ThePhantomThorn wrote: »Am I the only one who thinks magnecro is lacking in pvp?
Don’t get me wrong, it’s not impossible to play, it just lacks a few fundamental tools for pvp
A instant cc:
Totem sucks. Why can it not just fear instantly? Impossible to stun any good players.
Reliable burst:
Blastbones is still buggy. Not as bad as it was but it still doesn’t always hit when you need it.
Just make it jump immediately. Always.
And finally,
Mobility.
Dk has chains
Templar has a gap closer
Nb has shade
Sorc has streak
Warden has falcon wings
Necro has...
Nothing.
Replace the immobilise skill with a skill that give major expedition.
I mean, it’s useless.
Bad for tanks, already have totem for crowd control, and minor maim from heroic slash.
Plz zos, make magnecro useful
juhislihis19 wrote: »DK and Necro do not have any viable ability/passive for mobility. The chain is absolutely useless skill and a waste of bar space.
I'm all for giving all classes some useful source of Expedition/mobility, so that sDK/stamCro/MagDK/Magcro don't have to rely on Bow/Mist.
ThePhantomThorn wrote: »Am I the only one who thinks magnecro is lacking in pvp?
Don’t get me wrong, it’s not impossible to play, it just lacks a few fundamental tools for pvp
A instant cc:
Totem sucks. Why can it not just fear instantly? Impossible to stun any good players.
Reliable burst:
Blastbones is still buggy. Not as bad as it was but it still doesn’t always hit when you need it.
Just make it jump immediately. Always.
And finally,
Mobility.
Dk has chains
Templar has a gap closer
Nb has shade
Sorc has streak
Warden has falcon wings
Necro has...
Nothing.
Replace the immobilise skill with a skill that give major expedition.
I mean, it’s useless.
Bad for tanks, already have totem for crowd control, and minor maim from heroic slash.
Plz zos, make magnecro useful
There will be a new set coming out call Marauders Haste which increases your speed by 20% when you activate a shield, pair it with Swift and its basically Major Expedition. I do understand where your coming from tho.
You could also use Channelled Acceleration which would pair well with your Death Knell Passive.
Stun it certainly an issue i understand as i play MagDen, both Necro and Warden needed the stun on Shock Clench due to how our class stuns work. Unfortunately we are both forced to use Flame Clench or Vamp Drain.
xAk_MoRRoWiNdx wrote: »Using NB shade for mobility... heh.
If you go vampire and use accelerated drain as your stun, mag necro can be quite strong.
Set off your blastbones, cast meteor and then stun-drain your target at watch that healthbar go down when all the damge connect at the same time.
But that's about all magcros have going for them.
They definately need better mobility and less clunkiness!
Would like to see a small rework of the Mystic Syphon morph, where you gain major expedition while you´re tethered to a corpse, breaking the tether removes the expedition buff. This would help alot with mobility for magnecro.
Actually, if the circumstances allow it, my burst combo is blastbones, degeneration, ice comet, then accelerated drain - when cast in that order, all the burst goes off roughly at the same time (depending on the distance to the target and the drunkiness of blastbones).
When it all lines up, it is very potent and one of the most satisfying burst combos of all classes to pull off.
You might have to use 2x drain to finish off the target.
But yeah, magcros are seriously lacking in other areas, and that's a shame because the class is very rewarding to play when it works.
The dev team has actually made a class with a solid foundation - they just need to tweak it to get it to work.
Actually, if the circumstances allow it, my burst combo is blastbones, degeneration, ice comet, then accelerated drain - when cast in that order, all the burst goes off roughly at the same time (depending on the distance to the target and the drunkiness of blastbones).
When it all lines up, it is very potent and one of the most satisfying burst combos of all classes to pull off.
You might have to use 2x drain to finish off the target.
But yeah, magcros are seriously lacking in other areas, and that's a shame because the class is very rewarding to play when it works.
The dev team has actually made a class with a solid foundation - they just need to tweak it to get it to work.
On live, you're generally better off with Meteor instead of the Colossus. There are certain situations where the Colossus can really shine, but it'll frequently get completely countered by a single dodge roll. Even when combo'ing with a stun, you'll likely only get 1 tick of the damage against decent players (assuming they're not out of stamina), which means 3 seconds of Major Vulnerability...1 of which will be "wasted" for your own damage-dealing, due to an enemy dodge roll.ThePhantomThorn wrote: »If you go vampire and use accelerated drain as your stun, mag necro can be quite strong.
Set off your blastbones, cast meteor and then stun-drain your target at watch that healthbar go down when all the damge connect at the same time.
But that's about all magcros have going for them.
They definately need better mobility and less clunkiness!
Still
That forces you to play a vamp.
While it works it doesn’t change that the class stun sucks.
Tho I will try that.
Imagine it with hulk smash 😈
juhislihis19 wrote: »DK and Necro do not have any viable ability/passive for mobility. The chain is absolutely useless skill and a waste of bar space.
I'm all for giving all classes some useful source of Expedition/mobility, so that sDK/stamCro/MagDK/Magcro don't have to rely on Bow/Mist.
Actually, if the circumstances allow it, my burst combo is blastbones, degeneration, ice comet, then accelerated drain - when cast in that order, all the burst goes off roughly at the same time (depending on the distance to the target and the drunkiness of blastbones).
juhislihis19 wrote: »DK and Necro do not have any viable ability/passive for mobility. The chain is absolutely useless skill and a waste of bar space.
