RaptorRodeoGod wrote: »I agree with most of your points, and I really like that blastbones/grave lord's sacrifice idea. It keeps the identity of the new skill and tho old skill at the same time.
I think the sticky dot should be a skeletal mage morph though, as those are kind of based off sticky dots, kind of not. Make the morph into a skeletal parasite, that holds onto the target and deals damage, and drops a corpse once it dies/is purged.
I think the siphons should stay as is, because they're literally one of 2 damage corpse consumers. Getting rid of another corpse consuming ability kinda defeats the point of corpses in the first place. And they already have a unique 3% damage bonus for everything, I just think they should make that portion active on both bars.
but add AOE damage when the skeleton jumps to you for the buff, almost like a bomb. This would pair nicely with the new passive it gives with the bonus damage and combined with the lack luster graveyard synergy (Avid Boneyard) this could be some serious AOE damage with the new 20% added damage and DOT provided by the new skill morph. This would create a niche playstyle and could actually make the player feel like a necromancer.
-Skeletal Mage and its morphs need 2 things... Attach Major Sorcery/ Brutality to base skill and both morphs, and increase the DOT damage a bit. What exactly that % increase needs to be, I don't know, but make it so that its competitive to other DOTs like dragon knights. It makes no sense that the necromancer has a passive to increase DOT damage with some of the weakest and hardest to land DOTs in the game.
-Mystic syphon and its morphs are probably one of my favorite skills in the class. This skill and its morphs need to have major prophecy/ savagery attached to it while slotted (on both bars) and make mystic syphon a sticky DOT to the enemy player and detonating syphon, remain a corpse skill, allowing the player to detonate on command with a shorter uptime (similar to Diablo IV) detonating corpses.
-Ultimate Animate Blast Bones, PLEASE reduce the cost and take away the player revive to make it a army of the dead skill, and tie the revival tool to the other morph, separating PvP and PvE aspects of the skill
Turtle_Bot wrote: »but add AOE damage when the skeleton jumps to you for the buff, almost like a bomb. This would pair nicely with the new passive it gives with the bonus damage and combined with the lack luster graveyard synergy (Avid Boneyard) this could be some serious AOE damage with the new 20% added damage and DOT provided by the new skill morph. This would create a niche playstyle and could actually make the player feel like a necromancer.
This is actually such a cool idea @ZOS_Kevin if you could pass this on to the relevant team, that would be awesome.-Skeletal Mage and its morphs need 2 things... Attach Major Sorcery/ Brutality to base skill and both morphs, and increase the DOT damage a bit. What exactly that % increase needs to be, I don't know, but make it so that its competitive to other DOTs like dragon knights. It makes no sense that the necromancer has a passive to increase DOT damage with some of the weakest and hardest to land DOTs in the game.
Either this skill or the tethers definitely need to grant major sorcery/brutality, that's for sure.
I think what would help the most with archer/mage is to make their damage count as both pets and DoTs (i.e. can be buffed by effects that increase both). At the moment they still count as pets (so they don't gain bonuses from DoT passives), but their damage also got nerfed to be that of sticky DoTs back in U35. So their damage got reduced while not gaining any of the benefits that come with slotting actual DoT abilities. Fixing this would go a long way for this skill.-Mystic syphon and its morphs are probably one of my favorite skills in the class. This skill and its morphs need to have major prophecy/ savagery attached to it while slotted (on both bars) and make mystic syphon a sticky DOT to the enemy player and detonating syphon, remain a corpse skill, allowing the player to detonate on command with a shorter uptime (similar to Diablo IV) detonating corpses.
This is an interesting rework for tethers. make detonating into a more bursty focused DoT (better in PvP) while mystic is a more sustained DoT (better in PvE).-Ultimate Animate Blast Bones, PLEASE reduce the cost and take away the player revive to make it a army of the dead skill, and tie the revival tool to the other morph, separating PvP and PvE aspects of the skill
Yeah, something like this needs to happen for this morph imo. Leave the group support/resurrection to the other morph and this one becomes the DPS morph.
