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.
"You can stun it-" okay, let's go with that. If you are a melee character at 28m, you have to run 26m to stun the skeleton (by doing that you missed your first attack- the 2.5 sec animation worked perfectly at blocking an attack). Then the skeleton gets back up within a second and hit you anyway.
You are at melee range. As soon as you see the telegraph (activation of the blastbones) you stun it (using an attack on the pet not your opponent). While your attacking the pet, your opponent is attacking you (2.5 sec animation protection working perfectly). Within 1 sec the skeleton gets up and hit you anyway.
Now you can stun every single one of the blastbones and the caster would thank you for it!
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.
"You can stun it-" okay, let's go with that. If you are a melee character at 28m, you have to run 26m to stun the skeleton (by doing that you missed your first attack- the 2.5 sec animation worked perfectly at blocking an attack). Then the skeleton gets back up within a second and hit you anyway.
You are at melee range. As soon as you see the telegraph (activation of the blastbones) you stun it (using an attack on the pet not your opponent). While your attacking the pet, your opponent is attacking you (2.5 sec animation protection working perfectly). Within 1 sec the skeleton gets up and hit you anyway.
Now you can stun every single one of the blastbones and the caster would thank you for it!
TheBonesXXX wrote: »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.
"You can stun it-" okay, let's go with that. If you are a melee character at 28m, you have to run 26m to stun the skeleton (by doing that you missed your first attack- the 2.5 sec animation worked perfectly at blocking an attack). Then the skeleton gets back up within a second and hit you anyway.
You are at melee range. As soon as you see the telegraph (activation of the blastbones) you stun it (using an attack on the pet not your opponent). While your attacking the pet, your opponent is attacking you (2.5 sec animation protection working perfectly). Within 1 sec the skeleton gets up and hit you anyway.
Now you can stun every single one of the blastbones and the caster would thank you for it!
[snip] you said the skeleton gets up.
It just lives out it's lifespan and dies. It doesn't have break free.
[snip]
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.
"You can stun it-" okay, let's go with that. If you are a melee character at 28m, you have to run 26m to stun the skeleton (by doing that you missed your first attack- the 2.5 sec animation worked perfectly at blocking an attack). Then the skeleton gets back up within a second and hit you anyway.
You are at melee range. As soon as you see the telegraph (activation of the blastbones) you stun it (using an attack on the pet not your opponent). While your attacking the pet, your opponent is attacking you (2.5 sec animation protection working perfectly). Within 1 sec the skeleton gets up and hit you anyway.
Now you can stun every single one of the blastbones and the caster would thank you for it!
It has 7k hp in pvp. You can easily kill it with 2 shots if not simply 1 shot. Compared to other delayed burst skills (like Curse, Power of Light, Asassin's Will and Shalks) Blastbone is the easiest/least costly to avoid
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.
"You can stun it-" okay, let's go with that. If you are a melee character at 28m, you have to run 26m to stun the skeleton (by doing that you missed your first attack- the 2.5 sec animation worked perfectly at blocking an attack). Then the skeleton gets back up within a second and hit you anyway.
You are at melee range. As soon as you see the telegraph (activation of the blastbones) you stun it (using an attack on the pet not your opponent). While your attacking the pet, your opponent is attacking you (2.5 sec animation protection working perfectly). Within 1 sec the skeleton gets up and hit you anyway.
Now you can stun every single one of the blastbones and the caster would thank you for it!
It has 7k hp in pvp. You can easily kill it with 2 shots if not simply 1 shot. Compared to other delayed burst skills (like Curse, Power of Light, Asassin's Will and Shalks) Blastbone is the easiest/least costly to avoid
I don't know about the 7k health but let's go with that. 7k one shot in pvp - are you wasting one ultimate on the skeleton? And that's 7k damage that you didn't do to your opponent while your opponent was hitting you, healing back to full health, or kitting. I wonder how many times have you killed the blastbones skeleton currently in pvp. But more importantly I wonder how are you going to kill it now that it jumps up to 28m. As a sorc, are you going to use meteor to kill it or two D-swing with the new stun.. I wonder...
