LukosCreyden wrote: »Big disagree on the scythe changes. Hungry Scythe is a great solo skill as it is. Necromancer already has a spammable, I would rather THAT skill be made more viable, as opposed to trashing one of Necro's other skills.
I agree about skeletal mage though, it is probably one of the weakest skills in the game. Personally, I would tie Major Sorcery / Brutality to that, to give it more value if they are unwilling to buff the damage.
I more or less agree on everything else here, but I would like to see something done with blastbones to make it less of a pain to keep up.
ForumBully wrote: »I'd like to see a cost reduction on Reanimation, at least the blastbones morph to make it more useful offensively. Even if it means that it doesn't Rez players anymore. Its a fun, thematic damage ultimate. It's a bit to expensive to use it that way because it brings back players, but if it didn't it would be more useful as a damage ultimate.
KingLewie_III wrote: »
I understand where you're coming from, but I don't believe an MMO should cater towards a solo player.
LukosCreyden wrote: »KingLewie_III wrote: »
I understand where you're coming from, but I don't believe an MMO should cater towards a solo player.
In this regard, you are fundamentally misunderstanding one of the reasons why ESO is so popular in the first place.
The scythe is fine as is. It is useful and should not receive a nerf. The AoE is good for packs of mobs and the HoT is valuable in even single target scenarios. Without it, a necromancer would essentially have to rely on guardian's healing which is already very mediocre. Other classes have skills that passively heal you, most classes are actually far more efficient than Necro at this.
KingLewie_III wrote: »I understand where you're coming from, but I don't believe an MMO should cater towards a solo player. Thats counter intuitive for the entire genre.
KingLewie_III wrote: »I understand where you're coming from, but I don't believe an MMO should cater towards a solo player. Thats counter intuitive for the entire genre.
Everquest (1999) - Necromancer class description since release:
They have a combination of skills and abilities [...] that allows them to function as an effective solo class.
New World (2021) patch notes half a year after release:
New soloable quest options are available for the MSQ to allow players to progress without running [group content]
Well...
EQ was another age, as was UO, fun times, being ganked and robbed when leaving a dungeon packed with loot. But even back then, when players camping a world boss usually talked to each other, because there was no Tiktok, Youtube or Netflix, the devs realized, that players want to play solo, at least some of the time, and that the ability to solo is a good way to mask a dwindling player base. Heck Guild Wars went so far as to allow you to party up with your own alts.
There never really was a MMO that could afford to ignore solo play for long, even WoW eventually gave in..
KingLewie_III wrote: »Solo content in ESO is mind numbingly easy and requires very little effort or knowledge of the game to complete. Therefore, designing CLASS SKILLS in such a way that they're essentially only able to be used in situations you could just as easily light attack your way through is detrimental to the rest (majority) of the player base.
KingLewie_III wrote: »Solo content in ESO is mind numbingly easy and requires very little effort or knowledge of the game to complete. Therefore, designing CLASS SKILLS in such a way that they're essentially only able to be used in situations you could just as easily light attack your way through is detrimental to the rest (majority) of the player base.
When we talk about soloing we mean soloing group content, i.e. dungeons.
So when I think of Necromancers, I mainly think of raising the dead to fight for them. I would love to be able to have more than one skeletal minion out at a time. Or at the very least buff the one we do have.
Also, I can’t believe necromancers don’t have a single target DOT, the dot class after all…. Imagine a single target dot that spread to nearby targets at a reduced duration!
KingLewie_III wrote: »With the announcement of the Harmony rework essentially removing one of the few, if not only viable playstyle for Necromancer, I wanted to brainstorm some ideas about how i would rework this class to be more in line with the others in the game. Mainly from a PVP perspective, as that's what I mostly play.
Necromancer needs damage over time abilities in its tool kit allowing player to take advantage of it’s DoT passive. Additionally, this would add value to the Blighted Blastbones morph as defile would be desirable on a DoT spec and fits the theme of a Necromancer.
- Suggestion: Remove Flame Skull as neither of it’s morphs are used in PVE or PVP. Replace with a new skill that deals upfront damage to its target, and “marks” them with a DoT. This DoT spreads to any enemy within 5 meters of the initial target. The animation could be from Soul Splitting trap, just a different color.
Necromancer is the only class that does not have access to Major Brutality/Sorcery, Major/Minor Expedition, Major/Minor Endurance/Intellect, Major/Minor Prophecy/Savagery. These are basic named buffs that should be included in every class tool kit.
- Suggestion: Increase the damage of Skeletal Mage and it’s morphs by 25%.
- Suggestion: The Summoner’s Armor morph’s second effect is redundant due to the Reusable Parts passive. Remove the cost reduction and give Minor Intellect/Endurance and Major Brutality/Sorcery while the ability is active.
The current spammable options of Skulls (proposed change above) and Scythe are both outperformed in PVE and PVP by generic skills such as Silver Shards, Elemental Weapon, and Whirling Blades. The finishing power of the Necromancer also leaves something to be desired.
- Suggestion: Add Major Prophecy/Savagery to Restoring Tether and its morphs while the ability is active. This ability is already difficult to keep up due to the majority of fights being more mobile and the line-of-sight issues with this skill, primarily in PVP. This adds incentive to keeping this skill slotted and give’s Necromancer a version of Lotus Blossom from the Warden.
In PVP a class’s success is largely dependent on its ability to stun their opponent. Necromancer lacks a consistent form of CC due to its current skills Bone Totem and Grave Grasp, being clunky or just unusable in PVP.
