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Improving Necromancers

  • Matthew_Galvanus
    Matthew_Galvanus
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    Juhasow wrote: »
    Juhasow wrote: »
    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.

    how exactly did you get 20k more than any other class?

    Stam necro is already 5-10k ahead of other stamina setups. Changes that You want to make would add another 10k easily. Just blastbones itself which is currently main source of damage on stam necro dropping from 2,5 to 1,5 sec of summoning would make it used as every 2nd instead of every 3rd ability cast which is big DPS jump and You also want AoE dmg after the explosion. On it's own that change is easy something like 5-7k more DPS. Then You want more dmg on skeletal archer and more dmg on detonating siphon. And You want to kinda buff up sustain on necro when fact he'll use blastbones more often would already improve that sustain by a lot since blastbones is very cheap ability.

    hmm. you're the first one whose actually given me any real criticism on the changes i suggested. I can definitely see how it would make the stamina side more powerful than it already is.

    my idea was to give stamina a little more to work with in regards to the Rapid Rot passive.

    what if the morph reduced the damage from the explosion, but added a small DoT rather than an aoe? i want to try to rework it so that you still get generally the same damage it has now, but it gets a slightly better output because of the passives and the damage is more spread out over time.


    I can definitely see how the changes to skeletal archer would push it farther ahead in the dps race.

    What are your opinions on the Magicka morphs? it is the part of the class i want to see changed the most. I really feel like some of my changes could make it play better and put out better dps than what it is now.
  • Bezz
    Bezz
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    Juhasow wrote: »
    Juhasow wrote: »
    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.

    how exactly did you get 20k more than any other class?

    Stam necro is already 5-10k ahead of other stamina setups. Changes that You want to make would add another 10k easily. Just blastbones itself which is currently main source of damage on stam necro dropping from 2,5 to 1,5 sec of summoning would make it used as every 2nd instead of every 3rd ability cast which is big DPS jump and You also want AoE dmg after the explosion. On it's own that change is easy something like 5-7k more DPS. Then You want more dmg on skeletal archer and more dmg on detonating siphon. And You want to kinda buff up sustain on necro when fact he'll use blastbones more often would already improve that sustain by a lot since blastbones is very cheap ability.

    I used blast after every 2nd ability already?? What are you doing?
  • Matthew_Galvanus
    Matthew_Galvanus
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    Bezz wrote: »
    Juhasow wrote: »
    Juhasow wrote: »
    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.

    how exactly did you get 20k more than any other class?

    Stam necro is already 5-10k ahead of other stamina setups. Changes that You want to make would add another 10k easily. Just blastbones itself which is currently main source of damage on stam necro dropping from 2,5 to 1,5 sec of summoning would make it used as every 2nd instead of every 3rd ability cast which is big DPS jump and You also want AoE dmg after the explosion. On it's own that change is easy something like 5-7k more DPS. Then You want more dmg on skeletal archer and more dmg on detonating siphon. And You want to kinda buff up sustain on necro when fact he'll use blastbones more often would already improve that sustain by a lot since blastbones is very cheap ability.

    I used blast after every 2nd ability already?? What are you doing?

    im still trying to figure out the rotations
  • Juhasow
    Juhasow
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    Bezz wrote: »
    Juhasow wrote: »
    Juhasow wrote: »
    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.

    how exactly did you get 20k more than any other class?

    Stam necro is already 5-10k ahead of other stamina setups. Changes that You want to make would add another 10k easily. Just blastbones itself which is currently main source of damage on stam necro dropping from 2,5 to 1,5 sec of summoning would make it used as every 2nd instead of every 3rd ability cast which is big DPS jump and You also want AoE dmg after the explosion. On it's own that change is easy something like 5-7k more DPS. Then You want more dmg on skeletal archer and more dmg on detonating siphon. And You want to kinda buff up sustain on necro when fact he'll use blastbones more often would already improve that sustain by a lot since blastbones is very cheap ability.

    I used blast after every 2nd ability already?? What are you doing?

