Mrsinister2 wrote: »Anyone getting the bar swap bug after turning into the Goliath? I keep the ult on my back bar but after using it I can't get back to my front bar.
Also alot of times my dude doesn't even turn into the Goliath he just turns into a 9 foot giant version of himself and maybe the Goliath loads in later all while I can't bar swap.
booksmcread wrote: »Even with the crit heal passive, it's still healing for less than healthy offering, honor the dead, twilight matriarch, and bursting vines. It just needs a small boost to put it on par with the other class single target burst heals.
Also other classes have major mending or other healing passives that make the difference even stronger.
LukosCreyden wrote: »The lack of a source of Major Sorcery/Brutality is a bit of a nuisance. These buffs are, essentially, mandatory and every class should have an "in-house" way of self-applying them.
In my opinion, these could be tied to Skeletal Arcanist and Archer. Further encouragement to keep 100% uptime of your summons and fits in with the theme. Also, seeming as these buffs are mandatory, I wouldn't see this as a way of making Necro OP.
@ZOS_RichLambert @ZOS_Gilliam @ZOS_GinaBruno I know I've been tagging ZOS folk more and more recently, but I do feel this is worth mentioning!
LukosCreyden wrote: »The lack of a source of Major Sorcery/Brutality is a bit of a nuisance. These buffs are, essentially, mandatory and every class should have an "in-house" way of self-applying them.
In my opinion, these could be tied to Skeletal Arcanist and Archer. Further encouragement to keep 100% uptime of your summons and fits in with the theme. Also, seeming as these buffs are mandatory, I wouldn't see this as a way of making Necro OP.
@ZOS_RichLambert @ZOS_Gilliam @ZOS_GinaBruno I know I've been tagging ZOS folk more and more recently, but I do feel this is worth mentioning!
Please dont tie that into useless skills like the skeletons. The summons were poorly executed in this class
booksmcread wrote: »Even with the crit heal passive, it's still healing for less than healthy offering, honor the dead, twilight matriarch, and bursting vines. It just needs a small boost to put it on par with the other class single target burst heals.
Neither Render Flesh nor Spirit Mender heals less than those skills you said (at least according to build editor)Also other classes have major mending or other healing passives that make the difference even stronger.
Necro has arguably best healing passives. 20% extra healing crit on lower hp, 8% more healing when you have a debuff and 2% healing received per Bone Tyrant ability slotted.
I said arguably best because you can add minor and major mending on top of them
LukosCreyden wrote: »The lack of a source of Major Sorcery/Brutality is a bit of a nuisance. These buffs are, essentially, mandatory and every class should have an "in-house" way of self-applying them.
In my opinion, these could be tied to Skeletal Arcanist and Archer. Further encouragement to keep 100% uptime of your summons and fits in with the theme. Also, seeming as these buffs are mandatory, I wouldn't see this as a way of making Necro OP.
@ZOS_RichLambert @ZOS_Gilliam @ZOS_GinaBruno I know I've been tagging ZOS folk more and more recently, but I do feel this is worth mentioning!
Please dont tie that into useless skills like the skeletons. The summons were poorly executed in this class
What are your pain points?
*Mine is Rez ultimate is so very situational that negate might actually be better. Wish it did something with enemy corpses too so could be used even if you haven't failed as healer.
It lacks in damage. It lacks on healing (you miss minor and major mending). It's only a good tank.
It lacks an executioner
The crit bonuses are irrelevant in pvp
It's main spammable is Direct Damage when the main damage ability is AoE (so good luck trying out the best staff for it)
It lacks a decent main heal
It lacks a decent spammable
It's buggy as ***
It's too dependent on corpses on the ground
Bugs mostly, but some other issues too.
- Boneyard not casting consistently. About 1 in 3-4 casts of boneyard simply does not work. Instead you'll only light attack for whatever reason, and it will take another gcd or two of you hitting the boneyard key for it to finally work. Happens with all morphs. If you've done any parsing with mag necro for a good amount of time, you're probably extremely familiar and frustrated with this bug. I have not yet been able to complete a full raid dummy parse without this happening multiple times.
- Sustain in general. It's terrible without Siphon, even as Breton, and the inconsistency of Siphon plus your reliance on it for sustain makes this a major pain point IMO. I'm having a much harder time sustaining than I ever did on magblade.
- Self heals/mitigation. This is an area where dps mag necro falls behind in a group situation. You have absolutely no passive self heal while DPSing (like magblade with funnel/siphoning and now bow proc, sorc with power surge and blood magic passive, warden with the bond with nature passive, or even magplar with purifying light) which means that if you want to heal yourself in any capacity during a trial/dungeon, you absolutely must slot a heal. Major ward/resolve is also not something you'll receive passively (like magblade, along with it's self heals, lol) so your incoming damage will be higher than some other magicka dps in trials unless you're receiving ward/resolve from another source, like warden's frost cloak. I believe that mag necro is the only class that has absolutely no way to passively heal itself while dpsing. Someone please correct me if I'm wrong but I'm pretty sure I went over everything to confirm this.
- Touching on the point above, the mender as a self heal, or a reliable heal in general. It sucks. It does absolutely nothing for two seconds after you cast it, might not heal you when it does finally heal, and then you have to wait another two seconds for it to finally heal you. Compared to Vigor, it's terrible. Vigor heals immediately, heals every second, and is guaranteed to heal yourself and everyone around you. The mender heals one person, might not even heal you, and doesn't do a thing for two seconds. I learned this the hard way trying to slot it as a self heal in trials and dungeons, where instead of getting a heal from it, I just ended up standing there spamming my shield. Neat. At the very least it needs to heal as soon as you cast it, or no later than one second after. It's just too unreliable otherwise.
- Extremely backloaded damage. The huge increase sub 25% from the crit chance buff means that to reach your maximum dps potential you need to run some bloodthirsty jewelry and sacrifice some up front damage for that huge dps increase you get during execute. It doesn't sound so bad on paper but with everyone running bloodthirsty jewelry and possibly having a class execute for a huge amount of dps sub 25, execute phases in dungeons and trials are so short that you hardly benefit from the sub 25 crit buff. The problem is that due to the insane execute dps (115-120k on the trial dummy), necro dps kind of has to be relatively weak until you hit execute. Some balance in this area would be nice.
- Weak DPS in general. Pretty self explanatory. Barely competitive with an absolutely perfect rotation in melee range, including major vulnerability. Easily the worst magicka dps if not in melee range.
Got mine to 50 today
Overall big fan of class design but a few issues.
1) Reanimate is useless most of the time...even bloody PvP. More often then not I waste ultitimate on someone who didn't use. I keep waiting for someone die ..but why do I have such good luck...
2) blastbones is too slow
3) feel slightly lacking in dead bodies to play with.... like if only we could Rez enemy corpses
Wish it did something with enemy corpses too so could be used even if you haven't failed as healer.
Haven't tried them in group content yet but they seem capable in PVE. I can solo public dungeons as easily as I can with my sorc or warden.Wish it did something with enemy corpses too so could be used even if you haven't failed as healer.
The game's design is built around damage avoidance, not healing. Players dying doesn't mean the healer failed.
Hits are big and often bring players almost to the brink of death. Maybe a healer can save them. But often they get hit by something else first or just straight up one-shotted.