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.
"You can stun it-" okay, let's go with that. If you are a melee character at 28m, you have to run 26m to stun the skeleton (by doing that you missed your first attack- the 2.5 sec animation worked perfectly at blocking an attack). Then the skeleton gets back up within a second and hit you anyway.
You are at melee range. As soon as you see the telegraph (activation of the blastbones) you stun it (using an attack on the pet not your opponent). While your attacking the pet, your opponent is attacking you (2.5 sec animation protection working perfectly). Within 1 sec the skeleton gets up and hit you anyway.
Now you can stun every single one of the blastbones and the caster would thank you for it!
It has 7k hp in pvp. You can easily kill it with 2 shots if not simply 1 shot. Compared to other delayed burst skills (like Curse, Power of Light, Asassin's Will and Shalks) Blastbone is the easiest/least costly to avoid
I don't know about the 7k health but let's go with that. 7k one shot in pvp - are you wasting one ultimate on the skeleton? And that's 7k damage that you didn't do to your opponent while your opponent was hitting you, healing back to full health, or kitting. I wonder how many times have you killed the blastbones skeleton currently in pvp. But more importantly I wonder how are you going to kill it now that it jumps up to 28m. As a sorc, are you going to use meteor to kill it or two D-swing with the new stun.. I wonder...
Blastbones' lifespan is 8 seocnds (2,5 is spent building up) and it doesnt have the same resistance as its caster so if you cant deal 7k damage with an ability+light attack+enchantment its not the Necromancer's fault.
Blastbone has more raw power compared to other burst skills because it has more counters
1- Outside of 28 meters anyone can literally outrun it with sprint.
2- Doesnt chase invisible targets even if you can see them with detec potions
3- Doesnt work up or down from walls
4- Often doesnt work in crowded sieges because of all the high ground AOE damage
Just tell me your build and I'll tell you how to nullify stamina Blastbones.
TheBonesXXX wrote: »
[snip] you said the skeleton gets up.
It just lives out it's lifespan and dies. It doesn't have break free.
[snip]
[snip] The skeleton has a lifespan of 6 secs. You can stun it, but it's back up and with the new update jumping to you within 1 sec. By stunning it you don't do [snip] but waste one attack on the skeleton...
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.
"You can stun it-" okay, let's go with that. If you are a melee character at 28m, you have to run 26m to stun the skeleton (by doing that you missed your first attack- the 2.5 sec animation worked perfectly at blocking an attack). Then the skeleton gets back up within a second and hit you anyway.
You are at melee range. As soon as you see the telegraph (activation of the blastbones) you stun it (using an attack on the pet not your opponent). While your attacking the pet, your opponent is attacking you (2.5 sec animation protection working perfectly). Within 1 sec the skeleton gets up and hit you anyway.
Now you can stun every single one of the blastbones and the caster would thank you for it!
It has 7k hp in pvp. You can easily kill it with 2 shots if not simply 1 shot. Compared to other delayed burst skills (like Curse, Power of Light, Asassin's Will and Shalks) Blastbone is the easiest/least costly to avoid
I don't know about the 7k health but let's go with that. 7k one shot in pvp - are you wasting one ultimate on the skeleton? And that's 7k damage that you didn't do to your opponent while your opponent was hitting you, healing back to full health, or kitting. I wonder how many times have you killed the blastbones skeleton currently in pvp. But more importantly I wonder how are you going to kill it now that it jumps up to 28m. As a sorc, are you going to use meteor to kill it or two D-swing with the new stun.. I wonder...
Blastbones' lifespan is 8 seocnds (2,5 is spent building up) and it doesnt have the same resistance as its caster so if you cant deal 7k damage with an ability+light attack+enchantment its not the Necromancer's fault.
Blastbone has more raw power compared to other burst skills because it has more counters
1- Outside of 28 meters anyone can literally outrun it with sprint.