    Using it as every 2nd cast is waste of DPS. Global cooldown for abilities is ~0,9 seconds so if blastbones takes ~2,7sec to explode from using the ability to getting the explosion then to cast it as every 2nd ability which gives ~2 second gaps You either have to weave 1 heavy attack every 2 abilities or simply wait ~0,7 sec before You'll be able to cast blastbones again. Both give weaker results then weaving blastnobes as every 3rd cast.
    Edited by Juhasow on June 17, 2019 9:33PM
  • Juhasow
    Juhasow
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    Juhasow wrote: »
    Juhasow wrote: »
    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.

    how exactly did you get 20k more than any other class?

    Stam necro is already 5-10k ahead of other stamina setups. Changes that You want to make would add another 10k easily. Just blastbones itself which is currently main source of damage on stam necro dropping from 2,5 to 1,5 sec of summoning would make it used as every 2nd instead of every 3rd ability cast which is big DPS jump and You also want AoE dmg after the explosion. On it's own that change is easy something like 5-7k more DPS. Then You want more dmg on skeletal archer and more dmg on detonating siphon. And You want to kinda buff up sustain on necro when fact he'll use blastbones more often would already improve that sustain by a lot since blastbones is very cheap ability.

    hmm. you're the first one whose actually given me any real criticism on the changes i suggested. I can definitely see how it would make the stamina side more powerful than it already is.

    my idea was to give stamina a little more to work with in regards to the Rapid Rot passive.

    what if the morph reduced the damage from the explosion, but added a small DoT rather than an aoe? i want to try to rework it so that you still get generally the same damage it has now, but it gets a slightly better output because of the passives and the damage is more spread out over time.


    I can definitely see how the changes to skeletal archer would push it farther ahead in the dps race.

    What are your opinions on the Magicka morphs? it is the part of the class i want to see changed the most. I really feel like some of my changes could make it play better and put out better dps than what it is now.

    The changes You propose to magicka morph of blastbones would make it even more OP then stamina one. If You would be able to cast it every 2nd cast and it would hit 35% stronger then now then it would basically do almost double DPS as it is right now. Of course DPS of spammable ability would drop a little because it would be replaced with additional cast of blastbones but You also want to buff spammable skull so loss would be slightly compensated. In general magnecro would also become BiS mag DD with pretty big adventage over other magicka DDs and possibly outperform even most of stamina DDs.
  • Matthew_Galvanus
    Matthew_Galvanus
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    Juhasow wrote: »
    Juhasow wrote: »
    Juhasow wrote: »
    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.

    how exactly did you get 20k more than any other class?

    Stam necro is already 5-10k ahead of other stamina setups. Changes that You want to make would add another 10k easily. Just blastbones itself which is currently main source of damage on stam necro dropping from 2,5 to 1,5 sec of summoning would make it used as every 2nd instead of every 3rd ability cast which is big DPS jump and You also want AoE dmg after the explosion. On it's own that change is easy something like 5-7k more DPS. Then You want more dmg on skeletal archer and more dmg on detonating siphon. And You want to kinda buff up sustain on necro when fact he'll use blastbones more often would already improve that sustain by a lot since blastbones is very cheap ability.

    hmm. you're the first one whose actually given me any real criticism on the changes i suggested. I can definitely see how it would make the stamina side more powerful than it already is.

    my idea was to give stamina a little more to work with in regards to the Rapid Rot passive.

    what if the morph reduced the damage from the explosion, but added a small DoT rather than an aoe? i want to try to rework it so that you still get generally the same damage it has now, but it gets a slightly better output because of the passives and the damage is more spread out over time.


    I can definitely see how the changes to skeletal archer would push it farther ahead in the dps race.

    What are your opinions on the Magicka morphs? it is the part of the class i want to see changed the most. I really feel like some of my changes could make it play better and put out better dps than what it is now.

