Artemis_X_ wrote: »Thats not the impression esologs gives.
It should have been clear that this is not a PvE related topic
the ONLY 2 skills that hit me for 10/15k in pvp are blastbones and subterranean assault. I get similar damage only from certain ultis (not all).
Strange that 2 skills that hit harder that the majority of ultimates are from 2 paying classes...
Andre_Noir wrote: »the ONLY 2 skills that hit me for 10/15k in pvp are blastbones and subterranean assault. I get similar damage only from certain ultis (not all).
Strange that 2 skills that hit harder that the majority of ultimates are from 2 paying classes...
It's because they are hard to land, at least harder then incap or Merciless Resolve as read LMAO
Artemis_X_ wrote: »Thats not the impression esologs gives.
I play on PC EU and spent the whole week running on BG magcro and scored 2 million alliance points. And during all this time, I came across about 5 magcros, and only one of them was a strong player.
And if necromancers are so strong, then why don't I see them on BG? Once there was a fight in which out of 15 players, 6! were NB. I see a lot of Sorc and DK that cause just a monstrous amount of damage, plars confidently take the place of a tank for dealing damage, NB is generally impossible to kill without a potion for detecting invisibility, so the varden have become smaller. BUT WHERE ARE THESE NECROMANCERS WHO ARE SO STRONG ?
ThePianist wrote: »Ah the battlegrounds argument. Sonny...one day you’re going to have to graduate from bootcamp and get into real pvp. Cyrodiil and Imperial city.
I’ve already laid out my reasons as to why necros are over performing. Pvp content creators and streamers that made tier lists have their own reasons. But my biggest quirk with necros are the infinite purges at will.
Warden purge is not at will. It removes 1 debuff every couple of seconds, which is unreliable.
Templars have built in purges but their purges are not infinite. They cost resources.
Necro expunge should have a cast time like dark deal and make it interruptible. If they won’t add cast time, at least make it a magicka or stamina purge. A health based purge doesn’t make sense, this is how necros have infinite purges.
The ability to debuff your opponent is a form of counterplay. Having infinite purges removes that counter play. ALSO necros can literally stand in oils and cold fire dots and not worry a thing. The battleground bootcamp people probably don’t know what a cold fire dot is.
LOL what a way to spin things out of context. a sorcerer have streak (infinite evasion and speed) with no counters. especailly others like ball of lightning
LOL
is sorcerers overpreforming and then u want to nerf them too? [snip]
The ONLY thing I have to add to this is that this statement is 100% correct... for PvP. In terms of PvE, on the other hand... it's damn near the exact opposite. Necromancers as a class are practically tailor-built for PvP, while the only truly good thing in PvE they can do is tanking. Outside of PvP, where death can happen in an instant and you can respawn with all your resources refilled like in a battlegrounds match, when you take a necromancer dps, Magicka or stamina, and shove them into a prolonged PvE battle situation, one thing becomes readily apparent: they have CRAP sustain. Sure, they can regain small amounts of magick and stamina from kills happening around them, but that doesn't help you in the slightest when the boss you're up against has no additional mobs helping them.
Compare the PvE necromancer dps sustain to that of a Templar or a Nightblade... Both templars and nightblades are MASTERS of sustain... nightblade gains this from the Siphoning Attacks skill, which restores 4-5k stamina or magicka if you let it run its full 20 second duration, while also restoring health, and magicka or stamina to you for your light and heavy attacks (the health of which is a very hefty return), encouraging you to weave to the best of your ability to maintain your resource pools, which is essential to dps as weaving is an integral part of combat. Templars on the other hand have restoring aura... magplars can morph it into an absolutely MASSIVE aoe that can apply minor magicka steal to as many enemies as it hits, whereas stamplars can morph it into an instant corpse-succ ability that siphons 3-5k health and 3k stamina instantly from kills, which also has a chance to crit-heal and restore even more resources... combine that with the two rune focus morphs; which depending on the morph not only provide major resolve for a hefty 5.9k armor boost, but also restore roughly 5k stamina or magicka over their run time, and HEALS the templar about 1.5k health every second if they hold their ground and stay inside the rune.