2- Doesnt chase invisible targets even if you can see them with detec potions
3- Doesnt work up or down from walls
4- Often doesnt work in crowded sieges because of all the high ground AOE damage
Just tell me your build and I'll tell you how to nullify stamina Blastbones.
The point is that you wasted 2 seconds GCD killing a pet that would be summoned again right away while your opponent was attacking you. And this is what the 2.5 secs animation does for the caster - it protects the caster. This is damage mitigation, plus the high damage, plus 100% uptime on major difile with no cast time (just press a button and let the computer decide how to jump) while you can stand behind the skeleton attacking your opponent and hoping that your opponent targets the skeleton and not you. How can you defend this skill?
Let's go through your counters. 1) it now jumps from 28m (it doesn't run). The jump is faster than any projectile ( faster than dark flare, faster than sun fire). Once it jumps, you can do all the running you want, the projectile (skeleton would hit you anyway)
2) if you want to fight the entire fight in stealth, ok then. But if not, as soon as you come out of stealth within the lifespan of the skeleton, the blastbones would jump at you.
3) I don't know if the new jump mechanic would allow the skeleton to jump up or down walls but most skills don't allow you to do this anyway.
4) the skeleton doesn't run through the battlefield, it jumps like a missile.
People were up in arms about Dark Flare and it got nerf. This skill is way stronger than Dark Flare - no cast time, a pet for LOS, travel time is faster (hard to avoid, impossible to avoid at melee range), 100% uptime on defile. How would you feel if Dark Flare was this strong? Simple, make Dark Flare and other defile skills work like this, and I would be happy. ZOS took a templar skill and made it way better while nerfing the templar one. This is a simple case of pay to win!
Please watch the video of what this skill can do now on PTS...
https://youtu.be/St4_Q_njeI8
TheBonesXXX wrote: »TheBonesXXX wrote: »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.
"You can stun it-" okay, let's go with that. If you are a melee character at 28m, you have to run 26m to stun the skeleton (by doing that you missed your first attack- the 2.5 sec animation worked perfectly at blocking an attack). Then the skeleton gets back up within a second and hit you anyway.
You are at melee range. As soon as you see the telegraph (activation of the blastbones) you stun it (using an attack on the pet not your opponent). While your attacking the pet, your opponent is attacking you (2.5 sec animation protection working perfectly). Within 1 sec the skeleton gets up and hit you anyway.
[snip]
[snip] you said the skeleton gets up.
It just lives out it's lifespan and dies. It doesn't have break free.
[snip]
[snip] The skeleton has a lifespan of 6 secs. You can stun it, but it's back up and with the new update jumping to you within 1 sec. By stunning it you don't do [snip] but waste one attack on the skeleton...
It suffers the full duration of a stun and is done. If you can't accomplish that it's ineptitude.
TheBonesXXX wrote: »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.
"You can stun it-" okay, let's go with that. If you are a melee character at 28m, you have to run 26m to stun the skeleton (by doing that you missed your first attack- the 2.5 sec animation worked perfectly at blocking an attack). Then the skeleton gets back up within a second and hit you anyway.
You are at melee range. As soon as you see the telegraph (activation of the blastbones) you stun it (using an attack on the pet not your opponent). While your attacking the pet, your opponent is attacking you (2.5 sec animation protection working perfectly). Within 1 sec the skeleton gets up and hit you anyway.
Now you can stun every single one of the blastbones and the caster would thank you for it!
It has 7k hp in pvp. You can easily kill it with 2 shots if not simply 1 shot. Compared to other delayed burst skills (like Curse, Power of Light, Asassin's Will and Shalks) Blastbone is the easiest/least costly to avoid
I don't know about the 7k health but let's go with that. 7k one shot in pvp - are you wasting one ultimate on the skeleton? And that's 7k damage that you didn't do to your opponent while your opponent was hitting you, healing back to full health, or kitting. I wonder how many times have you killed the blastbones skeleton currently in pvp. But more importantly I wonder how are you going to kill it now that it jumps up to 28m. As a sorc, are you going to use meteor to kill it or two D-swing with the new stun.. I wonder...
