The Necromancer Blastbones changes won’t help it like they think it will. The class itself needs an overhaul. First off the flame skull and its morphs. Increase the damage, remove the every third cost effect. The Ricochet Skull can act like Sorcerer’s curse ability where upon its initial damage it causes a an effect that blows the target up causing an AoE. Restructure Blastbones so that it simply summons bone spikes from the ground similar to the Warden’s Scorch ability and it deals ice or disease damage and creates a corpse. Avid Boneyard becomes Chilling Boneyard it causes the chill effect and slows the target. Why activate your own synergy if Harmony is gone? The Shocking Siphon should become Grave Lord’s Cloak and it should act like a normal ability where it costs resources. The base ability creates a AoE effect around you that causes shock damage. Having it slotted gives you major prophecy and savagery. Consuming a corpses increases your damage done by 3%. Its morphs could be Reaper’s Cloak: deals disease damage & once the effect ends you explode causing additional damage. Mystic Cloak: Increases your health, Magic, and stamina recovery by 200. I think these changes would boost necromancers enough that they are on the same level as other classes. I thought about giving them access to stuns, and major sorcery and brutality but felt like they could get them elsewhere. Also, the Blastbones new effect would have a stamina morph & a magic morph. The magic morph would have an execute effect, while the stamina morph debuffs the enemies or something like that. Edit: Chilling Boneyard probably feels like that Ice Shard ability from the Warden kit. So maybe we simply keep the chill effect and introduce minor breach to the ability. Also let’s change Reusable Parts & Death Gleaning: Reusable Parts: Consuming a corpse restores X magic & stamina. - Death Gleaning: instead of getting resources when an enemy dies around you, you heal; removes the need for an ability to be slotted. - just because it would be nice on a werewolf. Why the change to the passives? I feel like consuming corpses are the necromancers crux. Making them gain resources for consuming corpses and healing when people die is very thematic for the class while also helping with sustain even during PvP easier or with survival during both PvE & PvP.
Back in year one it was op, but then all the other classes where getting real attention and mag sorc was nerfed time and time again, it never felt the same. Sure there are builds out there throughout the years like heavy attack and pet builds but running pets realistically wasn't main damage even the sets they came out to buff them where way too bad much like the newest sorc set from archives is really trash. So it's good to see it finally getting some real buffs
@@juansolis8498 mag sorc. Dmg is insane even now. And after the patch with all those buffs pvp will turn to blink field again. Like good old times. Sorcs deserve their buffs, but comming with shield/max resource buff+ 0veral 100% boost on every status efect may make them broken /again.
@@baklava-tchai2247 na. Imo it will make it broken, and thats the last i want to see. Because when this happens, overnerf follows... Sadly (except for nb and dk....)
Ricochet Skull FTW. 😅😅 Honestly, they need to figure out what they want Necromancers to excel at because right now they are low tier or mid tier on everything. IMO. Sacrificial Bones may make for interesting builds but seriously the Necromancer kit needs the same kind of love that Sorcerer got this patch that’s for sure. Fingers crossed for update 42… I guess.
Finally some real sorc buffs!! Been such a long time coming. Hopefully most of this goes through very close to what they've proposed with only some minor tweaks still needed. Thankfully it seems the attitude towards sorcerers has shifted on the forums (mostly). Seems like lots of people are finally understanding just how bad it got with the class (magsorc especially) over the past couple of years. Still some resistance to these changes, but most of that is from people that, quite frankly, aren't all that reasonable and shouldn't be listened to in the first place. Only real additional change I want to see is bound armor and morphs hybridized and give us major prophecy/savagery while slotted on either bar (they can remove the max stats to give this since those are now on expert summoner) which will help round out crit surge as the class HoT and finally hybridize that piece of sorcs kit.
Stop hurting necro, it's already dead! I mean, they are removing arguably the only skill in magcro toolkit that is worth playing for. Why the necromancer hate, I wonder? The class can barely be seen in PvP already and in PvE anything works anyway. As for the sorc, the changes look interesting. I hope my health bashsorc can benefit from the new abilities without relying on instantly dying pet.
Doesn't seem like they intended to remove that option as their aim was to keep Blighted as the same playstyle. It's just missing the damage bonus and some dynamic scaling so it can be used by mag or stam necro.
It’s not “hate” it’s called older new class needs to be toned down so the new content looks more appealing Ever mmorpg use this technique idk why this is rocket science to some 😂😂😂
Necro used to be the pay to win class but now with the new class out, it seems like a really good marketing move to favor that class over something old to push sales on both newer players and older players. However for the ppl who did pay for necro, it's now the pay to lose class as it has been meme'd which makes me incredibly sad. I never liked the necro play style personally but I do use necro for solo play and it's rough in comparison to other classes. It feels like ZoS just slapped their paying customers in the face with that class
Great video. I'd love to use Asylum staff but part of the problem with status affects is everyone runs Pain's Refuge. So applying a lot of status effects can sometimes work against you giving them a lot of damage reduction. Also if you want to apply multiple status effects easily, elemental essence is OP and super annoying, it's all over the place in PVP now.
I really like the Nb change. I kinda new in pvp and gank a lot. While I'm farming the sets for Arterial Bursting I'm just running around with Oakensoul, Orders Wrath and Shattered Fate using Conc Weapon to get used to the play style. Really like it, IC event was great. Nice that gets a buff. I might keep that playstyle at least for BG's were people love healing others and I allways get full healed quickly when I'm trying to teach myself running around with 48% hp. I know your build isn designed for BG's but it helps running around there low hp to kinda get used to it.
