fxeconomisteb17_ESO wrote: »WhereArtThouVampires wrote: »So, you're seriously gonna tell me that after all the feedback on these forums about vamps being extremely meh in terms of design and functionality they aren't gonna even try to fix it? At the very least buff vampiric drain? What about making Perfect Scion not completely useless in comparison to swarming scion? There's at least a hundred+ threads about this topic that have been created since the rework has released.
Vampires are good now and becoming top notch after U29. Let's leave it at that. Yes the Drain needs some more damage. And would love to see it while blocking. But even so, Vampires are good. Can't comment on the super too ; who uses that thing ? Seen it only once in Lamae Bal's crypt.
illuminousflux wrote: »Just putting this out there, but magcro is one of the hardest hitting classes in pve endgame content, I don't see much that needs reworking.
Yeah, it’s good at parsing on a boss but that’s it. Most of the skills are extremely buggy/inconsistent in PvP and get worse when there’s a mobility requirement like @wheem_ESO mentioned. Every single Grave Lord mag skill is bad in PvP. Blastbones is just the least bad out of them, and it’s still a buggy mess with an effectively nonexistent secondary effect.
WhereArtThouVampires wrote: »illuminousflux wrote: »Just putting this out there, but magcro is one of the hardest hitting classes in pve endgame content, I don't see much that needs reworking.
Yeah, it’s good at parsing on a boss but that’s it. Most of the skills are extremely buggy/inconsistent in PvP and get worse when there’s a mobility requirement like @wheem_ESO mentioned. Every single Grave Lord mag skill is bad in PvP. Blastbones is just the least bad out of them, and it’s still a buggy mess with an effectively nonexistent secondary effect.
Exactly. People really think just because magcro is good at boss parses means it's a good PvE spec.
LOL.
They only have 5 damaging skills out of 15 and 1 of those skills is an auto target summon. Imagine having an entire class where only 4/15 of your abilities can be used **actively** as a DPS.
I've never seen as much wasted potential as giving necro a tank and healing line.
Should have had an entire line focused on summoning, an entire line focused on debuffs+buffs for your minions, and lastly a line focused on damage abilities.
The fact necros make better stam tanks and healers than DPS feels so freaking weird.
WhereArtThouVampires wrote: »illuminousflux wrote: »Just putting this out there, but magcro is one of the hardest hitting classes in pve endgame content, I don't see much that needs reworking.
Yeah, it’s good at parsing on a boss but that’s it. Most of the skills are extremely buggy/inconsistent in PvP and get worse when there’s a mobility requirement like @wheem_ESO mentioned. Every single Grave Lord mag skill is bad in PvP. Blastbones is just the least bad out of them, and it’s still a buggy mess with an effectively nonexistent secondary effect.
Exactly. People really think just because magcro is good at boss parses means it's a good PvE spec.
LOL.
They only have 5 damaging skills out of 15 and 1 of those skills is an auto target summon. Imagine having an entire class where only 4/15 of your abilities can be used **actively** as a DPS.
I've never seen as much wasted potential as giving necro a tank and healing line.
Should have had an entire line focused on summoning, an entire line focused on debuffs+buffs for your minions, and lastly a line focused on damage abilities.
The fact necros make better stam tanks and healers than DPS feels so freaking weird.
Yup, necro should've gotten the sorc treatment where each skill tree has a theme, but it's mostly mag and dmg focused. Having a tank and healer tree works for wardens but is just wasted potential that doesn't make sense in the first place on necro. Plus, nearly every good mag skill is either VERY usable by stam (like the wraith pet for example) or straight up has a stam morph. How does it make sense to have necro (traditionally as a summoner/mage archetype) be primarily viable as a stam spec?
WhereArtThouVampires wrote: »WhereArtThouVampires wrote: »illuminousflux wrote: »Just putting this out there, but magcro is one of the hardest hitting classes in pve endgame content, I don't see much that needs reworking.
Yeah, it’s good at parsing on a boss but that’s it. Most of the skills are extremely buggy/inconsistent in PvP and get worse when there’s a mobility requirement like @wheem_ESO mentioned. Every single Grave Lord mag skill is bad in PvP. Blastbones is just the least bad out of them, and it’s still a buggy mess with an effectively nonexistent secondary effect.
Exactly. People really think just because magcro is good at boss parses means it's a good PvE spec.
LOL.
They only have 5 damaging skills out of 15 and 1 of those skills is an auto target summon. Imagine having an entire class where only 4/15 of your abilities can be used **actively** as a DPS.
