Great adjustment to polar wind. Even stronger for the PVE tanks that need it for self healing, but much less strong as a cross heal in PVP to be abused by high HP impossible-to-kill healers.
except self healers. I'll slot polar wind on all my characters. It will be awesome with Goliath
LukosCreyden wrote: »Still waiting for the devs to change Gravelord Sacrifice into something that isn't a hideous abomination. At the very least, they could give it a proper animation.
MurkyWetWolf198 wrote: »Feedback for week 2:
1. Grave Lord’s Sacrifice should exclude channeled abilities, just like Elf Bane
Highly disagree with this. Why? So arc and Temp can’t benefit? I’m curious. Why you think it should exclude channels that are also dots?
That one skill alone makes the entire skill tree worth it for every single class that puts a dot down. And for a class (necro) that nobody wants to hardly play on live I think it’s a pretty epic skill for all to use.
StarOfElyon wrote: »If you guys are limiting the amount of corpses and pets to a combined total of 5 in PvP then you need to alter how Bitter Harvest, Reanimate Blastbones, and Enduring Undeath works. If you don't you are punishing players who want to play more into the Necromancer kit as they won't be able to keep their minions up while getting adequate utility from corpse consumers.
Skeletal Mage is your Major Brutality and Sorcery, Blastbones is your damage, and Mender is your unique mitigation. All 3 should be constantly up leaving room for only 2 corpses. In PvP this means you'll have to swap to your backbar to cast Deaden Pain every 7 seconds this won't allow for time to line up your burst and bring back the feeling of being a buff simulator that we just got rid of.
Unless there is a dead player in the area Animate Blastbones will onlly get those 3 corpses if you forgo one of your buffs or damage which if you're playing into that build you want a Blighted Blastbones ready to launch with the 3 from the ult. That also raises the question of will those 3 Blastbones count as pets and override another minion or just only raise 1 or 2 just to not put you over the cap of 5 pets since Blighted Blastbones x4+ Skeletal Minion + Spirit Mender = 6 pets. The same situation for Enduring Undeath you will NEVER have 5 corpses without dead players in the area now. As mentioned by other Necromancer players the class script loses a lot of value from this change as well.
Necromancers aren't prevalent in PvP enough to cause noticeable performance drops in fact every time I see another Necromancer player with decent alliance level it's a bunny hopping celebration! We duel and usually bond over how cool it is to see another Necromancer player then trade tips and tricks we've picked up to find success on the class. I've never had that experience on any other class in ESO. If you want to cap something to improve PvP performance I'll suggest for the millionth time to limit heal/shield stacking, but since we're here these are my suggestion to keep the cap while not further penalizing the few Necromancer players in PvP.
Bitter Harvest/Deaden Pain
- This skill should max out at 2 corpses consumed. If we keep the current values for Deaden Pain this would mean each corpse will trigger the HoT and Major Protection for 12 seconds while granting 6 ultimate. Due to the imposed limitations the value of each corpse rises drastically so the power they grant should as well.
Animate Blastbones
- Summons a Blighted Blastbones with 1 corpse, at 2 corpses summons an Enhanced Blastbones that deals 3x the damage of a normal Blastbones, and at 3 corpses summons a Detonating Bone Colossus that deals 5x the damage of a Blastbones. The goal is to limit the summon to a single pet while maintaining the strength. With the power creep in this patch and the high ultimate cost an extra oomf from 3 corpses to those who want to play into the feeling of a Necromancer wouldn't be out of the realm of possibility. It's also to make up for losing the amazing feeling of having a mini minion army that Animate Blastbones gave us, but keeping the 3 Blighted Blastbones isn't a realistic option anymore.
Enduring Undeath
- Same as Bitter Harvest/Deaden Pain consumes a max of 2 corpses and the HoT duration per corpse consumed is increased by 12.5 seconds.
