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Simple Necro change.! (same as DK)

Trags
Trags
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Heyo ZoS
I found the change you made to DK with the seething fury to be able to get stacks while using ardent flame on another bar is just wonderful.!
So i have a proposal, if you did the same to Necro skull stacks it would fit perfect and in the same moment buff the long forgotten Necro just a bit.
Im so sad that skull just isn't viable compared to other skills as spammable, i mean who dont wanna cast skulls if they were a Necro :)
  • CameraBeardThePirate
    CameraBeardThePirate
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    The real issue with skulls is the travel time. It hits crazy hard now but unless you're in melee range you'll never land it.

    They should also remove the unique animations per stack because that screws with light attack weaving.

    I'd welcome being able to build stacks on both bars with open arms, but unless they fix the travel time and animation, the skill will always feel bad to use.
    Edited by CameraBeardThePirate on September 27, 2023 1:46PM
  • i11ionward
    i11ionward
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    I believe this has already been mentioned in this thread https://forums.elderscrollsonline.com/en/discussion/643426/update-all-while-slotted-abilities-to-function-on-either-bar#latest

    But even if your proposal is approved Skull will still be a very poor copy of Crystal Fragments.

    Just look

    Skull's base damage (any morph) is 2160;
    Proc damage +50% - 2160+50%=3240;

    Crystal Fragments base damage - 2483;
    Proc damage +66% - 2483+66%=4121.

    The base damage is clear, Crystal Fragments has a cast time, so it does more damage than Skull.

    Mathematically, the chances of proc are the same - 33% of Crystal Fragments corresponds to every third cast of Skull (I will not discuss the nuance that you can use any skill to proc Crystal Fragments).

    But the proc damage of both skils has no cast time and theoretically it should be the same, but Crystal Fragments does 4121/3240=1,27 that is 27% more damage than Skull.

    Again mathematically, Skull's proc damage should be changed from 50% to 90% to match Crystal Fragments - 2160+90%=4104.

    And Crystal Fragments also has the buff "Your next non-Ultimate ability cast within 3 seconds costs 10% less." which isn't much, but still.

    Sure Ricochet Skull has AOE and maybe it needs different rules (but this morph is still weak compared to Force Pulse or Silver Shards in terms of AOE), but Venom Skull should definitely get a higher proc damage percentage to match other skills or get an additional bonus.

    EDIT: Base damage means the damage specified on one hub site.
    Edited by i11ionward on September 27, 2023 2:20PM
  • Urvoth
    Urvoth
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    They should also just make both morphs do the extra damage after 3 stacks of any necro ability, not just the stam one. The stam one could apply minor breach or something instead.
  • Trags
    Trags
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    i11ionward: yea i know its not going to be super higher dmg buff but the buff will lie in the rotation of the necro where you in my case and many others are so often on bb and therefore will be able to proc the 3rd stack more often.
    But its also to give it a chance to be worth something and for necro to benefit the extra crit in exe..
    Super nice post, from the link i upvoted it because these changes would defo make the games massive build options be even more vast.. :)

    Urvoth: yea i see your point.!
  • Lags
    Lags
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    Trags wrote: »
    Heyo ZoS
    I found the change you made to DK with the seething fury to be able to get stacks while using ardent flame on another bar is just wonderful.!
    So i have a proposal, if you did the same to Necro skull stacks it would fit perfect and in the same moment buff the long forgotten Necro just a bit.
    Im so sad that skull just isn't viable compared to other skills as spammable, i mean who dont wanna cast skulls if they were a Necro :)

    it wont happen because most of the time they forget the class even exists. That or think its wildly over powered, because they dont play the game enough to know thats its actually terrible.
  • francesinhalover
    francesinhalover
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    The real issue with skulls is the travel time. It hits crazy hard now but unless you're in melee range you'll never land it.

    They should also remove the unique animations per stack because that screws with light attack weaving.

    I'd welcome being able to build stacks on both bars with open arms, but unless they fix the travel time and animation, the skill will always feel bad to use.

    But..i love the unique animations per stack :.(
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • Twohothardware
    Twohothardware
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    Necro Skulls and the Birds on Warden have the same issues, it's not just needing more damage but they need to track and hit their targets faster so your rotation is smoother.

    In Cyrodiil the only time you've seen either of these two class spammables used was back when the Birds on Warden were undodgeable. Maybe it's time to go back to that.
  • Necrotech_Master
    Necrotech_Master
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    Necro Skulls and the Birds on Warden have the same issues, it's not just needing more damage but they need to track and hit their targets faster so your rotation is smoother.

    In Cyrodiil the only time you've seen either of these two class spammables used was back when the Birds on Warden were undodgeable. Maybe it's time to go back to that.

    the projectile speed on them is way way too slow for sure, makes them easier to dodge
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
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