Maintenance for the week of December 22:
• [COMPLETE] NA megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)
• [COMPLETE] EU megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)

Blast bones must be changed so we can pre-load it like Subterranean Assault

Lifecode666
Lifecode666
✭✭✭
Also, the necro needs a stronger dot.
This must happen now!
Up the hornz
  • calitrumanb14_ESO
    calitrumanb14_ESO
    ✭✭✭
    I agree. The target is often dead before the skeleton reaches it. The skill is off-bar until a change is made.
  • akredon_ESO
    akredon_ESO
    ✭✭✭✭
    i feel like This would be great how ever it does not fix the over all issue with this skill. The AI and pathing desperately need to be fixed
  • Ankael07
    Ankael07
    ✭✭✭✭✭
    ✭✭
    Resurrection ulti can already summon 3 Blastbones without having to target anyone so the mechanic already exists. They just need to apply ''light attack directing'' to the Blastbone so we can reliably use them
    If you want me to reply to your comment type @Ankael07 in it.
  • LeHarrt91
    LeHarrt91
    ✭✭✭✭✭
    And make it unkillable, I often have blastbones run through AoEs and die before it gets near the target.
    PS NA
    Have played all classes.
    Warden Main
  • robertbmilesb14_ESO
    LeHarrt91 wrote: »
    And make it unkillable, I often have blastbones run through AoEs and die before it gets near the target.

    They're meant to be.
  • robertbmilesb14_ESO
    Ankael07 wrote: »
    Resurrection ulti can already summon 3 Blastbones without having to target anyone so the mechanic already exists. They just need to apply ''light attack directing'' to the Blastbone so we can reliably use them

    Mine does go to other nearby enemies if the one I targeted dies...?

    It only stands there if there's nothing.
  • LeHarrt91
    LeHarrt91
    ✭✭✭✭✭
    LeHarrt91 wrote: »
    And make it unkillable, I often have blastbones run through AoEs and die before it gets near the target.

    They're meant to be.

    meant to be Killable or unkillable?

    Because last i remember their health was lowered to 7k, I havent taken my Necro through a Trial or Dungeon yet so i dont know if they dont take damage like other pets in Trials etc.
    PS NA
    Have played all classes.
    Warden Main
  • _Salty_
    _Salty_
    ✭✭✭✭✭
    The skill was meant to be the classes main burst but it was horribly concieved. The class in general was horribly conceived to be honest.
    Psn l---Salty---l

    Patiently waiting to make a Stankcromancer.
  • grannas211
    grannas211
    ✭✭✭✭✭
    It needs to leap at the target like the clanfears in banished cells not run and get lost too.
    Edited by grannas211 on June 13, 2019 3:12AM
  • robertbmilesb14_ESO
    LeHarrt91 wrote: »
    LeHarrt91 wrote: »
    And make it unkillable, I often have blastbones run through AoEs and die before it gets near the target.

    They're meant to be.

    meant to be Killable or unkillable?

    Because last i remember their health was lowered to 7k, I havent taken my Necro through a Trial or Dungeon yet so i dont know if they dont take damage like other pets in Trials etc.

    Killable, they said it in one of their promotion videos even.

    But you have a point if they are on average always getting killed for Trials/Vets that they need to be adjusted for it.

    Normal dungeons I haven't had any problems.
  • raegun
    raegun
    ✭✭
    the only issues I've been having with necro is targeting in large groups of enemies like the last add drop on twins or the trash before the mage i have to be excessively precise on what i'm targeting or i waste a global cool down missing my cast. I feel like the bb needs to know the exact target that it's chasing by a tiny hit box and not by the name plate like every other move. I have this problem with the tethers as well which i believe is why people keep complaining about them. You have to have a specific corps in your reticule before it will attach, but then sometimes i have a specific on targeted and the tether attaches to the skeli mage that just dropped beside me. also Litches. the bb seems to not have pathing because the target is in the air? anyway i was standing on top of the last boss in vom and my bb would just stand there like an idiot for the 1.5 seconds and then jump at it. I wouldn't care but it throws off my rotation pretty badly. Also you can preload your bb if you cast it as your tank goes in before you lay down your aoes.
    Edited by raegun on June 13, 2019 1:01PM
  • SoLooney
    SoLooney
    ✭✭✭✭✭
    Blastbones for sure needs to be fixed, it will target and run but sometimes bug out and not explode and it ruins the rotation of using it every 2 skills. Detonating siphon also needs to be fixed for trials, I have dead archers and blastbones yet I cant activate detonating half the time even though there are clearly dead bodies to use. It's just annoying and ruins the fluidity of a rotation

    Concept sounds cool in theory but making use of these skills are very buggy and very annoying
  • satanio
    satanio
    ✭✭✭✭
    I think it was better in start of pts. Then they’ve reduced the HP of blastbones because of PvP. So, there you go.
    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
    RIP
  • Narvuntien
    Narvuntien
    ✭✭✭✭✭
    ✭✭
    I think being different is part of the point of the ability. I think the tricky bit is that it was originally designed with a jump at the target, but that was an issue where there were a zerg of nercos. Perhaps it should have a speed up mechanic, the longer it is alive the faster it runs, so that it hits the target faster. Again this will help Magcro over Stamcro since range is only relevent for Magcro.

