CreamedPieYum wrote: »Magicka Necro, felt I should say this before people tell me I should spec into that
I tried to play it as long as possible but I gave up after today after hitting 50 lol. Too much micromanaging, keeping up with the tethers/consume corpses/summoning temporary monsters, just to stay on par with the other classes that are straightforward and don't have to juggle 7 skills. Damage doesn't seem to be enough, attacks just feel slow, corpses mechanic is ugh and this class has 3 main attacks? Slow as hell skulls, crappy blastbone pathing, scythe is the only half decent one but it's close quarters.
Was thinking of playing a DK, I haven't played one in a few years since my Xbox days but either that or Templar are better suited, tempo or speed wise. I tried nightblade but the main gimmick of that class is kinda taken away by stage 4 vamp and it's really good for pvp burst ganking type stuff, though that's it. Sorcerer, it's so and so.
That reminds me..why does a necromancer not have permanent combat fighters like the sorc does with the twilights? It seems to me this class isn't really a necromancer, more like a halloween based sorcerer.
OtarTheMad wrote: »Skeletal summons really should be a permanent pet and have some special attack that make it worth slotting because it’s targeting is crap unless it’s 1v1.
OtarTheMad wrote: »Skeletal summons really should be a permanent pet and have some special attack that make it worth slotting because it’s targeting is crap unless it’s 1v1.
Personally, I'd really not like having the Skeletal Mage and its morphs be permanent pets (because that would probably mean that they would have to be double-barred like the Sorcerer's pets and Warden's bear).
To make the summon more reliable, I'm wondering if the skill would work better if it was similar to a Single Target DOT with a 22 or 28 meter range though? Meaning you'd have to cast it at an enemy and it continues to shoot arrows/spells at that target every 2 seconds for the duration. Though the summon would still move with the player, as it does now, instead of being stationary.
I suppose the skill could still be broken by using LOS or moving out of its distance, but at least it will attack the player/monster you want to instead (as it does not appear to attack the closest enemy all the time).
Twohothardware wrote: »Necromancer could easily be one of the most interesting and fun classes to play in the game but several of the skills like the slow throwing skulls are clunky and need to be reworked and dead bodies should work more like Crux's do with Arcanist to build up your damage. Necro needs another burst damage skill after what they did to Graveyard. Using a bunch of low damage dot skills isn't fun.
OtarTheMad wrote: »For fun I am trying to come up with “my version of Necromancer.” One way I did skeletal was this: everything was basically the same except the duration was 30 seconds, upon summoning the skeletal and the caster gain a Flame Cloak which would do DoT damage to all around both for the duration it’s alive. I also thought maybe every 5 seconds you can active a special ability on a target that does additional damage.OtarTheMad wrote: »Skeletal summons really should be a permanent pet and have some special attack that make it worth slotting because it’s targeting is crap unless it’s 1v1.
Personally, I'd really not like having the Skeletal Mage and its morphs be permanent pets (because that would probably mean that they would have to be double-barred like the Sorcerer's pets and Warden's bear).
To make the summon more reliable, I'm wondering if the skill would work better if it was similar to a Single Target DOT with a 22 or 28 meter range though? Meaning you'd have to cast it at an enemy and it continues to shoot arrows/spells at that target every 2 seconds for the duration. Though the summon would still move with the player, as it does now, instead of being stationary.
I suppose the skill could still be broken by using LOS or moving out of its distance, but at least it will attack the player/monster you want to instead (as it does not appear to attack the closest enemy all the time).
Twohothardware wrote: »Necromancer could easily be one of the most interesting and fun classes to play in the game but several of the skills like the slow throwing skulls are clunky and need to be reworked and dead bodies should work more like Crux's do with Arcanist to build up your damage. Necro needs another burst damage skill after what they did to Graveyard. Using a bunch of low damage dot skills isn't fun.
Hm, I do wonder what a Crux-system with corpses would look like. Perhaps the Dismember passive could be changed into something like this (and the increased Penetration could be added to Rapid Rot instead)?
"When you create a corpse, you increase your Weapon and Spell Damage by 2% for 30 seconds, stacking up to 3 times. When you gain three stacks, the next Necromancer ability you cast consumes all stacks and deals 25% more damage or heals for 25% more."
TX12001rwb17_ESO wrote: »Twohothardware wrote: »Necromancer could easily be one of the most interesting and fun classes to play in the game but several of the skills like the slow throwing skulls are clunky and need to be reworked and dead bodies should work more like Crux's do with Arcanist to build up your damage. Necro needs another burst damage skill after what they did to Graveyard. Using a bunch of low damage dot skills isn't fun.
Hm, I do wonder what a Crux-system with corpses would look like. Perhaps the Dismember passive could be changed into something like this (and the increased Penetration could be added to Rapid Rot instead)?
"When you create a corpse, you increase your Weapon and Spell Damage by 2% for 30 seconds, stacking up to 3 times. When you gain three stacks, the next Necromancer ability you cast consumes all stacks and deals 25% more damage or heals for 25% more."
I would go higher then that, 2% stacks up to a maximum of 3 is not much compared to how Arcanist skills almost double in strength with full crux, something like 50 more weapon/spell power for every fresh corpse within 30 feet up to a maximum of 10 corpses would be more appropriate.