I've never seen as much wasted potential as giving necro a tank and healing line.
Should have had an entire line focused on summoning, an entire line focused on debuffs+buffs for your minions, and lastly a line focused on damage abilities.
The fact necros make better stam tanks and healers than DPS feels so freaking weird.
Yup, necro should've gotten the sorc treatment where each skill tree has a theme, but it's mostly mag and dmg focused. Having a tank and healer tree works for wardens but is just wasted potential that doesn't make sense in the first place on necro. Plus, nearly every good mag skill is either VERY usable by stam (like the wraith pet for example) or straight up has a stam morph. How does it make sense to have necro (traditionally as a summoner/mage archetype) be primarily viable as a stam spec?
Necro getting the sorc treatment would have been amazing. Each skill tree has a theme with a focus on mostly mag, dmg, and summons. (For the record, they could easily fit an entire 5 skills + ult with temporary summons for necromancers. There's so much necromancer undead variety for ES that it's so stupid we don't have the options NPCs do.)
Stam should be viable for necromancer, don't get me wrong, but it should certainly act more like Sorc where stam is certainly the oddball of the two options.
I blame the player base for that. So many people constantly complain about how Stamina doesn't get enough class morphs, and how they "deserve" just as many as Magicka has access to, despite having far more - and better - "generic" skills than Magicka gets.Plus, nearly every good mag skill is either VERY usable by stam (like the wraith pet for example) or straight up has a stam morph. How does it make sense to have necro (traditionally as a summoner/mage archetype) be primarily viable as a stam spec?
Massacre_Wurm wrote: »WhereArtThouVampires wrote: »WhereArtThouVampires wrote: »illuminousflux wrote: »Just putting this out there, but magcro is one of the hardest hitting classes in pve endgame content, I don't see much that needs reworking.
Yeah, it’s good at parsing on a boss but that’s it. Most of the skills are extremely buggy/inconsistent in PvP and get worse when there’s a mobility requirement like @wheem_ESO mentioned. Every single Grave Lord mag skill is bad in PvP. Blastbones is just the least bad out of them, and it’s still a buggy mess with an effectively nonexistent secondary effect.
Exactly. People really think just because magcro is good at boss parses means it's a good PvE spec.
LOL.
They only have 5 damaging skills out of 15 and 1 of those skills is an auto target summon. Imagine having an entire class where only 4/15 of your abilities can be used **actively** as a DPS.
I've never seen as much wasted potential as giving necro a tank and healing line.
Should have had an entire line focused on summoning, an entire line focused on debuffs+buffs for your minions, and lastly a line focused on damage abilities.
The fact necros make better stam tanks and healers than DPS feels so freaking weird.
Yup, necro should've gotten the sorc treatment where each skill tree has a theme, but it's mostly mag and dmg focused. Having a tank and healer tree works for wardens but is just wasted potential that doesn't make sense in the first place on necro. Plus, nearly every good mag skill is either VERY usable by stam (like the wraith pet for example) or straight up has a stam morph. How does it make sense to have necro (traditionally as a summoner/mage archetype) be primarily viable as a stam spec?
Necro getting the sorc treatment would have been amazing. Each skill tree has a theme with a focus on mostly mag, dmg, and summons. (For the record, they could easily fit an entire 5 skills + ult with temporary summons for necromancers. There's so much necromancer undead variety for ES that it's so stupid we don't have the options NPCs do.)
Stam should be viable for necromancer, don't get me wrong, but it should certainly act more like Sorc where stam is certainly the oddball of the two options.
Not gonna happen i think. 4 base classes was designed with idea in mind. Not just 1 line for damage , 1 line for tanking 1 line for healing and call it a day,
But people were costantly whining about DK being only one tank and templar only one healer so here you go.
Also "stam should be viable" for necromancer ? Cmon - necro is basically a sorc with a focus on conjuration school ( more specifically - raising undead ). Stam should be viable only in form of weapon lines. There is nothing "stam" about necro. Maybe conjured weapons but its still a magica spell.
I blame the player base for that. So many people constantly complain about how Stamina doesn't get enough class morphs, and how they "deserve" just as many as Magicka has access to, despite having far more - and better - "generic" skills than Magicka gets.Plus, nearly every good mag skill is either VERY usable by stam (like the wraith pet for example) or straight up has a stam morph. How does it make sense to have necro (traditionally as a summoner/mage archetype) be primarily viable as a stam spec?
