Cirantille wrote: »Hello, you there magicka necros:)
I am leveling one, I have a lot of fun in PvE, self heals are great and I am planning to take her to PvP as all my other chars but what do you use as a burst damage?
Stalking bones is quite delayed and I usually destroy these when they start "stalking" me
Ricochet skull could be used I guess
Frozen colossus is nice
Heal is nice
That boneyard is nice to slow them down
But I feel like it is missing that burst "shot" in the face damage
What skills do you use for this?
EtTuBrutus wrote: »
EtTuBrutus wrote: »Aids.
How can one of the worst, if not the worst, PVP classes be "aids". Sheesh.
Blastbones doesn't function half the time.
Boneyard synergy does not do damage a third of the time due to a bug, but still keeps that juicy 20 second cooldown.
I run harmony jewelry.
My rotation is usually: Ele Drain > Blast Bones > Block cancel a Vamp Drain > Avid Boneyard Synergy > Vamp Drain
Use a colossus for tankier targets or multiple people. Run shock clench instead of vamp drain if you don't mind running agony totem.
Bullseyebudx wrote: »EtTuBrutus wrote: »Aids.
How can one of the worst, if not the worst, PVP classes be "aids". Sheesh.
Blastbones doesn't function half the time.
Boneyard synergy does not do damage a third of the time due to a bug, but still keeps that juicy 20 second cooldown.
I think that comment might be aimed at the group "Synergy Bomb Combo" side of the build which runs harmony jewelry.
With a stun on impact included, which is why I'm assuming totem isn't stun on impact because it's an AoE effect; it's particularly effective because it's basically a forced insta kill combo to the point where most players are going to die.
When paired with 1 other coordinated player the burst damage can be a little ridiculous to be honest.
What really puts this combo over the top though, at least I think, is Vicious Death, which might not be blatantly obvious or agreeable.
The synergy bomb combo is over performing, but in order to improve the solo side most changes to the class would benefit bomb combo over solo so they'd likely be reverted.
Maybe they'll look at adjusting the harmony trait instead.
Can't remember if it already saw an adjustment after release but I'd rather see it utilized as a supplement to build design instead of something you're triple slotting just to go and hit synergies.
Lughlongarm wrote: »I theory crafted a pvp necro build that I think will work quite well. I don't have Necro on live but I tested it on PTS and it looks promising.
https://en.uesp.net/wiki/Special:EsoBuildData?id=191372
The concept I went with is to "play around" the necro clunky skills which are very hard for burst with due to the perfect timing required for a successful combo. On the other hand, I tried the emphasize some of the necro unique aspects which mostly comes from the class's strong passives .
This build is about being in the opponent face and apply constant pressure. Your sets will apply ~45k damage over 8 sec duration which is stronger than what you can get from a combination of dot skills ATM. You also have ~20k spell pen with Elemental drain, Charged staff + force pulse and all your other elemental damage sources, you get very high up time for all status effects(poison and despise included).
The necro Armor skill really helps to keep the opponent close . You apply like 10 negative effects in 2 sec, even the Templar will have hard time to keep up. Notice the stamina version of blastbones, we don't care about the damage of the skill, nor the timing it will land , we just want the constant debuff. The secret to heavy dot build is to take away the opponent chance to recover, the combination of minor and major defile with 20k pen, does exactly that.
The offensive stats of this build suck, you don't care because you proc sets will not scale with any of them and will not crit. That's why this build mostly focuses on penetration and damage multipliers and sustain.
On the defensive side we have potentates, Thurvokun's and BPR. Healing Ward+resist flash , very strong combo.
For ulti you can go either with Goliath /Frozen Colossus. Goliath goes well with the "in your face" play style and potentates makes the cost more reasonable.
If played in a group and you don't need Thurvokun's, Skoria is a great way to add more damage(for solo Thurvokun's is better).
Elemental drain can be replaced with Unnerving Boneyard and Blighted Blastbones is also flexible.
On front bar go with " escapist poison"(the version that apply poison dmg ass well) to proc the poisonous status effect.
