CameraBeardThePirate wrote: »The problem with the Animate Blastbones ult isn't the cost, nor is it even the fact that you have to consume corpses with the ult; it's the fact that the ultimate is a buggy mess. Even though it should count as a Corpse Consumption ability, it doesn't, which means it doesn't allow you to see consumable corpses like it should. This bug has existed for over 2 years now, and despite report after report and post after post nothing has been done about it.
GusTheWizard wrote: »CameraBeardThePirate wrote: »The problem with the Animate Blastbones ult isn't the cost, nor is it even the fact that you have to consume corpses with the ult; it's the fact that the ultimate is a buggy mess. Even though it should count as a Corpse Consumption ability, it doesn't, which means it doesn't allow you to see consumable corpses like it should. This bug has existed for over 2 years now, and despite report after report and post after post nothing has been done about it.
Didn’t think of this, my point was that it didn’t consume corpses anymore so I guess you could make it a targetable skill (like the actual blastbones skill) and only have it cast two blastbones max so as not to allow too much burst potential.
Lazarus_Rising wrote: »I try to make it useful but it is super expensive and i do not manage to get 3 corpses most of the time because the corpses disappear so fast. I cast my blastbones 2 times and while that the first corpse starts to disappear already. Its tough really.
I am at my wits end a bit to find anything for the mag-necro to at least get some niche and unique pvp build to surprise enemies.
RN i expermient with ritualist+empowering grasp to get some nice damage output from afar.
CameraBeardThePirate wrote: »Lazarus_Rising wrote: »I try to make it useful but it is super expensive and i do not manage to get 3 corpses most of the time because the corpses disappear so fast. I cast my blastbones 2 times and while that the first corpse starts to disappear already. Its tough really.
I am at my wits end a bit to find anything for the mag-necro to at least get some niche and unique pvp build to surprise enemies.
RN i expermient with ritualist+empowering grasp to get some nice damage output from afar.
The trick to getting enough corpses for Animate is using Intensive Mender. It can create a corpse every 4s and the corpses last for 10.
That does highlight another huge issue with necros across the board however: corpse gameplay stinks. Corpses don't last long enough and things like the tethers just aren't nearly strong enough to require a corpse to use.
RedFireDisco wrote: »What they need to do is make blastbones summonable with no target like Warden's shallks is.
There's no reason to play a necro over a warden when warden does everything better with more buffs and mobility, and healing
GusTheWizard wrote: »Necromancer as a class is pretty lacking in the pvp environment, my suggestion will give it some class identity as well as needed tools they don’t have at the moment
Ghostly Blight(Ghostly Embrace)
This morph no longer summons three patches of skeletal claws but rather places a ghostly blight on the target for 10 seconds, hitting a blight target with Frozen Colossus, Flame Skull, Blastbones, Death Scythe or their morphs grants a stack of grasp, 1 stack of grasp immobilizes the target 2 stacks stuns the target and consumes the blight
The stun can not be blocked.
Animate Blastbones(morph of Reanimate)
This morph no longer resurrects your allies, now summons up to three Blastbones on cast.
Casting Animate Blastbones with 100 ultimate summons 1 blastbones up to 3 for every 100 ultimate you spend.
This will give necro a good stun and burst ultimate which is what I think they need the most, let me know if you guys have any other/better suggestions to improve nerco.