Blastbones' lifespan is 8 seocnds (2,5 is spent building up) and it doesnt have the same resistance as its caster so if you cant deal 7k damage with an ability+light attack+enchantment its not the Necromancer's fault.
Blastbone has more raw power compared to other burst skills because it has more counters
1- Outside of 28 meters anyone can literally outrun it with sprint.
2- Doesnt chase invisible targets even if you can see them with detec potions
3- Doesnt work up or down from walls
4- Often doesnt work in crowded sieges because of all the high ground AOE damage
Just tell me your build and I'll tell you how to nullify stamina Blastbones.
The point is that you wasted 2 seconds GCD killing a pet that would be summoned again right away while your opponent was attacking you. And this is what the 2.5 secs animation does for the caster - it protects the caster. This is damage mitigation, plus the high damage, plus 100% uptime on major difile with no cast time (just press a button and let the computer decide how to jump) while you can stand behind the skeleton attacking your opponent and hoping that your opponent targets the skeleton and not you. How can you defend this skill?
Let's go through your counters. 1) it now jumps from 28m (it doesn't run). The jump is faster than any projectile ( faster than dark flare, faster than sun fire). Once it jumps, you can do all the running you want, the projectile (skeleton would hit you anyway)
2) if you want to fight the entire fight in stealth, ok then. But if not, as soon as you come out of stealth within the lifespan of the skeleton, the blastbones would jump at you.
3) I don't know if the new jump mechanic would allow the skeleton to jump up or down walls but most skills don't allow you to do this anyway.
4) the skeleton doesn't run through the battlefield, it jumps like a missile.
People were up in arms about Dark Flare and it got nerf. This skill is way stronger than Dark Flare - no cast time, a pet for LOS, travel time is faster (hard to avoid, impossible to avoid at melee range), 100% uptime on defile. How would you feel if Dark Flare was this strong? Simple, make Dark Flare and other defile skills work like this, and I would be happy. ZOS took a templar skill and made it way better while nerfing the templar one. This is a simple case of pay to win!
Please watch the video of what this skill can do now on PTS...
https://youtu.be/St4_Q_njeI8
How can you attack a skill when you aren't quick enough to hardswitch in an mmo?
Dark Flare can be spammed, bones can't.
You have entirely too many holes in your argument.
This is the same knee jerk response that got Beetles nerfed for no reason.
TheBonesXXX wrote: »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.
No thanks. Some of us don't use the Archer and it would make it a mandatory skill.
I was going to create a topic for the same thing.
It's great that ZOS fixed magicka blastbones! I'm very happy for that as it will make magicka necro competitive for pvp. But yes, because it is so good now it is never up for more than 2 seconds which means you don't get the 50% buff. Should be changed to more reflect the new way it works.
What I would like to see is Major or Minor Sorcery as the class currently does not have a class spell dmg buff.
Vercingetorix wrote: »My ideas for replacing the effect of Stalking Blastbones:
- "Targets damaged by the Blastbones are afflicted with Minor Vulnerability for X seconds."
- "Targets damaged by the Blastbones take an additional X damage over X seconds."
- "Targets damaged by the Blastbones are stunned for X seconds."
- Blastbones having potentially 100% uptime on Minor Vulnerability without a required setup is useful in PUGs.
- Giving the Necromancer an additional DoT that synergizes with its Rapid Rot passive is also pretty nice.
- Giving the mag Necro more reliable CC besides a highly situational fear totem would be a welcome change for them in PvP.
LukosCreyden wrote: »There are plenty of great ideas that I have seen that would work very well for this morph without breaking the overall PVE or PVP experience.
One particular idea I liked was the blastbones leaving a small pool of blue flame at the location explodes, creating a small ground-based dot.