SpiderCultist wrote: »yep, it does have it (its own identity) with pets and coils (using bodies)
There are some worthwhile class abilities, but as of the current patch, Magicka Necromancer absolutely needs the generic DOTs in order to have even a passable level of offense. There are some solid healing and utility spells available, and it's possible that Blastbones will eventually become more reliable, but the class' offensive toolkit really isn't that great.
The available spells are:
Ricochet Skull: It's a decent spammable where every third cast gets +20% damage and can bounce to two other targets. I haven't been using a spammable this patch, but prior to Scalebreaker it was one of two non-ultimate, offensive class abilities that was actually worth a bar slot. The recently buffed Force Pulse/Crushing Shock might be better now, though, at least in part because Ricochet Skull does not like being weaved; having them "queue up" unintentionally was extremely common for me, and it would completely shut down my light attacks.
Blastbones: Can be snared/rooted/stunned/etc...while also having poor pathing and AI, but hits decently hard when it does land. Can be blocked, dodged (even though it's AOE), and you're not able to re-cast the ability while an existing Blastbones is still active. This can be a real problem in some situations, such as when an enemy player is fleeing/kiting, or if they die before the Blastbones connects, and he picks the "wrong" target to go after next.
Boneyard: Ground-based AOE DOT that has low damage unless cast on top of a corpse. One morph provides Major Breach and Major Fracture to enemies inside the 6m area, but those debuffs vanish as soon as the target moves outside of it. The other morph, Avid Boneyard, allows for a self-synergy that can do some decent burst damage with Harmony Jewelry, but the activation area is very finnicky, especially if other synergies are available in the area. I honestly didn't find trying to fiddle with this ability to be very effective against good players in most situations, but you can still catch people off-guard with it from time to time.
Skeletal Mage: Notice that I said *Mage* and not Arcanist - morphing this ability for Magicka builds is a straight downgrade for PvP. All that does is turn the attack into a tiny 4m AOE, which really just provides Stamina builds a 25% damage reduction against it. This pseudo-pet was garbage prior to Scalebreaker, but now actually does some decent damage (roughly equivalent to a single target DOT), triggers Necropotence, and provides an extra corpse to work with. And while it can't be cleansed like single target DOTs can, you also can't choose its target (it nukes whatever is closest...including pets potentially), and it can also be line of sighted.
Mystic Siphon: Ground-based AOE DOT that requires a corpse to cast, and "tethers" you to said corpse. The damage only occurs if people stand in the AOE or touch the relatively narrow tether-beam, and is quite weak even if someone stands in it the entire time (which they won't). The tether will also be broken if a targeted player-corpse respawns, or you LOS/out-range the body at any point over the duration. There's also a bug that can cause your character to spin around 180 degrees and waste a GCD when trying to activate the skill. While the skill doesn't take any resources to cast, and can return a small amount of magicka over the 12 second duration (or however many seconds you get before the tether is broken), it's certainly not worth the bar slot for PvP.
Frozen Colossus: Potentially a very strong ultimate, but can be really situational against good players who aren't lagging. There are myriad situations where another offensive ultimate would be (much) better, but if you ever get a good clump in an area that they can't easily escape with 1 dodge roll, this ultimate can really put in work.
And that's pretty much it for the offensive toolkit, since the Scythe isn't a "real" damaging skill for PvP. It was incredibly good for AOE grinding while leveling up, and it might be OK for zerging around Cyrodiil, if you're actually getting in melee range often enough. But for BGs? Nah.
Looks fun on paper but a nightmare to work in practice. Almost every skill is bugged and unless ZoS even acknowledge this I wouldnt recommend anyone to touch the class
There are some worthwhile class abilities, but as of the current patch, Magicka Necromancer absolutely needs the generic DOTs in order to have even a passable level of offense. There are some solid healing and utility spells available, and it's possible that Blastbones will eventually become more reliable, but the class' offensive toolkit really isn't that great.
The available spells are:
Ricochet Skull: It's a decent spammable where every third cast gets +20% damage and can bounce to two other targets. I haven't been using a spammable this patch, but prior to Scalebreaker it was one of two non-ultimate, offensive class abilities that was actually worth a bar slot. The recently buffed Force Pulse/Crushing Shock might be better now, though, at least in part because Ricochet Skull does not like being weaved; having them "queue up" unintentionally was extremely common for me, and it would completely shut down my light attacks.
Blastbones: Can be snared/rooted/stunned/etc...while also having poor pathing and AI, but hits decently hard when it does land. Can be blocked, dodged (even though it's AOE), and you're not able to re-cast the ability while an existing Blastbones is still active. This can be a real problem in some situations, such as when an enemy player is fleeing/kiting, or if they die before the Blastbones connects, and he picks the "wrong" target to go after next.
Boneyard: Ground-based AOE DOT that has low damage unless cast on top of a corpse. One morph provides Major Breach and Major Fracture to enemies inside the 6m area, but those debuffs vanish as soon as the target moves outside of it. The other morph, Avid Boneyard, allows for a self-synergy that can do some decent burst damage with Harmony Jewelry, but the activation area is very finnicky, especially if other synergies are available in the area. I honestly didn't find trying to fiddle with this ability to be very effective against good players in most situations, but you can still catch people off-guard with it from time to time.
