Online:Necrotic Orb
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< Elder Scrolls Online: Skills: Undaunted(Redirected from Online:Energy Orb)
Necrotic Orb | |||||
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Line | Undaunted | ||||
Line Rank | 5 | Cost | 2970 Magicka | ||
Cast Time | Instant | Duration | 10 seconds | ||
Target | Area | ||||
Area | 8 meters | ||||
Morphs | |||||
Mystic Orb Increases your Health, Magicka, and Stamina Recovery while active. |
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Energy Orb The orb heals allies instead of damaging enemies and moves faster. |
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Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
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- Necrotic Orb: Project a globe of annihilation that slowly floats forward for 10 seconds, dealing [837 / 845 / 855 / 865] Magic Damage every 1 second to nearby enemies. An ally near the globe can activate the Combustion synergy, causing the orb to explode for 6149 Magic Damage to nearby enemies and restore 3960 Magicka or Stamina to the ally, whichever maximum is higher.
- Mystic Orb: Project a globe of annihilation that slowly floats forward, dealing [866 / 876 / 885 / 895] Magic Damage every 1 second to nearby enemies. While the orb is active you gain [70 / 80 / 90 / 100] Health, Magicka, and Stamina Recovery. An ally near the globe can activate the Combustion synergy, causing the orb to explode for 6149 Magic Damage to nearby enemies and restore 3960 Magicka or Stamina to the ally, whichever maximum is higher.
- Energy Orb: Cost: 3780 Magicka.
Project a globe of regeneration that slowly floats forward, healing for [1297 / 1312 / 1326 / 1340] Health every 1 second to you and nearby allies. An ally near the globe can activate the Healing Combustion synergy, causing the orb to explode and heal for 6149 Health to nearby allies and restoring 3960 Magicka or Stamina to the activator, whichever maximum is higher.
Necrotic Orb creates an orb floating forward that causes Magic Damage to nearby enemies on its way. Your allies may activate the Combustion synergy, which causes the orb to explode and deal more damage to all nearby enemies, as well as restore that ally's Magicka or Stamina, based on which of their max values is higher. The Mystic Orb morph gives you Health, Magicka, and Stamina Recovery while the orb is active, while the Energy Orb morph, functions as a healing spell instead, restoring your allies' Health over time. The synergy also changes to Healing Combustion, which restores their Health in addition to Magicka or Stamina.
Notes[edit]
- You can only have one Necrotic Orb active at a time. Recasting the ability will remove an active orb.
- Multiple allies can use the synergy for these abilities.
- Necrotic Orb's and Spear Shards synergies uniquely share the same cooldown. Using one will prevent you from using the other for 20 seconds. These are the only synergies that share a cooldown.
- Before Update 14, the Combustion synergy restored magicka over time to nearby allies for each enemy hit. The Mystic Orb got the Magicka Combustion synergy, which also instantly restored magicka, while the Energy Orb and its Healing Combustion synergy only restored health.
- Before Update 23 you could have multiple orbs active at the same time but an ally using it's synergy would consume the orb.
- Energy Orb is a recommended morph for the Blood Magus, Eldritch Mender and Master Herbalist builds.
Gallery[edit]
Patch Notes[edit]
- Activating the Intensify synergy no longer makes all Energy Orbs (Necrotic Orb morph) in the area explode.
- Shadow Cloak: This ability is no longer removed by the following ticking damage abilities.
- Agony
- Bat Swarm
- Caltrops
- Cripple
- Entropy
- Fire Rune
- Necrotic Orb
- Path of Darkness
- Soul Tether
- Trap Beast
- Volley
- Wall of Elements
- All elemental procs
- Increased the damage per tick dealt by this ability by 30%.
- Energy Orb: This ability now heals allies instead of damaging enemies. Activating the Synergy for this morph triggers a power area of effect heal and destroys the orb.
- Updated the visual effects for Necrotic Orb.
- Fixed an issue with this ability and its morphs that was allowing multiple player characters to use the synergy of a single orb. Now, only one synergy can be activated for each orb. This ability can now also travel further over hilly terrain.
- Energy Orb: Fixed an issue where you could unintentionally trigger the synergy multiple times per single cast.
- Adjusted several abilities to improve overall game performance. Affected abilities will now tick less frequently, but deal more damage such that overall damage should remain constant. The affected abilities include:
- Blazing Spear
- Consuming Darkness and its morphs
- Eruption
- Lightning Splash and its morphs
- Necrotic Orb and its morphs
- Path of Darkness and its morphs
- Radiant Destruction and its morphs
- Fixed several minor issues for the following abilities, based on the adjustments made in patch v2.2.5:
- Blazing Spear: Decreased the damage values, which were previously higher than intended.
