Vayln_Ninetails wrote: »Throw necro's colossus ult in here too.
It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.
Vayln_Ninetails wrote: »Throw necro's colossus ult in here too.
It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.
That ulti is Rip too. It will not make in onto bar any longer.
Vayln_Ninetails wrote: »Throw necro's colossus ult in here too.
It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.
Vayln_Ninetails wrote: »Throw necro's colossus ult in here too.
It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.
That ulti is Rip too. It will not make in onto bar any longer.
UntilValhalla13 wrote: »Vayln_Ninetails wrote: »Throw necro's colossus ult in here too.
It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.
That ulti is Rip too. It will not make in onto bar any longer.
It'll still be used in endgame, since it's literally the only way to get that unique debuff, for the time being.
Vayln_Ninetails wrote: »Throw necro's colossus ult in here too.
It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.
If this was a PVE only game that would be great, but this is never going to happen due to PVP. Group of 24 players, with say 4 necros in there and suddenly that group of 24 has 20 skeletons running along side it for 10 minutes. If you think the servers are bad now.
Vayln_Ninetails wrote: »Vayln_Ninetails wrote: »Throw necro's colossus ult in here too.
It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.
If this was a PVE only game that would be great, but this is never going to happen due to PVP. Group of 24 players, with say 4 necros in there and suddenly that group of 24 has 20 skeletons running along side it for 10 minutes. If you think the servers are bad now.
Could easily make it have a limit in PvP!
Like, only up to 3 skellies or something.
I dont undestand why zos simply aont change the behavior of skills in ovp and leave pve alone.
Dark_Lord_Kuro wrote: »The colossus could summon blastbone up to 3 per cast for each kill while under the major debuff effect
Kind of like the resurection ultimate morph
Both ults do need a buff or change, and a necromancer actually raising the dead? Sign me up.
Raised enemies should keep their class and abilities though instead of being generic skeletons like everything else.
Both ults do need a buff or change, and a necromancer actually raising the dead? Sign me up.
Raised enemies should keep their class and abilities though instead of being generic skeletons like everything else.
I think its a slippery slop when class abilities are altered like this.
They stated last yesr they were dne with class balance. Yet every patch after and here we are again
redspecter23 wrote: »I thought they had some holy "spreadsheet" that would handle all these situations. Can't they just plug these abilities into the "spreadsheet" to fix the cost on them? I've seen loads of abilities nerfed in the past with the explanation that they needed to be brought in line with the "spreadsheet". Does this not work for buffing as well?
Both ults do need a buff or change, and a necromancer actually raising the dead? Sign me up.
Raised enemies should keep their class and abilities though instead of being generic skeletons like everything else.
I think its a slippery slop when class abilities are altered like this.
They stated last yesr they were dne with class balance. Yet every patch after and here we are again
Never altering class balance again would be insane. It's an ongoing thing that should be tweaked every patch imo. No reason to leave class x broken for a year before another pass.
Also Necro still can't use combat summons (not pets). The untargetable thing just makes them an animated aoe/dot.
Both ults do need a buff or change, and a necromancer actually raising the dead? Sign me up.
Raised enemies should keep their class and abilities though instead of being generic skeletons like everything else.
I think its a slippery slop when class abilities are altered like this.
They stated last yesr they were dne with class balance. Yet every patch after and here we are again
Never altering class balance again would be insane. It's an ongoing thing that should be tweaked every patch imo. No reason to leave class x broken for a year before another pass.
Also Necro still can't use combat summons (not pets). The untargetable thing just makes them an animated aoe/dot.
Things that are not broken dont need fixing.
Bolstering Darkness wasnt broken.
It didnt need tweeking or fixing
The class now has no significant ultimate for tank role.