The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
The issue is resolved, and the North American PC/Mac megaserver is now available. Thank you for your patience!
https://forums.elderscrollsonline.com/en/discussion/comment/8100050/#Comment_8100050

Magicka Necromancer's offence is heavily underperforming

BohnT2
BohnT2
✭✭✭✭✭
✭✭
It is widely agreed on that magicka necromancer has the worst offensive toolkit of any spec by far.
This goes so far that any set or tool that makes magnecro able to kill enemies can be seen as overperforming.
Be it Dots during scalebreaker, harmony pre nerf, OF and procs since greymoor.

When going through the toolkit it's no suprise why magicka necromancer is as bad as it is.

Riccochet Skulls: deal the same damage as other spammables but have a higher minimum traveltime than skills like force pulse (250ms) or elemental weapon (<200ms due to ranged LA minimum traveltime).
It's secondary effect is also very weak, 20% additional damage on every third cast along with a useless AoE isn't worth it.
Additionally the secondary effect stops working after you've been hit by a guard's eclipse and the only way to fix it is relogging.


Skeleton arcanist: Dots in general offer 2 things in eso, first additional damage outside of the ability you've used in that gcd and secondly they allow you to deal damage to dodging targets if your other skills are dodgeable and stays on a target that you can't attack right now be it via LoS or that they've ran out of your range. Well this isn't the case for this walking cotton ball thrower. Enemies walking away won't be damaged by it as it can't catch up, you can't control which target to attack, if there's an enemy with 60k hp right next to you and someone with 500hp 5m away it will never attempt to hit the guy with low Hp even though that's the target you'll want to focus.

Shock Siphon: not only does this skill deal pitiful damage to begin with, no it's also the skill in the game with the highest requirements to ever land a hit. First you have to have a body on the ground, any LoS between you and the body will break it, the target has to be between you and the body. And if you manage to do all that the skill hits for 5k damage over 12 seconds max.

And that's it, there's no other offensive skills a necromancer could use.
Scythe? Deals pitiful damage and has no offensive debuff/ buff.

You also don't have access to an offensive stun as grave grasp is not only extremely unreliable no it also doesn't deal any damage.

When looking at passives that could be a saving grace you'll be disappointed.
Having an "execute" that gives you additional crit chance when slotting skills from a skill line that you don't want to slot because they're dead weight doesn't help at all.
To make matters worse crits in PvP don't deal meaningful damage unless you build for them.
Everyone else will run procs and malacath because it results in basically a 100% crit chance while also buffing procs that couldn't crit to begin with.

Having a passive that increases your dot damage done by 15% sound great doesn't it? Well too bad that the only skills that counts as a dot for necromancer is graveyard and the tether we have already established that neither of those skills are worth using or that 15% extra damage would make them viable.

The only passive that actually increases your damage gives you 1.5k penetration that is a ~2.3% damage increase.

There is also no hope for magnecro to compensate those short comings with non class skills:
Using flame clench to have an offensive stun will give you the great experience of knocking enemies out of the range of your bombers resulting in them dealing 0 damage.

Hoping to get an execute next patch with impulse? Nope even against an enemy with 1% hp impulse deals only about 50% additional damage while doing minor damage to begin with.


Magicka Necromancer desperately needs to have itself freed from the slaver that is the idea of having 1 damage, 1 tanking and 1 healing skill lines.
The Class needs an actual execute on a skill that executes on demand and doesn't require you to sacrifice the blood of 13, 90 year old virgins that have performed the chicken dance prior to the ritual while singing "God save the Queen" in Swahili.

Mag necro needs an actual offensive rotation in PvP that consists of more thing than weak spammable - weak spammable - weak spammable -waiting for bomber to finally explode - weak spammable - bomber - weak spammable - waiting for 200+ ult.

All tanking and healer needs can be satisfied via morphs there is no reason to dedicate full skills to either of those archetypes when a single morph can do the job just as well.

Edited by BohnT2 on July 27, 2021 11:27PM
  • Atherakhia
    Atherakhia
    ✭✭✭✭
    While I agree with almost everything you've said from a PvP perspective, it is worth noting that (mag) Necromancer isn't that far below where it needs to be in PvE so increasing damage will likely throw things out of whack substantially. That doesn't mean there aren't very clear areas that could be improved though.