Necromancer Class Mastery
- An extra 20% on all your resources is a HUGE boon, and even with the power creep having it max out at 5 corpses is too strong. It's already hard to hit the 20% cap, but with this change it will become increasingly rare. I suggest for the first 3 corpses it increases your stats by 3% instead of 2%, for the next 4 it increases your stats by 2% like normal, and for the last 3 it increases your stats by 1%. This will front load some of the benefit and make it more worthwhile in an environment when the player can't make more than 2-3 corpses while allowing them to maintain the same benefit in larger scale fights with more player or npc corpses to utilize.
@ZOS_Kevin Without changes similar to these Necromancer players in PvP will rarely get full functionality from casting these skills. The limitations placed on the player in the name of game performance and not combat balance means these skills are unjustly getting a heavy nerf so increasing the duration/power per corpse consumed to compensate for the loss of effectiveness players will experience otherwise is a fair compromise.
Not just limiting the corpses but also the time we have to consume them. We're going to be spending more time worrying about IF we even have a corpse to consume than reacting to what the enemies are doing.
DUTCH_REAPER wrote: »MurkyWetWolf198 wrote: »Feedback for week 2:
1. Grave Lord’s Sacrifice should exclude channeled abilities, just like Elf Bane
Highly disagree with this. Why? So arc and Temp can’t benefit? I’m curious. Why you think it should exclude channels that are also dots?
That one skill alone makes the entire skill tree worth it for every single class that puts a dot down. And for a class (necro) that nobody wants to hardly play on live I think it’s a pretty epic skill for all to use.
Necro’s dps skill line should be powerful on its own, not through being just another buff for Arcanist. There’s no feeling of NECROMANCY on those builds at all, they take the buffs and lose the flavor. It’s a tool to buff DoTs, and Arc Beam just does not feel like a DoT
Also, it’s currently enabling WAY too much dps lol, arc beam getting both GLS and Rapid Rot? And an extra 8% damage bump? They literally made the strongest dps tool in the game 33% stronger smh. Arc already outclasses everything on live, never mind the 171k parses right now
SkaraMinoc wrote: »In PvP, Polar Wind now enables every class to dip heavily into non wd/sd damage sources without having to worry about self-healing. For example, you can build heavily into penetration and crit chance now and still have a strong self-heal with Polar Wind as long as you have 35k+ health. That's all the max health you really need for Polar Wind to be competitive with other heals.
You can run a Nightblade with Farstrider and Shattered Fate and still have very strong heals. Similarly, all bash builds now have a very strong heal. This is not currently possible on Live.
From a balance perspective, I don't think subclassing is a good thing while heals like Polar Wind exist.
All you really need now is
- Winter's Embrace for Polar Wind
- Assassination for Damage
- pick any 3rd skill line to fill in gaps in your build (sustain, utility, mitigation, etc)
MurkyWetWolf198 wrote: »
I would say that, practically speaking, subclassing will provide tools to fix that. Siphoning skill line from Nightblade gives a really good sustain tool for example.
I wish that DK tanks had some benefit for remaining primarily DKs, but your tank can still work with some adaptation
Icy Aura, restriction for melee makes this passive completely useless for ranged wardens besides the new effect being questionable at all. I dont see any use for that passive.
Very happy that non-pet sorcs received some attention again in 11.0.1, and certainly step forward.
There is still one dead passive, but that is the same as before the changes.
Looking at the currents state , sorcs have ultimately lost 5% max resources and 10% damage on armaments.
Changing shields was OK, but Deadric summoning line needs more love for it to be competitive.
I think this is overall a net nerf, and now that shield heal is removed, unwarranted.
Melee builds are meta thoughIcy Aura, restriction for melee makes this passive completely useless for ranged wardens besides the new effect being questionable at all. I dont see any use for that passive.
It's going to be OP against DKs and other melee builds in PvP. Everyone with high HP are already going to add Winter's Embrace for polar wind, free boost on frost damage and then this free major debuff by doing absolutely nothing.
Please revise this. Melee builds should be made stronger not weaker.
SkaraMinoc wrote: »I
From a balance perspective, I don't think subclassing is a good thing while heals like Polar Wind exist.
All you really need now is
- Winter's Embrace for Polar Wind
- Assassination for Damage
- pick any 3rd skill line to fill in gaps in your build (sustain, utility, mitigation, etc)