LukosCreyden wrote: »Has there been any update on how the fix to Blast Bones is going? Pathing and whatnot.
same problems with BB and Syphon...
and stamina necro doesn't have an efficient class self-healing. An entire skill line about healing and we have to use Vigor. This is just stupid
wild_kmacdb16_ESO wrote: »My 2 cents on Necro abilities as someone that has played one since they were available back in end of May, or whenever that was.
Grave Lord
Frozen Colossus: It's an excellent ability in almost every sort of content. Perhaps too good.
Flame Skull: It needs to travel faster than a paper airplane, or otherwise it should get a minor damage boost to compensate
.
Blastbones: Totally unreliable. If the team can't make it work properly, it should detonate in a large radius in such cases it gets 'confused' instead of just falling apart
Boneyard: Was a great skill, but after several damage nerfs and a cost increase, I think its only useful in dungeons when using the morph that reduces enemy resistances (assuming no one else has it covered).
Skeletal Mage: Before the DOT armageddon nerf it was passable. Now it's just trash. Shame because this should be a signature ability of a Necromancer.
Shocking Siphon: Might be worth using if you're doing DPS in a dungeon if it will help your sustainability. Otherwise forget about it.
Bone Tyrant
Bone Goliath Transform: Strong ultimate. When facing smaller groups of enemies using the Ravenous morph, you might as well be invincible for the duration.
Death Scythe: It's a good ability - one of the few that seems to actually do what it says on the tin, and do it well.
Bone Armor: It's a weaker version of other classes armor buff. Not much else to say. I am assuming the combat team thinks that it creating a corpse on expiration makes it equal to the others; it does not.
Bitter Harvest: Niche ability since the uptime is terrible and denies you the use of your other 'corpse' abilities. I suggest making this ability NOT consume a corpse.
Bone Totem: Very useful and versatile tool.
Grave Grasp: Absolutely terrible. Change Minor Main to Major Main or include a damage component, and maybe you'd have something.
Living Death
Reanimate: Another niche ability. Sometimes useful in Cyrodil but even then, 3 people generally isn't enough to turn the tide of battle, especially if they die in a dangerous spot.
Expunge: I honestly never used this once; I rather just find or create a corpse and use 'Renewing Undeath'. The health cost is too great in a combat scenario; suggest giving it a Health Regen buff to offset the health cost so there is still an element of risk to using it but you arent totally shooting yourself in the foot.
Render Flesh: I see very little reason to use this over 'Life Amid Death', since that skill a) costs less b) heals AOE c) doesnt inflict a debuff and d) can heal for substantially more when a corpse is present.
Life Amid Death: Great ability - probably the only heal a necro has that can hold water to anything a Templar has.
Spirit Mender: Basically a single target HOT that sometimes doesn't like to heal you or anyone else. Pretty crappy but the morph that reduces incoming damage by 10% has its uses.
Restoring Tether: The 'braided tether' is ok - I use it often as 'free' healing, but otherwise nothing too special.
Any necros out there agree with this?
wild_kmacdb16_ESO wrote: »My 2 cents on Necro abilities as someone that has played one since they were available back in end of May, or whenever that was.
Grave Lord
Frozen Colossus: It's an excellent ability in almost every sort of content. Perhaps too good.
Flame Skull: It needs to travel faster than a paper airplane, or otherwise it should get a minor damage boost to compensate
.
Blastbones: Totally unreliable. If the team can't make it work properly, it should detonate in a large radius in such cases it gets 'confused' instead of just falling apart
Boneyard: Was a great skill, but after several damage nerfs and a cost increase, I think its only useful in dungeons when using the morph that reduces enemy resistances (assuming no one else has it covered).
Skeletal Mage: Before the DOT armageddon nerf it was passable. Now it's just trash. Shame because this should be a signature ability of a Necromancer.
Shocking Siphon: Might be worth using if you're doing DPS in a dungeon if it will help your sustainability. Otherwise forget about it.
Bone Tyrant
Bone Goliath Transform: Strong ultimate. When facing smaller groups of enemies using the Ravenous morph, you might as well be invincible for the duration.
Death Scythe: It's a good ability - one of the few that seems to actually do what it says on the tin, and do it well.
Bone Armor: It's a weaker version of other classes armor buff. Not much else to say. I am assuming the combat team thinks that it creating a corpse on expiration makes it equal to the others; it does not.
Bitter Harvest: Niche ability since the uptime is terrible and denies you the use of your other 'corpse' abilities. I suggest making this ability NOT consume a corpse.
