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Feedback on Necromancer

ClevererHail6
ClevererHail6
✭✭
These are only opinions of course. Recent changes have brought me back to the class to test it out. Below I give some details on my experience as a stamina necro. I had played as a magicka necro for a while. But had to switch up recently due to changes. I’ve played as PVE/PVP dps, PVE tank, PVP healer. Either way, I felt it suffers from a lack of efficiency and unused potential. It’s damage mitigation is still its strength. I believe that even that mitigation can be applied more efficiently.

I found when playing a necromancer the passives and abilities have so much potential, but don’t come together well. The skills are not applied efficiently IMO. I have examples below on some of my favorite skills/passives.
Passive near death experience: underrated passive IMO. I usually back bar abilities that use this passive because they are buffs or heals. In PVE this works well, but in PVP I hardly notice it working if I’m on my front bar. I believe this is due to a decrease in healing in PVP. A more efficient use of this passive will decrease healing casts and thus increase sustain through efficiency.
A damage buff: This has been said by others, maybe add some named damage buff to the class.
Boneyard: From a DPS standpoint, the damage from the synergy is not good. Usually a synergy does more damage than original attack. Unnerving boneyard has a radius of 6m. Razor caltrops has 8m. I felt too many ads missed the radius in comparison. Again lack of efficiency. For the other morph, I think its cool we can activate an own synergy. But the damage is still lacking. So there doesn’t seem to be a point.
Bitter harvest: From a DPS standpoint, The aim is bad. It may be a glitch. I find myself turning around and running back toward corpses I just killed to activate the ability. Tooltip says 12m radius, but it seems I have to face the corpses, which wastes time and again is not efficient. Works well or well enough, when I’m tanking and not moving too much.
Deaden Pain morph: When tanking, I do not like that a corpse has to be used to grant major protection. The other parts of it are ok to require a corpse. Yes, there is 3% mitigation while slotted, but I get a feeling that that is to make up for the for the fact that you can’t use the Major Protection when needed. I also don’t notice a difference in 3% damage reduction.
Bone Totem: As a tank no one will/should stand close enough to me to use the synergy. It may work with a healer or DPS, but I haven’t tried to use it that way. Either way, it seems it wouldn’t fit well with healing or DPS responsibilities and would take up bar space best used for something else.

My unpopular opinion is that I can get around the clunkiness in DPS. But, It does too many other things wrong to make up for it. I still like the class in general.

@ZOS_GinaBruno
After Tomb Raider Guild
Daggerfall Covenant
  • yadibroz
    yadibroz
    ✭✭✭
    These are only opinions of course. Recent changes have brought me back to the class to test it out. Below I give some details on my experience as a stamina necro. I had played as a magicka necro for a while. But had to switch up recently due to changes. I’ve played as PVE/PVP dps, PVE tank, PVP healer. Either way, I felt it suffers from a lack of efficiency and unused potential. It’s damage mitigation is still its strength. I believe that even that mitigation can be applied more efficiently.

    I found when playing a necromancer the passives and abilities have so much potential, but don’t come together well. The skills are not applied efficiently IMO. I have examples below on some of my favorite skills/passives.
    Passive near death experience: underrated passive IMO. I usually back bar abilities that use this passive because they are buffs or heals. In PVE this works well, but in PVP I hardly notice it working if I’m on my front bar. I believe this is due to a decrease in healing in PVP. A more efficient use of this passive will decrease healing casts and thus increase sustain through efficiency.
    A damage buff: This has been said by others, maybe add some named damage buff to the class.
    Boneyard: From a DPS standpoint, the damage from the synergy is not good. Usually a synergy does more damage than original attack. Unnerving boneyard has a radius of 6m. Razor caltrops has 8m. I felt too many ads missed the radius in comparison. Again lack of efficiency. For the other morph, I think its cool we can activate an own synergy. But the damage is still lacking. So there doesn’t seem to be a point.
    Bitter harvest: From a DPS standpoint, The aim is bad. It may be a glitch. I find myself turning around and running back toward corpses I just killed to activate the ability. Tooltip says 12m radius, but it seems I have to face the corpses, which wastes time and again is not efficient. Works well or well enough, when I’m tanking and not moving too much.
    Deaden Pain morph: When tanking, I do not like that a corpse has to be used to grant major protection. The other parts of it are ok to require a corpse. Yes, there is 3% mitigation while slotted, but I get a feeling that that is to make up for the for the fact that you can’t use the Major Protection when needed. I also don’t notice a difference in 3% damage reduction.
    Bone Totem: As a tank no one will/should stand close enough to me to use the synergy. It may work with a healer or DPS, but I haven’t tried to use it that way. Either way, it seems it wouldn’t fit well with healing or DPS responsibilities and would take up bar space best used for something else.

    My unpopular opinion is that I can get around the clunkiness in DPS. But, It does too many other things wrong to make up for it. I still like the class in general.

    @ZOS_GinaBruno

    Don't worry in 2030 templar and necromancer will be complete until dk and nb get more buffing.
  • ClevererHail6
    ClevererHail6
    ✭✭
    6 years lol. In DKs defense I remember med when it was underpowered in PVP
    After Tomb Raider Guild
    Daggerfall Covenant
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