    The Graveyard DoT might need a damage boost I think from what I have seen, since it's used by MagCro but not Stamcro.
  • katorga
    katorga
    ✭✭✭✭✭
    ✭✭
    My random experience mostly doing DLC runs to level undaunted:
    1. BB bugs out and doesn't go anywhere or just runs around til it expires, even in melee range.
    2. BB cannot path to the target due to terrain or other factors
    3. Target hovers, floats or teleports frequently might not be damaged by BB at all
    4. Many times I can hit a target with a light attack yet not cast BB such as through door ways or narrow gaps
    5. BB dies to aoe, mechanics, running through red before ever reaching the target

    The corollary is that if the BB cannot leave a corpse at the boss's location, now I cannot cast detonating siphon.

    Siphon should consume a corpse at your location and make a beam to the target, not the opposite.

    Skeletal archer is not worth slotting, and the mender pet is only good for 10% damage reduction. Sometimes the mender pet just doesn't heal at all and you can LOS its healing while moving around in fights.

    I enjoy the challenge, but seriously the class is a complete failure. It really seems like ZOS designed the class around fighting a target dummy, not how the game actually plays. PVE is really easy in this game. Necromancer makes it HARD. It takes normal mechanics and turns them to 11, and of course the rest of your team is still playing easy mode thinking your are a complete noob.

    Sorc is better in every way with way more forgiving mechanics even though it shares some of the pet AI problems.
    Edited by katorga on June 13, 2019 2:46PM
  • Aurielle
    Aurielle
    ✭✭✭✭✭
    ✭✭✭✭✭
    Using Blastbones on the 4th Maelstrom Arena boss is hysterical. It just runs behind it until it collapses into a pathetic little pile.

    The more I play my necro, the less I’m slotting necro skills — which is a shame. :/ The class is so far very lacklustre, even stamcro in PVP. I’ve gone from bow/2H to 2H/1HS, and back to bow/2H again... nothing seems to work. The tether skills are pointless to even slot, as trying to target a corpse during battle is next to impossible sometimes.
  • Grandma
    Grandma
    ✭✭✭✭✭
    if they just made blastbones the same as assault i'd be happy. just a bone that rises up and explodes depending on where you're facing after 2 seconds.as it is it's useless on bobocro and mediocre unless you're at point blank range on a large HP pool boss. Yeah, it's the highest dps source in those situations, but it's unusable in all others.
    GH / 3/04/2021 / Elemental Catalyst Necromancer
  • Emma_Overload
    Emma_Overload
    ✭✭✭✭✭
    ✭✭✭✭✭
    grannas211 wrote: »
    It needs to leap at the target like the clanfears in banished cells not run and get lost too.

    I would be really irritated if Blastbones got this effect before Sorc Clannfears did.
    #CAREBEARMASTERRACE
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
    ✭✭✭✭✭
    ✭✭✭✭✭
    grannas211 wrote: »
    It needs to leap at the target like the clanfears in banished cells not run and get lost too.

    They should just change it to a skeletal dragon that flies straight there. I also hate that it’s a ranged skill that you can’t use from keeps.
  • ChunkyCat
    ChunkyCat
    ✭✭✭✭✭
    ✭✭✭✭✭
    All the terrible skills that came up during the Warden Brainstorming session were just given to the Necro class.

    Have fun with that.
  • reprosal
    reprosal
    ✭✭✭✭✭
    Make blastbones a ground target aoe where it arises in the middle of your circle. No more running around or anything..

    Cast it, it arises and forms. When it is fully grown. Poof! Goes the explosion
  • gepe87
    gepe87
    ✭✭✭✭✭
    Lostbones instead of Blastbones :D
    Gepe, Dunmer MagSorc Pact Grand Overlord | Gaepe, Bosmer MagSorc Dominion General

    If you see edits on my replies: typos. English isn't my main language
  • InvictusApollo
    InvictusApollo
    ✭✭✭✭✭
    grannas211 wrote: »
    It needs to leap at the target like the clanfears in banished cells not run and get lost too.

    They should just change it to a skeletal dragon that flies straight there. I also hate that it’s a ranged skill that you can’t use from keeps.

    THAT... WOULD... BE... AWESOME!!!
  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    Maybe at last make it immune to snares coz even 30% snare on it and it will never reach enemy.. and since snares are everywhere - it never does.
  • IronWooshu
    IronWooshu
    ✭✭✭✭✭
    katorga wrote: »
    My random experience mostly doing DLC runs to level undaunted:
    1. BB bugs out and doesn't go anywhere or just runs around til it expires, even in melee range.
    2. BB cannot path to the target due to terrain or other factors
    3. Target hovers, floats or teleports frequently might not be damaged by BB at all
    4. Many times I can hit a target with a light attack yet not cast BB such as through door ways or narrow gaps
    5. BB dies to aoe, mechanics, running through red before ever reaching the target

    The corollary is that if the BB cannot leave a corpse at the boss's location, now I cannot cast detonating siphon.