    Take an Execute for example. Necromancers have a 'quasi execute' with Death Knell. Does this talent only increase crit chance with Grave Lord abilities? I don't know. But if not, it can be changed to do just that and then you could make Scythe the execute. This wouldn't have any real impact on PvE damage but would be monumentally useful in PvP.

    Making the Siphon skill be useful in PvP would certainly help things a lot. Making the siphon between the target and the corpse for example. The problem with this is would it cause these skills to break in PvE content? In theory Zaan was fixed this patch so perhaps making the tether link between the target and the corpse would work? Again, assuming it doesn't bug out, this would have a large impact on PvP and no real change for PvE.

    Arcanist is probably the second easiest thing to improve. Right now it's just a very weak DOT and little else. But we know they can make pets have activated abilities. If Grave Grasp also applied a DOT perhaps people would use it and the Empower morph would get more play and that alone could be all Archer/Arcanist need. Who knows, but this one shouldn't be so difficult to fix.

    But above all, they need to finally get around to getting Stalking Blast Bones to have an actual morph. It has been months and this thing does nothing. We saw them give Shalks the ability to recast themselves. Why not make a corpse left behind by stalking blast bone consume its essence and detonate a second time if it wasn't already used? Why not make it apply a DOT to the target too? Hell, make it dizzy swing and make it so the first skeleton sets them off balance and a second will stun. Anything for crying out loud.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭
    Sadly, as a magRomancer in PvP, you are pretty much just a "Colossus Bot" and needed only for your ultimate in combination with Balorgh's.

    Anything else can be achieved better with another class.
  • jecks33
    jecks33
    ✭✭✭✭✭
    Sadly, as a magRomancer in PvP, you are pretty much just a "Colossus Bot" and needed only for your ultimate in combination with Balorgh's.

    Anything else can be achieved better with another class.


    same in PvE but in combination with master architect
    PC-EU
  • Atherakhia
    Atherakhia
    ✭✭✭✭
    jecks33 wrote: »
    Sadly, as a magRomancer in PvP, you are pretty much just a "Colossus Bot" and needed only for your ultimate in combination with Balorgh's.

    Anything else can be achieved better with another class.


    same in PvE but in combination with master architect

    And Catalyst.
  • NordSwordnBoard
    NordSwordnBoard
    ✭✭✭✭✭
    ✭✭✭
    I wish the skulls performed a mini-vicious death, added a dot, or slowed the targets... something other than "the 3rd one will be powerful". It was an ok idea for the off-balance from the stam scythe, but the skulls could be so much better.

    Fear is the Mindkiller
  • BohnT2
    BohnT2
    ✭✭✭✭✭
    ✭✭
    Atherakhia wrote: »
    While I agree with almost everything you've said from a PvP perspective, it is worth noting that (mag) Necromancer isn't that far below where it needs to be in PvE so increasing damage will likely throw things out of whack substantially. That doesn't mean there aren't very clear areas that could be improved though.

    Take an Execute for example. Necromancers have a 'quasi execute' with Death Knell. Does this talent only increase crit chance with Grave Lord abilities? I don't know. But if not, it can be changed to do just that and then you could make Scythe the execute. This wouldn't have any real impact on PvE damage but would be monumentally useful in PvP.

    Making the Siphon skill be useful in PvP would certainly help things a lot. Making the siphon between the target and the corpse for example. The problem with this is would it cause these skills to break in PvE content? In theory Zaan was fixed this patch so perhaps making the tether link between the target and the corpse would work? Again, assuming it doesn't bug out, this would have a large impact on PvP and no real change for PvE.

    Arcanist is probably the second easiest thing to improve. Right now it's just a very weak DOT and little else. But we know they can make pets have activated abilities. If Grave Grasp also applied a DOT perhaps people would use it and the Empower morph would get more play and that alone could be all Archer/Arcanist need. Who knows, but this one shouldn't be so difficult to fix.

    But above all, they need to finally get around to getting Stalking Blast Bones to have an actual morph. It has been months and this thing does nothing. We saw them give Shalks the ability to recast themselves. Why not make a corpse left behind by stalking blast bone consume its essence and detonate a second time if it wasn't already used? Why not make it apply a DOT to the target too? Hell, make it dizzy swing and make it so the first skeleton sets them off balance and a second will stun. Anything for crying out loud.