    The changes You propose to magicka morph of blastbones would make it even more OP then stamina one. If You would be able to cast it every 2nd cast and it would hit 35% stronger then now then it would basically do almost double DPS as it is right now. Of course DPS of spammable ability would drop a little because it would be replaced with additional cast of blastbones but You also want to buff spammable skull so loss would be slightly compensated. In general magnecro would also become BiS mag DD with pretty big adventage over other magicka DDs and possibly outperform even most of stamina DDs.

    well the idea is that we would ditch the incremental increase in damage based on how long the blastbones spent chasing its target in favor of a flat 35% damage increase, which is 15% less damage damage than what we have now assuming blastbones spent 5 seconds chasing the target.

    the reason i felt like changing the summon time was because people seemed to gripe about it being so slow to spawn, but i guess if the idea of buffing its damage is on the table, then reducing the summon time isn't necessary

    if you think it'd be more balanced with a slightly reduced power buff, im willing to listen.

    the reason why i want to change the magicka flame skull morph is as it stands right now, it doesn't really have any benefits to a single target fight, while the venom skull can gain stacks whenever they proc a necro ability and pop an empowered skull every third cast.

    i'd like the magicka version to get something that gave it a little more utility.

    More than anything though, i'd like more people such as yourself to talk to me, to hash out ideas on how we could improve necromancer because as much as I love the class, it just feels so lackluster at times.

  • Waffennacht
    Waffennacht
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    Juhasow wrote: »
    Juhasow wrote: »
    Juhasow wrote: »
    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.

    how exactly did you get 20k more than any other class?

    Stam necro is already 5-10k ahead of other stamina setups. Changes that You want to make would add another 10k easily. Just blastbones itself which is currently main source of damage on stam necro dropping from 2,5 to 1,5 sec of summoning would make it used as every 2nd instead of every 3rd ability cast which is big DPS jump and You also want AoE dmg after the explosion. On it's own that change is easy something like 5-7k more DPS. Then You want more dmg on skeletal archer and more dmg on detonating siphon. And You want to kinda buff up sustain on necro when fact he'll use blastbones more often would already improve that sustain by a lot since blastbones is very cheap ability.

    hmm. you're the first one whose actually given me any real criticism on the changes i suggested. I can definitely see how it would make the stamina side more powerful than it already is.

    my idea was to give stamina a little more to work with in regards to the Rapid Rot passive.

    what if the morph reduced the damage from the explosion, but added a small DoT rather than an aoe? i want to try to rework it so that you still get generally the same damage it has now, but it gets a slightly better output because of the passives and the damage is more spread out over time.


    I can definitely see how the changes to skeletal archer would push it farther ahead in the dps race.

    What are your opinions on the Magicka morphs? it is the part of the class i want to see changed the most. I really feel like some of my changes could make it play better and put out better dps than what it is now.

    The changes You propose to magicka morph of blastbones would make it even more OP then stamina one. If You would be able to cast it every 2nd cast and it would hit 35% stronger then now then it would basically do almost double DPS as it is right now. Of course DPS of spammable ability would drop a little because it would be replaced with additional cast of blastbones but You also want to buff spammable skull so loss would be slightly compensated. In general magnecro would also become BiS mag DD with pretty big adventage over other magicka DDs and possibly outperform even most of stamina DDs.

    well the idea is that we would ditch the incremental increase in damage based on how long the blastbones spent chasing its target in favor of a flat 35% damage increase, which is 15% less damage damage than what we have now assuming blastbones spent 5 seconds chasing the target.

    the reason i felt like changing the summon time was because people seemed to gripe about it being so slow to spawn, but i guess if the idea of buffing its damage is on the table, then reducing the summon time isn't necessary

    if you think it'd be more balanced with a slightly reduced power buff, im willing to listen.

    the reason why i want to change the magicka flame skull morph is as it stands right now, it doesn't really have any benefits to a single target fight, while the venom skull can gain stacks whenever they proc a necro ability and pop an empowered skull every third cast.

    i'd like the magicka version to get something that gave it a little more utility.

    More than anything though, i'd like more people such as yourself to talk to me, to hash out ideas on how we could improve necromancer because as much as I love the class, it just feels so lackluster at times.

    He's strictly speaking PvE, and those gripes are mostly PvP related.

    Your ideas work better for PvE than PvP
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Matthew_Galvanus
    Matthew_Galvanus
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    Juhasow wrote: »
    Juhasow wrote: »
    Juhasow wrote: »
    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.

    how exactly did you get 20k more than any other class?