- Eruption: Enemies in the area of effect will now always be snared.
- Path of Darkness: The caster in the area of effect will now always receive the Major Expedition buff.
- Necrotic Orb and its morphs: Decreased the damage and healing values, which were previously higher than intended.
- Fixed an issue with the synergies of this ability and its morphs not scaling with the synergy user's highest statistics.
- Energy Orb: Fixed an issue where you were able to block the healing synergy from this ability.
- Necrotic Orb: The synergy from this ability and its morphs now restore Stamina or Magicka to the synergy-user, whichever resource pool is larger. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Spear Shards synergy.
- Developer Comments: This allows classes other than Templars to bring a powerful resource restore synergy to the group as a substitute to Spear Shards.
- Mystic Orb: This morph now increases the damage the orb deals.
- Fixed an issue where the cooldown buff from Spear Shards and Necrotic Orb's synergy had different names.
- Combustion and Healing Combustion (synergies)
- Fixed an issue where using the synergy would not explode the closest orb to you.
- Reduced the base cost of this ability and its morphs to 3780 from 4590.
- Reduced the damage per tick of this ability and the Mystic Orb morph by approximately 13%, but it can now deal damage every half second instead of every second.
- You can only have 1 orb active at a time.
- Decreased the speed to 2 meters per second from 3 meters per second to help it deal damage or heal targets more reliably as the orb passes them.
- Energy Orb: Increased the healing per tick of this ability by approximately 20% since the morph only converted functionality, without necessarily improving it.
- Healing Orbs: Increased the healing per tick of this ability by approximately 7%, and fixed an issue where allies affected by the Heal from this ability were unable to take damage from Necrotic or Mystic Orbs from some players.
- Combustion and Healing Combustion (synergies): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
- Developer Comment: Traditionally a synergy, when activated, removes the ability to activate the synergy for further allies, but keeps its parent object so the caster does not lose effectiveness for being a team player, as seen with abilities such as Spear Shards. In the case of Necrotic Orb and its morphs, due to their mobile existence and skill shot nature, we wanted to better reward anyone able to move or aim to react to these abilities properly, and allowed them to have an ally synergize them as long as they are not on cooldown for the synergy type.
- The following abilities have received significant adjustments to how the server handles their behavior, reducing messages sent between the client and server and reducing the total amount of Area of Effect events occurring. This will largely have little to no effect on their gameplay other than improving their response time to entering or leaving the Area of Effect. In some rarer cases, it will reduce the interaction with sets that proc off application of buffs or debuffs, since you will no longer repeatedly apply these effects to targets inside the area every tick, but rather for the duration the target is inside the area. Their synergies (when applicable) have also been updated to be far more reliable to activate when in the area and they will no longer persist for a short duration after each tick, allowing you to activate them in cases where they could fail or were already used, going on cooldown with no effect, or gaining their effects despite already being used.
- Blood Altar and morphs
- In an instance where Blood Feast and Blood Funnel are both available, Blood Feast will now always take priority as it is stronger than Blood Funnel.
- Bone Totem and morphs
- Boneyard and morphs
- Cleansing Ritual and morphs
- Both morphs of Dragonknight Standard
- This will also fix an issue where the morphed version of this ability failed to properly fire its synergy, Shackle, when activated.
- Lightning Splash and morphs
- Necrotic Orbs and morphs
- Negate Magic and morphs
- Nova and morphs
- Rune Focus and morphs
- Spear Shards and morphs
- Blood Altar and morphs
- This ability and its morphs now tick once every second, rather than every half second.
- Increased the damage per tick of this ability and the Mystic Orbs morph by approximately 16%.
- Decreased the travel speed of the orb so it's easier to land multiple ticks on low mobility enemies. This will be an overall DPS loss, getting these abilities closer to other AoE DoTs in power. Note these will still be stronger than most other DoTs due to having higher variance of performance, especially in high mobility in encounters.
- Fixed an issue where the AoE size of the synergy from this ability and its morphs were 7 meters instead of 8 meters.
- Healing Orbs (morph): Increased the healing per tick of this morph by approximately 38%. This will result in less total healing overall but will still be stronger than most other AoE HoTs due to its mobile nature.
- Reduced the damage per tick by approximately15%.
- Reduced the cost of Necrotic Orb and the Mystic Orb morph to 2970, down from 3780.
- Increased the movement speed to 1.2 meters per second, up from 1 meter per second.
- Mystic Orb (morph): This morph now increases your Health, Magicka, and Stamina Recovery by up to 100 while its active, rather than increasing the damage done by 20%.
- Energy Orb (morph):
- This morph retains its original duration, movement speed, tick rate, and cost.
- This morph now ticks 1 extra time over its duration.
- Reduced the healing per tick by less than 1%.
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