    I have several rework ideas for the necromancer toolkit:

    Blastbones should no longer be considered a pet as this already comes as disadvantages for many things as it's not seen as your own damage.

    Arcanist should be changed to apply a defiled corpse directly to an enemy which deals dot damage every 2 seconds (just like it does now but is now target based) applying this skill grants major sorcery/ brutality. Stamina version keeps the current effect. Magicka version could be change to only deal damage every 4 seconds but with double the damage per tick.

    Tether should be reworked to be between you and the target (like zaan, vate destro).
    In order to keep a corpse mechanic the tether now consumes up to 3 corpses over the duration that are in the tether.
    Detonating siphon instantly deals the AoE damage.
    Mystic siphon creates an ground AoE that deals damage for 4 seconds while restoring 100 mag/s.

    Scythe gets reworked to an execute that scales the same way as executioner and becomes a single target ability.
    Stamina version deals poison damage and applies poisoned status effect.
    Magicka version becomes ranged (compare 3rd boss in Castle Thorn) with a 250m minimum traveltime and deals ice damage and creates a body every 3rd cast (which then synergizes with the reworked tether)

    Remote totem gets changed to be an equivalent of the necromancer talons from the last boss in UG meaning it sends out talons in a straight line, when they hit an enemy they deal damage and explode after 0.5 seconds for the AoE damage standard in a 6m range dealing magic damage. Enemies hit are affected by minor vulnerability.

    Grave grasp gets reworked completely:
    Ghostly embrace sends out skeleton hands that pull an enemy off his feet stunning him through block but not dodge and dealing the same damage as reverb/clench do to him.
  • Moonsorrow
    Moonsorrow
    ✭✭✭✭✭
    BohnT2 wrote: »
    Atherakhia wrote: »
    While I agree with almost everything you've said from a PvP perspective, it is worth noting that (mag) Necromancer isn't that far below where it needs to be in PvE so increasing damage will likely throw things out of whack substantially. That doesn't mean there aren't very clear areas that could be improved though.

    Take an Execute for example. Necromancers have a 'quasi execute' with Death Knell. Does this talent only increase crit chance with Grave Lord abilities? I don't know. But if not, it can be changed to do just that and then you could make Scythe the execute. This wouldn't have any real impact on PvE damage but would be monumentally useful in PvP.

    Making the Siphon skill be useful in PvP would certainly help things a lot. Making the siphon between the target and the corpse for example. The problem with this is would it cause these skills to break in PvE content? In theory Zaan was fixed this patch so perhaps making the tether link between the target and the corpse would work? Again, assuming it doesn't bug out, this would have a large impact on PvP and no real change for PvE.

    Arcanist is probably the second easiest thing to improve. Right now it's just a very weak DOT and little else. But we know they can make pets have activated abilities. If Grave Grasp also applied a DOT perhaps people would use it and the Empower morph would get more play and that alone could be all Archer/Arcanist need. Who knows, but this one shouldn't be so difficult to fix.

    But above all, they need to finally get around to getting Stalking Blast Bones to have an actual morph. It has been months and this thing does nothing. We saw them give Shalks the ability to recast themselves. Why not make a corpse left behind by stalking blast bone consume its essence and detonate a second time if it wasn't already used? Why not make it apply a DOT to the target too? Hell, make it dizzy swing and make it so the first skeleton sets them off balance and a second will stun. Anything for crying out loud.

    I have several rework ideas for the necromancer toolkit:

    Blastbones should no longer be considered a pet as this already comes as disadvantages for many things as it's not seen as your own damage.

    Arcanist should be changed to apply a defiled corpse directly to an enemy which deals dot damage every 2 seconds (just like it does now but is now target based) applying this skill grants major sorcery/ brutality. Stamina version keeps the current effect. Magicka version could be change to only deal damage every 4 seconds but with double the damage per tick.

    Tether should be reworked to be between you and the target (like zaan, vate destro).
    In order to keep a corpse mechanic the tether now consumes up to 3 corpses over the duration that are in the tether.
    Detonating siphon instantly deals the AoE damage.
    Mystic siphon creates an ground AoE that deals damage for 4 seconds while restoring 100 mag/s.