    Stam necro is already 5-10k ahead of other stamina setups. Changes that You want to make would add another 10k easily. Just blastbones itself which is currently main source of damage on stam necro dropping from 2,5 to 1,5 sec of summoning would make it used as every 2nd instead of every 3rd ability cast which is big DPS jump and You also want AoE dmg after the explosion. On it's own that change is easy something like 5-7k more DPS. Then You want more dmg on skeletal archer and more dmg on detonating siphon. And You want to kinda buff up sustain on necro when fact he'll use blastbones more often would already improve that sustain by a lot since blastbones is very cheap ability.

    hmm. you're the first one whose actually given me any real criticism on the changes i suggested. I can definitely see how it would make the stamina side more powerful than it already is.

    my idea was to give stamina a little more to work with in regards to the Rapid Rot passive.

    what if the morph reduced the damage from the explosion, but added a small DoT rather than an aoe? i want to try to rework it so that you still get generally the same damage it has now, but it gets a slightly better output because of the passives and the damage is more spread out over time.


    I can definitely see how the changes to skeletal archer would push it farther ahead in the dps race.

    What are your opinions on the Magicka morphs? it is the part of the class i want to see changed the most. I really feel like some of my changes could make it play better and put out better dps than what it is now.

    The changes You propose to magicka morph of blastbones would make it even more OP then stamina one. If You would be able to cast it every 2nd cast and it would hit 35% stronger then now then it would basically do almost double DPS as it is right now. Of course DPS of spammable ability would drop a little because it would be replaced with additional cast of blastbones but You also want to buff spammable skull so loss would be slightly compensated. In general magnecro would also become BiS mag DD with pretty big adventage over other magicka DDs and possibly outperform even most of stamina DDs.

    well the idea is that we would ditch the incremental increase in damage based on how long the blastbones spent chasing its target in favor of a flat 35% damage increase, which is 15% less damage damage than what we have now assuming blastbones spent 5 seconds chasing the target.

    the reason i felt like changing the summon time was because people seemed to gripe about it being so slow to spawn, but i guess if the idea of buffing its damage is on the table, then reducing the summon time isn't necessary

    if you think it'd be more balanced with a slightly reduced power buff, im willing to listen.

    the reason why i want to change the magicka flame skull morph is as it stands right now, it doesn't really have any benefits to a single target fight, while the venom skull can gain stacks whenever they proc a necro ability and pop an empowered skull every third cast.

    i'd like the magicka version to get something that gave it a little more utility.

    More than anything though, i'd like more people such as yourself to talk to me, to hash out ideas on how we could improve necromancer because as much as I love the class, it just feels so lackluster at times.

    He's strictly speaking PvE, and those gripes are mostly PvP related.

    Your ideas work better for PvE than PvP

    yea, im mostly a PvE orient guy anyhow and its what i based the ideas around, but i also tried (and failed apparently ^^; ) to take pvp into account
  • Tessitura
    Tessitura
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    Your proposed changes are a little over tuned, don't you think? I like the ricochet skull one, and the slow on Graveyard, the rest is too much. I agree something needs to be changed about the skeleton summons, but a mark with no controll is too much, what if arcanist just applied minor fracture and breach, or minor vulnerability?

    As far as Stalking Blastbones goes, I just want it to preform better, I mena it's just a less reliable version of curse or scourch, which sucks, what if it summoned two blast bones? One does full damage on impact and the other does 50%, or scaled to 50% based on how long it was up for? I most like this idea because it would feel more like a necromancer to have more skeletons up.
    Edited by Tessitura on June 17, 2019 11:35PM
  • KillsAllElves
    KillsAllElves
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    Magic necromancer feels like ***.

    No raised undead army to fight by my side, **yawn**

  • Matthew_Galvanus
    Matthew_Galvanus
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    Tessitura wrote: »
    Your proposed changes are a little over tuned, don't you think? I like the ricochet skull one, and the slow on Graveyard, the rest is too much. I agree something needs to be changed about the skeleton summons, but a mark with no controll is too much, what if arcanist just applied minor fracture and breach, or minor vulnerability?