I'm all for giving all classes some useful source of Expedition/mobility, so that sDK/stamCro/MagDK/Magcro don't have to rely on Bow/Mist.
I think Totem gets way too much hate, the criticism of it is OTT. It's a really good skill and you can get used to playing with the delay. It has some really obvious weaknesses, like being terrible against highly mobile or ranged targets if you plan to coordinate burst. It is however a really strong on the defensive phase with the pulsing fear and AoE minor protection. And it is brilliant in the offensive phase against groups. I think the melee one being instant instead of pulsing would be an interesting change to be honest, for solo play, though I would probably still use the remote one for any group situation.Actually, if the circumstances allow it, my burst combo is blastbones, degeneration, ice comet, then accelerated drain - when cast in that order, all the burst goes off roughly at the same time (depending on the distance to the target and the drunkiness of blastbones).
That is also in my experience the best single target combo. If you play solo or duo that's the best combo you can hope for. However Splitting Trap, Blastbones, Totem, Colossus is the best AoE damage you can put in a group vs group push. It's up there with Warden and the Permafrost + Fissure combo.
In fact these too classes work extremely well together. And they will complement each other much more when Permafrost loses its AoE stun next patch. A Permafrost + Fissure + Totem + Colossus push will give you Major and Minor Protection while debuffing opponents with 70% snare, Major Breach, Major Vulnerability and an unblockable AoE stun. Very potent combo.juhislihis19 wrote: »DK and Necro do not have any viable ability/passive for mobility. The chain is absolutely useless skill and a waste of bar space.
I'm all for giving all classes some useful source of Expedition/mobility, so that sDK/stamCro/MagDK/Magcro don't have to rely on Bow/Mist.
Mag classes already have that option, it's just behind the paywall of Summeset and it's called Race Against Time. I've been using RAT since day one on Mag Necro and it's magnificent for getting you out of tight spots. Snare/Root purge with 2" immunity and 4" of major Expedition all in one GCD is immense for getting out of trouble. And since it's not a weapon skill you can slot it in any configuration. Try it.
I think the biggest problems with the class are the:
- unreliability of Blastbones
- bugs with the Mender and
- uselessness of the Arcanist
Sort those and we have a proper strong class.
ThePhantomThorn wrote: »agree that the delay can be good. But can you ever land it against good players?
ThePhantomThorn wrote: »But the main issue is blastbones never hits when you need it. It should just jump immediately.
Also REALLY don’t want to spent another 100 hours levelling mages guild 😭
ThePhantomThorn wrote: »agree that the delay can be good. But can you ever land it against good players?
Yeah, when they are in a group and value sticking together as more important the eating up some ground effects you certainly do. And even 1-on-1, if the opponent is a melee build what option do they have other than step into your Totem and take the stun?
Horses for courses. If you value single target reliable as more important, you should take Drain hands down. If you value defence and group utility highly, then you should take Totem.ThePhantomThorn wrote: »But the main issue is blastbones never hits when you need it. It should just jump immediately.
Also REALLY don’t want to spent another 100 hours levelling mages guild 😭
You mean Psijic? It takes about 6 hours on a maxed horse.You'll need it for Temporal Guard anyway.
ThePhantomThorn wrote: »ThePhantomThorn wrote: »agree that the delay can be good. But can you ever land it against good players?
Yeah, when they are in a group and value sticking together as more important the eating up some ground effects you certainly do. And even 1-on-1, if the opponent is a melee build what option do they have other than step into your Totem and take the stun?
Horses for courses. If you value single target reliable as more important, you should take Drain hands down. If you value defence and group utility highly, then you should take Totem.ThePhantomThorn wrote: »But the main issue is blastbones never hits when you need it. It should just jump immediately.
Also REALLY don’t want to spent another 100 hours levelling mages guild 😭
You mean Psijic? It takes about 6 hours on a maxed horse.You'll need it for Temporal Guard anyway.
I mean for meteor. Psijic is easier. I like most form better than rat. the speed lasts for longer and it helps to alleviate pressure
ThePhantomThorn wrote: »ThePhantomThorn wrote: »agree that the delay can be good. But can you ever land it against good players?
Yeah, when they are in a group and value sticking together as more important the eating up some ground effects you certainly do. And even 1-on-1, if the opponent is a melee build what option do they have other than step into your Totem and take the stun?
Horses for courses. If you value single target reliable as more important, you should take Drain hands down. If you value defence and group utility highly, then you should take Totem.ThePhantomThorn wrote: »But the main issue is blastbones never hits when you need it. It should just jump immediately.
Also REALLY don’t want to spent another 100 hours levelling mages guild 😭
You mean Psijic? It takes about 6 hours on a maxed horse.You'll need it for Temporal Guard anyway.
I mean for meteor. Psijic is easier. I like most form better than rat. the speed lasts for longer and it helps to alleviate pressure
Mistform's very good. Though you move a lot faster with RAT because you can sprint, don't underestimate that.
You need Mages Guild for Degeneration anyway, it's too good to pass up along with those passives. 2% mag regen, 2% max magicka, Major Sorcery, good ranged DoT. And you might need Magelight and Scalding Rune for any PvE content as well. It's a no brainer to grind Mages Guild for any new mag char, even more than Psijic in my opinion. Just bite the bullet and go do it, you won't regret it.