    Scythe gets reworked to an execute that scales the same way as executioner and becomes a single target ability.
    Stamina version deals poison damage and applies poisoned status effect.
    Magicka version becomes ranged (compare 3rd boss in Castle Thorn) with a 250m minimum traveltime and deals ice damage and creates a body every 3rd cast (which then synergizes with the reworked tether)

    Remote totem gets changed to be an equivalent of the necromancer talons from the last boss in UG meaning it sends out talons in a straight line, when they hit an enemy they deal damage and explode after 0.5 seconds for the AoE damage standard in a 6m range dealing magic damage. Enemies hit are affected by minor vulnerability.

    Grave grasp gets reworked completely:
    Ghostly embrace sends out skeleton hands that pull an enemy off his feet stunning him through block but not dodge and dealing the same damage as reverb/clench do to him.

    You earned Awesome for this. :smile:

    Have not always agreed with you on things, but when i do i FULLY agree. Well thought out suggestion and been thinking about nearly similar changes being a good way to make Magcro more fun and efficient to play. Currently it is so gimmicky to play as a solo and inefficient compared to pretty much every other class/spec choice.

    And in a group setting end up as a Major Vulnerability slave and/or as a tanky healer. So only optimal way of being in a group (at pvp) is pretty much limited on building for tankiness and ulti gain for Colossus smashes as often as possible. Playing that role gets old rather fast.

    So yeah, supporting changes as you clearly have spent time and effort on thinking and explaining (i know it takes time to edit and try to make a post most people would understand in a way that the spec would not be weaker but gaining more versatile playstyles) Would be more fun and not just a meme rp tier for solo play at pvp. Even PVE side of things could gain more versatile playing for Magcro with these types of changes.

    I play solo Magcro at Cyro and IC, and it always feels so underwhelming after playing anything else. I mean.. even at the week of AoE cooldowns test 1 at Cyro my Magplar that was pretty much crippled was after modification to single target play WAY more fun and efficient to play solo. Offense was like double times more deadly and threatening even if turned Magplar a "discount msorc" with Crushing Shock instead of Sweeps. Javelin, Dark Flare and Jbeam makes finishing kills actually happen. With Magcro, when try to do the same.. with the class kit it has, only frustration is often the feeling against anyone competitive & experienced on any other class/spec.

    Offense is lacking at PVP without really limited set gimmicks single barred for using at the right moment, but.. other classes can do this better) and yes can get damage if go full damage, but then get huminuked in seconds by others that got burst yet can still be tanky enough to turtle your damage and then in return erase you with their combo (or getting ganked because not sturdy enough to even survive the small time that it takes to break-free and recover).

    So options are very limited and gimmicky and only can pick targets and fights with certain tier players or setups. While others can roam around and atleast have a shot at trying to kill anything they see and be tanky at the same time. Well, atleast as a solo Magcro can use Siegemaster title and use Meatbags from the walls and kill the occasional potatos while roaming ow and turn the other way and go elsewhere if see decent Stamdens, Stamcros and so on, no point trying to go challenge them.

    So yeah, agree that Magcro could use way more offensive changes to its class kit that would make it more fun and efficient. No personal desire for it to become some godlike S+ tier OP monster, just atleast FUN to play and versatile enough that with proper skill could challenge any opponent like with other classes/specs. Thanks for your post and effort on this issue! :)
  • Vayln_Ninetails
    Vayln_Ninetails
    ✭✭✭✭✭
    Speaking of lacking offensive abilities, where are the summons?

    Shocking SIphon should reanimate the corpse it is on as a zombie or skeleton and have it run at your target, hitting them whilst also pulsing the danger AoE.

    Graveyard should rise up to three corpses in the area as low health meat-shield zombies and have a morph that raises one big skeletal warrior instead of 3 zombies. All temporary, of course.

    Other than that, did you know that the stupid Scythe ability was originally going to be some sort of life-steal siphon in the concept? And that Grave Grasp was going to be a line of bone spikes that prob knocked people up and did damage?

    Magcro severely needs some changes, I can agree. I just don't know if ZOS will ever touch it considering how long magicka blastbones has been without an effect.
  • Revokus
    Revokus
    ✭✭✭✭✭
    BohnT2 wrote: »
    It is widely agreed on that magicka necromancer has the worst offensive toolkit of any spec by far.
    This goes so far that any set or tool that makes magnecro able to kill enemies can be seen as overperforming.
    Be it Dots during scalebreaker, harmony pre nerf, OF and procs since greymoor.

