You forgot our passive offensive abilities, because they are so poor and underpowered:
Death Knell - Increases your critical strike chance against enemies under 25% health by 8% for each Gravelord ability slotted.
(75% targets life its disable and when target has ~5k hp you will have +8%!! crit lol)
Dismember - While a Gravelord ability is active, your spell and physical penetration are increased by 1500.
(wow, so HUGE pen bonus if our blastbones active, because our mage/archer useless *** with no damage)
Rapid Rot - Increases your damage done with damage over time effects by 10%
(this is my winner, because necro dont have class dots)
I think class deserve to rework, but @ZOS dont care about it...
Yeah every class needs help. For example, ZoS decided to remove Templar's spammable and its burst damage ability in one patch, so it relies on an AOE skill for a spammable, and doesn't use the old burst skill unless the party needs minor breach. And the class has to rely on the execute phase to actually do damage.
Sure, every class has its problems. I could list the problems with Sorc and Warden as well. But they haven't been fixed in a year so I don't really care anymore.
You claim that Sorc is not so good at pvp, but if you play Necro , you will come to the opinion that Sorc is VERY good, even if compair mag or stam specs.Turtle_Bot wrote: »
You claim that Sorc is not so good at pvp, but if you play Necro , you will come to the opinion that Sorc is VERY good, even if compair mag or stam specs.Turtle_Bot wrote: »
StarOfElyon wrote: »Here are some ideas that I have to add some more utility to the skills on the class.
Hungry Scythe: also applies life steal to all enemies hit. (I think this still won't make the spammable very good for damage but at least it'll add to the use for survivability)
[Also, life steal should probably be tied to a status effect too]
Skeletal Arcanist/Archer: grants major sorcery/brutality when active.
Mystic/Detonating Syphon: grants major prophecy/savagery when slotted. Both morphs apply a damage over time to targets that stick to them after touching the tether.
Flame/Venom skull: applies burning/poisoned status effects. Does additional damage to targets afflicted with a status effect. No longer does increased damage on third cast but instead does increased damage on low health enemies.
Spirit Mender:
- Spirit Guardian: when active, applies major cowardice to attackers. (I just like the idea of the ghost scaring attackers.)
- Intensive Mender: increases the healing over a shorter period of time. (Buff the healing more please)
Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)
- Warding Totem (Formerly Remote Totem): grants minor protection when standing in the area of effect.
- Agony Totem: afflicts enemies in the area of effect with minor vulnerability.
ULTIMATES:
Putrid Colossus (formerly Frozen Colossus): Unleash a decayed Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds.
- Frozen Colossus (formerly Glacial Colossus): does frost damage and freezes (stuns) enemies on the first hit instead of the third. (If a stun is too strong, the first hit can apply a strong snare instead)
- Pestilent Colossus: smashes the ground once and does disease damage. Afflicts enemies with a pestilence that does damage over time. (In PvP ultimates are all about burst and that's what necros lack so I tried to make the bursty part of these ultimates at the beginning of them)
Animate Blastbones: instead of resurrecting allies, this ultimate summons three blastbones to attack the nearest opponent. It consumes corpses in the area to summon up to three more blastbones. Summoned Blastbones are immune to being crowd controlled (other than by another ultimate). Reduce the cost of this ultimate to 200, down from 320, to make it more usable.
StarOfElyon wrote: »Here are some ideas I have to help necros:StarOfElyon wrote: »Here are some ideas that I have to add some more utility to the skills on the class.
Hungry Scythe: also applies life steal to all enemies hit. (I think this still won't make the spammable very good for damage but at least it'll add to the use for survivability)
[Also, life steal should probably be tied to a status effect too]
Skeletal Arcanist/Archer: grants major sorcery/brutality when active.
Mystic/Detonating Syphon: grants major prophecy/savagery when slotted. Both morphs apply a damage over time to targets that stick to them after touching the tether.
Flame/Venom skull: applies burning/poisoned status effects. Does additional damage to targets afflicted with a status effect. No longer does increased damage on third cast but instead does increased damage on low health enemies.
Spirit Mender:
- Spirit Guardian: when active, applies major cowardice to attackers. (I just like the idea of the ghost scaring attackers.)
- Intensive Mender: increases the healing over a shorter period of time. (Buff the healing more please)
Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)
- Warding Totem (Formerly Remote Totem): grants minor protection when standing in the area of effect.
- Agony Totem: afflicts enemies in the area of effect with minor vulnerability.
ULTIMATES:
Putrid Colossus (formerly Frozen Colossus): Unleash a decayed Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds.
- Frozen Colossus (formerly Glacial Colossus): does frost damage and freezes (stuns) enemies on the first hit instead of the third. (If a stun is too strong, the first hit can apply a strong snare instead)
- Pestilent Colossus: smashes the ground once and does disease damage. Afflicts enemies with a pestilence that does damage over time. (In PvP ultimates are all about burst and that's what necros lack so I tried to make the bursty part of these ultimates at the beginning of them)
Animate Blastbones: instead of resurrecting allies, this ultimate summons three blastbones to attack the nearest opponent. It consumes corpses in the area to summon up to three more blastbones. Summoned Blastbones are immune to being crowd controlled (other than by another ultimate). Reduce the cost of this ultimate to 200, down from 320, to make it more usable.
You claim that Sorc is not so good at pvp, but if you play Necro , you will come to the opinion that Sorc is VERY good, even if compair mag or stam specs.Turtle_Bot wrote: »
Turtle_Bot wrote: »...
You forgot our passive offensive abilities, because they are so poor and underpowered:
Death Knell - Increases your critical strike chance against enemies under 25% health by 8% for each Gravelord ability slotted.
(75% targets life its disable and when target has ~5k hp you will have +8%!! crit lol)
Dismember - While a Gravelord ability is active, your spell and physical penetration are increased by 1500.
(wow, so HUGE pen bonus if our blastbones active, because our mage/archer useless *** with no damage)
Rapid Rot - Increases your damage done with damage over time effects by 10%
(this is my winner, because necro dont have class dots)
I think class deserve to rework, but @ZOS dont care about it...
I keep wondering why after this last tweak, a major sorcery to necromancer has still not been added, this is very very stupid.
It's the ONLY class without access to a major sorcery / brutality. IT WOULD MAKE MY LIFE SO MUCH EASIER to have a major sorcery.
The siphon could give the effect of major sorcery and the magicka version and the stmin version has brutality or both, style while you extract the force from the corpse you get major sorcery and brtutality .
Call me crazy but I see it as EXTREMELY BAD, UGLY, BROKEN, SPOILED, BADLY DONE, that it is the only class without access to any major bonus is this extremist.
What are you guys talking about???? Necromancer is awesome as it is...
My magro can SOLO all world bosses in Stros M'kai, Khenarthi's Root and Bleackrock Isle.
What are you guys talking about???? Necromancer is awesome as it is...
My magcro can SOLO all world bosses in Stros M'kai, Khenarthi's Root and Bleackrock Isle.
My magcro can SOLO all world bosses in Stros M'kai, Khenarthi's Root and Bleackrock Isle.
... All classes can do it... and to much better than necro
All clases can make SOLO .... this is not a reason for "Necro its good" XDD