Dinokstrun wrote: »Suggestions for Necromancer going forward because this class is depressingly bad in PvP at the moment
- Remove target requirement for Blastbones would help if feel less clunky to use
- Also need to fix the ability getting stuck (greyed out) so I'm not forced to spam bar swap just to fix it
- Either reduce the health cost or change the cost to magicka on Necro cleanse
- Make corpse mechanics consume the nearest corpse regardless of camera angle
- Give Major Brutality/Scorcery to skeletal archer/mage respectively
- increase the speed of skull projectile
- grave grasp needs a rework and costs way too much
- Res ult feels way too expensive for the value the targets resurrect with
- Bone Colossus just feels lame to use after the bash nerf potential changes here needed to be up to the scratch with other defensive class ultimates like Corrosive. I'd say perhaps take the animated blastbones (res ult) and give it to Bone Colossus since it's a common ability npc bone colossus use (raising 3 skeletons).
Its a pity that I dont even see that many posts about Necro.
The class didnt even get a chance to be liked by the community so it has few people talking about it. Imagine if this happened to Sorcerer like instead of Blastbones it was Curse that only worked 50% of the time, forums would explode
Due to many of the current targeting issues with corpses and tether abilities, we are allowing Shocking Siphon and its morphs, as well as Restoring Tether and its morphs, to bypass the global cooldown. We are currently working on alternative methods to improve the targeting for these abilities, as well as improving the reliability of created corpses and their durations, but are not ready to implement them quite yet. We’re aware of the frustrating nature of attempting to use these abilities, which is why we have added a small stop-gap measure in the meantime until we can properly solve the issue.
I downloaded, but if I'm being honest, I simply don't have any real drive to test the changes in this particular version. Battlegrounds-PvP is really the only reason I came back to the game with Morrowind, and the only thing that keeps me around long-term. With the big nerf to DOT damage, cutting the Skeletal Mage's damage in half, making the Colossus' Major Vulnerability only apply on the final hit (which means never in PvP, if you're fighting anyone decent enough for it to matter), and the complete failure to address any of Necromancer's PvP issues, it just makes me not want to bother.xMovingTarget wrote: »Due to many of the current targeting issues with corpses and tether abilities, we are allowing Shocking Siphon and its morphs, as well as Restoring Tether and its morphs, to bypass the global cooldown. We are currently working on alternative methods to improve the targeting for these abilities, as well as improving the reliability of created corpses and their durations, but are not ready to implement them quite yet. We’re aware of the frustrating nature of attempting to use these abilities, which is why we have added a small stop-gap measure in the meantime until we can properly solve the issue.
Let us know if its still a pile of dogpoo fellas. I dont care enough anymore to download this. But I am still wondering.
I downloaded, but if I'm being honest, I simply don't have any real drive to test the changes in this particular version. Battlegrounds-PvP is really the only reason I came back to the game with Morrowind, and the only thing that keeps me around long-term. With the big nerf to DOT damage, cutting the Skeletal Mage's damage in half, making the Colossus' Major Vulnerability only apply on the final hit (which means never in PvP, if you're fighting anyone decent enough for it to matter), and the complete failure to address any of Necromancer's PvP issues, it just makes me not want to bother.xMovingTarget wrote: »Due to many of the current targeting issues with corpses and tether abilities, we are allowing Shocking Siphon and its morphs, as well as Restoring Tether and its morphs, to bypass the global cooldown. We are currently working on alternative methods to improve the targeting for these abilities, as well as improving the reliability of created corpses and their durations, but are not ready to implement them quite yet. We’re aware of the frustrating nature of attempting to use these abilities, which is why we have added a small stop-gap measure in the meantime until we can properly solve the issue.
Let us know if its still a pile of dogpoo fellas. I dont care enough anymore to download this. But I am still wondering.
Mystic Siphon is so terrible that even being off-GCD won't make it usable in PvP, especially with the already-weak damage being cut by another 33%. Magicka Necromancer's offense is once again utterly irrelevant in PvP, and if there aren't some fairly substantial changes to that over the course of this PTS cycle, I doubt I'll do anything but log in long enough to keep my mount training up to date. Mag Necro being left in this state for this long is simply unacceptable.