Necromancers don't even come close to that kind of PvE sustainability. This does, however, tie into your aforementioned problem about them being far too healthy of a class... the closest equivalent necromancers have to the stamina/magicka returns of classes like Templars and Nightblades is their Siphon ability, which functions similarly to the restoring aura templar morph, in that it targets a corpse to activate, and can be morphed to restore stamina or magicka. The problem with this ability is that it OVER-heals compared to the magicka or stamina it restores... it can restore upwards of nearly 20k health over its long run time, but the stamina or magicka it restores is an absolutely ***-poor 1k... that is pathetic for PvE content. Necromancers have NO other means of restoring their magicka or stamina save for this one ability, and the passive that restores about 200 stamina/magicka for every death that happens within a certain meter radius of them... i've tried necromancer, and let me tell you: IT DOES NOT COMPENSATE for the absolute sustain train that is the nightblade and templar arsenal.
To recap, I think that a LOT of necromancer's problems can be solved by merely nerfing the amount of healing they receive, while BUFFING the resource restores they receive. Lower the dps on a few certain abilities that make them the absolute be-all end-all of both necromancer builds, while buffing the dps on other abilities that are their equivalents to other classes... (case in point, a templar's puncturing sweep, the very first aedric spear ability, is an absolute BEAST for dps, while a necromancer's scythe is only SLIGHTLY more useful than the base 2h ability cleave before it gets morphed into Brawler, which provides a damage shield, or its other morph).
Extinct_Solo_Player wrote: »Would be nice for my stam dk to have a spammable that deals the same damage as my ultimate while also being LoS. Intensive mender healing tooltip for 20k per 2 seconds while cauterizes is half of that and ticks per 5 seconds,coil giving stam back and the heal still bugged,double ticking yet you fail to mention that. Those poor magcros really have it bad compared to others LOL. Btw theres more than one way to play magcro than harmony builds so don't act like thats the only way to play it.
As magnecro i can say somethin about this class.
First of all, my BEST CC skill is the Dawnbreaker. Because the bone totem has a delay of 2 seconds to scare anyone within a radius of 6 m, Grave grasp has a delay of 1-2 second to cause a second/third circle to root or stun someone in front of you at a distance of 10-18 m, and the third blow of the Colossus stuns only blinded guys, any guys with eyes will run away or push block after the first blow.
My main spamable skill is Force shock, becouse Skulls sooooooo slow, they fly slower than even light attack hits. Sometimes i swap force shock to Elemental Weapon.
Of cource i use Stalking Blastbones, they do 5-6k every 3 sec if they will not blocked or dodged(then ~2.5k or 0 lol).Sometimes they died before can hit target.
About my healers stuff. Ofc i use Render Flesh, Spirit Mender and Restoring Tether.They are strong because magcro has no mobility skills and their class control skills are incredibly weak. And do not talk about RaT, because everyone can use it, in addition to their CLASS CONTROL/ESCAPE SKILLS.
To BohnT2.
If you compare magcro and magdk in terms of healing. Please compare the controlling skills of those two classes. And something tells me that Dark Talons, Ferocious Leap, Fossilize, Fiery Grip and spammable Lava Whip with Warm passive MUCH BETTER CC SKILLS then Frozen Colossus, Bone Totem and Grave Grasp.

Templar has no native snare removal--> less mobility than rat.Templars has a Binding Spear and a Tipping Charge. Better CC than necro.
DK has wings but those only last for 2 seconds and don't grant major expedition --> less mobility than rat.Still has a better CC than necro.
Warden has no native source of snare removal ---> less mobility than rat.Probably, only Wardens has the same CC as necro, so they also decided to be tanky.