Bone Totem: Very useful and versatile tool.
Grave Grasp: Absolutely terrible. Change Minor Main to Major Main or include a damage component, and maybe you'd have something.
Living Death
Reanimate: Another niche ability. Sometimes useful in Cyrodil but even then, 3 people generally isn't enough to turn the tide of battle, especially if they die in a dangerous spot.
Expunge: I honestly never used this once; I rather just find or create a corpse and use 'Renewing Undeath'. The health cost is too great in a combat scenario; suggest giving it a Health Regen buff to offset the health cost so there is still an element of risk to using it but you arent totally shooting yourself in the foot.
Render Flesh: I see very little reason to use this over 'Life Amid Death', since that skill a) costs less b) heals AOE c) doesnt inflict a debuff and d) can heal for substantially more when a corpse is present.
Life Amid Death: Great ability - probably the only heal a necro has that can hold water to anything a Templar has.
Spirit Mender: Basically a single target HOT that sometimes doesn't like to heal you or anyone else. Pretty crappy but the morph that reduces incoming damage by 10% has its uses.
Restoring Tether: The 'braided tether' is ok - I use it often as 'free' healing, but otherwise nothing too special.
Any necros out there agree with this?
wild_kmacdb16_ESO wrote: »My 2 cents on Necro abilities as someone that has played one since they were available back in end of May, or whenever that was.
Grave Lord
Frozen Colossus: It's an excellent ability in almost every sort of content. Perhaps too good.
Flame Skull: It needs to travel faster than a paper airplane, or otherwise it should get a minor damage boost to compensate
.
Blastbones: Totally unreliable. If the team can't make it work properly, it should detonate in a large radius in such cases it gets 'confused' instead of just falling apart
Boneyard: Was a great skill, but after several damage nerfs and a cost increase, I think its only useful in dungeons when using the morph that reduces enemy resistances (assuming no one else has it covered).
Skeletal Mage: Before the DOT armageddon nerf it was passable. Now it's just trash. Shame because this should be a signature ability of a Necromancer.
Shocking Siphon: Might be worth using if you're doing DPS in a dungeon if it will help your sustainability. Otherwise forget about it.
Bone Tyrant
Bone Goliath Transform: Strong ultimate. When facing smaller groups of enemies using the Ravenous morph, you might as well be invincible for the duration.
Death Scythe: It's a good ability - one of the few that seems to actually do what it says on the tin, and do it well.
Bone Armor: It's a weaker version of other classes armor buff. Not much else to say. I am assuming the combat team thinks that it creating a corpse on expiration makes it equal to the others; it does not.
Bitter Harvest: Niche ability since the uptime is terrible and denies you the use of your other 'corpse' abilities. I suggest making this ability NOT consume a corpse.
Bone Totem: Very useful and versatile tool.
Grave Grasp: Absolutely terrible. Change Minor Main to Major Main or include a damage component, and maybe you'd have something.
Living Death
Reanimate: Another niche ability. Sometimes useful in Cyrodil but even then, 3 people generally isn't enough to turn the tide of battle, especially if they die in a dangerous spot.
Expunge: I honestly never used this once; I rather just find or create a corpse and use 'Renewing Undeath'. The health cost is too great in a combat scenario; suggest giving it a Health Regen buff to offset the health cost so there is still an element of risk to using it but you arent totally shooting yourself in the foot.
Render Flesh: I see very little reason to use this over 'Life Amid Death', since that skill a) costs less b) heals AOE c) doesnt inflict a debuff and d) can heal for substantially more when a corpse is present.
Life Amid Death: Great ability - probably the only heal a necro has that can hold water to anything a Templar has.
Spirit Mender: Basically a single target HOT that sometimes doesn't like to heal you or anyone else. Pretty crappy but the morph that reduces incoming damage by 10% has its uses.
Restoring Tether: The 'braided tether' is ok - I use it often as 'free' healing, but otherwise nothing too special.
Any necros out there agree with this?
StrandedMonkey wrote: »
id like to see this be solely offensive with this MORPH only providing the three blastbones per 3 corpses. Which means there is no player revival, just turning corpses into blastbones and a reduced ult cost probably on par with collossus at around 200-250 ultimate.
This is an interesting idea. With such a pet...Turn Blastbones into a tanking pet. [...] This is a necromancer, it's suposed to use pets all the time to attack the enemy, including a tanking pet like the Sorcerer has with the unstable clannfear. Make the buggy and useles blastbones a tanking pet (even if temporary). It is totally a mess right now.
