wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
I always struggled to find 10 dragon knight skills that I liked. Maybe Dragonknight needs a beam. (Just joking)
Erickson9610 wrote: »wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
The 50% boost should be removed, or baked into the base WD/SD and Armor.
Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.
spartaxoxo wrote: »I think the class in most need of a rework is the necromancer. It's too clunky to use compared to other classes. And all that effort isn't particularly well rewarded.
Erickson9610 wrote: »wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
The 50% boost should be removed, or baked into the base WD/SD and Armor.
Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.
Erickson9610 wrote: »wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
The 50% boost should be removed, or baked into the base WD/SD and Armor.
Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.
It's one way to boost the power of a pure class vs sub-class. Removing that makes the pure class even weaker.
Erickson9610 wrote: »wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
The 50% boost should be removed, or baked into the base WD/SD and Armor.
Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.
I feel like the base classes need to have there skills and passives re-arranged to match new/dlc classes idea of having dps, tank and healing focused skill lines. At this current moment, most of us use the same exact skill lines for every role because only a few skill lines have both skills and passives that support a specific role.
Ishtarknows wrote: »Necromancer needs a complete overhaul imo.
Minions need to become a bigger part of the class overall (as DD, Healer, and even Tank). I've posted at length about what this should specifically look like in other forum threads, but my god is it sorely needed with this class.
Easily Necromancer, but (at least in my opinion) its more to do with class fantasy than damage output. It just doesn't feel like a "necromancer" at all, rather like a dark wizard. I know ZOS was trying to be unique by creating a new take on necromancy in fantasy, but it just falls flat on its face when the existing necromancy fantasy in the Elder Scrolls series can already be seen in-game and feels 100% cooler.
Minions need to become a bigger part of the class overall (as DD, Healer, and even Tank). I've posted at length about what this should specifically look like in other forum threads, but my god is it sorely needed with this class.
Idk what they can do at this point but necromancer still feels very rough to play
But mainly I would want some of the individual skill lines like dark magic, draconic power, and shadow brought up to par
I would like to see the death of the worthless "increase these skills uptime by x seconds" as they are pretty much worthless with how this should be built into in the skills themselves
Personally I would like the aedric spear line looked at in PvE it has 1 skill actually worth casting in jabs. Spear shards and morphs has follow behind the times, the spear throw has a place in PvP but the other 2 skills just are bad + niche
Turtle_Bot wrote: »Easily Necromancer, but (at least in my opinion) its more to do with class fantasy than damage output. It just doesn't feel like a "necromancer" at all, rather like a dark wizard. I know ZOS was trying to be unique by creating a new take on necromancy in fantasy, but it just falls flat on its face when the existing necromancy fantasy in the Elder Scrolls series can already be seen in-game and feels 100% cooler.
Minions need to become a bigger part of the class overall (as DD, Healer, and even Tank). I've posted at length about what this should specifically look like in other forum threads, but my god is it sorely needed with this class.
This has been a big issue I've always had with the way ZOS tried to implement Necro and how they heavily canibalised Sorc's Mage theme to do so.
ZOS had their best opportunity when releasing Necro to untether Sorcerer from the "Summoner" sub-theme it had and allow Sorcerer to focus entirely on being ESO's main "Mage" class that has plenty of it's own sub-themes outside of Summoner (battlemage/stam version, elemental mage, arcane mage, etc), while Necro would become ESO's main "Summoner" class where the main focus is the minions, using magic to summon/empower them (Warden could still be the pseudo summoner druid class it currently can be with nature theme from the animal companions line).
Necro has always been the typical "Summoner" or "Minion" class in fantasy games (alongside druid, but with the death theme instead of a nature theme) and Sorcerer the typical "Mage" or "Wizard" class, but it really does feel like ZOS tried to force Necro into being a dark mage instead of a necromancer, but then realised they still needed a summoner class, so forced sorcerer into that role despite sorcerer literally having a line called "Dark Magic" and Sorcerers typically only having 1 familiar at most that is there to assist the Sorcerer with their Arcane Magic rather than a whole array of summons that the Sorcerer then revolves their entire magic around.
