IncultaWolf wrote: »Agreed, the class is suffering a lot, and is already considered the worst pvp class in the game by many streamers and content creators. I've brought up a few things in the past on how to bring necromancer in line with other classes such as dragonknight.
First of all, they need a class source of major brutality/sorcery, and the skeletal archer/arcanist need to do more damage and have a buff/effect attached, I think even something simple like minor berserk would be acceptable.
Please change empowering grasp to buff your pets by having the ability slotted, it's very tedious to actually hit your pets with this ability, most of the time you will be wasting resources trying.
Fix bone totem to properly stun on the first tick, and fix graveyard, right now there's a bug where if you cast the aoe away from yourself, it won't let you use the self synergy until you recast it.
Another issue is that blastbones and the other pets like spirit mender do NOT proc any sets, neither do they count towards your scoreboard in battlegrounds.
Necrotech_Master wrote: »IncultaWolf wrote: »Agreed, the class is suffering a lot, and is already considered the worst pvp class in the game by many streamers and content creators. I've brought up a few things in the past on how to bring necromancer in line with other classes such as dragonknight.
First of all, they need a class source of major brutality/sorcery, and the skeletal archer/arcanist need to do more damage and have a buff/effect attached, I think even something simple like minor berserk would be acceptable.
Please change empowering grasp to buff your pets by having the ability slotted, it's very tedious to actually hit your pets with this ability, most of the time you will be wasting resources trying.
Fix bone totem to properly stun on the first tick, and fix graveyard, right now there's a bug where if you cast the aoe away from yourself, it won't let you use the self synergy until you recast it.
Another issue is that blastbones and the other pets like spirit mender do NOT proc any sets, neither do they count towards your scoreboard in battlegrounds.
technically speaking the archer/mage does give you a passive buff, it triggers the passive for more recovery lol
joking aside i completely agree it needs to be buffed in some way as its dmg was pitiful to begin with (and then got nerfed with U35)
CameraBeardThePirate wrote: »Necrotech_Master wrote: »IncultaWolf wrote: »Agreed, the class is suffering a lot, and is already considered the worst pvp class in the game by many streamers and content creators. I've brought up a few things in the past on how to bring necromancer in line with other classes such as dragonknight.
First of all, they need a class source of major brutality/sorcery, and the skeletal archer/arcanist need to do more damage and have a buff/effect attached, I think even something simple like minor berserk would be acceptable.
Please change empowering grasp to buff your pets by having the ability slotted, it's very tedious to actually hit your pets with this ability, most of the time you will be wasting resources trying.
Fix bone totem to properly stun on the first tick, and fix graveyard, right now there's a bug where if you cast the aoe away from yourself, it won't let you use the self synergy until you recast it.
Another issue is that blastbones and the other pets like spirit mender do NOT proc any sets, neither do they count towards your scoreboard in battlegrounds.
technically speaking the archer/mage does give you a passive buff, it triggers the passive for more recovery lol
joking aside i completely agree it needs to be buffed in some way as its dmg was pitiful to begin with (and then got nerfed with U35)
How about also making it count as a DoT so that it can (hear me out) actually benefit from the class' own passives?
The necro class set is the most lackluster of the lot. Both buffs are super easy to get in all environments (and likely already covered on most PvP builds), and the self corpse, while interesting in theory, completely loses all worth when some corpse consumer abilities last a fraction of the cooldown on the effect.
Necrotech_Master wrote: »CameraBeardThePirate wrote: »Necrotech_Master wrote: »IncultaWolf wrote: »Agreed, the class is suffering a lot, and is already considered the worst pvp class in the game by many streamers and content creators. I've brought up a few things in the past on how to bring necromancer in line with other classes such as dragonknight.
First of all, they need a class source of major brutality/sorcery, and the skeletal archer/arcanist need to do more damage and have a buff/effect attached, I think even something simple like minor berserk would be acceptable.
