Twohothardware wrote: »They need to go back to the original release of Necromancer undoing every previous nerf and start from there. With the current state of other classes like Arcanist, DK, and Sorcerer the Necro would not be unbalanced any more.
ZoS will do what they want. I’ve unsubscribed for now. Might join again if they improve things. BG3 here I come.
StarOfElyon wrote: »These are some tweaks I would like to see made to the Redguards's passives. Hopefully, they will be seen as reasonable among the devs. They keep in mind the Redguards's reputation for endurance (stamina return) and discipline (reduced ability cost)."The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik'r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik'r as a test of endurance and discipline. Only the strongest survive." https://elderscrollsonline.wiki.fextralife.com/Redguard
PASSIVES:
Wayfarer - Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.
*Martial Training - Reduces the stamina cost of your abilities by 6%. Reduces the effectiveness of snares applied to you by 15%.Redguards need help as a stamina sustain race. Reduced stamina cost across the board seems fitting.
Conditioning - Increases your Max Stamina by 2000.
*Adrenaline Rush - Increases your stamina recovery by 130. When you deal or take damage, you restore 248 Stamina. This effect can occur once every 3 seconds.A big problem with the old version of this passive is that it was way too active, requiring you to spend resources to get resources back. It causes problems when you're not in a position to deal damage. No damage; no sustain. This change makes the "adrenaline rush" passive more "passive" and is still tied to being in combat. This also reinforces their reputation for endurance, "the ability to withstand hardship or adversity."
totzummrdave_ESO wrote: »ZoS will do what they want. I’ve unsubscribed for now. Might join again if they improve things. BG3 here I come.
This is the way to do it. So far I could go buy a 16 foot boat with the money I didn't give ZOS.
Show your distain for this nerf with your wallet, folks.
Necromancer
Added Major and Minor effects to numerous Necromantic abilities to help the class better enfeeble their foes and empower themselves with the taste of death.
The following minions/abilities will now only generate a corpse if their summoner was also in combat, in efforts to reduce the ability to generate Ultimate out of combat:
Sacrificial Bones and Grave Lord’s Sacrifice
Skeletal Mage and its morphs
Bone Armor and its morphs
Spirit Mender and its morphs
Gravelord
Boneyard: This ability and its morphs now also apply Minor Vulnerability to enemies inside the area. The chill of death embraces those in its wake.
Unnerving Boneyard (morph): This ability's Minor Vulnerability and Major Breach now persist on enemies for 4.1 seconds each tick, rather than only while in the area.
Sacrificial Bones:
This ability and the Grave Lord’s Sacrifice morph no longer require you to be in combat in order to cast them.
Fixed an issue where the damage increase from this ability and its morphs did not properly update many ability tooltips.
Shocking Siphon: This ability and its morphs now also grant you Major Prophecy and Savagery for 20 seconds after casting. Such lack of respect for the dead spurs the spreading of more of it.
Detonating Siphon (morph): Fixed an issue where the damage from the explosion of this morph could not be blocked.
Skeletal Mage: This ability and its morphs now also grant you Major Brutality and Sorcery for their active duration. Such audacious manipulation of death fuels your desire for more of it.
Bone Tyrant
Bone Armor: This ability and its morphs now also grant Minor Resolve for their duration. The bones must've belonged to milk drinkers.
Summoner's Armor (morph): This morph now also lasts 30 seconds, up from 20.
Bone Totem: This ability and its morphs now also apply Major Cowardice to enemies inside it. Such horrific sights instill hopelessness to even the mightiest of foes.
Agony Totem: The synergy granted from this morph, Pure Agony, no longer applies Minor Vulnerability, as Boneyard now applies it.
Grave Grasp
Ghostly Embrace (morph): This morph now also deals damage equal to half of a normal area effect spammable attack to enemies in each patch. The ability now ranks up in 1.1% damage per rank, rather than adding .333ms to each negative effect per rank.
Living Death
Spirit Mender
Intensive Mender (morph): This morph now also heals 2 additional allies within 8 meters of the original target, since the morph did not add direct power to the base ability.
Twohothardware wrote: »The changes to Necromancer are most welcome but some of these skills are pretty lacking in damage for PvP. Can we get some more burst damage added back in somewhere? Necro is still pretty gimped from the loss of Stalking Blastbones and the old synergy from Boneyard.
I really wish I wasn't right about GLS/SacBones only being changed to remove combat only....
Lots of good changes, but that...
OtarTheMad wrote: »Some of the changes were nice but Siphon and Skeletal are still not worth slotting because they are easily avoidable, easily broken via LOS and damage is similar to tickling.
Outside of some PvE I just don't see them being used that much still.