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Would you use these new Blastbone morphs?

MashmalloMan
MashmalloMan
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LdzLErd.png
Note: 3600 damage is the same tooltip as live. 1200 is 1/3 the damage.

ZOS's objectives since start of PTS:
  1. Simplify Necro rotation with a new playstyle option.
  2. Retain the original BB playstyle using Blighted Blastbones.
  3. Add more ranged corpse generation lost from picking Gravelord's Sacrifice over BB.
  4. Add more aoe damage lost from picking Gravelord's Sacrifice over BB.

Current design basically fails every one of these objectives. My above changes aim to fix that. We have less than 2 weeks before this goes live. While I don't think my idea's are perfect, the general idea's tackle ZOS's goals better. Try not to get too hung up on the numbers, and focus on the concepts.

Use BB as the original playstyle, playing off the new concept of buffing damage/dots with a guaranteed status effect.

GLS is meant to simplify rotations, it should be easy to use, simple, thus why my concept introduces passive BBs to work on its own rather than requiring skulls.

My analysis:
  1. Blighted Blastbones now has dynamic cost, flame damage, and includes the base skills 5% damage bonus for 10s. This retains the original playstyle from Stalking AND Blighted Blastbones better. It doesn't have the stalking modifier for higher potential damage in those rare scenario's, but it does have more consistent damage overall due to Burning and the 5% bonus. Keeping this as Flame damage also allows it to be buffed by items like Encratis or DK's Breath, and works better against vampires for PVP.
  2. GLS is not an easy skill to manage by any stretch. It can only be cast in combat, you don't get the buff until 3s later, the corpse and aoe mechanic is tied to a second ability which locks you into spamming Flame Skull 3 times, a skill which many players prefer not to use. All of this makes the skill extremely clunky, restrictive, and somehow more complicated than the original skill. My changes allow the ability to be cast out of combat because you need a target again, the skill is strong on its own for corpse generation and aoe damage by passively summoning skeletons for 1/3 the damage. The only downside is the skeletons do NOT jump to their target, so their is a bit of balance there vs the other morph because they can miss.

Edited by MashmalloMan on February 24, 2024 7:42PM
PC Beta - 2200+ CP

Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit

Would you use these new Blastbone morphs? 38 votes

I would use these, or at least a similar variation of these concepts.
84%
nwilliams2107b16_ESOi_azazei_iDeimusskinnycheeksAlaztor91LukosCreydenMichaelkeirMashmalloManN3CR01ESO_NightingaleLalothenVanLo83Araneae6537lQruklbrandsnipeCast_ElxDeusEJRxHottytotzJerBearESOmoo_2021 32 votes
I would not use these, I prefer ZOS's design.
15%
Azrael_1976GregaItsNotLivingUvi_AUTScywareZDunlain 6 votes
  • VanLo83
    VanLo83
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    I would use these, or at least a similar variation of these concepts.
    Changes like this would make perfect sense. ZOS should kick out the muppet in charge of the Necro changes and hire you imo.
  • MashmalloMan
    MashmalloMan
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    I would use these, or at least a similar variation of these concepts.
    VanLo83 wrote: »
    Changes like this would make perfect sense. ZOS should kick out the muppet in charge of the Necro changes and hire you imo.

    I mean there is countless good ideas floating around because it feels like common sense, but thank you. The most basic concept of dynamic cost and some type of damage bonus has been around since week 1 for Blighted Blastbones to at least retain the original skill morph identities.

    I'm not sure why they seem so hesitant to give any other class BUT Arcanist the dynamic cost effect... or why they're so hell bent on making GSL so complicated when the original intent was to offer something easier to use.

    I'm still trying to wrap my head around why DK's whip doesn't have dynamic cost instead of this weird hybrid stam/mag thing.. but I'm sure some people have grown to love it by now.
    Edited by MashmalloMan on February 24, 2024 7:06PM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • moo_2021
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    I would use these, or at least a similar variation of these concepts.
    is good except resource should be lowest resource, since it's a semi spammable every 2.5 seconds.
  • MashmalloMan
    MashmalloMan
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    I would use these, or at least a similar variation of these concepts.
    moo_2021 wrote: »
    is good except resource should be lowest resource, since it's a semi spammable every 2.5 seconds.

    I completely agree.. but I think more people than not would prefer to use a skill that costs their main resource based on many of the complaints I've seen from week 1 onward.

    I personally would prefer lowest max resource too, especially on a skill that gets 50% cost sometimes.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • moo_2021
    moo_2021
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    I would use these, or at least a similar variation of these concepts.
    moo_2021 wrote: »
    is good except resource should be lowest resource, since it's a semi spammable every 2.5 seconds.

    I completely agree.. but I think more people than not would prefer to use a skill that costs their main resource based on many of the complaints I've seen from week 1 onward.