    Siphon should consume a corpse at your location and make a beam to the target, not the opposite.

    Skeletal archer is not worth slotting, and the mender pet is only good for 10% damage reduction. Sometimes the mender pet just doesn't heal at all and you can LOS its healing while moving around in fights.

    I enjoy the challenge, but seriously the class is a complete failure. It really seems like ZOS designed the class around fighting a target dummy, not how the game actually plays. PVE is really easy in this game. Necromancer makes it HARD. It takes normal mechanics and turns them to 11, and of course the rest of your team is still playing easy mode thinking your are a complete noob.

    Sorc is better in every way with way more forgiving mechanics even though it shares some of the pet AI problems.

    Once you realize the Necromancer is not meant to be played like a Sorc and never will be you can stop comparing it to a Sorc. It's a stand your ground class like the Templar.
  • WrathOfRegicide
    WrathOfRegicide
    ✭✭✭
    All you got to do is summon blastbones then use firery clench then it lands nearly every time for me doing that.
  • katorga
    katorga
    ✭✭✭✭✭
    ✭✭
    IronWooshu wrote: »
    katorga wrote: »
    My random experience mostly doing DLC runs to level undaunted:
    1. BB bugs out and doesn't go anywhere or just runs around til it expires, even in melee range.
    2. BB cannot path to the target due to terrain or other factors
    3. Target hovers, floats or teleports frequently might not be damaged by BB at all
    4. Many times I can hit a target with a light attack yet not cast BB such as through door ways or narrow gaps
    5. BB dies to aoe, mechanics, running through red before ever reaching the target

    The corollary is that if the BB cannot leave a corpse at the boss's location, now I cannot cast detonating siphon.

    Siphon should consume a corpse at your location and make a beam to the target, not the opposite.

    Skeletal archer is not worth slotting, and the mender pet is only good for 10% damage reduction. Sometimes the mender pet just doesn't heal at all and you can LOS its healing while moving around in fights.

    I enjoy the challenge, but seriously the class is a complete failure. It really seems like ZOS designed the class around fighting a target dummy, not how the game actually plays. PVE is really easy in this game. Necromancer makes it HARD. It takes normal mechanics and turns them to 11, and of course the rest of your team is still playing easy mode thinking your are a complete noob.

    Sorc is better in every way with way more forgiving mechanics even though it shares some of the pet AI problems.

    Once you realize the Necromancer is not meant to be played like a Sorc and never will be you can stop comparing it to a Sorc. It's a stand your ground class like the Templar.

    I realize that, I play a sorc and templar, and stamina necro. So I'm not playing it "like a sorc", well more like a Stam Sorc. Sorcerer is a no contest an easier class to play pve or pvp....that was my point. Of course sorc pets are immune to dungeon damage, and haunting curse doesn't suffer pathing issues landing on a pve boss. I can do around the same dps as a mag templar, mag sorc, stam sorc as I can with a stam necro with a LOT less hassle.

  • darkblue5
    darkblue5
    ✭✭✭✭✭
    How about if Sub Assault instead required a target to cast and failed to fire 2/3 of the time?
  • Sharee
    Sharee
    ✭✭✭✭✭
    ✭✭✭✭✭
    darkblue5 wrote: »
    How about if Sub Assault instead required a target to cast and failed to fire 2/3 of the time?

    And you can not cast another sub assault for several seconds if the first one fails(to simulate the lost skeleton).

    Oh, and shalks can be rooted/killed before they do any damage.

    And to add insult to injury, guards will arrest you on top of that :wink:
  • Grianasteri
    Grianasteri
    ✭✭✭✭✭
    While I have had little to no trouble using Blastbones, I do agree it needs some improvement, because I have had the occasional issue similar to others.

    -not actually summoning
    -taking an age to start pursuing its target
    -taking an age to explode once it reaches its target
    -not exploding at all
    -dying before it gets to its target

    I tend not to use it at range actually, apart from at the start of any combat. This removes largely removes the RNG aspect and almost guarantees me a corpse to buff my other skills etc.

    However, I do find it clunks up my rotation, so if there is a delay for any one or more of the above listed issues, you can find yourself pausing at a point in your rotation to make sure you get that buff for the skill you wish to use.

    Personally I would completely change the summon, it needs to be instant or say a 1 second channel. In part because it has issues hitting targets who are not on the ground (there are lots of cases throughout ESO content), I would change the actual skill from a skeleton to a "whight" or another "spirit", that flies.

    As I say, I am largely able to have a fun, fluid and effective rotation, while using blastbones. But there is absolutely room for improvement.
Sign In or Register to comment.