In the case of Necromancer, this ends up being quite restrictive for Magicka, while many of the Stamina morphs don't even really get used anyway. The only Stamina-costing Necromancer ability that you'll see with any regularity in PvP, outside of troll-tanks, is Blighted Blastbones. The rest are just wasted opportunities to have something that Magicka could potentially have be made useful for PvP, rather than only PvE (Skeletal Mage, Mystic Siphon, and the Scythe are definitely candidates). But at this point, anything that would "take away" a class morph from Stamina builds would result in a big outcry on the forums, so I think we're pretty much stuck now.
Necromancers need an aggroing pet for solo purposes (a tanking pet). Note that I'm not saying a permanent pet (although that would be perfect), but a pet thad can actually draw aggro in the same way as the Clannfear for the Sorcerer.
This is one of the only MMOs where NPCs have better and cooler skills that what the players can use, most other MMOs NPCs use skills and abilities that the players can use. Sure ESO does sometimes do this, but you have NPCs with more defined class identity and skills than some of the player classes. They also have a ton of setups that players can't use or aren't effective on players such as 1H Warrior, 1H+Magic, 2H+Magic, Bow+Magic, Battlemages with melee staff attacks, Alchemists throwing potions or using them on their weapons etc, 1H+Shield Warrior (rather than 1H+Shield just being used for tanking). Better summons, all the cool staff types we can't use, better animations for skills etc. Its a shame really.
they at least threw us a little bone (pun intended) with this set
Unleashed Ritualist (Light Armor)
2 – Adds 1096 Maximum Magicka
3 – Adds 1096 Maximum Magicka
4 – Adds 1096 Maximum Magicka
5 – Dealing damage to an enemy applies Ritualist’s Mark to them for 10 seconds. Enemies with your Ritualist’s Mark take an additional 16% damage from your summoned pets.
Blastbones and mage doing 16% more damage is nothing to look over, plus it works any set that gives you a pet. But I too wanted damage buffs for magcro, there is no other class that you have to work so hard to get kills (in pvp) for when you can hop on a sorc/NB and do a better job with so much less effort needed.
they at least threw us a little bone (pun intended) with this set
Unleashed Ritualist (Light Armor)
2 – Adds 1096 Maximum Magicka
3 – Adds 1096 Maximum Magicka
4 – Adds 1096 Maximum Magicka
5 – Dealing damage to an enemy applies Ritualist’s Mark to them for 10 seconds. Enemies with your Ritualist’s Mark take an additional 16% damage from your summoned pets.
Blastbones and mage doing 16% more damage is nothing to look over, plus it works any set that gives you a pet. But I too wanted damage buffs for magcro, there is no other class that you have to work so hard to get kills (in pvp) for when you can hop on a sorc/NB and do a better job with so much less effort needed.
can anyone count if blastbones counts as a pet according to this set?,has anyone actively tested it?
may consider this+maw+Madtinkerer's or Necropotance next patch if it does. it supposedly works on mad tinkerers though so..hmmm
Just insofar as the set is concerned, I guess? Because pets are supposed to count on the Battlegrounds scoreboard, and so far as I know they're all supposed to trigger the Ring of the Pale Order heals in PvE, but Necromancer "pets" don't do either of those things.they at least threw us a little bone (pun intended) with this set
Unleashed Ritualist (Light Armor)
2 – Adds 1096 Maximum Magicka
3 – Adds 1096 Maximum Magicka
4 – Adds 1096 Maximum Magicka
5 – Dealing damage to an enemy applies Ritualist’s Mark to them for 10 seconds. Enemies with your Ritualist’s Mark take an additional 16% damage from your summoned pets.
Blastbones and mage doing 16% more damage is nothing to look over, plus it works any set that gives you a pet. But I too wanted damage buffs for magcro, there is no other class that you have to work so hard to get kills (in pvp) for when you can hop on a sorc/NB and do a better job with so much less effort needed.
can anyone count if blastbones counts as a pet according to this set?,has anyone actively tested it?
may consider this+maw+Madtinkerer's or Necropotance next patch if it does. it supposedly works on mad tinkerers though so..hmmm
Blastbones is considered a pet.
yes but has it been tested on the pts? damage difference? can be tested by not activating the sets bonus by testing a regular blast bones. then light attacking and using blastbones as the set debuff is active?they at least threw us a little bone (pun intended) with this set
Unleashed Ritualist (Light Armor)
2 – Adds 1096 Maximum Magicka
3 – Adds 1096 Maximum Magicka
4 – Adds 1096 Maximum Magicka
5 – Dealing damage to an enemy applies Ritualist’s Mark to them for 10 seconds. Enemies with your Ritualist’s Mark take an additional 16% damage from your summoned pets.