Magnb well who am i joking magnb is so trash that phantasmal escape doesn't matter. Cloak and shadow are almost the best escape skills in the game and cloak give them a great advantage in battle, which can be regarded as a better CC than necro..
This means magnecro is on par with 4/6 magspecs mobility wise, as they all use RaT, and 1/6 magspecs with potential of class Crowd Control skills.
With all those skill on front bar you will kill only afk player or pve player with blue random equip.
Urzigurumash wrote: »About CC, this is another area where MagCro fulfills the "most powerful, but most difficult to use" thing. Grave Grasp is a perfect example of what I mean when I say MagCro has "mathematical advantages, burdened with kinetic disadvantages". Correct me if I'm wrong but Grave Grasp is the longest ranged, non-gapcloser, non-Ult, AoE Stun in the game. It's so difficult to reliably use that Stun - i.e. its kinetic disadvantage is so great - that I understand why it's described as a "trash" skill, but, it is the "mathematically strongest" stun in the game in terms of range+area. Perhaps the mathematically strongest non-Ult CC in the game in terms of the number of potential targets it could snare / immobilize / stun - but very unreliable and difficult to control. Right?
Urzigurumash wrote: »About CC, this is another area where MagCro fulfills the "most powerful, but most difficult to use" thing. Grave Grasp is a perfect example of what I mean when I say MagCro has "mathematical advantages, burdened with kinetic disadvantages". Correct me if I'm wrong but Grave Grasp is the longest ranged, non-gapcloser, non-Ult, AoE Stun in the game. It's so difficult to reliably use that Stun - i.e. its kinetic disadvantage is so great - that I understand why it's described as a "trash" skill, but, it is the "mathematically strongest" stun in the game in terms of range+area. Perhaps the mathematically strongest non-Ult CC in the game in terms of the number of potential targets it could snare / immobilize / stun - but very unreliable and difficult to control. Right?
It's trash.
No damage, no secondary effect and no control at all.
You're picking out individual things like cloak or shade for magnb or CC for magdk and try to argue that magnecro can't be op because it's not top of the class in those categories.
You have to look at the whole package the class packs and how it works in Cyro.
Girl_Number8 wrote: »Is it that time again Bohn 😆
It has been this time since Elsweyr dropped.
Here's a short comparison of some key stats and skills from a magicka necromancer and a magdk, using the same build (which wouldn't be the case as magnecro can run 2-3 offensive sets with only one defensive one while magdk is more or less forced to run 2-3 defensive sets)
Anyway here's the Magnecro screenshots
Followed by the magdk:
I like to point out the following discrepancies in favor of magnecro:
Penetration: 6.4k vs 4.9k
Regen: 1.4kmag&1191stam vs 1.2kmag&951stam
Health: 33.9k vs 32.4k
Magdk only has an advantage in Crit chance due to major prophecy and 34.8k vs 31.5k spell resistance.
When we're looking at mitigation Necromancer is still on top even when it comes to magic damage taken due to its stats, when looking at Dot damage mitigation it's not even a competition anymore.
Especially fun to look at are some tooltips:
Degeneration: 19299 vs 16942
Spirit guardian: 6723 every 2 seconds for 2117
Cauterize: 8071 every 5 seconds for 1945
Spirit Guardian: 13448 every 2 seconds for 972
Moltenwhip with 2 stacks: 16896 for 2088
Blastbones with no damage buff: 16681 for 1258
Mortal coil: 27184 at no cost and giving 200 stamregen
Coagulating Blood: 14191 for 3662
Resistant Flesh: 17649 for 4234
As you can see there is a reason how i come to the conclusion Necromancer is overperforming.
All this hasn't even taken into account how magnecro is extremely gcd saving, none of the skills require you to waste gcds and the amount of hots allows you to be offensive much longer than others.
This also hasn't taken a look at the amount of ultimate necro can generate and how it can stall or flip fights with Ravenous goliath.
The class is overperforming and it's in desperate need of a rework in order to make it more balanced and more fun to play because right now it's neither of those two things.