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)
You will be surprised how powerful charged frost staff la/crushing spam into Merciless is with threads of war and draugrkin.
Maybe stormcalling for mobility and more heals. Or templar for ranged stun and burning light.
Nuking DK sustain is going to hurt solo players quite a bit. Magma Shell no longer allows Ultimate Gain, which is also hurting the solo DK player when doing difficult content. Get it was causing problems in IA, but there is more to the game than IA.
At least drop the cost to 125-150 ultimate from 200 to compensate DK some for the loss in power. As it stands, if the changes go live, why would any player choose Magma Shell over Corrosive Armor? All you did was kill one morph to never being used again by anyone.
Stay safe
silentxthreat wrote: »did some testing on dk today and post nerfs things feel bad on it, zero reason to play a dk or sub class into it
It will remain a pve tank morph it has always been. And in pvp shell was never worth taking over corrosive obviouslyNuking DK sustain is going to hurt solo players quite a bit. Magma Shell no longer allows Ultimate Gain, which is also hurting the solo DK player when doing difficult content. Get it was causing problems in IA, but there is more to the game than IA.
At least drop the cost to 125-150 ultimate from 200 to compensate DK some for the loss in power. As it stands, if the changes go live, why would any player choose Magma Shell over Corrosive Armor? All you did was kill one morph to never being used again by anyone.
Stay safe
Turtle_Bot wrote: »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)
You will be surprised how powerful charged frost staff la/crushing spam into Merciless is with threads of war and draugrkin.
Maybe stormcalling for mobility and more heals. Or templar for ranged stun and burning light.
This is exactly why I have been theory crafting and working on a reliable tank build for PvP. The double spec bow is going to be stupidly oppressive if it makes it to live, especially being combined with shulks (major + minor breach on an AoE delayed burst) so I'm looking into ways to mitigate that and just be a general pita to those sorts of builds that will be everywhere.
Bow isn’t considered a projectile by the game btw. So neither shield nor any other similar skill affects it.Turtle_Bot wrote: »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)
You will be surprised how powerful charged frost staff la/crushing spam into Merciless is with threads of war and draugrkin.
Maybe stormcalling for mobility and more heals. Or templar for ranged stun and burning light.
This is exactly why I have been theory crafting and working on a reliable tank build for PvP. The double spec bow is going to be stupidly oppressive if it makes it to live, especially being combined with shulks (major + minor breach on an AoE delayed burst) so I'm looking into ways to mitigate that and just be a general pita to those sorts of builds that will be everywhere.
I don't want to get close enough to use Shalks, lol.
On plus side Winter's Embrace which enables chilled status to be impactful also includes projectile protection. Winter's embrace and threads of war makes frost light attacks worse than pre-nerf way of fire or savage werewolf. Assassination line gives you the kill shot and free offensive stats to make it all work.
Toss on winterborn, draugrkin, or dragon's appetite for icing on the cake (warden has ranged bleed or the bleed version of wield soul will trigger Dragon's now).
Arctic Blast has to lose its 6m radius clearance condition for the heal. It literally makes the skill obsolete in PvP and PvE as a heal. The skill had already been nerfed outside of this change in the prior patches (despite nobody in the community complaining about it).
If you aren't going to make it a useful heal then I suggest ridding the heal altogether and adding a different effect to the skill.
sans-culottes wrote: »randconfig wrote: »
Can Blighted Blastbones receive this treatment please?
Blighted Blastbones can be:
-CCed after spawning and if the CC is long enough, be completely disabled until the skill becomes available to use again(the game won't allow you to recast the skill if the Skeleton is still ''active'', even if it is stuck in a CC which it can't break), thus ''wasting the skill cast''
-Affected by Silence Ground AoEs(and end up completely disabled until the AoE ends or BB timer runs out), even though it is a ''Stamina Skill'' and even if casted outside the AoE effect. I assume this happens because the Skeleton is treated as an NPC and is Stunned instead of Silenced(BB can't use break free)
-Unable to reach the target under certain conditions like for example if the target teleports to an unreachable location(Sarydil in Coral Aerie), or the target ''phases out''(Darkshard in Bedlam Veil). The main issue with this is that unlike most skills that would simply ''fail'' in this scenario, the Skeleton will just stay there doing nothing until the duration of the skill runs out and most of the time won't attempt to pick a new target.
Changing this skill into a ''visual effect that completes the attack'' similar to something like Scorch from Wardens would imo greatly improve the skill and make its usage in combat scenarios smoother and more reliable. There is no scenario in where this particular skill being a ''summoned entity with AI'' ends up being better than a ''visual effect that completes the attack'' gameplay wise.
