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Grave Grasp, Bone Armor, Reusable Parts, and other suggestions to cleanup necros kit

necro_the_crafter
necro_the_crafter
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easy fix to blighted bones damage (in pvp at least):

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flat damage bonus moved here ->
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cost reduction combined in one passive ->
zrp3gieakx35.png

This will add so much more to necro pvp than there is actually right now.
Consistant buff to bb damage and menders healing that easy to manage will make necros gameplay much more enjoyable.

AND taking away from grave grasp wont affect necro in any manner because its issue is in its design, thoose circles requile precise position AND character orientation as well as near perfect enemy movement read to land, AND also you have land it on your mender AND also blastbones AND its not one single aoe but 3 circles that spawn on delay AND travel not from player but from location that you cast them on like oh gawd pls help....

No changes to grave grasp will make it viable. This skill needs its mechanical part change 100%.
I also think that both tethers could be combined in one with one morph being damage and other healing/sustain, and a gravelord one be reworked into some new class skill, maybe corpse detonation or something...

What do you guys think? Do you have any other Ideas how to clean up necros kit?
I believe that even without complete rework necros skills could be reshuffled to become something much more useful and consistent.
Edited by necro_the_crafter on February 26, 2024 2:59PM
  • necro_the_crafter
    necro_the_crafter
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    And this change would also help with magcro stam sustain if they choose blighted when 9.3 patch go live, cuz of relocation of summoners passive component to reusable parts, (edit) maybe instead of adding 15% to overall cost reduction, it would be 7.5/15% base + 25/50 % when summon dies
    Edited by necro_the_crafter on February 26, 2024 3:03PM
  • necro_the_crafter
    necro_the_crafter
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    Snare and root aspect of a graveyard could be relocated to avid boneyard, just make it apply 70% snare for 4 seconds with synergy, and if the target gets hit by dot component 3 times it get rooted.

    Stun aspect could be moved to agony/remote totem, just remove build-up time, and make it fall like nightflames totem and apply fear to targets hit on impact, and i guess if ranged morph had a bit of delay added back to it, it would be more balanced.

    And now we have nicer and more interactive AOE dot, relible instant stun, and a place for another dps skill necros could use, and didnt lose much in the process.
  • MashmalloMan
    MashmalloMan
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    You could flat out delete the -15% cost reduction and no one would really care. It's that useless of a morph effect. Reusable parts is more than enough, with or without the suggested buff.

    It only costs 1836 at base, 918 with Reusable Parts. I'd much rather get unique bonuses than waste morphs and passives on sustain related effects. I guarantee you, no mag necro is going to have sustain issues casting a 1836-918 stam BB every 3s unless they have many other stam spammables in their rotation. Necro's have pretty decent off resource sustain without a ton of investment required because of Undead Confederate, Death Gleaning, both Siphon skills costing nothing and giving hybrid sustain. Either way, I hope it at least gets dynamic cost based on lowest resource or highest, whatever the masses thinks is better.

    Tons of good idea's floating around like making the Summoners Armor create more corpses over its duration, turn yourself into a corpse like the week 1 Gravelords Sacrifice, yours for increasing damage dealt of minions. It's a pretty terrible class armor skill in comparison to what is available out there so I hope it gets buffed up 1 day. The other morph at least feels impactful by being a passive 3s cd pull.

    Adding another damage skill by freeing up space on the Siphon morphs would be great. A corpse explosion skill would be really cool. I saw someone suggest changing BB to attach its corpse on the target it hits, so that Siphon can be cast on a moving target like Vat Destro or Zaan.
    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
  • yadibroz
    yadibroz
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    You could flat out delete the -15% cost reduction and no one would really care. It's that useless of a morph effect. Reusable parts is more than enough, with or without the suggested buff.

    It only costs 1836 at base, 918 with Reusable Parts. I'd much rather get unique bonuses than waste morphs and passives on sustain related effects. I guarantee you, no mag necro is going to have sustain issues casting a 1836-918 stam BB every 3s unless they have many other stam spammables in their rotation. Necro's have pretty decent off resource sustain without a ton of investment required because of Undead Confederate, Death Gleaning, both Siphon skills costing nothing and giving hybrid sustain. Either way, I hope it at least gets dynamic cost based on lowest resource or highest, whatever the masses thinks is better.

    Tons of good idea's floating around like making the Summoners Armor create more corpses over its duration, turn yourself into a corpse like the week 1 Gravelords Sacrifice, yours for increasing damage dealt of minions. It's a pretty terrible class armor skill in comparison to what is available out there so I hope it gets buffed up 1 day. The other morph at least feels impactful by being a passive 3s cd pull.

    Adding another damage skill by freeing up space on the Siphon morphs would be great. A corpse explosion skill would be really cool. I saw someone suggest changing BB to attach its corpse on the target it hits, so that Siphon can be cast on a moving target like Vat Destro or Zaan.

    By now is best for all of us to complain because is worthless and suck that they are making us wait months for update 42 and sad part is they let this rework go through live so it dead.
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