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Magicka Necromancer Feedback from PVP perspective

mb10
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Hi all,

First of all just want to say great job on the necromancer so far, i think it needs some more attention but its been a great addition to the game and is a fun class to play.

I think in the passives department, the necromancer is great and has its own unique feel and imo shouldnt be changed.

However, some of the skills need some love and here are the ones that I think do:


Bone Tyrant

Hungry Scythe - The HoT gained from this ability is very weak and could certainly do more than its current state. I personally think the HoT could even be removed and something different be used here instead such as a debuff.

Grave Grasp - I feel like this abillity has similarities to Talons from the DK kit and the frost wall of elements but falls behind for various reasons.
Theres no damage with the ability - perhaps a DoT like the wall of elements or a minor defile debuff
The minor maim lasts 5 seconds as oppose to DKs 7 seconds, I think they should both be 7 seconds.
Immobilizes only one enemy per patch whereas talons and even the frost wall of elements can immobilise a lot more whilst snaring, rooting and doing damage
The buff to your summons is difficult because you cant control where they stand and its rare that they and your enemy are all in line with each other

Im not saying all these changes are needed as that would make the skill a bit much but I think one or two from here will bring it up to be a lot more useful


Bone Totem - The minor protection ends when you leave the area despite the fact that the stun happens after the first 2 seconds making the remainder 7 or so seconds almost usless in PVP as you have to remain in that confined area. I think the buff should stay on you after you leave or the area itself has to have something more to convince you to remain there after youve stunned the enemy.
In PVP movement is quite key so its difficult to cast this and just stay in there for the duration.




Grave Lord

Avid Boneyard - Again, I think the debuff should remain after the target leaves the area as at the moment it doenst make sense, there is no snare attached to this ability despite the frost damage and players are more than happy to simply walk out of the AoE.

Mystic Siphon - is a tricky one to use due to the enemy having to be in between the chord and the corpse. It requires continous movement to keep it hitting players as its rare to have a scenario where a corpse is behind the enemy youre fighting. This is an issue because the necromancer lacks speed buffs and a magicka necro will struggle to have the stamina to keep spirnting just for this skill to work. The animation on it is quite slow and you have to aim at the corpose for the ability to work.
I think if there was a corpse around and the ability just locked onto one automatically it could help but for now it seems better as a PVE skill and very difficult to use for a magicka necro.



Living Death

A good balanced skill line imo. Good heal but require skill and situational awareness to pull off, not just a free easy ticket.


Your thoughts? Thanks for reading
  • Narvuntien
    Narvuntien
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    There are a lot of more casual players that are frustrated that there are no perminate pets.

    Since Magicka nerco is having an issue with the performance of their version of blastbones dps wise perhaps we can make it a perminate pet that runs over and attacks a target just like a sorc pet you can make it explode into a corpse when you recast the ability.

    Its something that people seem to want and it being a dps pet should make it better than having a long summon time and long run over to the target, which sometimes bugs, and then bugging out on the explosion. issues that players seem to be having.
  • Saelent
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    Why would a pet have to be permanent to have another effect from being second press of the skill?
    I definitely think Necro pets should be around longer, but permanent pets means toggle and toggle means less space for other skills.

    For pet improvements after using them in PvP for a while and PvE for a lot longer I would say:

    —Minimum double duration on all pets

    —Faster fire times for the mage/archer and healer pets (even if the damage of each fire is halved from what it currently is)

    —Extra effects from pressing the skill again/sacrifice the pet to have another effect:
    ——Area burst heal from healer?
    ——Area burst damage near Necro for mage/archer?
    ——But most of all, as mentioned by previous people, instant explode for the Blast Bones on second press. <- need

    Last thing, shouldn’t there be a strengthening effect of summoning next to a corpse? I understand summoning a skeleton from ‘nowhere’, but no extra damage/healing from using a corpse nearby seems like something is missing.
  • Narvuntien
    Narvuntien
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    You have to target with the blastbones so it just bugs when stuff gets out of range before the summon time finishes. If you could just summon the melee blastbones and have it live as long as it lives it would way more effective, have it explode when killed or desummoned.

    It doesn't seem to be an issue for the warden netch (although it's not quite up forever) to have it up for a long time and be counted as a pet but only take one bar slot. But I think losing only 1 slot for a working ability for Magnerco will still be good

    I think the idea is that Nerco has corpse spawning and corpse using abilities so it might suck to use up a corpse on your corpse producing ability.

    I think for PVP the best thing for the Mage/archer/spirit is that they should attack/heal faster at the start and then slow down as they decay towards the end of their lifetime that would be a lot stronger for burst.

    Long-lived Dots/Aoes tend to be very high mana cost in this game so I suspect to balance longer pet lifetimes their cost would go up, that's a case of PVE keeping things bad in PVP for once.
  • ESO_Nightingale
    ESO_Nightingale
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    mb10 wrote: »
    it doenst make sense, there is no snare attached to this ability despite the frost damage

    frost damage ≠ snare
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