    When going through the toolkit it's no suprise why magicka necromancer is as bad as it is.

    Riccochet Skulls: deal the same damage as other spammables but have a higher minimum traveltime than skills like force pulse (250ms) or elemental weapon (<200ms due to ranged LA minimum traveltime).
    It's secondary effect is also very weak, 20% additional damage on every third cast along with a useless AoE isn't worth it.
    Additionally the secondary effect stops working after you've been hit by a guard's eclipse and the only way to fix it is relogging.

    Stalking blastbones have no secondary effect for 6 months now and even if you get the whole 50% damage increase you're dealing half the damage you could have dealt if the skill had properly worked. Additionally the skill often doesn't work at all, the bomber will take way too long to start moving, doesn't explode when reaching the target or doesn't deal any damage because the target simply walked away.

    Graveyard: after the needed nerf to harmony graveyard went from a 20 second cooldown high burst ability to a 20 seconds wait for a 4k hit. There really isn't a point using this skill anymore.

    Skeleton arcanist: Dots in general offer 2 things in eso, first additional damage outside of the ability you've used in that gcd and secondly they allow you to deal damage to dodging targets if your other skills are dodgeable and stays on a target that you can't attack right now be it via LoS or that they've ran out of your range. Well this isn't the case for this walking cotton ball thrower. Enemies walking away won't be damaged by it as it can't catch up, you can't control which target to attack, if there's an enemy with 60k hp right next to you and someone with 500hp 5m away it will never attempt to hit the guy with low Hp even though that's the target you'll want to focus.

    Shock Siphon: not only does this skill deal pitiful damage to begin with, no it's also the skill in the game with the highest requirements to ever land a hit. First you have to have a body on the ground, any LoS between you and the body will break it, the target has to be between you and the body. And if you manage to do all that the skill hits for 5k damage over 12 seconds max.

    And that's it, there's no other offensive skills a necromancer could use.
    Scythe? Deals pitiful damage and has no offensive debuff/ buff.

    You also don't have access to an offensive stun as grave grasp is not only extremely unreliable no it also doesn't deal any damage.

    When looking at passives that could be a saving grace you'll be disappointed.
    Having an "execute" that gives you additional crit chance when slotting skills from a skill line that you don't want to slot because they're dead weight doesn't help at all.
    To make matters worse crits in PvP don't deal meaningful damage unless you build for them.
    Everyone else will run procs and malacath because it results in basically a 100% crit chance while also buffing procs that couldn't crit to begin with.

    Having a passive that increases your dot damage done by 15% sound great doesn't it? Well too bad that the only skills that counts as a dot for necromancer is graveyard and the tether we have already established that neither of those skills are worth using or that 15% extra damage would make them viable.

    The only passive that actually increases your damage gives you 1.5k penetration that is a ~2.3% damage increase but it doesn't really matter because your damage is trash to begin with.

    There is also no hope for magnecro to compensate those short comings with non class skills:
    Using flame clench to have an offensive stun will give you the great experience of knocking enemies out of the range of your bombers resulting in them dealing 0 damage.

    Hoping to get an execute next patch with impulse? Nope even against an enemy with 1% hp impulse deals only about 50% additional damage while doing minor damage to begin with.

    Also there is no cheap ultimate that you could use on necromancer, the cheapest one you have access to is Dawnbreaker at 125ult cost but it doesn't benefit from light armor penetration or most of your CPs.
    The next one is soul assault which is far from good unless you're pushing it to broken levels with a certain set.
    Followed by meteor, delayed damage but you have no chance of forcing a hit and you can't really couple it with any damage because you can't rely on your bomber to hit the target in time or to hit the target at all, which will lead to you wasting 3 gcds and 200 ult and the enemy just holding block with no risk of dying.

    Magicka Necromancer desperately needs to have itself freed from the slaver that is the idea of having 1 damage, 1 tanking and 1 healing skill lines.
    The Class needs an actual execute on a skill that executes on demand and doesn't require you to sacrifice the blood of 13, 90 year old virgins that have performed the chicken dance prior to the ritual while singing "God save the Queen" in Swahili.