I don't like this suggestion; blastbones is a pet and is useful in PvP as a way to intercept enemy attacks, your suggested change would make it not a pet and not block any attacks in PvP.
Calling this a “pet” has always been a bit of a stretch of the term. It lasts for a few seconds. Why even bother?
sans-culottes wrote: »randconfig wrote: »
Can Blighted Blastbones receive this treatment please?
Blighted Blastbones can be:
-CCed after spawning and if the CC is long enough, be completely disabled until the skill becomes available to use again(the game won't allow you to recast the skill if the Skeleton is still ''active'', even if it is stuck in a CC which it can't break), thus ''wasting the skill cast''
-Affected by Silence Ground AoEs(and end up completely disabled until the AoE ends or BB timer runs out), even though it is a ''Stamina Skill'' and even if casted outside the AoE effect. I assume this happens because the Skeleton is treated as an NPC and is Stunned instead of Silenced(BB can't use break free)
-Unable to reach the target under certain conditions like for example if the target teleports to an unreachable location(Sarydil in Coral Aerie), or the target ''phases out''(Darkshard in Bedlam Veil). The main issue with this is that unlike most skills that would simply ''fail'' in this scenario, the Skeleton will just stay there doing nothing until the duration of the skill runs out and most of the time won't attempt to pick a new target.
Changing this skill into a ''visual effect that completes the attack'' similar to something like Scorch from Wardens would imo greatly improve the skill and make its usage in combat scenarios smoother and more reliable. There is no scenario in where this particular skill being a ''summoned entity with AI'' ends up being better than a ''visual effect that completes the attack'' gameplay wise.
I don't like this suggestion; blastbones is a pet and is useful in PvP as a way to intercept enemy attacks, your suggested change would make it not a pet and not block any attacks in PvP.
Calling this a “pet” has always been a bit of a stretch of the term. It lasts for a few seconds. Why even bother?
Your constantly recasting it, and kiting around it absorbing damage, and then 3 seconds later you have another one.
If you have cmx and see your damage output to a necro, you will see like 30 instances of blastbones. It's absorbing damage.
It's actually cheesey when used right.
sans-culottes wrote: »sans-culottes wrote: »randconfig wrote: »
Can Blighted Blastbones receive this treatment please?
Blighted Blastbones can be:
-CCed after spawning and if the CC is long enough, be completely disabled until the skill becomes available to use again(the game won't allow you to recast the skill if the Skeleton is still ''active'', even if it is stuck in a CC which it can't break), thus ''wasting the skill cast''
-Affected by Silence Ground AoEs(and end up completely disabled until the AoE ends or BB timer runs out), even though it is a ''Stamina Skill'' and even if casted outside the AoE effect. I assume this happens because the Skeleton is treated as an NPC and is Stunned instead of Silenced(BB can't use break free)
-Unable to reach the target under certain conditions like for example if the target teleports to an unreachable location(Sarydil in Coral Aerie), or the target ''phases out''(Darkshard in Bedlam Veil). The main issue with this is that unlike most skills that would simply ''fail'' in this scenario, the Skeleton will just stay there doing nothing until the duration of the skill runs out and most of the time won't attempt to pick a new target.
Changing this skill into a ''visual effect that completes the attack'' similar to something like Scorch from Wardens would imo greatly improve the skill and make its usage in combat scenarios smoother and more reliable. There is no scenario in where this particular skill being a ''summoned entity with AI'' ends up being better than a ''visual effect that completes the attack'' gameplay wise.
I don't like this suggestion; blastbones is a pet and is useful in PvP as a way to intercept enemy attacks, your suggested change would make it not a pet and not block any attacks in PvP.
Calling this a “pet” has always been a bit of a stretch of the term. It lasts for a few seconds. Why even bother?
Your constantly recasting it, and kiting around it absorbing damage, and then 3 seconds later you have another one.
If you have cmx and see your damage output to a necro, you will see like 30 instances of blastbones. It's absorbing damage.
It's actually cheesey when used right.
I think you may have misunderstood the point I was making. I’m not denying that mechanically Blastbones is classified as a pet or that it can serve as a damage sponge. My comment was aimed at how un-petlike the implementation feels in practice—short-lived, uncontrollable, and without persistent presence. That’s quite different from, say, a Sorcerer’s summons or a Warden’s bear, which feel more like actual companions.
In that context, I was questioning the usefulness of calling it a “pet” in terms of player experience and design coherence, not disputing the damage output or interaction with combat metrics.
Id love to revert magbones back to what it was previously tho.
tomofhyrule wrote: »Id love to revert magbones back to what it was previously tho.
The funny part is that some of the most broken parts of Subclassing right now is the fact that magbones (and the base morph) are buffing skills like Fatecarver to be OP.
