to snares and lower health, then the magicka less resistant to snares and immune to damage. That way you can delay the bones to the point their timer goes off and they explode for magicka ranged builds and the stamina retains its close range use, but can get wiped by AOE.
As is, they’re just both wildly fragile and useless against any AOE - RIP to fighting Stam Sorcs.
Realistically, I think they should make some changes to blastbones. They should increase health. Obviously, fix their pathing. But I would making the stam version resistent to snares and lower health, then the magicka less resistant to snares and immune to damage. That way you can delay the bones to the point their timer goes off and they explode for magicka ranged builds and the stamina retains its close range use, but can get wiped by AOE.
As is, they’re just both wildly fragile and useless against any AOE - RIP to fighting Stam Sorcs.
I feel like a good start would be reverting the nerf to blastbones from the pts. Right now it is sooooooooooo slow, the summon is slow, then if cast from range it has run, then the pathing issues can mess it up. Sometimes it just gets confused even on flat terrain and runs back and forth. And dealing with all that, the dmg is almost not worth it IF it reach's and goes off. And isn't killed, cc'd, outran.
Realistically, I think they should make some changes to blastbones. They should increase health. Obviously, fix their pathing. But I would making the stam version resistent to snares and lower health, then the magicka less resistant to snares and immune to damage. That way you can delay the bones to the point their timer goes off and they explode for magicka ranged builds and the stamina retains its close range use, but can get wiped by AOE.
As is, they’re just both wildly fragile and useless against any AOE - RIP to fighting Stam Sorcs.
I feel like a good start would be reverting the nerf to blastbones from the pts. Right now it is sooooooooooo slow, the summon is slow, then if cast from range it has run, then the pathing issues can mess it up. Sometimes it just gets confused even on flat terrain and runs back and forth. And dealing with all that, the dmg is almost not worth it IF it reach's and goes off. And isn't killed, cc'd, outran.
If it has pathing problems and elevation issues, it will never get fixed or won't stay fixed. Face it, they screwed up the signature move for their expansion class. The only fix I see is make it instantly teleport to the target after 2.5 seconds with zero travel time. Barring that.
The damage needs to be doubled or more to outweigh the high risk of it never making it to the target.
The BB needs at least to inherit and maintain the immunity status of the caster at the time of casting for CC, root, and snare.
It needs about a 25% increase in speed.
Imperial_Voice wrote: »Blastbones is so bad. I didn't believe it until I tried it myself. Absolute trash skill that never connects. Is your enemy doing an AoE attack? Better slot slot something that doesn't fall apart in the red.
Stamcro is kinda okay so far, though still leaning hard on weapon skills. That Bonelord ult has some serious potential.
What weapons are you using? I went 2h and S&B, but think different combinations would work. I’m only using 4 non-necro skills and doing okay.
Same here, FM, Crit Rush and Execute. Might need a CC in there so that's 4 skills yeah.
Are the summons for necro like the sorc ones where they will disappear if you swap bars?
No they do not.
Thank goodness. I might try a Fury/Seventh/BS heavy build with my 2H and blast bones on front bar, maybe scythe for AoE. Archer and Spirit and Hexproof on backbar. See how that goes for now.
@Iskiab if you are running heavy I would consider the skill Unstoppable instead of Chudan.
Realistically, I think they should make some changes to blastbones. They should increase health. Obviously, fix their pathing. But I would making the stam version resistent to snares and lower health, then the magicka less resistant to snares and immune to damage. That way you can delay the bones to the point their timer goes off and they explode for magicka ranged builds and the stamina retains its close range use, but can get wiped by AOE.
As is, they’re just both wildly fragile and useless against any AOE - RIP to fighting Stam Sorcs.
I feel like a good start would be reverting the nerf to blastbones from the pts. Right now it is sooooooooooo slow, the summon is slow, then if cast from range it has run, then the pathing issues can mess it up. Sometimes it just gets confused even on flat terrain and runs back and forth. And dealing with all that, the dmg is almost not worth it IF it reach's and goes off. And isn't killed, cc'd, outran.
If it has pathing problems and elevation issues, it will never get fixed or won't stay fixed. Face it, they screwed up the signature move for their expansion class. The only fix I see is make it instantly teleport to the target after 2.5 seconds with zero travel time. Barring that.
The damage needs to be doubled or more to outweigh the high risk of it never making it to the target.
The BB needs at least to inherit and maintain the immunity status of the caster at the time of casting for CC, root, and snare.
It needs about a 25% increase in speed.
I agree pathing and elevation issue's will never be fixed. But yeah making it teleport, or just jump to the target ignoring terrain would work.
Realistically, I think they should make some changes to blastbones. They should increase health. Obviously, fix their pathing. But I would making the stam version resistent to snares and lower health, then the magicka less resistant to snares and immune to damage. That way you can delay the bones to the point their timer goes off and they explode for magicka ranged builds and the stamina retains its close range use, but can get wiped by AOE.
As is, they’re just both wildly fragile and useless against any AOE - RIP to fighting Stam Sorcs.
I feel like a good start would be reverting the nerf to blastbones from the pts. Right now it is sooooooooooo slow, the summon is slow, then if cast from range it has run, then the pathing issues can mess it up. Sometimes it just gets confused even on flat terrain and runs back and forth. And dealing with all that, the dmg is almost not worth it IF it reach's and goes off. And isn't killed, cc'd, outran.
If it has pathing problems and elevation issues, it will never get fixed or won't stay fixed. Face it, they screwed up the signature move for their expansion class. The only fix I see is make it instantly teleport to the target after 2.5 seconds with zero travel time. Barring that.
The damage needs to be doubled or more to outweigh the high risk of it never making it to the target.
The BB needs at least to inherit and maintain the immunity status of the caster at the time of casting for CC, root, and snare.
It needs about a 25% increase in speed.
I agree pathing and elevation issue's will never be fixed. But yeah making it teleport, or just jump to the target ignoring terrain would work.
Actually a dk dragon leap type animation would be great. Not sure if it needs a damage buff, the mass defile is a pretty strong bonus.
As for Unstoppable, not sure about the snares. Worth testing.
Imperial_Voice wrote: »How would you feel about fixing BB pathfinding and making it an execute?