    Mag necro needs an actual offensive rotation in PvP that consists of more thing than weak spammable - weak spammable - weak spammable -waiting for bomber to finally explode - weak spammable - bomber - weak spammable - waiting for 200+ ult.

    All tanking and healer needs can be satisfied via morphs there is no reason to dedicate full skills to either of those archetypes when a single morph can do the job just as well.

    @ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Gilliam @ZOS_JessicaFolsom @ZOS_RobGarrett @ZOS_RichLambert

    ZOS Listen to this man ! Here are the pain points and bugs with the class you are looking for. We already give you this feedback for 1+ year now and next patch Magcro will be even worst than it is already because of the constant nerfs without adjustments/buff to compensate.

    On another note I wouldn't be surprised to see Magcro nerfed even more next patch the way things are going :D

    @BohnT2 Maybe make the same post in the Feedback for classes thread just in case :)
    Edited by Revokus on September 24, 2020 11:09PM
    Playing since January 23, 2016
  • AMeanOne
    AMeanOne
    ✭✭✭✭✭
    Those suggestions all look great, but they can't even give magicka bb a functioning secondary effect, so we might be waiting a while.
  • mb10
    mb10
    ✭✭✭✭✭
    ✭✭✭
    would be nice if graveyard had a snare too, stronger skeletal mage, stronger spammable
  • Waffennacht
    Waffennacht
    ✭✭✭✭✭
    ✭✭✭✭✭
    All the things that were initially given to necro to compensate for the lacklaster abilities were nerfed without the toolkit being reworked.
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • BohnT2
    BohnT2
    ✭✭✭✭✭
    ✭✭
    All the things that were initially given to necro to compensate for the lacklaster abilities were nerfed without the toolkit being reworked.

    Even the first iteration of magicka necromancer was heavily underperforming when it comes to offensive presence.
  • Dorkener
    Dorkener
    ✭✭✭
    I'll just add that the healing nerfs have hurt this class severely (along with mag Temp). Mitigation and recovery options being tied to corpses means they're not always available on demand. The direct heal is now bad and defiles yourself. The cleanse slowly kills you. All these downsides with little apparent benefit.
    Without tools to absorb/avoid/redirect incoming damage, what good is mitigation if you can't make your health actually go up? Yes, you can itemize for it, but then your offense goes from lackluster to non-existant... hence /thread.
  • wheem_ESO
    wheem_ESO
    ✭✭✭✭✭
    Zenimax still hasn't bothered fixing the Spirit Healer bug that I reported both on the forums and in-game well over a year ago. After logging in last night and doing a couple BGs for the first time since right after Greymoor launched, I had multiple instances where it'd float around on top of me and not heal. Stood around, alone, at 90% HP with Stage 4 Vampirism, and the only way I could get a heal from the healer pet is if I let it die and used a different ability on the corpse. It basically makes the Intensive Mender morph un-usable, since healing is its only function.

    Also noticed that certain "pets," including proc'd ones, still snare. The Morkuldin set has a built in perma-snare that goes through Mist Form, and has been that way for so long now that they might as well just add it to the tooltip. The issue that causes teammate nametags to not show up if they aren't in the match before the countdown starts is also still a thing.

    Given the long standing bugs and issues that seem to get completely ignored, and the fact that the class is apparently mostly functional in PvE (I wouldn't know personally, since I don't do PvE), I doubt the much-needed overhaul for Magicka Necromancer is anywhere on a to-do list.
  • Vayln_Ninetails
    Vayln_Ninetails
    ✭✭✭✭✭
    wheem_ESO wrote: »
    Zenimax still hasn't bothered fixing the Spirit Healer bug that I reported both on the forums and in-game well over a year ago. After logging in last night and doing a couple BGs for the first time since right after Greymoor launched, I had multiple instances where it'd float around on top of me and not heal. Stood around, alone, at 90% HP with Stage 4 Vampirism, and the only way I could get a heal from the healer pet is if I let it die and used a different ability on the corpse. It basically makes the Intensive Mender morph un-usable, since healing is its only function.

    Also noticed that certain "pets," including proc'd ones, still snare. The Morkuldin set has a built in perma-snare that goes through Mist Form, and has been that way for so long now that they might as well just add it to the tooltip. The issue that causes teammate nametags to not show up if they aren't in the match before the countdown starts is also still a thing.

