WrathOfInnos wrote: »Good point. I wonder what would make an interesting secondary effect. More damage is always nice, but could be a little boring and overpower Magcro DPS. I wouldn’t mind a small self heal when it blows up (something between the heal on Crushing Weapon and Merciless Resolve), which would make Magcro more viable solo and in PVP without increasing their PVE DPS effectiveness.
They could also possibly attach a buff or debuff to it, but I’m not sure which one would be good. Possibly Minor Breach, but this steps on Templars a little since that is unique to PotL (or low uptime with Poisons). Could also do something like Minor Heroism for the caster, but Necro already has excellent Ultimate generation with Necrotic Potency. Still might be interesting if they could get to the point of using Colossus every 40-45s, which would enable trial groups to bring 2 Necros instead of requiring 3.
Maybe even attach Major Sorcery to it, opening up the option to use Tripots in PVP without Degeneration. This would also indirectly allow the user access to Minor Heroism, since it can be obtained from very expensive potions if you don’t need Major Sorcery.
I agree but I'd prefer it to not be a regular buff/debuff that you're going to have if you're in a group, which would negate the secondary effect any time you're in a dungeon/trial. Mag necro does need slightly more DPS. DPS numbers on a trial dummy are skewed towards magcro because magcro gets it's own major vulnerability. When you have a magcro in the group, you also give everyone else major vuln, increasing their DPS over what you'll see on a dummy, meaning they outpace magcro.
Mag necro isn't and hasn't ever really been competitive for this reason. It seems like rather than make magcro an actual competitive DPS spec, ZOS is fine with us existing solely to apply Major Vulnerability for our group. If anyone thinks I'm wrong, feel free to go parse on the trial dummy with a destro ult or meteor instead of a colossus and get back to me on what kind of results you get.
MashmalloMan wrote: »Isn't the current morph there because as a Magicka character, you're most likely ranged. Casting the ability from ranged, means you can't cast it as often, so this morph offsets some of the damage you lose from being ranged.
Losing this would hurt ranged playstyles. Maybe keep it, but add a tiny effect?
Olupajmibanan wrote: »I agree but I'd prefer it to not be a regular buff/debuff that you're going to have if you're in a group, which would negate the secondary effect any time you're in a dungeon/trial. Mag necro does need slightly more DPS. DPS numbers on a trial dummy are skewed towards magcro because magcro gets it's own major vulnerability. When you have a magcro in the group, you also give everyone else major vuln, increasing their DPS over what you'll see on a dummy, meaning they outpace magcro.
Mag necro isn't and hasn't ever really been competitive for this reason. It seems like rather than make magcro an actual competitive DPS spec, ZOS is fine with us existing solely to apply Major Vulnerability for our group. If anyone thinks I'm wrong, feel free to go parse on the trial dummy with a destro ult or meteor instead of a colossus and get back to me on what kind of results you get.
Actualy, my guild made a dps comparison between classes on Target Iron Attronach. For the purpose of clear comparison we banned all known cheeses - Siroria, Relequen, Zaan on ranged character, melee abilities (e.g. Barbed Trap) on ranged characters and Colossus ultimate.
I was the one making parse with magnecro (Shooting Star ultimate). Dps of magicka specs was around 75k on all classes except warden and non-pet sorc, these were a lot lot lower. My dps was the same when going ranged, around 75k, but my dps went up by 5k to 80k when going melee. And the reason is not Zaan or Barbed Trap, it's the ability to go rotation when you maximize the use of blastbones and put 2 abilities between each BB. You can't do this kind of rotation when going ranged. So we ended up treating magnecro like melee magicka spec, just like magDK. Magnecro is extremely strong as a melee magicka character, but I do agree it's a lackluster as ranged character.
If you look at esologs, I am the highest parsing magnecro atm on Target Iron Attro. MagNBs and Magsorcs are pretty close to my dps, so you might think that in reality they parse higher because of Major Vulnerability. But it is not true, because my magnecro parse does not include bashing while all other high parses with magicka classes do.
LukosCreyden wrote: »@MashmalloMan as I said in the original post, that no longer takes effect, as the blastbones immediately jumps to the target, no matter the distance. Meaning, the secondary effect no longer does anything.
MashmalloMan wrote: »LukosCreyden wrote: »@MashmalloMan as I said in the original post, that no longer takes effect, as the blastbones immediately jumps to the target, no matter the distance. Meaning, the secondary effect no longer does anything.
Forgive me, but I haven't tried it out. Are you saying it no longer runs and just teleport jumps? How would it jump to your target if your 15+ m away? Anyone have a video?
Edit: https://youtube.com/watch?v=St4_Q_njeI8
LMAO, that's hilarious! Wow, actually looks really fun to use now, but how the hell do you hope to stop it on the receiving end. It jumps so fast.
Olupajmibanan wrote: »I agree but I'd prefer it to not be a regular buff/debuff that you're going to have if you're in a group, which would negate the secondary effect any time you're in a dungeon/trial. Mag necro does need slightly more DPS. DPS numbers on a trial dummy are skewed towards magcro because magcro gets it's own major vulnerability. When you have a magcro in the group, you also give everyone else major vuln, increasing their DPS over what you'll see on a dummy, meaning they outpace magcro.