Can you imagine if SacBones and GLS went back to what it was before, which then made Fatecarver not able to pick up a 15% damage boost from that on top of the 10% boost from Rapid Rot?
Also, I do love that the flavor text of SacBones and GLS specifically say “The skeleton leaps to you, sacrificing the fallen soul within and enhancing your necromantic energies for 10/20 seconds, increasing your damage done with class abilities and damage over time effects by 15%” when people are using it with subclassing specifically to buff their non-necromancer skills.
sans-culottes wrote: »sans-culottes wrote: »randconfig wrote: »
Can Blighted Blastbones receive this treatment please?
Blighted Blastbones can be:
-CCed after spawning and if the CC is long enough, be completely disabled until the skill becomes available to use again(the game won't allow you to recast the skill if the Skeleton is still ''active'', even if it is stuck in a CC which it can't break), thus ''wasting the skill cast''
-Affected by Silence Ground AoEs(and end up completely disabled until the AoE ends or BB timer runs out), even though it is a ''Stamina Skill'' and even if casted outside the AoE effect. I assume this happens because the Skeleton is treated as an NPC and is Stunned instead of Silenced(BB can't use break free)
-Unable to reach the target under certain conditions like for example if the target teleports to an unreachable location(Sarydil in Coral Aerie), or the target ''phases out''(Darkshard in Bedlam Veil). The main issue with this is that unlike most skills that would simply ''fail'' in this scenario, the Skeleton will just stay there doing nothing until the duration of the skill runs out and most of the time won't attempt to pick a new target.
Changing this skill into a ''visual effect that completes the attack'' similar to something like Scorch from Wardens would imo greatly improve the skill and make its usage in combat scenarios smoother and more reliable. There is no scenario in where this particular skill being a ''summoned entity with AI'' ends up being better than a ''visual effect that completes the attack'' gameplay wise.
I don't like this suggestion; blastbones is a pet and is useful in PvP as a way to intercept enemy attacks, your suggested change would make it not a pet and not block any attacks in PvP.
Calling this a “pet” has always been a bit of a stretch of the term. It lasts for a few seconds. Why even bother?
Your constantly recasting it, and kiting around it absorbing damage, and then 3 seconds later you have another one.
If you have cmx and see your damage output to a necro, you will see like 30 instances of blastbones. It's absorbing damage.
It's actually cheesey when used right.
I think you may have misunderstood the point I was making. I’m not denying that mechanically Blastbones is classified as a pet or that it can serve as a damage sponge. My comment was aimed at how un-petlike the implementation feels in practice—short-lived, uncontrollable, and without persistent presence. That’s quite different from, say, a Sorcerer’s summons or a Warden’s bear, which feel more like actual companions.
In that context, I was questioning the usefulness of calling it a “pet” in terms of player experience and design coherence, not disputing the damage output or interaction with combat metrics.
I mean, in most lore necromancers summon dead Companions to do their bidding. Blastbones is exactly that. They had to do something to make it useful. For a burst ability, I can't really think of any better way of making a necromancer burst ability that keeps the theme of necromancy. The only other thing i can think of is Kjalners skelly hand.
Blastbones definitely fits the theme, and does just fine in my book. Arguably the best delayed burst tools in the game. Shalks is prolly number 1 with blastbones close behind.
The only thing I can sorta agree on, is that blastbones struggles finding a target sometimes. So it can be harder to control sometimes.
But all together, blastbones is s tier in my book for a necromancer pet. Just because it doesn't feel like a pet to you, doesn't mean others think the same.
Id love to revert magbones back to what it was previously tho.
Sorcerer
- Exploitation: When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 20 seconds.
Nightblade
- Hemorrhage: Increases your Critical Damage by 10%. Dealing Critical Damage grants you and your group Minor Savagery, increasing your Weapon Critical rating by 1314 for 20 seconds.
Templar
- Illuminate: Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 20 seconds, increasing your Spell Damage by 10%.
Dragonknight
- Mountain's Blessing: When you cast an Earthen Heart ability, you and your group gain Minor Brutality for 20 seconds, increasing your Weapon Damage by 10%. If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.
Warden
- Maturation: When you activate a heal on yourself or an ally you grant the target Minor Toughness, increasing their Max Health by 10% for 20 seconds.
Arcanist
- Circumvented Fate: Casting an Arcanist ability warps the weave of fate around you, granting you and your group members Minor Evasion for 20 seconds and reducing damage from area attacks by 10%. This effect can occur once every 5 seconds.
sans-culottes wrote: »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.
Too bad Necromancers still haven’t received even an acknowledgment from the devs. It’s interesting that they responded to the Sorcerer discourse so quickly while sidelining years of Necromancer players’ feedback.