CameraBeardThePirate wrote: »Class kit is still just as clunky
KlauthWarthog wrote: »CameraBeardThePirate wrote: »Class kit is still just as clunky
I disagree with that statement - it is clunkier now. Instead of having to deal some occasional BB derp-outs, necromancers now have to micromanage yet another timer and a stack-building mechanic.
necro_the_crafter wrote: »ricochet skulls can deal double damage to secondary targets,which is triple conidering ability ramps to 150% on a third cast +15% base from GLS ~ 330% damage to target it bounces from base tooltip, resulting in more damage then stalking, but it can be rolled and projectile is as slow as my grandma so...
"All the more reason to buy the necrom chapter and the new Arcanist class" - Zos in their dev team meeting preparing to gut Necro
Flame Skull ''MIGHT'' have some use in PvP since GLS makes third cast AoE and by extension it should also make it un-dodgeable. Other than that, the rest of the offensive kit is the same crap as always:
CameraBeardThePirate wrote: »Flame Skull ''MIGHT'' have some use in PvP since GLS makes third cast AoE and by extension it should also make it un-dodgeable. Other than that, the rest of the offensive kit is the same crap as always:
The initial target can still be dodged. It's no different than Reverse Slice - the AoE proc itself is undodgeable but the initial target of the skill can still dodge the attack and prevent the AoE portion from firing.
Personally I'm okay with the change, gonna need to get used to the shift in rotation but that's nothing new. If there's something I'm going to be wanting in future, and I'm hoping that's what the major PvP update will be in Q4, is for them to have separate PvP and PvE skill effects because that seems to be the main issue for balancing purposes.