We originally avoided adding too many "buffs" to the class, and went with more debuff options since it felt more thematically appropriate that the class enfeebled their foes rather than empowering themselves and allies - but I think some concessions could be made for the more impactful ones like Brutality/Sorcery/Prophecy/Savagery.
I'm glad to read that "some concessions could be made for the more impactful ones like Brutality/Sorcery/Prophecy/Savagery" at least (as long as such buffs are added to useful skills, that is). But the fact that Necro's don't have a lot of debuffs either is a bit strange considering the vision of the devs.
I'm glad to read that "some concessions could be made for the more impactful ones like Brutality/Sorcery/Prophecy/Savagery" at least (as long as such buffs are added to useful skills, that is). But the fact that Necro's don't have a lot of debuffs either is a bit strange considering the vision of the devs.
Galeriano2 wrote: »I'm glad to read that "some concessions could be made for the more impactful ones like Brutality/Sorcery/Prophecy/Savagery" at least (as long as such buffs are added to useful skills, that is). But the fact that Necro's don't have a lot of debuffs either is a bit strange considering the vision of the devs.
To be honest necro at release was all about one debuff which was major vulnerability which back than was a 30% dmg taken debuff and necro was the only source of it in the game. That one thing was basically one of the main if not the main selling point of the Elsweyr chapter. Similarly to a arcanist many people did't even like the class especially that at release it was ultra cluncky but that vulnerability debuff was just too strong to pass by same as beam on arcanist is atm.
CameraBeardThePirate wrote: »I'm glad to read that "some concessions could be made for the more impactful ones like Brutality/Sorcery/Prophecy/Savagery" at least (as long as such buffs are added to useful skills, that is). But the fact that Necro's don't have a lot of debuffs either is a bit strange considering the vision of the devs.
Feels more like an excuse than anything. Necros aren't a particularly good debuff class. They have Major Vuln which is pretty big, and in PvP Blighted Blastbones is good to have on your team, but other than that, their main "debuffs" come from a set (Elemental Catalyst) and not their skills.
They're also supposedly a DoT class, yet they only have 2 DoTs + a DoT status effect.
There's a big separation between what the intended design of Necro is, and what Necro's identity is in actuality.
OtarTheMad wrote: »They definitely need more debuffs if they want it to stand out. Giving it back Heal Absorption would be great, put it on an Ult like Animated Blastbones so it’s not OP.
As for buffs, I would honestly rather they focus on fixing some of these abilities first. Offensively, even with those buffs they’d still be in trouble and at the bottom. Someone said putting it on the Skeletal Summons, well for me, as a Magcro, that is not going to get me to slot that ability… that ability is just not good at all. The damage is meh, you can’t control who it attacks, not even a dot which Necro needs, sometimes it just stops attacking randomly.
I’ll take my chances with Entropy morph or Scribing for the buffs.
OtarTheMad wrote: »They definitely need more debuffs if they want it to stand out. Giving it back Heal Absorption would be great, put it on an Ult like Animated Blastbones so it’s not OP.
As for buffs, I would honestly rather they focus on fixing some of these abilities first. Offensively, even with those buffs they’d still be in trouble and at the bottom. Someone said putting it on the Skeletal Summons, well for me, as a Magcro, that is not going to get me to slot that ability… that ability is just not good at all. The damage is meh, you can’t control who it attacks, not even a dot which Necro needs, sometimes it just stops attacking randomly.
I’ll take my chances with Entropy morph or Scribing for the buffs.
Just leave it dead as how it supposed to be with no buff
IncultaWolf wrote: »At the minimum necromancer needs major brutality/sorcery attached to the skeletal minion, and have the while slotted on either bar bonus.
Letting players self-activate the agony totem synergy would help the class out a lot, right now we can't apply the minor vulnerability without another player activating the synergy, if you play solo you're out of luck. They can already self activate graverobber, and this would also further give necromancers some class identity.
Always thought it was odd that nightblade was better at debuffing enemies than necromancer.
BXR_Lonestar wrote: »If Necro's are supposed to be a support/debuff class, then give them a skill line completely dedicated to curses.
Major vulnerability can be moved to a single target curse similar to elemental susceptibility.
It would be awesome if they had a unique debuff that stacked on top of major/minor breach in an AOE, similar to crimson oath.
Give them a wide-zone curse (20-28 meters) where movement speed is slowed 70% (decrepify)
And give them a curse that reflects damage done and heals your allies.
Seriously, the best Necromancer I have ever played in any game has been the Diablo 2 Necro. It didn't matter if your focus was summonables (skeleton/golum army), curses and poisons, or bone spells, it was just an all around great class to play. ESO's necromancer feels like they just had no vision for the class whatsoever, and now they're confused as to what to do with it.
BXR_Lonestar wrote: »If Necro's are supposed to be a support/debuff class, then give them a skill line completely dedicated to curses.
Major vulnerability can be moved to a single target curse similar to elemental susceptibility.
It would be awesome if they had a unique debuff that stacked on top of major/minor breach in an AOE, similar to crimson oath.
Give them a wide-zone curse (20-28 meters) where movement speed is slowed 70% (decrepify)
And give them a curse that reflects damage done and heals your allies.
Seriously, the best Necromancer I have ever played in any game has been the Diablo 2 Necro. It didn't matter if your focus was summonables (skeleton/golum army), curses and poisons, or bone spells, it was just an all around great class to play. ESO's necromancer feels like they just had no vision for the class whatsoever, and now they're confused as to what to do with it.
In general, I think that the necromancer’s healing branch needs to be remade completely under the curses branch, burst healing can be left there, after all it curses you with disease status in order to heal. The necromancer healer generally looks extremely ridiculous. I didn’t understand at all then this trend of making 3 branches for damage, tank and healing. Let the class be good in two directions, but don’t scatter it and do neither this nor that. Trying to be good at everything means failing at everything