Fairly disappointed with Necromancer

DusdrarlunThunder
DusdrarlunThunder
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Don't get me wrong I think he's really strong. He's just not what I was expecting out of a necromancer.

What was I expecting?

Well for beginners, at the VERY least I was expecting to have as many pets as a Sorcerer. And for sure they were going to be permanent pets, right?

But what do we get instead?

Blastbones: which isn't really a pet at all as he just runs and explodes. Cool skill? Sure. Cool animation? Yep. Is it a pet? NOPE

In fact the summoning time for blast bones at 2.5 seconds plus another 2-3 seconds means 5 or 6 seconds to hit stuff for 7k dmg. You can easily spam any skill in the entire game including light attacks and deal the same amount of damage in the same time. If you were looking to get a quick 5k dmg in on something then almost any skill is better making this skill pretty much only good as an opener.

Skeleton mage: Does pretty low damage. About the same as any dot in the game. And his upgrades? The necro is so LOW on single target damage it's amazing the STAMINA upgrade is the single target damage! But alas the magicka is MORE aoe dmg yay!

And the LAST pet, lolwut?, is a spirit mender. It runs around and heals you. That's it. The sorcerer gets a PERMANENT pet that does PERMANENT damage and on top of that can spam the button to HEAL people.

Like what is all of this? Only 3 pets? One of which isn't even a pet. One who only just heals. And the other which is a fairly garbage ranged pet that doesn't tank any damage for you and puts out about the same damage as any comparable long term dot in the game.

No permanent pets? He's a flipping necromancer! THE PET CLASS OF EVERY GAME! And since they are temporary they should AT LEAST last 30 seconds, maybe 60. AT LEAST! I'm sick of having to constantly cast these dang things!

Pets only do ONE THING? Unlike other pets for other classes where you can not only have the pet up but you can activate them to do OTHER things too.

No skeleton warrior pets? Where's my permanent tank pet? Or even 2 of to use as meat shield semi squishy medium armor types?

No BONE GOLEM PETS? Where's my permanent big buff fatty bone golem equivalent of a heavy armor tank smashing foes into the ground?

No ultimate PET SUMMON that does terrifyingly good damage that lasts a good 30-60 seconds?

WHAT IS GOING ON?!

The pets for necromancer are basically just short term dots and hots. What's so special about that?

Next up is corpse use. So many skills require corpses but the only way to get them from the get go is blast bones. So what's that mean? EVERY necromancer build now requires blast bones? COME ON GUYS! Think! Add in the fact those corpses go away after a very very very very short 2 second delay?! Now not only do i have to use blast bones on every build but I now have to nearly immediately use my skills that require corpses as soon as he blows up. What if I have to dodge roll, and swap weapons? NOPE! CORPSE IS GONE! Gotta do it all over again and wait another 3-6 seconds to get another corpse.

How about all this AOE damage? Good lord who designed this class? Every single magicka upgrade to every single damage skill is MORE and MORE AOE! Skele mage? AOE! Flaming skull? AOE! (LOLWUT?!?!?!?! THE ONLY SPAMMABLE SKILL WE GET IS UPGRADED TO BOUNCE FOR AOE INSTEAD OF A SINGLE TARGET OPTION?!?!?!?!?! LOLOLOLOL!!!!) Boneyard? AOE! Shocking siphon? AOE!

Give me some CHOICES here if I want to do more aoe or more single target damage, that isn't stamina seriously!

Not a single one of my damage skills is upgradeable for magicka builds for more single target damage (specifically better for PvP!). And 2/5 of the skills (boneyard and Siphon) are extremely easy to avoid in PvP. Leaving me with extremely little choice on what to use.

The necromancer feels like the weakest pet class every invented with tons of good self sustainability and absolutely fantastic healing skills. He's by far and away the easiest PvE class I think I've played in the game.

But is that what I was expecting? H to the HELL NO!

God I hope you guys redesign this class. In my 30+ years of playing MMO's online I have to say this is probably the biggest disappointment to a new class I've ever seen.

I want an army of undead (even if they are temporary at 60 seconds) with a couple skeleton warriors, a mage and a bone golem with a spirit mender all rushing around to do my bidding. Increase the lame 5 second duration buff on empowering grasp to 30 seconds and now we might be in the realm of what the Necromancer class should be.

As it sits right now I spend more time summoning 2 pets than doing anything else it feels like. They're more like buffs than pets. Gotta summon a pet (1) summon another pet (2) summon bone armor (3) cast hots (4) get the bonyard ticking (5) and NOW we can start actually doing other things like making blastbones or attacking. Oh but wait! After casting all those things pets only have 10 seconds left on them!

10 seconds later... back into this lame buffing rotation. Summon pet 1, pet 2, armor again, more hots, armor again and boneyard ticking again.

WHEW that's a lot of button mashing.

10 seconds later, DO IT ALL OVER AGAIN!

God forbid if you're healing u gotta get the mortal coil ticking too. Throw that into the rotation and it's almost as if all you are doing is constantly spamming skills that all have 10-15 second durations!

WHAAAAAAAAAAAAAAAAAAAT?!

In the time it takes you to summon 2 pets, get a blast bones up and get your armor on a Sorcerer can spam crystals at you and drop you from 100-0.

