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What type of necro is better(more fun) necro in pvp

  • nekura
    nekura
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    thank you, i knew this ability but just didnt know what skill they was talking about when saying RAT, just so much skills in this game and so much abbreviations all over the place

    I just noticed it recently, too... after they gave it the root/snare immunity. I think it's on every mag users bar in PvP now.
  • Iskiab
    Iskiab
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    Stam necro
    Oh wow... I’m a noob. If you’re a stamnecro then grave grasp is a must in pvp. Skill is amazing.

    I’ve been working on getting skill points and leveling weapon skills so I overlooked it.

    The way the skill works is it puts three purple poop puddles going forward in rapid succession (maybe every half second). Each one snares and can immobilize one target, plus does minor maim. The total distance of the puddles is about the same as shalks or blockade, maybe a little shorter.

    Without it you’ll likely have my issue if you’re melee of being kited.

    I hadn’t tried it because it was high in the tree and assumed it was one effect, but it’s a lot more powerful then that.
    Edited by Iskiab on June 5, 2019 3:51PM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • danthemann5
    danthemann5
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    Iskiab wrote: »
    Oh wow... I’m a noob. If you’re a stamnecro then grave grasp is a must in pvp. Skill is amazing.

    I’ve been working on getting skill points and leveling weapon skills so I overlooked it.

    The way the skill works is it puts three purple poop puddles going forward in rapid succession (maybe every half second). Each one snares and can immobilize one target, plus does minor maim. The total distance of the puddles is about the same as shalks or blockade, maybe a little shorter.

    Without it you’ll likely have my issue if you’re melee of being kited.

    I hadn’t tried it because it was high in the tree and assumed it was one effect, but it’s a lot more powerful then that.

    That's a good point. The issue I have with it is that it's a magicka cost on an already limited magicka pool if you're stam. And unlike shalks or blockade, it doesn't do any damage. The maim is nice, and the immobilization can help you if you're being kited, but it doesn't really do anything to help you kill the target. This looks like a skill to use to keep someone off your healer or other vulnerable group member. And what do we give up in order to slot it? Blastbones, which doesn't really do anything anyway? Gap closer?

    I'm still struggling to see a reason to play necro at all over stamplar or DK.

    Even running BP, I still find myself having to run Serpent to get what I would call acceptable stam recovery versus Warrior on stamplar or DK, further reducing damage output.

    So I guess maybe necro is supposed to be a group support class? maybe? Blastbones for Defile on top of Fracture from a Warden or DK; Grave Grasp to keep them off your partner(s) and prevent kiting; and reasonable tankiness to survive if you become the target while your buddy does the real damage.

    I guess in that context necro makes sense, sort of. On Templar, Warden, or DK, I have all the tools I need to solo and win fights, or reliably disengage from fights I can't win. I don't see that from necro, it simply lacks the toolkit that the other classes have.

    Maybe it's a L2P issue for me. Or maybe it's a poorly designed class.
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  • nekura
    nekura
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    mursie wrote: »
    abilities worthwhile:
    1. purge
    2. spirit guardian (10% dmg mitigation)

    1. I've tried both morphs, and I think I actually prefer Expunge&Modify paired with RAT. RAT can clear 1-2 debuffs and then the purge won't "over purge" as often giving back resources.

    2. I've been using the Spirit Guardian morph almost exclusively. I've yet to see anyone test this thing to see where it comes into the mitigation equation.

    If it actually did do like the tooltip and transfer 10% to the pet before resists/protection/player mitigation it might be one of the best mitigation skills in the game. If it comes after resists, dmg taken / vulnerability then it could be like 1-3% mitigation depending on the build.



    Iskiab wrote: »
    ...grave grasp is a must in pvp...

    I want to like this skill, but I have used the root morph quite a bit in PvP. The *** thing is it's one target per patch, and the patches very often will lag out. I've had the third patch take considerably longer than the first to activate. It's just really inconsistent depending on server perf.