Blastbones and mage doing 16% more damage is nothing to look over, plus it works any set that gives you a pet. But I too wanted damage buffs for magcro, there is no other class that you have to work so hard to get kills (in pvp) for when you can hop on a sorc/NB and do a better job with so much less effort needed.
can anyone count if blastbones counts as a pet according to this set?,has anyone actively tested it?
may consider this+maw+Madtinkerer's or Necropotance next patch if it does. it supposedly works on mad tinkerers though so..hmmm
Blastbones is considered a pet.
WhereArtThouVampires wrote: »So, you're seriously gonna tell me that after all the feedback on these forums about vamps being extremely meh in terms of design and functionality they aren't gonna even try to fix it? At the very least buff vampiric drain? What about making Perfect Scion not completely useless in comparison to swarming scion? There's at least a hundred+ threads about this topic that have been created since the rework has released.
And Magicka blastbones HAS NOT WORKED since January last year.
And Mag Necros are in a very horrid state right now both in PvE and PvP. On a class where playing as magicka SHOULD be the best option? Also are we ever going to talk about how Necromancers are NOT the summoner class? They could have been given way more summons than Sorcerer thanks to the fact their summons would be temporary. But instead the magicka portion of the class just got 'single target spell' and 'aoe spell' and 'slightly less-big aoe spell'. How is that different from any other magicka class? Where's the class IDENTITY of being an undead raiser? Why can normal/non boss NPCs summon zombies, wraiths, mini-bone colossuses, and a variety of other undead yet we can only summon.... *checks notes* a skeleton mage/archer and a wraith that, for some reason, heals instead of draining life from enemies.
It'd have been SO EASY to dedicate one entire skill line in necromancer to raising undead, another to buffing/healing the group along with your undead minions, and then lastly a line with debuffs/direct damaging spells/life siphons. It's so sad that the necromancer class as a whole was basically awkwardly cut up into Damage/Tank/Heal lines with very little thematic influence.
This is one of the only MMOs where NPCs have better and cooler skills that what the players can use, most other MMOs NPCs use skills and abilities that the players can use. Sure ESO does sometimes do this, but you have NPCs with more defined class identity and skills than some of the player classes. They also have a ton of setups that players can't use or aren't effective on players such as 1H Warrior, 1H+Magic, 2H+Magic, Bow+Magic, Battlemages with melee staff attacks, Alchemists throwing potions or using them on their weapons etc, 1H+Shield Warrior (rather than 1H+Shield just being used for tanking). Better summons, all the cool staff types we can't use, better animations for skills etc. Its a shame really.
Probably because Elder Scrolls games arent restricted hardcore to class identity like this game. Feels like npcs are actually playing elder scrolls and mixing class abilities and skills while we are playing a generic mmo.
WhereArtThouVampires wrote: »So, you're seriously gonna tell me that after all the feedback on these forums about vamps being extremely meh in terms of design and functionality they aren't gonna even try to fix it? At the very least buff vampiric drain? What about making Perfect Scion not completely useless in comparison to swarming scion? There's at least a hundred+ threads about this topic that have been created since the rework has released.
And Magicka blastbones HAS NOT WORKED since January last year.
And Mag Necros are in a very horrid state right now both in PvE and PvP. On a class where playing as magicka SHOULD be the best option? Also are we ever going to talk about how Necromancers are NOT the summoner class? They could have been given way more summons than Sorcerer thanks to the fact their summons would be temporary. But instead the magicka portion of the class just got 'single target spell' and 'aoe spell' and 'slightly less-big aoe spell'. How is that different from any other magicka class? Where's the class IDENTITY of being an undead raiser? Why can normal/non boss NPCs summon zombies, wraiths, mini-bone colossuses, and a variety of other undead yet we can only summon.... *checks notes* a skeleton mage/archer and a wraith that, for some reason, heals instead of draining life from enemies.
It'd have been SO EASY to dedicate one entire skill line in necromancer to raising undead, another to buffing/healing the group along with your undead minions, and then lastly a line with debuffs/direct damaging spells/life siphons. It's so sad that the necromancer class as a whole was basically awkwardly cut up into Damage/Tank/Heal lines with very little thematic influence.