    As far as Stalking Blastbones goes, I just want it to preform better, I mena it's just a less reliable version of curse or scourch, which sucks, what if it summoned two blast bones? One does full damage on impact and the other does 50%, or scaled to 50% based on how long it was up for? I most like this idea because it would feel more like a necromancer to have more skeletons up.

    yea, im pretty sure they are, but that's the point of sharing it, to help get it in a good place.

    personally i rather like the idea of the increased magicka regeneration with Mystic Siphon, one of necromancer's big shortcomings is its serious lack of resource sustain.

    I do like the idea of the skeletal arcanist applying minor vulnerability, it would be something different. I don't know how i feel about minor breach and fracture because we already get sizable physical and magical penetration via cp.
  • Aznarb
    Aznarb
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    Juhasow wrote: »
    Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.

    Hum, sorry to say that, but it's already the case in min/max trial run.
    Stamcro everywhere.

    But nothing surprising, like evey new class he's over-tuned, gonna change in few month after the nerf hammer like Warden.
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
    [Crazy Gatherer & Compulsive Thief]

  • barney2525
    barney2525
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    Tasear wrote: »
    Definitely would be OP in so many regards. Also you should state why something is needed in case.

    most of these changes are needed because as it stands, Necromancer overall feels super clunky.

    some of the morphs don't even make sense. for instance, why is it that Flame skull's magicka morph just bounces to targets in a group fight, while the stamina morph gains a stack whenever you use a necromancer ability? seems kind of one sided to me.

    or skeletal ranger gaining bonus damage with every attack, while skeletal arcanist only gains an aoe with each attack. see what i mean?

    making adjustments so that both morphs are more in line with each other would make the class run smoother.

    you claim that the proposed ideas are 'definitely op' but you don't tell me why they are op, you don't offer an alternative either.

    the idea behind constructive criticism is that you offer something can be used to improve the overall idea or method. If you simply say "that's op." i get nothing from it other than you disagree with the idea.



    It needs a complete overhaul because it..... "feels clunky" ?


    So, the basis for adding DPS to a class is "clunkiness".

    If it "feels clunky"... that's good enough justification. Increase that DPS !

    No more Clunkies around here!

    alrightythen


    :#
  • Seraphayel
    Seraphayel
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    Regarding the boost to damage over time in the passives it's a bit strange that Necro doesn't have much DoTs to play with. I too think Flame Skull should apply a strong but short DoT (4s) to the target every third cast.
    Tasear wrote: »
    Tasear wrote: »
    Definitely would be OP in so many regards. Also you should state why something is needed in case.

    most of these changes are needed because as it stands, Necromancer overall feels super clunky.

    some of the morphs don't even make sense. for instance, why is it that Flame skull's magicka morph just bounces to targets in a group fight, while the stamina morph gains a stack whenever you use a necromancer ability? seems kind of one sided to me.

    or skeletal ranger gaining bonus damage with every attack, while skeletal arcanist only gains an aoe with each attack. see what i mean?

    making adjustments so that both morphs are more in line with each other would make the class run smoother.

    you claim that the proposed ideas are 'definitely op' but you don't tell me why they are op, you don't offer an alternative either.

    the idea behind constructive criticism is that you offer something can be used to improve the overall idea or method. If you simply say "that's op." i get nothing from it other than you disagree with the idea.

    Your suggestions are trying to shape the class into something that it isn't.

    Well designed?
    Edited by Seraphayel on June 18, 2019 7:42AM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Uryel
    Uryel
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    Before any adjustment whatsoever, they might need to make it actually work at all...

    https://forums.elderscrollsonline.com/en/discussion/479549/stamina-necromancer-mount-synergies-buffs-issues
  • Kadoin
    Kadoin
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    iCaliban wrote: »
    Stam necro does not need buffs from a pve dps perspective.

    Mag necro does.

    Or ZOS needs to revist stam and mag balance for every class instead of favoring necro.

    After the racial changes, ZOS should have buffed mag builds by offering either slightly more cost reduction via light armor, offering a cost reduction to mag skills across the board, or changing how mag v. spell damage works (giving a buff of course) for class skills.