Mag necro isn't and hasn't ever really been competitive for this reason. It seems like rather than make magcro an actual competitive DPS spec, ZOS is fine with us existing solely to apply Major Vulnerability for our group. If anyone thinks I'm wrong, feel free to go parse on the trial dummy with a destro ult or meteor instead of a colossus and get back to me on what kind of results you get.
Actualy, my guild made a dps comparison between classes on Target Iron Attronach. For the purpose of clear comparison we banned all known cheeses - Siroria, Relequen, Zaan on ranged character, melee abilities (e.g. Barbed Trap) on ranged characters and Colossus ultimate.
I was the one making parse with magnecro (Shooting Star ultimate). Dps of magicka specs was around 75k on all classes except warden and non-pet sorc, these were a lot lot lower. My dps was the same when going ranged, around 75k, but my dps went up by 5k to 80k when going melee. And the reason is not Zaan or Barbed Trap, it's the ability to go rotation when you maximize the use of blastbones and put 2 abilities between each BB. You can't do this kind of rotation when going ranged. So we ended up treating magnecro like melee magicka spec, just like magDK. Magnecro is extremely strong as a melee magicka character, but I do agree it's a lackluster as ranged character.
If you look at esologs, I am the highest parsing magnecro atm on Target Iron Attro. MagNBs and Magsorcs are pretty close to my dps, so you might think that in reality they parse higher because of Major Vulnerability. But it is not true, because my magnecro parse does not include bashing while all other high parses with magicka classes do.
MashmalloMan wrote: »LukosCreyden wrote: »@MashmalloMan as I said in the original post, that no longer takes effect, as the blastbones immediately jumps to the target, no matter the distance. Meaning, the secondary effect no longer does anything.
Forgive me, but I haven't tried it out. Are you saying it no longer runs and just teleport jumps? How would it jump to your target if your 15+ m away? Anyone have a video?
Edit: https://youtube.com/watch?v=St4_Q_njeI8
LMAO, that's hilarious! Wow, actually looks really fun to use now, but how the hell do you hope to stop it on the receiving end. It jumps so fast.
Olupajmibanan wrote: »I agree but I'd prefer it to not be a regular buff/debuff that you're going to have if you're in a group, which would negate the secondary effect any time you're in a dungeon/trial. Mag necro does need slightly more DPS. DPS numbers on a trial dummy are skewed towards magcro because magcro gets it's own major vulnerability. When you have a magcro in the group, you also give everyone else major vuln, increasing their DPS over what you'll see on a dummy, meaning they outpace magcro.
Mag necro isn't and hasn't ever really been competitive for this reason. It seems like rather than make magcro an actual competitive DPS spec, ZOS is fine with us existing solely to apply Major Vulnerability for our group. If anyone thinks I'm wrong, feel free to go parse on the trial dummy with a destro ult or meteor instead of a colossus and get back to me on what kind of results you get.
Actualy, my guild made a dps comparison between classes on Target Iron Attronach. For the purpose of clear comparison we banned all known cheeses - Siroria, Relequen, Zaan on ranged character, melee abilities (e.g. Barbed Trap) on ranged characters and Colossus ultimate.
I was the one making parse with magnecro (Shooting Star ultimate). Dps of magicka specs was around 75k on all classes except warden and non-pet sorc, these were a lot lot lower. My dps was the same when going ranged, around 75k, but my dps went up by 5k to 80k when going melee. And the reason is not Zaan or Barbed Trap, it's the ability to go rotation when you maximize the use of blastbones and put 2 abilities between each BB. You can't do this kind of rotation when going ranged. So we ended up treating magnecro like melee magicka spec, just like magDK. Magnecro is extremely strong as a melee magicka character, but I do agree it's a lackluster as ranged character.
If you look at esologs, I am the highest parsing magnecro atm on Target Iron Attro. MagNBs and Magsorcs are pretty close to my dps, so you might think that in reality they parse higher because of Major Vulnerability. But it is not true, because my magnecro parse does not include bashing while all other high parses with magicka classes do.
My own individual magcro target atro parse is higher than the highest on esologs (86.3k as breton), I just haven't uploaded a parse. For comparison though, I'm still about 2k behind with meteor (I think meteor parses higher than destro ult) rather than Colossus with 84k. I agree about ranged, and necro will still suffer at range even with the blastbones change on PTS due to blastbones going to every 4th gcd instead of every 3rd. The change in consistency will be nice though.
LukosCreyden wrote: »With the new changes on PTS, Blastbones seems far more reliable. Instead of running and getting stuck, it leaps to the target straight away. However, this does have a negative impact on the skill. The skill text is as follows:
"Every second the skeleton spends chasing its target increases the damage of the explosion by 10%, up to a maximum of 50% more damage."
Now that Stalking Blastbones leaps straight to its target, this secondary effect no longer does anything, as there is no "chase" period. The stamina morph of the skill has its own unique secondary effect, so I feel that the magicka morph will need a new one too.