TL//DR:
Agree with you that ZOS destroyed Necro class fantasy by trying to be "Unique" when creating the Necro class, but adding that they also destroyed the Sorc class fantasy in that same process.
I never got to read your write-up, what would you change specifically?
I have always felt that Necromancer lacked melee minions, personally.
I never got to read your write-up, what would you change specifically?
I have always felt that Necromancer lacked melee minions, personally.
The gist of it is that being a necromancer should mean doing the necromancy we've grown accustomed to seeing in the Elder Scrolls series, which revolves around raising the dead. At the moment we have 2 "proper" minions: the Skeletal Mage/Archer and the Spirit Healer. This doesn't feel very necromancer-y. The class really needs a proper rework, not just tweaking skills.
I'll begin with class design. The whole class should rely more on minions to do what it does. For damage-dealing this should mean summoning temporary minions to do the bulk of your damage, each being on, say, a 10–15s timer so you need to re-summon them. Multiple DD skill slots should be dedicated to minions (e.g., ranged minions + melee minions), with others consisting of one spammable and some skills to empower your minions. To boost the "undead horde" fantasy you could actually combine all this into a single ability which raises a random skeletal minion from a nearby corpse, up to a maximum of 4 minions, each with the aforementioned 10–15s lifespan.
For healing I think it should be much the same: instead of the necromancer doing the direct healing, it's the minions. The Spirit Healer already does this surprisingly well, so we've got a workable template that can be expanded. Again, the necromancer can then focus on amplifying this healing, directing the minion who specifically to focus on (or what area), or even allowing the necromancer to force the minion to use certain special abilities like burst heals, etc.
For tanking I'd focus on one particular minion rather than multiple, e.g., maybe a permanent minion which forces all other minions to be un-summoned (to prevent too many minions being active at once). The tank necro then uses their abilities to heal, empower, and boost the defence of their tank minion, with a lot of control over where it goes and how it behaves. An interesting ulti here could be a "possession" where the player takes direct control of the tank minion so the camera follows it, giving you a full range of new skills unique to the tank minion while your host body is given a damage shield.
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But apart from all that, I think something needs to change with how we use corpses. Right now we summon a minion from a portal, and actually generate a corpse from them. This just feels... wrong. We should be raising the dead, not summoning them from another dimension. It should be the other way around: our non-minion abilities or passives should in some way generate corpses, and then we consume those corpses to raise a minion. Currently the only spell that works this way is the healing line ultimate where you raise a bunch of Blastbone skeletons at once from corpses. That is the ONLY ability in the whole class that makes me feel like a proper necromancer because its the only ability where I'm properly raising the dead.
Yes, this means the class will have a higher wind-up than others to reach its peak damage-dealing potential. But this can be alleviated in other ways by making corpse-generation possible through non-minion abilities or passives. Or it could just be an accepted part of the class (not all classes need to behave the same, after all), with the Necromancer class having a higher wind-up time but more consistent damage in the long-run.
For healing I think it should be much the same: instead of the necromancer doing the direct healing, it's the minions. The Spirit Healer already does this surprisingly well, so we've got a workable template that can be expanded. Again, the necromancer can then focus on amplifying this healing, directing the minion who specifically to focus on (or what area), or even allowing the necromancer to force the minion to use certain special abilities like burst heals, etc.
I feel like the base classes need to have there skills and passives re-arranged to match new/dlc classes idea of having dps, tank and healing focused skill lines. At this current moment, most of us use the same exact skill lines for every role because only a few skill lines have both skills and passives that support a specific role.
This wouldn't work. It's not just the lines that are mixed, it's the skills too. Example: Cleansing Ritual - which line would this be in? Healing or DD - beacause it can be used in both depending on the morph. Or Rune Focus - is useful for all 3 roles. LIght Weaver passive - great for healing and tanking. The list goes on.
A simple re-arrange would break the class. It would need a complete re-work from top to bottom, which could still end up breaking the class.