Grim_Overlord wrote: »So I've been playing Necromancer since it came out with Elsweyr, however before that, I had only been playing for a few months. Back then, I hadn't gotten deep enough into the game to make use of Necromancer well and didn't truly engage with weaving and rotation and end-game gear until Harrowstorm. By then, Necromancer already felt, underwhelming, compared to the sorcerer I was using in the same basic gear.
My question is then what about Necromancer was powerful when it first came out beyond Major Vuln's initial value and the relative power of that debuff? I know Necro's were THE meta for the longest time, but I have never been able to figure out why as their damage, while great in aoe, has always been mediocre in single target and declined with every major update. Is there another change they made that I've forgotten amidst the wave upon wave of Necro-nerf?
Grim_Overlord wrote: »So I've been playing Necromancer since it came out with Elsweyr, however before that, I had only been playing for a few months. Back then, I hadn't gotten deep enough into the game to make use of Necromancer well and didn't truly engage with weaving and rotation and end-game gear until Harrowstorm. By then, Necromancer already felt, underwhelming, compared to the sorcerer I was using in the same basic gear.
My question is then what about Necromancer was powerful when it first came out beyond Major Vuln's initial value and the relative power of that debuff? I know Necro's were THE meta for the longest time, but I have never been able to figure out why as their damage, while great in aoe, has always been mediocre in single target and declined with every major update. Is there another change they made that I've forgotten amidst the wave upon wave of Necro-nerf?
brandsnipe wrote: »Grim_Overlord wrote: »So I've been playing Necromancer since it came out with Elsweyr, however before that, I had only been playing for a few months. Back then, I hadn't gotten deep enough into the game to make use of Necromancer well and didn't truly engage with weaving and rotation and end-game gear until Harrowstorm. By then, Necromancer already felt, underwhelming, compared to the sorcerer I was using in the same basic gear.
My question is then what about Necromancer was powerful when it first came out beyond Major Vuln's initial value and the relative power of that debuff? I know Necro's were THE meta for the longest time, but I have never been able to figure out why as their damage, while great in aoe, has always been mediocre in single target and declined with every major update. Is there another change they made that I've forgotten amidst the wave upon wave of Necro-nerf?
Magcro was always underwhelming, it had harmony with boneyard but thats it. But stamcro was SOOO OP at launch. On top of the stupid good tankiness and healing.. the class provided major and minor defile... when it was 30% and 15%. Some stamcro builds had a 45% healing debuff on targets with a near 100% uptime. Forget how OP arcanist is right now, stamcro at launch DEMOLISHES it.. if i saw a stamcro in BGs or cyrodiil, i ran lmao.
CameraBeardThePirate wrote: »
On top of that, Arcanist/Archer were cut in half with the DoT nerfs in U35, despite not actually counting as DoTs, not being able to proc sets, and choosing their targets at random.
CameraBeardThePirate wrote: »Grim_Overlord wrote: »So I've been playing Necromancer since it came out with Elsweyr, however before that, I had only been playing for a few months. Back then, I hadn't gotten deep enough into the game to make use of Necromancer well and didn't truly engage with weaving and rotation and end-game gear until Harrowstorm. By then, Necromancer already felt, underwhelming, compared to the sorcerer I was using in the same basic gear.
My question is then what about Necromancer was powerful when it first came out beyond Major Vuln's initial value and the relative power of that debuff? I know Necro's were THE meta for the longest time, but I have never been able to figure out why as their damage, while great in aoe, has always been mediocre in single target and declined with every major update. Is there another change they made that I've forgotten amidst the wave upon wave of Necro-nerf?
Outside of Major Vulnerability being overtuned, Harmony being overtuned, and Bash Cro being broken at launch (no cooldown and 360° radius), nothing about Necro was powerful. Vulnerability and Harmony were incidental and not really directly related to Necro's kit.
In fact, people tend to forget that Necro's kit was so dysfunctional, they had to take the tethers off of the global cooldown for 6 months just to work on how corpses were targeted.