I actually love the Vampire as it is. Using the vamp line, I parse 115k. I use the ult like crazy, albeit the better one. I can agree the Perfect Scion should have played towards STAM builds -- maybe higher weapon dmg while using it -- or much higher crat chance. The Vampire Stage 5 is just silly.
Just insofar as the set is concerned, I guess? Because pets are supposed to count on the Battlegrounds scoreboard, and so far as I know they're all supposed to trigger the Ring of the Pale Order heals in PvE, but Necromancer "pets" don't do either of those things.they at least threw us a little bone (pun intended) with this set
Unleashed Ritualist (Light Armor)
2 – Adds 1096 Maximum Magicka
3 – Adds 1096 Maximum Magicka
4 – Adds 1096 Maximum Magicka
5 – Dealing damage to an enemy applies Ritualist’s Mark to them for 10 seconds. Enemies with your Ritualist’s Mark take an additional 16% damage from your summoned pets.
Blastbones and mage doing 16% more damage is nothing to look over, plus it works any set that gives you a pet. But I too wanted damage buffs for magcro, there is no other class that you have to work so hard to get kills (in pvp) for when you can hop on a sorc/NB and do a better job with so much less effort needed.
can anyone count if blastbones counts as a pet according to this set?,has anyone actively tested it?
may consider this+maw+Madtinkerer's or Necropotance next patch if it does. it supposedly works on mad tinkerers though so..hmmm
Blastbones is considered a pet.
WhereArtThouVampires wrote: »WhereArtThouVampires wrote: »So, you're seriously gonna tell me that after all the feedback on these forums about vamps being extremely meh in terms of design and functionality they aren't gonna even try to fix it? At the very least buff vampiric drain? What about making Perfect Scion not completely useless in comparison to swarming scion? There's at least a hundred+ threads about this topic that have been created since the rework has released.
And Magicka blastbones HAS NOT WORKED since January last year.
And Mag Necros are in a very horrid state right now both in PvE and PvP. On a class where playing as magicka SHOULD be the best option? Also are we ever going to talk about how Necromancers are NOT the summoner class? They could have been given way more summons than Sorcerer thanks to the fact their summons would be temporary. But instead the magicka portion of the class just got 'single target spell' and 'aoe spell' and 'slightly less-big aoe spell'. How is that different from any other magicka class? Where's the class IDENTITY of being an undead raiser? Why can normal/non boss NPCs summon zombies, wraiths, mini-bone colossuses, and a variety of other undead yet we can only summon.... *checks notes* a skeleton mage/archer and a wraith that, for some reason, heals instead of draining life from enemies.
It'd have been SO EASY to dedicate one entire skill line in necromancer to raising undead, another to buffing/healing the group along with your undead minions, and then lastly a line with debuffs/direct damaging spells/life siphons. It's so sad that the necromancer class as a whole was basically awkwardly cut up into Damage/Tank/Heal lines with very little thematic influence.
I actually love the Vampire as it is. Using the vamp line, I parse 115k. I use the ult like crazy, albeit the better one. I can agree the Perfect Scion should have played towards STAM builds -- maybe higher weapon dmg while using it -- or much higher crat chance. The Vampire Stage 5 is just silly.
High parse damage doesn't equal good or fun kit design. It just means you can cheese Blood frenzy, a skill that should not exist.
Just because they gave the kit some overtuned numbers on some abilities and a stat steroid that shouldn't exist doesn't mean it's designed well.
Not to mention I 100% could tell you that to get those numbers you don't use mist form, mesmerize, or vampiric drain on your bars.
Basically what I'm getting at here is even for the people who manage to cheese the kit to use its couple cheesy skills for high damage 'enjoy it' that's totally different than the people who want to play a vampiric build and play style.
This is a case of very few people enjoying the "big boi number is fun" vs the people who actually want to enjoy playing the class and be a Vampire. It's also unrealistic to say the line is good just because you can hit such high numbers.
Usually people hitting those high numbers with vamp use perfected or entirely golded out gear with maybe 2-3 vamp abilities at max. Which the majority of players don't have that, so therefore the line isn't good to the majority of people. Chances are if it weren't for heavy coordinated blood frenzy cheese you'd be better off not being a vampire with that already top 1% gear you have.
Basically I'm saying just because you can hit high numbers on it in a very niche, hardcore end up game setting by using 1-3 of the total abilities, that doesn't make the skill line good or fun and shouldn't be considered good just because 'me make big number.'