Please change empowering grasp to buff your pets by having the ability slotted, it's very tedious to actually hit your pets with this ability, most of the time you will be wasting resources trying.
Fix bone totem to properly stun on the first tick, and fix graveyard, right now there's a bug where if you cast the aoe away from yourself, it won't let you use the self synergy until you recast it.
Another issue is that blastbones and the other pets like spirit mender do NOT proc any sets, neither do they count towards your scoreboard in battlegrounds.
technically speaking the archer/mage does give you a passive buff, it triggers the passive for more recovery lol
joking aside i completely agree it needs to be buffed in some way as its dmg was pitiful to begin with (and then got nerfed with U35)
How about also making it count as a DoT so that it can (hear me out) actually benefit from the class' own passives?
The necro class set is the most lackluster of the lot. Both buffs are super easy to get in all environments (and likely already covered on most PvP builds), and the self corpse, while interesting in theory, completely loses all worth when some corpse consumer abilities last a fraction of the cooldown on the effect.
that would probably be a bare minimum change, the actual dmg it does is pretty pitiful too, it was bad even before the unnecessary nerf from u35
Grim_Overlord wrote: »In all honesty, if the main goal of the set is to aid in corpse production, then it might be better to remove the buffs, which the class can access elsewhere, and make it so that casting a skill that creates a necromantic summon creates an additional summon as well. This aids in the amount of corpses present in combat as well as boosts the healing and damage outputs possible on these classes. The other issue with this set beyond the redundancy is that necro as support already has an overabundance of sets to call on and I don't think the extra corpse every 20 seconds is enough to replace them and the utility they offer in PVE or the survivability and damage PVP sets grant.
CameraBeardThePirate wrote: »Grim_Overlord wrote: »In all honesty, if the main goal of the set is to aid in corpse production, then it might be better to remove the buffs, which the class can access elsewhere, and make it so that casting a skill that creates a necromantic summon creates an additional summon as well. This aids in the amount of corpses present in combat as well as boosts the healing and damage outputs possible on these classes. The other issue with this set beyond the redundancy is that necro as support already has an overabundance of sets to call on and I don't think the extra corpse every 20 seconds is enough to replace them and the utility they offer in PVE or the survivability and damage PVP sets grant.
While a fun idea, this would make Blastbones incredibly OP.
GrigorijMalahevich wrote: »Mag blastbones essentially has no secondary effect since the damage modifier doesn't work now that blastbones doesn't run to the target.
CameraBeardThePirate wrote: »GrigorijMalahevich wrote: »Mag blastbones essentially has no secondary effect since the damage modifier doesn't work now that blastbones doesn't run to the target.
OK I'm all for Magcro receiving a buff but people need to stop spreading this myth.
Magbones is much better than stambones in most setups. The damage bonus is time based, and not actually based on how far it "walks". The damage bonus starts building on cast, which means it gets at minimum a 10% boost to its damage, and more often than not will receive something in the realm of a 20% boost (in PvP at least). This was explained by the devs in the patch notes when Blastbones was changed to leap to opponents, and yet people are still spreading this misinformation.
GrigorijMalahevich wrote: »Magcro needs a buff!
PvP Magicka Necromancer has the worst offensive toolkit of any class by far!
Harmony nerf
Major vuln nerf
Mag blastbones essentially has no secondary effect since the damage modifier doesn't work now that blastbones doesn't run to the target.
Mag skulls are very slow spammable and have inferior secondary effects compared to other spammable options such as Force Pulse, Elemental Weapon, and even the stam skulls.
The Skeletal Arcanist deals incredibly low damage after battlespirit and doesn't target who you're immediately trying to kill.
Mystic siphon is completely useless in PvP.
Hungry Scythe from the Bone Tyrant tree just doesn't do enough damage to warrant use.
Despite having a DOT damage passive, mag necros don't have a single viable DOT for PvP in their class trees
Mag necros have no class access to major sorcery OR major prophecy.