Once Vulnerability was brought in line alongside the overhaul to the Major/Minor system, there wasn't really anything propping up Necros in PvE besides their ease of access to elemental damage for EC.
Harmony needed a nerf, but ZOS decided to double nerf Graverobber for some reason, leaving it in a horrible spot - there's really no reason to use it as a self synergy any more, only as a group synergy.
On top of that, Arcanist/Archer were cut in half with the DoT nerfs in U35, despite not actually counting as DoTs, not being able to proc sets, and choosing their targets at random.
CameraBeardThePirate wrote: »On top of that, Arcanist/Archer were cut in half with the DoT nerfs in U35, despite not actually counting as DoTs, not being able to proc sets, and choosing their targets at random.
Grim_Overlord wrote: »CameraBeardThePirate wrote: »On top of that, Arcanist/Archer were cut in half with the DoT nerfs in U35, despite not actually counting as DoTs, not being able to proc sets, and choosing their targets at random.
Thanks for the run down! This quoted bit here is a change I am still wrapping my head around why it was done in the first place. The skills were always mediocre at best, but made up for with Undead Confederate. However, with sustain being less important, but still appreciated, in PVE, the damage nerf caused by this change makes even less sense.
OtarTheMad wrote: »
On top of that, Arcanist/Archer were cut in half with the DoT nerfs in U35, despite not actually counting as DoTs, not being able to proc sets, and choosing their targets at random.
My heart breaks for all of the Necro mains. How many of you guys will persist after this patch hits live?
My heart breaks for all of the Necro mains. How many of you guys will persist after this patch hits live?
StarOfElyon wrote: »I'm making an updated version of my Necro ideas thread from 2023 (https://forums.elderscrollsonline.com/en/discussion/633137/suggestions-for-necromancer-changes). One thing that ZOS has been doing lately is making skills require less micromanagement and loading them with multiple functions:Cephaliarch's Flail:
Infuse your arm with abyssal magic to form tentacles that lash out at your foes dealing 1939 Physical Damage, healing yourself for 969, and generating Crux. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. Deals up to 100% more damage to enemies with less than 50% Health. You deal 5% increased damage to enemies drenched in Abyssal Ink.
Tome-Bearer's Inspiration:
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
The Necro needs this same treatment.
Blighted Blastbones: cost determined by the highest resource.
(I have mourned the loss of Stalking Blastbones and I have accepted that fact that I'm just going to have to change my Necro)
Death Scythe:
As I have seen suggested on the forums, both morphs of the Necro scythe should get execute scaling. I agree that this would be a great and very needed addition.
- Hungry Scythe: should also apply life steal to all enemies hit.
Skeletal Arcanist/Archer: grants major sorcery/brutality when slotted on either bar. Increase the damage that their attacks do.
Shocking Siphon: while slotted on either bar grants major prophecy/savagery and increases damage done by 3%. The AOE remains on the ground even if the tether breaks early.
- Mystic Siphon: the increased Health, Magicka, and Stamina Recovery persists even if the tether breaks early.
- Detonating Syphon: the damage AOE now sticks to you.
Flame Skull:
- Riccochet Skull/Venom Skull: applies burning/poisoned status effects. (Increase travel speed)
Spirit Mender: when active, applies minor cowardice to attackers.
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.
Restoring Tether: the effects persist on the player even if the tether breaks early.
Render Flesh:
- Blood Sacrifice: consumes a corpse to grant you Major Courage for 10 seconds.
Expunge: reduces the cost of all your abilities by 3% while slotted on either bar.
Bitter Harvest: when slotted on either bar, reduces your damage taken by 3%.
ULTIMATES:
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.
- Glacial Colossus: does frost damage and stuns enemies on the second hit instead of the third.
- Pestilent Colossus: smashes the ground only once and does disease damage. Afflicts enemies with a pestilence that does damage over time.
Animate Blastbones: instead of resurrecting allies, this ultimate summons up to three blastbones to attack the nearest opponent. 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.