TX12001rwb17_ESO wrote: »Here is a change they need to make, rename Skeletal Arcanist, were that an Arcanist why isn't it using Arcanist skills? why is spamming lightning attacks and not rune blades or fatecarver?
Edited: @ZOS_GinaBruno @ZOS_Kevin *** I would like to volunteer, to be the new Necromancer Class Representative, if given the opportunity***
-Blast bones U41, The damage of this skill and its morph Blighted blast bones is appropriate, however blighted blast bones needs a bump in damage in respects to the other burst potential, other classes have. As far as the new morph goes Grave Lord Sacrifice, I believe this is a strong attempt in the right direction and I feel the skill needs time to be worked on in the next few weeks of the PTS. My propose would be... Keep the skill as is... but add AOE damage when the skeleton jumps to you for the buff, almost like a bomb. This would pair nicely with the new passive it gives with the bonus damage and combined with the lack luster graveyard synergy (Avid Boneyard) this could be some serious AOE damage with the new 20% added damage and DOT provided by the new skill morph. This would create a niche playstyle and could actually make the player feel like a necromancer.
-Ultimate Animate Blast Bones, PLEASE reduce the cost and take away the player revive to make it a army of the dead skill, and tie the revival tool to the other morph, separating PvP and PvE aspects of the skill
I would like to note that I have extensively tested my new build until update 41, and I stand by my thoughts on animate blast bones needing a reduced cost, and carrying the revive portion of the skill over to the other morph and leaving it there. I'm thinking base cost should be equivalent to some other higher costing ultimate's, such as destructive ulti or meteor even maybe? 200-250 ultimate cost I think is more than fair for a purposed change.
Really do hope some classic buffs are tied to some necro skills too such as major sorcery/ brutality and major prophecy/ savagery. aka raise skeleton/ syphon.
StarOfElyon wrote: »Here are some ideas that I have to add some more utility to the skills on the class.
Hungry Scythe: also applies life steal to all enemies hit. (I think this still won't make the spammable very good for damage but at least it'll add to the use for survivability)
[Also, life steal should probably be tied to a status effect too]
Skeletal Arcanist/Archer: grants major sorcery/brutality when active.
Mystic/Detonating Syphon: grants major prophecy/savagery when slotted. Both morphs apply a damage over time to targets that stick to them after touching the tether.
Flame/Venom skull: applies burning/poisoned status effects. Does additional damage to targets afflicted with a status effect. No longer does increased damage on third cast but instead does increased damage on low health enemies.
Spirit Mender:
- Spirit Guardian: when active, applies major cowardice to attackers. (I just like the idea of the ghost scaring attackers.)
- Intensive Mender: increases the healing over a shorter period of time. (Buff the healing more please)
Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)
- Warding Totem (Formerly Remote Totem): grants minor protection when standing in the area of effect.
- Agony Totem: afflicts enemies in the area of effect with minor vulnerability.
ULTIMATES:
Putrid Colossus (formerly Frozen Colossus): Unleash a decayed Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds.
- Frozen Colossus (formerly Glacial Colossus): does frost damage and freezes (stuns) enemies on the first hit instead of the third. (If a stun is too strong, the first hit can apply a strong snare instead)
- Pestilent Colossus: smashes the ground once and does disease damage. Afflicts enemies with a pestilence that does damage over time. (In PvP ultimates are all about burst and that's what necros lack so I tried to make the bursty part of these ultimates at the beginning of them)
Animate Blastbones: instead of resurrecting allies, this ultimate summons blastbones to attack the nearest opponent. It consumes corpses in the area to summon up to three more blastbones. Summoned Blastbones are immune to being crowd controlled (other than by another ultimate). Reduce the cost of this ultimate to 200, down from 320, to make it more usable.
Lazarus_Rising wrote: »You are a good one Avid. Still watching your videos even when im not playing currently. I admire your energy to still play necro in pvp.