    Instead ZOS did nothing and you see the result :D
  • Ace_SiN
    Ace_SiN
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    After looking at your proposed Blighted Blastbones change (and some others), I'm really glad you're not in charge of class balance.
    King of Beasts

  • Matthew_Galvanus
    Matthew_Galvanus
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    barney2525 wrote: »
    Tasear wrote: »
    Definitely would be OP in so many regards. Also you should state why something is needed in case.

    most of these changes are needed because as it stands, Necromancer overall feels super clunky.

    some of the morphs don't even make sense. for instance, why is it that Flame skull's magicka morph just bounces to targets in a group fight, while the stamina morph gains a stack whenever you use a necromancer ability? seems kind of one sided to me.

    or skeletal ranger gaining bonus damage with every attack, while skeletal arcanist only gains an aoe with each attack. see what i mean?

    making adjustments so that both morphs are more in line with each other would make the class run smoother.

    you claim that the proposed ideas are 'definitely op' but you don't tell me why they are op, you don't offer an alternative either.

    the idea behind constructive criticism is that you offer something can be used to improve the overall idea or method. If you simply say "that's op." i get nothing from it other than you disagree with the idea.



    It needs a complete overhaul because it..... "feels clunky" ?


    So, the basis for adding DPS to a class is "clunkiness".

    If it "feels clunky"... that's good enough justification. Increase that DPS !

    No more Clunkies around here!

    alrightythen


    :#

    clunky and the fact that magcro is one of the lowest DDs right now on top of having morphs that make zero sense
    Edited by Matthew_Galvanus on June 18, 2019 10:47AM
  • Matthew_Galvanus
    Matthew_Galvanus
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    Ace_SiN wrote: »
    After looking at your proposed Blighted Blastbones change (and some others), I'm really glad you're not in charge of class balance.

    thanks for your wonderful contribution/s

    i hope you realize that the point of sharing ideas is so that they can be refine and improved. i never said the ideas were perfect. they are a rough draft, most of them off the top of my head.

    it doesnt change the fact that necromancer needs changes made to it. Magicka-Necro in particular is considered one of the weakest DD classes in the game, whereas the stamina counterpart is one of the strongest.
  • Ace_SiN
    Ace_SiN
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    Ace_SiN wrote: »
    After looking at your proposed Blighted Blastbones change (and some others), I'm really glad you're not in charge of class balance.

    thanks for your wonderful contribution/s

    i hope you realize that the point of sharing ideas is so that they can be refine and improved. i never said the ideas were perfect. they are a rough draft, most of them off the top of my head.

    it doesnt change the fact that necromancer needs changes made to it. Magicka-Necro in particular is considered one of the weakest DD classes in the game, whereas the stamina counterpart is one of the strongest.

    It's clear that you spitballed a lot of your ideas, but this isn't a conference meeting at ZOS on the state of Necro. I hope you understand that means you shouldn't expect others to put more effort into your idea than you did.
    King of Beasts

  • Matthew_Galvanus
    Matthew_Galvanus
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    Ace_SiN wrote: »
    Ace_SiN wrote: »
    After looking at your proposed Blighted Blastbones change (and some others), I'm really glad you're not in charge of class balance.

    thanks for your wonderful contribution/s

    i hope you realize that the point of sharing ideas is so that they can be refine and improved. i never said the ideas were perfect. they are a rough draft, most of them off the top of my head.

    it doesnt change the fact that necromancer needs changes made to it. Magicka-Necro in particular is considered one of the weakest DD classes in the game, whereas the stamina counterpart is one of the strongest.

    It's clear that you spitballed a lot of your ideas, but this isn't a conference meeting at ZOS on the state of Necro. I hope you understand that means you shouldn't expect others to put more effort into your idea than you did.

    i hope you understand that the point of a thread like this is to generate discussion and ideas. Some of the ideas i put forward may be bad for balance, but there are some decent ones there that have potential.

    Like changing the magicka morph of flame skull, or adding a slow to graveyard and its morphs.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    All that really needs to be done is to make blastbones more reliable. Do that and the class is already 100% better.

    And I would really rather have ricochet skull always bounce. This every 3rd thing is bad.
  • Matthew_Galvanus
    Matthew_Galvanus
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    All that really needs to be done is to make blastbones more reliable. Do that and the class is already 100% better.