Skeletal Mage: Notice that I said *Mage* and not Arcanist - morphing this ability for Magicka builds is a straight downgrade for PvP. All that does is turn the attack into a tiny 4m AOE, which really just provides Stamina builds a 25% damage reduction against it. This pseudo-pet was garbage prior to Scalebreaker, but now actually does some decent damage (roughly equivalent to a single target DOT), triggers Necropotence, and provides an extra corpse to work with. And while it can't be cleansed like single target DOTs can, you also can't choose its target (it nukes whatever is closest...including pets potentially), and it can also be line of sighted.
Mystic Siphon: Ground-based AOE DOT that requires a corpse to cast, and "tethers" you to said corpse. The damage only occurs if people stand in the AOE or touch the relatively narrow tether-beam, and is quite weak even if someone stands in it the entire time (which they won't). The tether will also be broken if a targeted player-corpse respawns, or you LOS/out-range the body at any point over the duration. There's also a bug that can cause your character to spin around 180 degrees and waste a GCD when trying to activate the skill. While the skill doesn't take any resources to cast, and can return a small amount of magicka over the 12 second duration (or however many seconds you get before the tether is broken), it's certainly not worth the bar slot for PvP.
Frozen Colossus: Potentially a very strong ultimate, but can be really situational against good players who aren't lagging. There are myriad situations where another offensive ultimate would be (much) better, but if you ever get a good clump in an area that they can't easily escape with 1 dodge roll, this ultimate can really put in work.
And that's pretty much it for the offensive toolkit, since the Scythe isn't a "real" damaging skill for PvP. It was incredibly good for AOE grinding while leveling up, and it might be OK for zerging around Cyrodiil, if you're actually getting in melee range often enough. But for BGs? Nah.
I do like magicka necromancer at the moment. Feels really strong when put in a group scenario (PvP), but lacks the mobilty to be really strong for solo play. One thing I would like to see is a small rework of Mortal Coil:
Braided TetherSiphon the last remnants of life from a corpse, healing for [14730 / 14839 / 14994 / 15173] Health over 12 seconds to yourself, all allies around you, and all allies between you and the corpse. This ability scales off your highest offensive stats. While slotted, your healing done is increased by 3%.
Mortal Coil
Reduces the range of the ability to 20 meters, but gain major expedition while siphoning a corpseSiphon the last remnants of life from a corpse, healing for [14730 / 14725 / 14730 / 14730] Health over 12 seconds to yourself and all allies between you and the corpse. This portion of the ability scales off your highest offensive stats. You also gain major expedition while siphoning the corpse. While slotted, your healing done is increased by 3%.
Canned_Apples wrote: »noticed exp is on sale- wondering if the magicka necromancer has it's own identity in no-cp/bgs, or if the meta builds use generic abilities?
theshockcable wrote: »Magnecro is strong right now. Build one. Use the skills. Here's a hint.. try the pets.
The things that suck with the necro is that the pets have a duration timer and you have to be in combat to cast them.
Unlike the sorc class.
It needs a rework to be strong like the sorc class. No duration timers.
theshockcable wrote: »Magnecro is strong right now. Build one. Use the skills. Here's a hint.. try the pets.
The things that suck with the necro is that the pets have a duration timer and you have to be in combat to cast them.
Unlike the sorc class.
It needs a rework to be strong like the sorc class. No duration timers.
If they insist on keeping it it needs to be CC immune and unkillable so your only option is dodge or block. Next make the passive crit chance execute start at 35% instead of 25%.
Okay so I switched my sorc build to my nord mag necro and it's not bad and yes there is a secret with the pets and stuff.
Overall mag necro if built right feels really good and with fixes might even surpass magplar imo.
Cernunnos55 wrote: »
The thing I like about Mag necro is that you can get away with stacking magic more so than other classes. Alfiq and BtB with a damage monster set is very viable. Since you have a skill that provides major protection and another skill that provides 10% damage mitigation, you can also stack minor protection on top of those. Plus you have access to a purge that restores resources and armor increasing skills. You can get very tanky in light armor running damage sets.
The thing I like about Mag necro is that you can get away with stacking magic more so than other classes. Alfiq and BtB with a damage monster set is very viable. Since you have a skill that provides major protection and another skill that provides 10% damage mitigation, you can also stack minor protection on top of those. Plus you have access to a purge that restores resources and armor increasing skills. You can get very tanky in light armor running damage sets.
Why would you ever run alfiq when necropotence exists O.o
The thing I like about Mag necro is that you can get away with stacking magic more so than other classes. Alfiq and BtB with a damage monster set is very viable. Since you have a skill that provides major protection and another skill that provides 10% damage mitigation, you can also stack minor protection on top of those. Plus you have access to a purge that restores resources and armor increasing skills. You can get very tanky in light armor running damage sets.
The thing I like about Mag necro is that you can get away with stacking magic more so than other classes. Alfiq and BtB with a damage monster set is very viable. Since you have a skill that provides major protection and another skill that provides 10% damage mitigation, you can also stack minor protection on top of those. Plus you have access to a purge that restores resources and armor increasing skills. You can get very tanky in light armor running damage sets.
Current meta- I’ve gotten more mileage out of the intensive mender than I did the 10% mitigation version. Dots is my guess why.