You’re the 80%. Touts great you’re learning to play the class but you are hitting people with 12k incaps and surviving and you are a noob. You shouldn’t have it that easy. NB is overpowered and easy mode
What I want is the weapon skills to interact with class type more so even if speced same as a different class the weapons would act a little more unique to the classes
All very good or decent changes, happy to see them actually tackle underused morphs with completely new ideas. Here's some very small, quality of life changes I would like to see: - Remove 8% stam from Bound Armaments, add Major Savagery/Prophecy for slotting and 1% crit chance per dagger. Makes it hybrid friendly, we don't need +18% stam. - Add Major Breach to Haunting Curse. - Convert all sources of Purple Magic Damage to Shock (Curse, Daedric Tomb, Suppression Field). - Convert all sources of Crystal Magic Damage to Physical (Crystal Frag, Shattering Prison, Rune Cage).
ZOS: "Hey guys these are the potential ideas for the changes we are going to make for the class." Malcolm: "Oh hey guys these changes have potential to be pretty good." What is the issue here?
@@morgothbauglir203 completely overhauling two skills that are strictly an objectively useless in any sort of PVP context by definition will make them better. We don't really know how much better because again it's just week one and it's all still up in the air, but he's not wrong to say that these are good changes. Maybe by the time this all drops it turns out that these are all just kind of Niche options, maybe they turn out to be best in slot who knows. Who knows we'll just have to see
All sorcs are that we struggled to survive and we did survive in hard condition , we are trained in hard condition and manage it, now all that we learned and managed ,to be ,,we will be gods"❤❤🎉🎉🎉
i rally hoped pets coulkd be active on 1 bar and buffed twilight to actually live. these changes are good for sorc though and magden. was using asylum staff on warden and it hurts a lot
While it's still too early to tell, I like the attention sorcerers finally get since anyone who's played this class for longer than 5 hours knows survivability has been rather bad since forever…
Fuck no, 90% of cyrodiil is running around with MINIMUM 40k health sorc shields got buffed to like 72% of max hp? And if major/minor vitality will increase all shield strength you really think we need shields that crit?? Talk about begging for a carry buff oblivion damage needs a buff these days....
@@AntonlaCroix can’t really agree. They have a powerful toolkit for beginners mostly for pve but for pvp and harder content not so good. Long ago yes powerful in pvp but that was ages ago.
absolute legend. i’ve been following your content for as long as i’ve been playing elder scrolls. you’ve help me develop so much as a player in PVP and just want to let you know how much you rock dude
I’m pretty sure they specified hardened wars requires a pet for its heal functionality. So, you only get the heal IF no pet shielded shield. The other more states you’re healed regardless of weather or not a pet was shielded. The wordings confusing, but I’m pretty sure hardened wars heal requires a pet.
It's still good, and honestly better in most situations since this new burst heal is just going to be sorc flavored combat prayer. Still hella expensive and the tool tip isn't going to be as good in terms of raw healing. Still the option itself is what makes it good
This change to necro seems more like a nerf than a buff 😔 hopefully this won't roll out on live. This class already has issues with being a buffing machine with low damage skills. This change just FEEDS into that big problem of more buffs but no real dmg. What's the point in buffing dmg when you barely have any skills that do significant damage in comparison to other classes
I think PvE dps sorc is still meh. The damage changes for non-pet sorc don't make up for the damage loss from not having pets. Stam petsorc is still lousy due to the high magicka requirements. But I think PvE tanksorc has gotten a major boost with Encase changes. Not there with a DK or necro but better than before. If they made the minor Brutality/Sorcery buff from Dark Deal a party wide effect then they'd be up there.
to the contrary, Fatecarver, which is where virtually all of arcanist damage output comes from have lost 7% damage per tick in he very same pts patch, and shield from pragmatic morph got nerfed, and capped to half hp (big nerf to survivability aspect of it.)
@@vossboss220 I read the notes and I fail to see how a 7% damage nerf and a slight nerf to Fatecarver shields is anywhere near the nerfs people have been asking for. Flail remains unchanged, the stackable shield remains unchanged, the bubble ult remains unchanged, Colorless remains unchanged. But yeah, 7% less damage from a skill that practically no one uses in PvP is truly the nerf Arc needs to balance it
@alumina665 7% of each tick of the beam not of the beam not overall. That's a lot more damage than you'd think. Also the nerf to the damage shield is huge because prior to the adjustments it did not scale down due to battle spirit. It was ridiculously large compared to basically every non sorc shield. Stackable shields already got adjusted and really aren't that big of an issue either. Most of Arc damage comes from its passives boosting its procs, which some of the most brain dead bread and butter set ups have already gotten tweaked. It's only week one and we don't even have all the numbers, chill for a second
Nb got overbufed again. Sorc buffs are deserved. I fail to see thre reason behind DK buffs ... Necro again/ofc got nothing. 20% dot dmg .... Not even a minor/major buff... Sarcaficing your bb range for like 20 sec/20% dot dmg will make you testing dumy in pvp. Mag warden will go overboard with status efect buffs. And masters DW was the only viable stamcro options /outside DS (viable in quotes ) and it go nerfed. You can clearly see who is behind all this changes. The dev who main NB. Giving him 4 skills which benefit both bars. Such a farse
That heal needs a nerf. It should be like 5%. It can critically strike in pts and can heal for like 9k in PvP. Im all for buffs for magicka sorcerer, but im not in favor of overtunned skills. Id much rather they made it small heal over time, lower the cost, and increase expert summoner the passive to 15%. Thats burst heal is ridiculously strong