For potion - probably the potion that restore magicka, stamina and ulti regen. Stealth+ speed potion for running away(movement is the build greatest weakness).
seitekisaki wrote: »Right now I'm running 2 pc Molag with 5 Sun and 5 Swift. Using: Ric Skull-Flame Clench-Degen-BlastB-EleDrain and Eye of Storm. with SumArmor-ResistFlesh-DeadenPain-RAT-SpiritGuard and Ravenous
I just don't have blood spawn yet is why. my only other completed 2 pc is Shadowrend, but I survive okay or even great sometimes because of Deaden Pain, Spirit Guardian, and Swift.
My burst rotation is Ricochet up to 3rd count for extra damage. So I would Blast Bones, Ult, Clench, then Ricochet.
The Swift seems to go nicely with Spirit Guardian. I'm only guessing Spirit Guardian adds on to mitigation differently, at least it feels that way and Deaden Pain is for when you're about to receive more damage. I would heal then pop Spirit Guardian and Armor for the corpses then Deaden and heal again.
BTW if anyone can explain to me how Spirit Guardian works with te mitigation calculator that would be nice.
Bullseyebudx wrote: »seitekisaki wrote: »Right now I'm running 2 pc Molag with 5 Sun and 5 Swift. Using: Ric Skull-Flame Clench-Degen-BlastB-EleDrain and Eye of Storm. with SumArmor-ResistFlesh-DeadenPain-RAT-SpiritGuard and Ravenous
I just don't have blood spawn yet is why. my only other completed 2 pc is Shadowrend, but I survive okay or even great sometimes because of Deaden Pain, Spirit Guardian, and Swift.
My burst rotation is Ricochet up to 3rd count for extra damage. So I would Blast Bones, Ult, Clench, then Ricochet.
The Swift seems to go nicely with Spirit Guardian. I'm only guessing Spirit Guardian adds on to mitigation differently, at least it feels that way and Deaden Pain is for when you're about to receive more damage. I would heal then pop Spirit Guardian and Armor for the corpses then Deaden and heal again.
BTW if anyone can explain to me how Spirit Guardian works with te mitigation calculator that would be nice.
There’s a thread somewhere on the combat forums that has the mitigation formula and damage calculation, correct me if I’m wrong; damage reduction effects are assessed either before or after the mitigation calculatIons which is what makes them effective.
I think it’s off the top though, so before any calculations damage reduction effects are assessed first.
Bullseyebudx wrote: »seitekisaki wrote: »Right now I'm running 2 pc Molag with 5 Sun and 5 Swift. Using: Ric Skull-Flame Clench-Degen-BlastB-EleDrain and Eye of Storm. with SumArmor-ResistFlesh-DeadenPain-RAT-SpiritGuard and Ravenous
I just don't have blood spawn yet is why. my only other completed 2 pc is Shadowrend, but I survive okay or even great sometimes because of Deaden Pain, Spirit Guardian, and Swift.
My burst rotation is Ricochet up to 3rd count for extra damage. So I would Blast Bones, Ult, Clench, then Ricochet.
The Swift seems to go nicely with Spirit Guardian. I'm only guessing Spirit Guardian adds on to mitigation differently, at least it feels that way and Deaden Pain is for when you're about to receive more damage. I would heal then pop Spirit Guardian and Armor for the corpses then Deaden and heal again.
BTW if anyone can explain to me how Spirit Guardian works with te mitigation calculator that would be nice.
There’s a thread somewhere on the combat forums that has the mitigation formula and damage calculation, correct me if I’m wrong; damage reduction effects are assessed either before or after the mitigation calculatIons which is what makes them effective.
I think it’s off the top though, so before any calculations damage reduction effects are assessed first.
I never saw the final results of the guy who was testing everything, best way to look at it is you’ll take 8% less damage.
Tricky part is figuring out the sweet spot based on your race and the abilities you’re using. You want enough mitigation to survive most burst combos, sustain and better healing and damage. I’m finding race even makes a large difference; I made a new character using the same abilities and gear with the only difference being race, I noticed a large difference in effectiveness.