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Changing Blighted Blastbones? (PvE)

Styxius
Styxius
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Curious as one thing we've been working on is Class Identity. Which, to be fair has vastly improved Stamina sorcerer is an excellent example of this. I would be curious about people's thoughts on Blighted blastbones, I was curious how the following changes would impact combat.

Suggested change:
*potential removal of the Major Defile
-Reduce the damage by 40-45%
-Double the amount of blastbone's spawned, to 2 up from 1.
-make a spawn point at both sides of the player instead of directly in front.

Reason:
In PvE Stalking has far surpassed its stamina counterpart leading to a severe drop-off in its utility outside of PvP. With this change, it could allow Blastbones on a Damage Dealer to potentially do increased total damage with Stagger and other raid buffs from having two hits as opposed to 1. The extra production of corpses could lead this to be more commonly used by Necromancer Healers and Tanks for ultimate generation and synergy with their AoE heals making it more iconic and an even stronger staple of being a Necromancer.

Also, I'd like to say Venom skull, I still think should apply a DoT on its third cast, as opposed to the 20% increased damage would better fit its toolkit. Would also like to see the animation of this become more fluid, or sped up on its snappiness to make it flow better.

What are your thoughts?
  • Necrotech_Master
    Necrotech_Master
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    the thing that irks me about blastbones (besides the fact that it doesnt trigger any procs for a primary dmg skill) is the fact it locks you out from spawning another one until the previously summoned one dies or hits its target

    the longer its chasing its target, the more it messed with your rotation, since the blastbones blows itself up anyway, i would rather we could keep summoning them, although i know for them to do that they would probably have to cut the dmg in half at minimum
    plays PC/NA
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    active player since april 2014

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  • Alaztor91
    Alaztor91
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    Idk if you would want 2 skeletons instead of one.
    -Your target decides to move and cover a distance greater than 2 in-game steps and your BB will take 1 more GCD to explode and mess your rotation
    -Someone throws a hostile AoE stun at your target location, your BB will get stunned, time out and probably do nothing
    -There is a silence ground area in the path to your target, your BB will just stay there floating as soon as it touches it, time out and probably do nothing

    BB is probably the most unreliable offensive skill in the game, I wish that it worked like Shalks.
  • Styxius
    Styxius
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    Alaztor91 wrote: »
    Idk if you would want 2 skeletons instead of one.
    -Your target decides to move and cover a distance greater than 2 in-game steps and your BB will take 1 more GCD to explode and mess your rotation
    -Someone throws a hostile AoE stun at your target location, your BB will get stunned, time out and probably do nothing
    -There is a silence ground area in the path to your target, your BB will just stay there floating as soon as it touches it, time out and probably do nothing

    BB is probably the most unreliable offensive skill in the game, I wish that it worked like Shalks.

    Honestly having been playing necro for years I'm not too bothered by this, and if they spawned two at the same time it'd just be the same issues some people experience with a singular as you describe. I think my goal is for it to bring more utility to their support side and make a competitive morph to Stalking.
  • nadrokal
    nadrokal
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    Styxius wrote: »
    Reason:
    In PvE Stalking has far surpassed its stamina counterpart leading to a severe drop-off in its utility outside of PvP. With this change, it could allow Blastbones on a Damage Dealer to potentially do increased total damage with Stagger and other raid buffs from having two hits as opposed to 1. The extra production of corpses could lead this to be more commonly used by Necromancer Healers and Tanks for ultimate generation and synergy with their AoE heals making it more iconic and an even stronger staple of being a Necromancer.

    The last I heard on the subject, the extra damage from distance traveled was not applying to stalking blastbones because they couldn't make it work. Was this actually fixed at some point?
  • YandereGirlfriend
    YandereGirlfriend
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    nadrokal wrote: »
    Styxius wrote: »
    Reason:
    In PvE Stalking has far surpassed its stamina counterpart leading to a severe drop-off in its utility outside of PvP. With this change, it could allow Blastbones on a Damage Dealer to potentially do increased total damage with Stagger and other raid buffs from having two hits as opposed to 1. The extra production of corpses could lead this to be more commonly used by Necromancer Healers and Tanks for ultimate generation and synergy with their AoE heals making it more iconic and an even stronger staple of being a Necromancer.

    The last I heard on the subject, the extra damage from distance traveled was not applying to stalking blastbones because they couldn't make it work. Was this actually fixed at some point?

    Nope - and at this point most MagRomancers have sort of assumed that it never will get fixed.
  • dinokstrunz
    dinokstrunz
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    I don't think I've ever used Venom Skull at end game content, it's a clunky spammable that should be looked at imo.
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