    And I would really rather have ricochet skull always bounce. This every 3rd thing is bad.

    if they removed the duration on blastbones and let them stay until they blew up on someone or were desummoned, it'd fix part of the problems witht he skill which is them despawning because they get stuck when they lock on to a target
  • Vercingetorix
    Vercingetorix
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    You completely forgot about the lack of Major Sorcery in the class toolkit. It needs to be added somewhere. Major Defile on Blighted Blastbones is part of the kit - by removing it you are essentially neutering the ability and making it a waste of a slot. You also fail to realize that the sustain on a necro is currently tied to corpses which during a boss fight is sparse at best - buffing siphon and tether's resource return is not enough. The few corpses that exist are put there by YOU and if Corpse Consumption also restored resources in addition to ultimate on a cooldown, it would help necros out a lot.

    Corpse ground targeting is terrible and reliant on corpses showing up on the screen which rarely happens in lag-ridden Cyrodiil - it needs to go. A simple "nearby corpse consumed" cost will suffice and then the player can place the siphon where they want. In the case of Tether you'd have the effects applied directly to you.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Matthew_Galvanus
    Matthew_Galvanus
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    You completely forgot about the lack of Major Sorcery in the class toolkit. It needs to be added somewhere. Major Defile on Blighted Blastbones is part of the kit - by removing it you are essentially neutering the ability and making it a waste of a slot. You also fail to realize that the sustain on a necro is currently tied to corpses which during a boss fight is sparse at best - buffing siphon and tether's resource return is not enough. The few corpses that exist are put there by YOU and if Corpse Consumption also restored resources in addition to ultimate on a cooldown, it would help necros out a lot.

    Corpse ground targeting is terrible and reliant on corpses showing up on the screen which rarely happens in lag-ridden Cyrodiil - it needs to go. A simple "nearby corpse consumed" cost will suffice and then the player can place the siphon where they want. In the case of Tether you'd have the effects applied directly to you.

    why would we even need to have Major Sorcery in the toolkit? If you're maxing alchemy like you should be doing on every character, you can make potions that give Major Sorcery and Major Prophecy for 47.5 seconds.

    A lot of my changes were focused on the PvE aspect, removing Major Defile wouldn't 'neuter' it on the pve side, but for pvp? probably, yea.

    buffing siphon would be enough if you have the right rotations, if you're casting a blastbones every 3rd spell, then you'l always have a corpse under the enemy's feet to siphon from.

    I honestly don't go into Cyrodiil all that often, i prefer doing battlegrounds because its fast and a good way to get my daily gold transmute geode
  • Matthew_Galvanus
    Matthew_Galvanus
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    i've been thinking about how stalking blastbones could be improved, if we want to help stop the issue where it loses its mind when faced with multiple targets, why don't we (as suggested by another player) have it focus the last target you attacked if they are alive and in range.
  • Anhedonie
    Anhedonie
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    Design is ***, actually. You can't make blastbones into a balanced ability. You have to account for GCD and travel time.
    If you use that ability from range, to avoid DPS loss you will need to add 100% damage fro each second of travel time without capping the upper limit. There is a reason necro is pretty much a melee mage.

    Other possible solution would be to remove travel time. It arms and after 3 seconds it instantly teleports\jumps into target, exploding in the process. That would also solve the issue to an extent and allow for a ranged playstyle.

    And class is plagued by that kind of issues. Because class design is not very well thought out.
    Edited by Anhedonie on June 21, 2019 8:52AM
    Profanity filter is a crime against the freedom of speech. Also gags.
  • Seraphayel
    Seraphayel
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    Blastbones should have zero activation time at all. It should be reminiscent of Cliff Racer where you summon it and it directly jumps onto your target and explodes.
    Edited by Seraphayel on June 21, 2019 9:43AM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • ezio45
    ezio45
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    I rather like the abilities as is. Some tweaks to things like durations, aoe size and animation times would help alot.
  • Matthew_Galvanus
    Matthew_Galvanus
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    Seraphayel wrote: »
    Blastbones should have zero activation time at all. It should be reminiscent of Cliff Racer where you summon it and it directly jumps onto your target and explodes.

    how would stalking blastbones work then? if the damage is immediate, then the morph would essentially be worthless
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