LukosCreyden wrote: »With the new changes on PTS, Blastbones seems far more reliable. Instead of running and getting stuck, it leaps to the target straight away. However, this does have a negative impact on the skill. The skill text is as follows:
"Every second the skeleton spends chasing its target increases the damage of the explosion by 10%, up to a maximum of 50% more damage."
Now that Stalking Blastbones leaps straight to its target, this secondary effect no longer does anything, as there is no "chase" period. The stamina morph of the skill has its own unique secondary effect, so I feel that the magicka morph will need a new one too.
What if the new morph summons 2 blastbones? Mainly for corpse generation and plus it'd prob look cool.
OrderoftheDarkness wrote: »WrathOfInnos wrote: »Good point. I wonder what would make an interesting secondary effect. More damage is always nice, but could be a little boring and overpower Magcro DPS. I wouldn’t mind a small self heal when it blows up (something between the heal on Crushing Weapon and Merciless Resolve), which would make Magcro more viable solo and in PVP without increasing their PVE DPS effectiveness.
They could also possibly attach a buff or debuff to it, but I’m not sure which one would be good. Possibly Minor Breach, but this steps on Templars a little since that is unique to PotL (or low uptime with Poisons). Could also do something like Minor Heroism for the caster, but Necro already has excellent Ultimate generation with Necrotic Potency. Still might be interesting if they could get to the point of using Colossus every 40-45s, which would enable trial groups to bring 2 Necros instead of requiring 3.
Maybe even attach Major Sorcery to it, opening up the option to use Tripots in PVP without Degeneration. This would also indirectly allow the user access to Minor Heroism, since it can be obtained from very expensive potions if you don’t need Major Sorcery.
Skeletal Archer/Skeletal Arcanist better suited for use Major Brutality/Sorcery. This would be a good step towards identity.
ZOS wtf, you nerfed Dark Flare, and now you made a Dark Flare equivalent (Blastbones) that is way better. No cast time, faster travel time, perfect for LOS game play, lower resource cost, igreat at range and even better at melee. Whomever wants to argue that Blastbone has an animation time longer than Dark Flare, please stop. This is an ability that you activate instantly and forget - no channel, no cast time. You are free to continue your rotation as soon as you press the bottom. Also as a bonus, you can stand behind the skeleton and it provides lost of sight....
If people don't realize how strong this ability is now, I don't know what to say then. This is an ability that does a lot of damage, it's not easy avoidable at range and impossible to avoid at melee, provides 100% defile because it is spammable (cast and forget); it provides great LOS. Think of a pet sorc and templar Dark Flare combined with no cast time and a pet that actually does damage. ZOS what are you thinking??? Would you consider changing Dark Flare to a instant ability, with faster travel time, and add an animation that after it's cast it provides lost of sight protection for 2.5 seconds.
Again for those people that want to say, oh it's not instant, it has a 2.5 sec animation. I would tell you this, 2.5 sec delay in animation make the ability even stronger. Imagine a Templar casting a instant Dark Flare, and the ball of light stays in front of the templar protecting it of 2.5 seconds, while it's jabbing away. The 2.5 secs animation while standing in front of you is protecting you while you are free to heal, attack, buff, delay the bust.
If this goes live the way it is now on pts, it would be a broken skill... ZOS if you don't agree, then as an alternative, give all classes this 100% uptime defile with all the perks blastbones has now.
TheBonesXXX wrote: »ZOS wtf, you nerfed Dark Flare, and now you made a Dark Flare equivalent (Blastbones) that is way better. No cast time, faster travel time, perfect for LOS game play, lower resource cost, igreat at range and even better at melee. Whomever wants to argue that Blastbone has an animation time longer than Dark Flare, please stop. This is an ability that you activate instantly and forget - no channel, no cast time. You are free to continue your rotation as soon as you press the bottom. Also as a bonus, you can stand behind the skeleton and it provides lost of sight....
If people don't realize how strong this ability is now, I don't know what to say then. This is an ability that does a lot of damage, it's not easy avoidable at range and impossible to avoid at melee, provides 100% defile because it is spammable (cast and forget); it provides great LOS. Think of a pet sorc and templar Dark Flare combined with no cast time and a pet that actually does damage. ZOS what are you thinking??? Would you consider changing Dark Flare to a instant ability, with faster travel time, and add an animation that after it's cast it provides lost of sight protection for 2.5 seconds.
Again for those people that want to say, oh it's not instant, it has a 2.5 sec animation. I would tell you this, 2.5 sec delay in animation make the ability even stronger. Imagine a Templar casting a instant Dark Flare, and the ball of light stays in front of the templar protecting it of 2.5 seconds, while it's jabbing away. The 2.5 secs animation while standing in front of you is protecting you while you are free to heal, attack, buff, delay the bust.
If this goes live the way it is now on pts, it would be a broken skill... ZOS if you don't agree, then as an alternative, give all classes this 100% uptime defile with all the perks blastbones has now.
You can stun it, it's telegraphed.