- Suggestion: Increase the damage of Ruinous Scythe. This skill tool tips for 1799 at base, same as Whirling Blades but without the execute scaling so it can’t be used as an execute. Increase the base damage of Ruinous Scythe and Hungry Scythe to 2280, placing it between Whirling Blades at 1799 and Dizzying Swing at 2760. Keep the current secondary effects of Ruinous Scythe. Change Hungry Scythe to deal up to 125% more damage to enemies under 40% health and healing for the damage done if the target is killed, like Killer’s Blade from the Nightblade.
Defensively the necromancer doesn’t need much help. The Intensive Mender morph was nerfed a bit too aggressively and has since lost any value to be used over the Spirit Guardian morph that provides 10% damage mitigation. Since both heals are negligible, there’s no benefit to Intensive Mender.
- Suggestion: Change Ghostly Embrace morph to require a target to cast and summon a skeletal hand to Instantly stun the target. Animation would be from Kjalnar’s Nightmare set. Empowering Grasp remains AOE based as it is, but the “empowering” effect towards your pets carries for 10 seconds, meaning you wouldn’t have to cast it on every Blastbones. Bone Totem is used by some in PVE, and in some large group PVP situations, so a change to this isn’t necessarily needed as it does serve a purpose.
- Suggestion: Increase the healing power of Intensive Mender by 33%. Also, have the movement speed of the ghost match that of the player’s, this would eliminate situations in which you’re outrunning the ghost’s healing range.
KingLewie_III wrote: »With the announcement of the Harmony rework essentially removing one of the few, if not only viable playstyle for Necromancer, I wanted to brainstorm some ideas about how i would rework this class to be more in line with the others in the game. Mainly from a PVP perspective, as that's what I mostly play.
Necromancer needs damage over time abilities in its tool kit allowing player to take advantage of it’s DoT passive. Additionally, this would add value to the Blighted Blastbones morph as defile would be desirable on a DoT spec and fits the theme of a Necromancer.
- Suggestion: Remove Flame Skull as neither of it’s morphs are used in PVE or PVP. Replace with a new skill that deals upfront damage to its target, and “marks” them with a DoT. This DoT spreads to any enemy within 5 meters of the initial target. The animation could be from Soul Splitting trap, just a different color.
Necromancer is the only class that does not have access to Major Brutality/Sorcery, Major/Minor Expedition, Major/Minor Endurance/Intellect, Major/Minor Prophecy/Savagery. These are basic named buffs that should be included in every class tool kit.
- Suggestion: Increase the damage of Skeletal Mage and it’s morphs by 25%.
- Suggestion: The Summoner’s Armor morph’s second effect is redundant due to the Reusable Parts passive. Remove the cost reduction and give Minor Intellect/Endurance and Major Brutality/Sorcery while the ability is active.
The current spammable options of Skulls (proposed change above) and Scythe are both outperformed in PVE and PVP by generic skills such as Silver Shards, Elemental Weapon, and Whirling Blades. The finishing power of the Necromancer also leaves something to be desired.
- Suggestion: Add Major Prophecy/Savagery to Restoring Tether and its morphs while the ability is active. This ability is already difficult to keep up due to the majority of fights being more mobile and the line-of-sight issues with this skill, primarily in PVP. This adds incentive to keeping this skill slotted and give’s Necromancer a version of Lotus Blossom from the Warden.
In PVP a class’s success is largely dependent on its ability to stun their opponent. Necromancer lacks a consistent form of CC due to its current skills Bone Totem and Grave Grasp, being clunky or just unusable in PVP.
- Suggestion: Increase the damage of Ruinous Scythe. This skill tool tips for 1799 at base, same as Whirling Blades but without the execute scaling so it can’t be used as an execute. Increase the base damage of Ruinous Scythe and Hungry Scythe to 2280, placing it between Whirling Blades at 1799 and Dizzying Swing at 2760. Keep the current secondary effects of Ruinous Scythe. Change Hungry Scythe to deal up to 125% more damage to enemies under 40% health and healing for the damage done if the target is killed, like Killer’s Blade from the Nightblade.
Defensively the necromancer doesn’t need much help. The Intensive Mender morph was nerfed a bit too aggressively and has since lost any value to be used over the Spirit Guardian morph that provides 10% damage mitigation. Since both heals are negligible, there’s no benefit to Intensive Mender.
- Suggestion: Change Ghostly Embrace morph to require a target to cast and summon a skeletal hand to Instantly stun the target. Animation would be from Kjalnar’s Nightmare set. Empowering Grasp remains AOE based as it is, but the “empowering” effect towards your pets carries for 10 seconds, meaning you wouldn’t have to cast it on every Blastbones. Bone Totem is used by some in PVE, and in some large group PVP situations, so a change to this isn’t necessarily needed as it does serve a purpose.
- Suggestion: Increase the healing power of Intensive Mender by 33%. Also, have the movement speed of the ghost match that of the player’s, this would eliminate situations in which you’re outrunning the ghost’s healing range.
You know, I hate to be this guy however on certain occasions when I play Necro, everytime I play that class, I never use Harmony. Not one time have I ever used it.
Sufficed to say, while I won't say how, my Necro has accomplished several amazing feats and even single handedly helped a certain faction win a particularly nasty campaign at like the last day or two of the scoring.
I just hope ZOS leaves Necro alone cause the way it is now is perhaps not perfect but flawless none the less and it shouldn't change because people have to learn new ways to use the class. I'm just saying.
So when I think of Necromancers, I mainly think of raising the dead to fight for them. I would love to be able to have more than one skeletal minion out at a time. Or at the very least buff the one we do have.
Also, I can’t believe necromancers don’t have a single target DOT, the dot class after all…. Imagine a single target dot that spread to nearby targets at a reduced duration!