BalticBlues wrote: »This is an interesting idea. With such a pet...Turn Blastbones into a tanking pet. [...] This is a necromancer, it's suposed to use pets all the time to attack the enemy, including a tanking pet like the Sorcerer has with the unstable clannfear. Make the buggy and useles blastbones a tanking pet (even if temporary). It is totally a mess right now.With a little AI, the Tauntbone could have two morphs with additional functionality (to play as DDs or Tank):
- Necros would not need "Inner Fire" as a range taunt anymore
- Necros instead could use a "Tauntbone" which TAUNTS and MAJOR DEFILES an enemy
MORPH 1: Attacking Tauntbone runs to taunted enemy and attacks it for x secs (as Clannfear)
MORPH 2: Beckoning Tauntbone stays with Necromancer and pulls attacking enemies in (as Beckoning Armor)
This would allow NecroTanks to use either Beckoning Armor to play solo or Beckoning Tauntbone to play with pet.
Perhaps you did not fully understand what I was suggesting. The "Attacking Tauntbone" still would attack and damage an enemy or even a group of enemies (if ZOS can program that). Difference would be that instead of an instant explosion it would apply a TAUNT-AOE and a DOT-AOE around itself on the target(s). For PvE this even could work better than the current Blastbone because of the taunt. For PvP this could work a bit worse because a taunt is needless. However, overall I think the "Attacking Tauntbone" could be more useful than the current "Clueless Blastbone".I get what you are going for, but this is actually a really bad idea [...] taking the damage out of it to make it a secondary tank would not be good with how little damage we already have.
BalticBlues wrote: »Perhaps you did not fully understand what I was suggesting. The "Attacking Tauntbone" still would attack an enemy. Only instead of an instant explosion it would apply a TAUNT and a DOT-AOE on the target. For PvE this even could work even better than the current Blastbone because of the taunt, for PvP this could work a bit worse because a taunt is needless there. However, overall I think it would be more useful than the current "Clueless Blastbone".I get what you are going for, but this is actually a really bad idea [...] taking the damage out of it to make it a secondary tank would not be good with how little damage we already have.
Yes, there is a problem with Necro tanking, because "Silver Leash" cannot pull certain enemies "Beckoning Armor" can pull (for example the big fire atros in brp), but you cannot control which enemy "Beckoning Armor" is pulling. Instead of such gambling, a reliable pull combined with a range taunt would be desireable. Perhaps, as a compromise, you keep your beloved "Bligthed Blastbone" while the other morph could become a "Beckoning Tauntbone" which stays with a Necrotank to be used as a range taunt (instead of InnerFire) which pulls reliably taunted enemies in.And all this for what? Does the class have problems with tanking.
BalticBlues wrote: »Yes, there is a problem with Necro tanking, because "Silver Leash" cannot pull certain enemies "Beckoning Armor" can pull (for example the big fire atros in brp), but you cannot control which enemy "Beckoning Armor" is pulling. Instead of such gambling, a reliable pull combined with a range taunt would be desireable. Perhaps, as a compromise, you keep your beloved "Bligthed Blastbone" while the other morph could become a "Beckoning Tauntbone" which stays with a Necrotank to be used as a range taunt (instead of InnerFire) which pulls reliably taunted enemies in.And all this for what? Does the class have problems with tanking.
BalticBlues wrote: »Yes, there is a problem with Necro tanking, because "Silver Leash" cannot pull certain enemies "Beckoning Armor" can pull (for example the big fire atros in brp), but you cannot control which enemy "Beckoning Armor" is pulling. Instead of such gambling, a reliable pull combined with a range taunt would be desireable. Perhaps, as a compromise, you keep your beloved "Bligthed Blastbone" while the other morph could become a "Beckoning Tauntbone" which stays with a Necrotank to be used as a range taunt (instead of InnerFire) which pulls reliably taunted enemies in.And all this for what? Does the class have problems with tanking.
Really? Don't you think that having only ONE skill which taunts AND pulls reliable instead of the gambling Beckoning Armor would be better than having to use TWO skills? DK tanks are still preferred over Necro tanks. This could make a difference.You already have 2 generic taunts (Puncture and Inner Fire) and 2 pulls (Beckoning and Silver Leash) available to you, you don't need a 3rd version of either.
BalticBlues wrote: »other morph could become a "Beckoning Tauntbone" which stays with a Necrotank to be used as a range taunt (instead of InnerFire) which pulls reliably taunted enemies in.