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New solution to Stalking Blastbones: rework.

Skullstachio
Skullstachio
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Currently, Stalking Blastbones is in a bad place regarding the duration based damage bonus (up to a max of 50%), which is why I present a solution that will do two things
  1. Grant a unique toolkit to the ability that all group members can benefit. (Offense based Group utility)
  2. Make it viable in terms of usability in trials and see greater performance across all activities.
And here they are, the solutions are bolded
Blastbones:
CRIMINAL ACT. Summon a flaming skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing X Flame Damage to all enemies nearby. Enemies damaged by Blastbones are embedded with fragmented bones for 8 seconds, increasing all their damage taken by 150*. Creates a corpse on death.
*this is a new baseline effect that also applies to Blighted Blastbones, only one instance of Fragmented bones may be present on an enemy but it can be refreshed by another Necromancers Blastbones/blighted Blastbones, the only exception is if an enemy is affected by the Jagged Bones debuff (see shattered Blastbones rework below) it will override the fragmented bones Debuff as it is exceedingly more powerful than Blastbones and blighted Blastbones and respectively, can only be refreshed by another Necromancer with the same exact ability.

Shattered Blastbones: (Stalking Blastbones rework)
CRIMINAL ACT. Summon a flaming skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing X Flame Damage to all enemies nearby. Enemies damaged by Shattered Blastbones are embedded with Jagged bones for 8 seconds, increasing their damage taken by 175/200/225/250. Creates a corpse on death.
New: adds a more potent “jagged bones” debuff.

The plan here from my perspective was to come up with something that was not just already in the game, but to bind something unique to a specific class ability that may be in a tight spot regarding their mechanics (namely stalking Blastbones if anyone’s read the feedback regarding it.) I looked at two sets (draugrkins grip and dragons appetite.) And the dragonknights Stone Giant ability and I thought of something, Draugrkins grip affects a single enemy with a curse which increases their damage taken from the wearer by 617 which can be buffed with criticals in mind, dragons appetite increases the wearers damage done to bleeding enemies by 225 and the stagger debuff from the dragonknights stone Giant morph can increase the enemies damage taken by 65 for each stack of stagger up to 195 at 3 stacks.

In the case of Blastbones and the new “shattered Blastbones,” I figured why not add a similar debuff that increases the enemies damage taken by a good chunk for a good duration as a baseline effect for the base ability and its stamina morph while shattered Blastbones has a more potent one that steadily increases with each rank rather than increasing its damage done for each second spent chasing its target, plus matching the duration of the debuff to the Blastbones lifespan (8 seconds) Means that debuff uptime can be kept at 100% if properly organised in terms of rotation as it takes 2.5 seconds before the Blastbones starts running to its target which also means unorganised solo players may be punished DPS wise in a way. It is more viable in groups as it not only gives Necromages more viability in Magicka builds but having two Necromancers with identical abilities (both wielding shattered blastbones) Makes it less punishing overall.
Edited by Skullstachio on October 14, 2020 12:33PM
If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

If a game does not respect your time, best thing to do is move on from it and find something else.
  • Dark_Lord_Kuro
    Dark_Lord_Kuro
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    I was thinking of a damage synergy
    It would work like undaunted orbs in the matter that up to 11 player can activate the synergy if they are in the explosion radius

    It would be abot 4.55% of blastbone dammage per synergy wich totalize 50% of the blastbone damage( like the current effect) if use by a full group

    You could also make it activable thrice intead of 11 achieving the 50% after 3 synergy for it to work in dungeon
  • the1andonlyskwex
    the1andonlyskwex
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    I'm confused about why you felt it necessary to also propose buffing the base ability and the stamina morph.
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