Here is my review and opinion on the notes made about the Necromancer in the latest pts patch. Feel free to add your own opinions and let me know what you think about these changes.
Grave Lord
Blastbones:
- Removed the delay of the skeleton summoned from this ability and its morphs before it would attempt to leap to its target, to help reliability.
- Reduced the minimum range of the leap ability to 5 meters from 7 meters to reduce situations where the Blastbones becomes confused on what to do, causing it to stand still, pondering its own existence.
The removal of the delay for the skeleton summoned by blastbones and its morphs could be seen as somewhat good, but considering it was that delay that allowed 20-30% out of the 50% bonus damage from stalking blastbones to be maintained with each summon could lead to a small decrease in damage regarding the bonus, making it almost mandatory to maintain a fair distance away from the target in order to get the full damage bonus. Decreasing the range of the leap to 5 meters from 7 meters (the 7 meters from 5 meters grammar from the actual notes looks to be like a typo) was probably fine, because there was a case with Magnifico Bahraha where the blastbones would just sit there instead of Blowing up the guy, me thinks it be the terrain causing a bit of funny business with the blastbones path-finding.
Boneyard:
- Increased the cost of this ability and its morphs to 3780 from 3510.
- Decreased the damage by approximately 32% per tick.
- Increased the bonus damage modifier for consuming a corpse to 50% from 20%.
Considering that the Morph “Unnerving Boneyard,” applies major fracture/breach to any enemy standing in it, I think it is safe to say the cost increase was suspected. The Bonus Damage from consuming a corpse increasing to 50% from 20% coupled with the 32% decrease to the DPT (Damage per tick) is a clear indication of thematic thought, Giving Necromancers the feeling of power from consuming corpses when using boneyard (that and the DPT decrease is offset by the Damage bonus increase, resulting in a 2% overall nerf(feel free to correct me if I am wrong.)
Pestilent Colossus: Reduced the escalating damage bonus each hit this morph deals. The total adjustment will result in an approximate 5% damage reduction.
Looks Self-explanatory, no feedback necessary.
Skeletal Mage: Increased the base cost to 4320 from 2430, and increased the damage per tick by approximately 90%.
This most certainly looks like a buff to the Skeletal mage to me, mind you the cost increase is nothing to sneeze at, but if used after proccing Reusable parts, the 25% cost reduction Brings it down to a measly 3240, probably further when used with sets like the seducer, hircines Veneer(for Skeletal archer), worms raiment and the like.
Skeletal Archer (morph):
- The archer’s base damage no longer ranks up by 1.1% per rank.
- Reduced the scaling bonus to 2% per hit from 10%, which ranks up to 5% at Rank IV.
Looks like a minor nerf to the morph as a whole, but given the buff to the base ability, call it a good offset I say.
Shocking Siphon:
- This ability and its morphs will now update their hitboxes when fighting large enemies.
- These abilities no longer have a resource cost, and now scale off your highest offensive stats.
- Decreased the damage per tick by approximately 14%.
There’s a “Shocking” surprise here, good to see that it costs nothing to use, considering it mandatorily requires a corpse to use to its full potential, scaling to a players highest statistic is a well added improvement, the decrease to the DPT May result in a little less DPS but since it has the rare off-chance to cause concussion to damaged enemies(albeit a very small one) it is still a viable ability to use.
Mystic Siphon (morph): This ability now restores 35 Magicka per tick at Rank IV, down from 75.
this change will create less sustainability, but we shall see.Bone Tyrant
Bitter Harvest:
- The heal from this ability and its morphs is now properly synced up with the essence you absorb, resulting in less of a delay.
- Increased the healing per tick by approximately 11%.
This looks to be a minor buff.
Bone Goliath Transformation: Fixed an issue where you could occasionally become stuck as a terrifying giant after casting this ability or its morphs, and never return to your frail, humanoid form. You must now find other ways to usher terror into Tamriel.
Darn it. I liked that bug. R.I.P Giant Scythe-Wielding Wraith-of-Crows Polymorph. :'( Living Death
Render Flesh: Fixed an issue where the Befouled star from the Shadow tree was applying to the Minor Defile from this ability and its morphs.
Neat, I had a sneaking suspicion this would be brought to attention
Restoring Tether:
- This ability and its morphs no longer have a resource cost, and now scale off your highest offensive stats.
- Decreased the healing per tick by approximately 14%.
- Mortal Coil: Reduced the Stamina return per tick to 35 from 79 at Rank IV.
Same feedback as shocking siphon but with healing instead of zapping.
Spirit Mender: Increased the cost of this ability and its morphs to 4320 from 2430, and increased the healing per tick by approximately 90%.
Looks good from a standpoint, reusable parts becomes a more viable passive.
Intensive Mender (morph): This morph now heals for twice as much per tick, rather than 3 times. Reduces the duration in half, but also reduces the cost to half.
So, Intensive mender still lasts 8 seconds as intended but only heals twice as much alongside having a halved cost (2160 at best). I could work with it as a whole considering I use spirit guardian.
If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...
If a game does not respect your time, best thing to do is move on from it and find something else.