    Don't everyone use dual or tri recovery drink since the hybrid change? I found it much easier to use the lowest resource for anything but the main spammable.
  • MashmalloMan
    MashmalloMan
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    I would use these, or at least a similar variation of these concepts.
    moo_2021 wrote: »
    moo_2021 wrote: »
    is good except resource should be lowest resource, since it's a semi spammable every 2.5 seconds.

    I completely agree.. but I think more people than not would prefer to use a skill that costs their main resource based on many of the complaints I've seen from week 1 onward.

    Don't everyone use dual or tri recovery drink since the hybrid change? I found it much easier to use the lowest resource for anything but the main spammable.

    In pvp yeah, but like I said I agree. It's best to have some sort of low cost, semi spammable from your off resource. It works really well for Stam Sorc + Crystal Frag or Mag Sorc + Bound Armaments.. NB's Grim Focus morphs. Warden's Scorch morphs, etc.

    The general idea of the dynamic cost is mostly what I care more about, if they want to do lowest resource that would be even better in my opinion.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Hotdog_23
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    Know why people want the damage to be fire because of boosting that damage type in organized group play. But thematically, it should be frost damage since the dead are “cold” and not hot. Flame skulls should be frost damage as well. With the changes to status effects, it just feels like a missed opportunity.

    Stay safe :)
  • brandsnipe
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    I would use these, or at least a similar variation of these concepts.
    It fits the necro theme much better AND hit the goal of being a DoT class. I like the continuous spawning of BB
  • LunaFlora
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    I would use these, or at least a similar variation of these concepts.
    i would use Gravelord's Sacrifice, it seems easier to use than Blastbones
    miaow! i'm Luna ( she/her ).

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  • Soarora
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    I would use these, or at least a similar variation of these concepts.
    This feels more like what they were trying to do than what they actually did. I actually was having a hard time finding your suggestion until I realized the images are your suggestion. I’ve only used blastbones as a tank to gen ult when I didn’t want to or have vamp drain but it could be an interesting way to proc encratis while still getting corpses for tethers and food.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
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    • Dungeons: 30/30 HMs - 24/24 Tris
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  • moo_2021
    moo_2021
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    I would use these, or at least a similar variation of these concepts.
    -- deleted
    Edited by moo_2021 on February 25, 2024 8:53PM
  • MashmalloMan
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    I would use these, or at least a similar variation of these concepts.
    Soarora wrote: »
    This feels more like what they were trying to do than what they actually did. I actually was having a hard time finding your suggestion until I realized the images are your suggestion. I’ve only used blastbones as a tank to gen ult when I didn’t want to or have vamp drain but it could be an interesting way to proc encratis while still getting corpses for tethers and food.

    That's an excellent point I didn't consider. This gives tanks a more reliable way to proc corpses as well.

    What is a tank going to do with the current version of GLS? Spam Skulls? At that point you're better off spamming BB for the reduced cost and saving a GCD every 20s, although it's still probably a terrible rotation for a tank. Spirit Mender requires a lot GCD's too and a 4s minimum rotation as the closest to BB, tanks don't really have a great way of making corpses right now.

    Kill 2 birds with 1 stone.
    Edited by MashmalloMan on February 25, 2024 9:44PM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Araneae6537
    Araneae6537
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    I would use these, or at least a similar variation of these concepts.
    Hotdog_23 wrote: »
    Know why people want the damage to be fire because of boosting that damage type in organized group play. But thematically, it should be frost damage since the dead are “cold” and not hot. Flame skulls should be frost damage as well. With the changes to status effects, it just feels like a missed opportunity.

    Stay safe :)

    Really, only disease or defile would make sense, but if it’s going to be elemental, fire makes as much sense as frost. And right now, one of necro’s few strengths (in PVE) is access to multiple status effects for proccing Elemental Catalyst.
  • MashmalloMan
    MashmalloMan
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    I would use these, or at least a similar variation of these concepts.
    Hotdog_23 wrote: »
    Know why people want the damage to be fire because of boosting that damage type in organized group play. But thematically, it should be frost damage since the dead are “cold” and not hot. Flame skulls should be frost damage as well. With the changes to status effects, it just feels like a missed opportunity.

    Stay safe :)

    Really, only disease or defile would make sense, but if it’s going to be elemental, fire makes as much sense as frost. And right now, one of necro’s few strengths (in PVE) is access to multiple status effects for proccing Elemental Catalyst.

    I've been looking at the damage passives of classes recently and so much of it just doesn't make sense. It really feels like they just look at every classes bag, then pick a passive that doesn't overlap, instead of picking something that corresponds to the class whatsoever.

    Necro is implied to be the elementalist of this game the way they have access to all 8 elements and a general dot buff, but they have no status effect passives or a single target dot in their kit.