    Deep Slash has afaik a 6-8m AOE radius, 3 person Minor Maim.

  • Iskiab
    Iskiab
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    Stam necro
    I’ve actually found the magicka sustain good purely from class/race passives (playing a khajit). I’ve been looking for a way to burn it since it seems like a waste to have a high pool and never use it.

    Maybe I’m more hybrid then most? I try to use mortal coil if I can, etc... but it’s always stam I had an issue with and not mag, even though I use battlefield acrobat because I don’t have the DSA 2 hander.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • wheem_ESO
    wheem_ESO
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    Stam necro
    Maulkin wrote: »
    • Attack pet that you can't command who to attack. Does 900-1k dmg every 2 seconds in PvP (i.e. nothing). No debuffs, no buffs, nothing.
    • Healing pet that won't heal you when you're on the move and you break LOS with it. Which is always when you're fighting outnumbered.
    How are you getting your Skeletal Mage/Arcanist to hit that hard in PvP? Mine was sometimes able to hit those numbers on the PTS (which is still only about half the damage of a proc bleed), but it got either nerfed or bugged between PTS and live. While using an Infused staff (ie, no boost to the skeleton via Nirnhoned or Sharpened), it was hitting a Mag Sorc friend in a CP-enabled duel for somewhere around 670 damage every 2 seconds, and he only had 13.7k spell resist at the time.

    On top of this design flaw for PvP, the Intensive Mender is bugged and oftentimes won't heal you even if you don't LOS it. I've stood in the open at less than half health with no other person around, and had mine float around on top of me for the full 8 second duration and not heal me a single time. In other instances it would heal only once or twice per summon; one anecdote that I've mentioned on the forums before is getting a grand total of 4 heals over 3 full duration Menders while standing still (should have instead been 12 heals over that same 24 seconds).
    Maulkin wrote: »
    wheem_ESO wrote: »
    Mesoz wrote: »
    Stam all the way, mag has way to many issues, and it's offense is complete crap.
    This.

    Magicka Necromancer is such absolute garbage in PvP that it's impossible to have any real fun, though I've been trying. Sure, it's cool to drop a Colossus on top of a clump of not-so-good players and blow them up, but the overall offense of Magicka Necromancer is beyond awful. The healing is pretty good, but if you want damage in PvP it's basically the worst class in the game.
    Is it? If you mean self healing, then it's not terrible since you have burst heal after all. If you mean group healing then it's definitely bottom.

    Whether you build a full-on healer or a damage-dealer with some support healing skills for the team, all the other magicka classes will outheal you in PvP. Wardens, Templars, NBs will outheal you comfortably by several 100k in a BG, hands down. In any spec.

    You could slot your two HoTs (Mender, Tether) and your burst heal (Render Flesh) and you could still get outhealed by a StamDK with Igneous and Vigor.
    I think Renewing Undeath is somewhat underrated, at least if you have a team that's actually playing as a team (which rarely happens in lower MMR BGs). It's really not an "alternative" to Healing Springs since the up-front heal is vastly higher, with the tooltip being somewhere around 2/3 of a Resistant Flesh/Breath of Life. My only real gripe with the spell is that you need a corpse within the targeted area in order to trigger the HOT and Cleanse; I think it should also be able to trigger from a corpse that's near'ish the caster.

    Having not really played dedicated healer builds to any meaningful degree, and not being able to adequately test it in my current MMR range of Battlegrounds, I can't say that a Necromancer healer is better or worse than a Templar, Warden, Nightblade, or whatever; but I think it should do fairly well in that role with a proper build and a decent team.

    Edit: I should add that Necromancers lack a healing ultimate, and outside of the heals themselves, they don't add all that much to the group. The Ghostly Embrace skill is OK, though too slow if you're not basically point blank range, but other utility + damage is quite bad overall.
    Edited by wheem_ESO on June 5, 2019 10:02PM
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