Fenris_Arainai wrote: »Don't they constantly update classes due to "balance" (especially for PvP needs)?
And mind you, they overhauled Vampire. Not a class, I know, but doing that to a class would mean doing that to its skill lines...
Are you sure you want that?
Urzigurumash wrote: »Mechanically Warden is the best class by far, it really has it all besides spammable skills which are abundant in weapon lines. Hence it's the most fun to play and the most versatile in PvP, imho.
Thematically, whether coherent or not, it's nicely opposed to the theme of DK. Fire and Ice, Geology and Flora/Fauna. I see NB as the only without a thematic opposite: DK and Warden, Necro and Templar, Sorc and Arcanist - and all of these pairs have a range of mechanically similar skills.
Are you really a warden though when only 20% of your skills are warden abilities and the rest are weapon/world skills?
CameraBeardThePirate wrote: »If only 2 of your skills are Warden abilities (20% of 10 abilities), you're either playing Warden wrong or nerfing yourself on purpose. They have a number of fantastic abilities. Pretty much the only thing they lack is a good spammable and good armor buff, and even then, the spammable is only bad in PvP.
Necrotech_Master wrote: »its going to be difficult for them to make necromancer worse than it already is lol
KlauthWarthog wrote: »Necrotech_Master wrote: »its going to be difficult for them to make necromancer worse than it already is lol
Do not word things like this, they might take it as a challenge.
Necrotech_Master wrote: »Fenris_Arainai wrote: »Don't they constantly update classes due to "balance" (especially for PvP needs)?
And mind you, they overhauled Vampire. Not a class, I know, but doing that to a class would mean doing that to its skill lines...
Are you sure you want that?
its going to be difficult for them to make necromancer worse than it already is lol
Sorcerer is confusing to be honest. I can see the summoning of daedra and atronachs, that is all well and good. It makes sense for it to be a daedra class, but lightning makes absolutely no sense. I mean lightning is considered to be of the natural world and falls more under Kyne's domain rather than daedra. Infact all spells not associated with daedra come from Magnus which is a Aedra. Including the Staff skill line.
It just seems to come out of left field. Would have been better if they made a Atronachs line, Daedra line, and Oblivion magic line. It would have been better themed.
CameraBeardThePirate wrote: »Urzigurumash wrote: »Mechanically Warden is the best class by far, it really has it all besides spammable skills which are abundant in weapon lines. Hence it's the most fun to play and the most versatile in PvP, imho.
Thematically, whether coherent or not, it's nicely opposed to the theme of DK. Fire and Ice, Geology and Flora/Fauna. I see NB as the only without a thematic opposite: DK and Warden, Necro and Templar, Sorc and Arcanist - and all of these pairs have a range of mechanically similar skills.
Are you really a warden though when only 20% of your skills are warden abilities and the rest are weapon/world skills?
If only 2 of your skills are Warden abilities (20% of 10 abilities), you're either playing Warden wrong or nerfing yourself on purpose. They have a number of fantastic abilities. Pretty much the only thing they lack is a good spammable and good armor buff, and even then, the spammable is only bad in PvP.
Warden needs to outsource their spammable, and maybe grab their armor buff from Chudan to slot something more useful. They have in-class sorcery/brutality, in-class minor sustain, both sticky and ground DoTs, in-class burst with tied-in fracture, in-class mobility, in-class defense with Slab, in-class prohecy/savagery, and an in-class on-demand stun.
For comparison, necro needs to outsource:
- their spammable (in PvP)
- fracture
- mobility
- Sorcery/Brutality
- Prophecy/Savagery
- Sticky DoTs in PvP/mobile PvE encounters
- an on demand stun
If you wanna play the "not able to run enough class abilities" game, necromancer is far and away the worst offender.
In some areas yes.. mostly for graphics like ability/spell animations, colors, textures, lighting, and other 3d special effects. To make them look more realistic and unique.
I'd be in favour if that involved "downgrading" the Arcanists' ability/spell animations, colours, textures, lighting, and other 3d special effects, rather than "upgrading" those things for the other classes.
In other respects no, the game functions well as it is without constantly changing things for the sake of it.
CameraBeardThePirate wrote: »Necromancer needs an overhaul. It's such a clunky class and it's too similar to Warden. The other classes just need some reworks.
This. A solid portion of necromancers abilities either don't function at all or aren't worth the bar slot.
The recent skulls buff was great, and the ability hits hard, but in PvP it still feels terrible to use because the projectile is far too slow and telegraphed. The ability also feels awful to light attack weave because each cast has a separate and distinct animation.
The tethers are awful outside of completely stationary fights (and even then, nearly every trial boss that's come out since Necro dropped has had issues with the tether hitboxes).
The Fear Totem is still bugged and doesn't fear until 4 seconds into the duration in most circumstances. Good job fixing this one in the "bug fix" patch. Outside of the bug, the ability is unusable as an offensive stun in PvP.
Empowering Grasp is a waste of mag. It's expensive, difficult to land, and only buffs your pets if you hit them - an extremely difficult task when your pets constantly move around as you move, and most often position themselves at the side or back of you. The empower on this ability is also worthless in PvP.
They lack both of the major offensive buffs in the game, one of which (sorcery/brutality) is mandatory in all content on all builds. They also lack an on demand stun (something every other class has) and any sort of mobility - no expedition, no gap closer, no snare removal. They don't need all of these tools, but the fact they don't have a single one of them is a joke.
Their pets cannot be commanded with the command pet keybind like normal pets can, and yet, they cannot proc any sets. There's no reason they shouldn't be able to proc sets when they function identically to non-pet abilities. Additionally, the skeletal mage and its morphs were butchered by 40% in U35, despite the fact that they don't actually count as DoTs, aren't buffed by Necro's passive, and can be blocked.
Necrotic Potency/Deaden Pain refresh the HoT duration even if the refresh is a shorter duration. This means you have to choose between continuing to heal yourself or sucking up a corpse for the ult. The ultimate generation is second to none, but having to give up a good HoT doesn't make the ability feel great to use when you need the HoT.
Graveyard was butchered despite all its power coming from the (now nerfed) harmony trait, making the ability to use your own synergy worthless. It should not have been nerfed alongside the harmony nerf, and especially not by how much it was.
Blastbones is the only saving grace, as it does an insane amount of damage, but it has its own fair share of issues as everyone should be aware of by now. The Animate Blastbones ultimate, arguably the most "necromancer" ability they have, is a wasted cast more often than not. Since you can't command your pets, the blastbones summoned from the ultimate will just fail to pick a target too often. Not a good look for the most expensive ultimate in the game.
Editing to be fair: Resistant Flesh is also a crazy good burst heal and probably the other saving grace.
Necro needs help, has needed help, and will continue to need help because ZOS has shown no indication of wanting to make any changes to the things that are actually wrong with the class.