    Given the long standing bugs and issues that seem to get completely ignored, and the fact that the class is apparently mostly functional in PvE (I wouldn't know personally, since I don't do PvE), I doubt the much-needed overhaul for Magicka Necromancer is anywhere on a to-do list.

    Magicka necromancer sucks for PvE except for its colossus ult. If that means the class is mostly functional then I think we need to change the definition of mostly functional.

    Stamina Necros are still better in both PvE and PvP.

    I genuinely never see magcros doing vet dungeons or trials. And if they are, they are taken just for their ult. Which is being nerfed to only last 10 seconds this patch.
    Edited by Vayln_Ninetails on September 25, 2020 3:28PM
  • Jarrods32
    Jarrods32
    ✭✭✭
    Major vulnerability was nerfed from 30 to 10%
    Even tho notes say 25 to 10%
    Wierd the dev's didnt know that but....
    And duration was increased from 8 secs with a total 20 second cool down to 15 secs with no cool down
  • setayco
    setayco
    ✭✭✭
    I feel in my honest opinion that there is no real synergy between the class skills and actual combat.

    1. Most of the skills are delayed ( cast times on every ultimate skill, and also a delay or travel speed on every skill)
    2. Having stationary skills with DoTs effects. ( it feels like the class was designed more with PvE in mind and trying to tie itself to being able to fulfill all roles in that aspect. Bone Tyrant could use a bit more love in the damage department, the grave grasp could even perhaps have a damaging effect that is 75% of blastbones damage but the very fact that you can land two circle one opponent makes it potent. And give the last circle, yes the stun a but more like 90% of blastbones for high skill gap. Grave digger is in a okay place but with a lack of the vulnerability buff its a bit harder to kill with the 20 second one trick pony.
    3. The dps bonuses besides a skill that is basically useless in pvp, are very low and the passives offer no % increase to no other damage besides DoTs. With the class DoTs being unreliable and dodge able it becomes apparent that the play styles on the class are limited to either harmony with massive spell power and penetration or malaprocs. Versus a skilled player without these two setups most duels are sustain games or stalemates. Even with huge balorghs procs and the full combo with harmony ( which btw no jewelry in the game has traited by default which takes even more of a grind to make rhe magcro come online to perform then there is malacath..... you get me right?!) it can still be BLOCKED and therefore rendered useless and the player will be forced to wait for another chance.
    4. There is little outplay potential with the current weapon system and skill lines for magicka toons i feel like a unblockable undodgeable stun should be introduced to magicka’s lines period but mabye i am just biased.
    5. When it boils down to it sorc; nightblades, and wardens have better reliable burst and more mobility. DKS and Templars have better DoTs and more delayed burst or instant ults. Necro in pvp just lacks a solid playstyle that you are given from skills to really capitalize and perform like other classes.
    6. I will say that necro has some of the best healing and mitigation skills in the game. If there was a possible way to have different skill lines from other Classes i will always have living death. Thats all i can say about that.
    7. With the changes to major and minor buffs and the lack of the ones we already have, ( with the viability of each skill being useful enough to slot depending on content ie. solo, smallgroup, zerg, zergbustgroups. Etc etc)
    8. I will say there is a build with 4 procs on necro with malacath 25% to damage plus cp and passives 30% extra DoT damage. That melts with 33-37k hp 30k max 16k stam 2.5k spell damage with extra healing on backbar or defending to get 30k resists that barely dies. And its kinda cool i guess. I just don’t know or hope that its not the intended playstyle. ( i still ran harmony with this and blackrose inferno impulse spam for execute and dots and minor mangle... something we have all been asking for could be viable in our kit or playstyle. But none the less i am able to hit 7-10k gravediggerS noncrit with malacath depending on target and resists etc) which is pretty insane and with how low the cooldowns are makes for a possibility to even tank in ic and turn and burn someone. Regular builds lower than 28k hp literally have no chance when everything procs and you hit blastbones and gravedigger synergy at the same time. Just a bit of pvp testing on pts vs potentially the biggest proc meta ever seen. Even having magicka fury and the new spell power cure with balorgs having 42k max magicka and 6.5 spell damage while healing was extremely high it is no where near close to the amount of pressure of 3-4 procs with malacath. With cp and no cp period.
Sign In or Register to comment.