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Time to fix magic necromancer

Stibbons
Stibbons
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Necro needs some adjustment for better.

1. Mystic siphon damage is really really low and the magic gain is poor. Only slottable for passive damage and passives.
2. Stalking blastbones. Revamp needed or adjust the damage. Sure most of the time pathing is so horrible that it does not find its target at all.
3. Skeletan archanist. Revamp needed or adjust the damage. Slotteble only for gaining passives.
4. Resistant flesh. Remove the heal neft to self or double the protective values or more.
5. Restoring tether. Revamp the hole skill.
6. Ricochet skull. It should be every second cast. If you do not have time just copy Crystal fragments.

Really balancing should not be that hard.
  • GimpyPorcupine
    GimpyPorcupine
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    Not sure about #5; Braided Tether FTW.

    #6 either. Nothing like C-Frag. It's a decent spammable with every third cast offering a bonus, unless you're doing a parse.
    8-hr/day casual gamer on Xbox NA. 20 Characters, all DC, all Level 50. +2200CP
  • Rahar
    Rahar
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    You forgot fixing harmony bombing.
    NeRf MaGsOrC
  • ESO_Nightingale
    ESO_Nightingale
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    Not sure about #5; Braided Tether FTW.

    #6 either. Nothing like C-Frag. It's a decent spammable with every third cast offering a bonus, unless you're doing a parse.

    ricochet's main issue is that it's stupidly slow. it should be way faster.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • bol
    bol
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    The things that need fixing with mag necro are:
    - mystic siphon fix the bug that makes it not work when there is more than 1 necromancer
    - ricochet skull, very clunky to use, animation should be made more smooth and fluid, and increase the speed
    - blastbones, fix the skill so it actually works

    My suggestion how to fix blastbones:
    When cast remember the target, if target alive have blastbones chase the target, there should be a maximum time, after which it should leap there and explode. If the target does not exist anymore, blastbones should just run to the last location of the target (where it died) and just explode there doing aoe damage, since for it trying to find a new target when everything around is dying has proven to not work as inteded
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