    Why was Arcanist given + status effect chance and damage instead of Necro where it would make the most sense?

    Why was Necromancer given +% execute crit chance, instead of NB/Sorc which rely so heavily on crits to begin with.

    Why was Warden given % crit damage/healing, despite having 0 crit based ability interactions like NB/Sorc, especially since they already had damage done which worked perfectly fine and wasn't a stat you can cap.

    Very poor game design imo. The only class passives/abilities that work mostly well together are DK. They are the gold standard for which other classes should be brought up to. NB runner up, they still have some weird 1s like +2s duration or +8% mag. Templar complete bottom of the barrel with like 4 dead, OG passives and no real identity amongst their morphs.
    Edited by MashmalloMan on February 26, 2024 12:48AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Theist_VII
    Theist_VII
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    I would use these, or at least a similar variation of these concepts.
    Hotdog_23 wrote: »
    Know why people want the damage to be fire because of boosting that damage type in organized group play. But thematically, it should be frost damage since the dead are “cold” and not hot. Flame skulls should be frost damage as well. With the changes to status effects, it just feels like a missed opportunity.

    Stay safe :)

    Really, only disease or defile would make sense, but if it’s going to be elemental, fire makes as much sense as frost. And right now, one of necro’s few strengths (in PVE) is access to multiple status effects for proccing Elemental Catalyst.

    Blastbones does not proc Elemental Catalyst, the skill doesn’t register as your damage, but another source entirely, even though you’re controlling it.

    This has been a problem for awhile, and is part of the reason why Necromancers have minimal damage on their Battlegrounds reports.
  • lostineternity
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    No i won't. Thanks to amazing specialists from ZOS now i have 2 crafter classes. And what a miracle and coincidence both of them are paywalled. First ever game with pay to lose. Amazing. Great job.
    Can't wait arcanist join's the holy crafter trio when they no more need to sell necrom chapter.

    Also we have to be grateful to zos for their amazing communication and responses for players frustration about combat changes. Everyone from developer to community manager did everything possible to read our questions and suggestions and respond to us with correspond changes in patchnotes. I can cleary read in every line of patchnote "FU** OF*" sent with love to community.
    Great job!
  • MashmalloMan
    MashmalloMan
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    I would use these, or at least a similar variation of these concepts.
    No i won't. Thanks to amazing specialists from ZOS now i have 2 crafter classes. And what a miracle and coincidence both of them are paywalled. First ever game with pay to lose. Amazing. Great job.
    Can't wait arcanist join's the holy crafter trio when they no more need to sell necrom chapter.

    Also we have to be grateful to zos for their amazing communication and responses for players frustration about combat changes. Everyone from developer to community manager did everything possible to read our questions and suggestions and respond to us with correspond changes in patchnotes. I can cleary read in every line of patchnote "FU** OF*" sent with love to community.
    Great job!

    I was referring to my OP, your comment suggests you're referring to their current design which I think everyone can agree is deeply flawed on many levels and why my post is targeting a simple way to fix their proposals.
    Edited by MashmalloMan on February 26, 2024 12:52PM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • MashmalloMan
    MashmalloMan
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    I would use these, or at least a similar variation of these concepts.
    Telos_Tim wrote: »
    Hotdog_23 wrote: »
    Know why people want the damage to be fire because of boosting that damage type in organized group play. But thematically, it should be frost damage since the dead are “cold” and not hot. Flame skulls should be frost damage as well. With the changes to status effects, it just feels like a missed opportunity.

    Stay safe :)

    Really, only disease or defile would make sense, but if it’s going to be elemental, fire makes as much sense as frost. And right now, one of necro’s few strengths (in PVE) is access to multiple status effects for proccing Elemental Catalyst.

    Blastbones does not proc Elemental Catalyst, the skill doesn’t register as your damage, but another source entirely, even though you’re controlling it.

    This has been a problem for awhile, and is part of the reason why Necromancers have minimal damage on their Battlegrounds reports.

    Does this happen with Sorc too? Crit Surge and Ring of Pale order for example doesn't proc from pets.

    This is also probably why for whatever reason, Daedric Prey (buffs pet damage dealt by 45%) works on Concussed applied from Familiar/Tormentor. If they're their own entity and the not players, then their status effects are just copying the base skills status tags as "pet" despite not being pet damage.

    Ironic because the class with originally the best offensive survival tool (dealing damage to receive healing), gets the least benefit from an item that effectively does the exact same thing in principle.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • StarOfElyon
    StarOfElyon
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    I'm dead inside and can no longer feel anything.
  • MashmalloMan
    MashmalloMan
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    I would use these, or at least a similar variation of these concepts.
    I'm dead inside and can no longer feel anything.

    RIP Necro.

    See you on U42's PTS in about 2 months.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
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