GIVE ME A BREAK GUYS
  • Edaphon
    Edaphon
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    No permanent pets?
    That's the best thing about Necro.
    In the time it takes you to summon 2 pets, get a blast bones up and get your armor on a Sorcerer can spam crystals at you and drop you from 100-0.
    So you want to nerf Sorcs? Excellent idea, you can never go wrong with the classics! :p
    Edited by Edaphon on 30 July 2019 02:48
  • Davor
    Davor
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    Well, I don't recall Meninmarco doing any of that in the game and he is a necromancer. :)

    We should have his powers.
    Edited by Davor on 30 July 2019 02:50
    Not my quote but I love this saying

    "I would pay It for support. But since they choosed we are just numbers and not customers, i dont mind if game and zos goes to oblivion"
  • DusdrarlunThunder
    DusdrarlunThunder
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    Davor wrote: »
    Well, I don't recall Meninmarco doing any of that in the game and he is a necromancer. :)

    We should have his powers.

    If you go fight necromancer NPC's you will see them summon skeletons and bone golems.

    I'm not asking for anything I've not already seen other NPC necromancers do in the game I don't think.
  • AMeanOne
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    I love that necro doesn't have permanent pets
  • DusdrarlunThunder
    DusdrarlunThunder
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    AMeanOne wrote: »
    I love that necro doesn't have permanent pets

    Fine if that's the way it's going to be I don't mind that.

    But I have issues with this.

    1) We don't have nearly enough pets. Just a mage and a healer. Gimme some skeletons (thief types) and a bone golem (tanky type)

    2) Let the above listed in number 1 do some tanking for us and absorb dmg for me and my team.

    3) Make them last a LOT longer. 16 seconds is WAY WAY too low. 30 seconds minimum, more like 60 seconds. Give us time to do OTHER things.

    4) If they are temporary shouldn't they be STRONGER than permanent pets? As it is right now skeleton mage hits about the same damage as Sorc Winged Twilight but can't heal. I mean... LOL? Make them STRONGER!

    Then there'll be people who say "but permanent pets take 2 slots" to which I say "my extra slots don't mean crap if I am constantly having to cast pets".

  • hakan
    hakan
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    Probably because game cant handle it. Like how they did away with cloaks/capes.

    Look at warden. One pet that doesnt let you use any other ultimate and other pets just dissolve into air after they deal damage. They look cool but thats it.
  • CAB_Life
    CAB_Life
    Class Representative
    It’s more of a DoT class than a summoning one. I’m still not 100% sold on the class (tethers and blastbones aren’t great), but it has some interesting mechanics and a unique feel—even if that feel isn’t what we would associate with classic necros from lore and other games. Warden took many, many patches to solidify into its class identity (and is still a work in progress for some skills/ specs), let’s see how the next couple of DLC shape this class, too.
  • danara
    danara
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    @Billy_Badascii,

    If you want to talk... Pls at least know your subject, where did you in Elders Scrolls lore that Necromancer Summons are perfect and can be summoned for eternity ? Necromancy is an unperfect art

    You want to compare ghost with the flying bird pet from sorcerer ? Wth, they have nothing in common :
    1- the necro pet look like cauterize from DK, but it is way way better (1 tick every 2 seconds, and for dk it is 5 seconds) and in top of that it gives you 200 regen magicka and stamina (a class is not all about active ability, you should look passives before crying).
    2- sorcerer pet need 2 slots, i dont want that for my necro, i hate the pet design.

    Then you think blastbone is bad ? OK, it s bad actually, but it is bad because it is bugged. When the movement from the skeletton will be fixed it will be a really good ability, think about it like the warden shalk, you drop 1 every 3 second, here it hit every 6 seconds ? Then you drop one, every 6 seconds, like that you will generate a corpse and boost dps because it hit harder than a spammable. Plus in pvp it s supposed to be a burst skill, not a spammable...

    You think that tether are easy to avoid in pvp ? It s all about your placement... I promised myself i ll not say it.... L2.. P... Sorry i m weak..

    Then you talk about spamming skills and rotation ? Well how do i explain you this ? A rotation is about spamming skills ?

    with your 30 years old experience i would have imagine you could have raised real problems about Necromancer, some bug, some bad design that make non sensé. .. Instead of that, you are just crying because the necromancer is not another sorcerer

    Coming from someone Who is younger than your "expérience", i am really disapointed, you are childish and selfish... "I want this, I want that, I, I, I...", what if us WE dont want this ?
  • Saril_Durzam
    Saril_Durzam
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    Pve wise, it would look cool that Necro pets were an horde of skeletons rather than just one. Limited time, of course, but ... would be really cool :smiley:

  • Slimebrow
    Slimebrow
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    Yup. This is what we get. Your just going to have to live with it. I doubt they will bother changing it.

    Just go sorc or something and save yourself the headache i guess. :V
  • Swifigames
    Swifigames
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    I'm enjoying the new class.

    My largest complaint rn is how the tether registers. Sometimes it lights up when I need it to and other times it doesn't light up when I need it to. I had it slotted the first couple stages of Maelstrom last night and it just wasn't cutting it...I had to swap the tethers out for other skills.
    I'm not very fond of the way they currently work. They mostly seem to require line of sight, or at least within 90 degrees of a corpses location. If you're standing directly in front of a corpse with your back to it, the skill lights up, but outside of around 1 meter or so...the skill will not register (light up) and you'll have to swing the camera around to try getting it to light up. With so much camera movement in content like the arena, that seemed to become a problem relatively quickly. I wouldn't mind seeing tethers get a small range boost and perhaps even remove the line of sight mechanic it seems to need to register so that it would be easier to cast, making it a more reliable skill to use overall.
    I do like what they offer, but in their current state, they don't appear very attractive. At least to me anyway.

    I will agree that the time limit on some of the 'pets' seems a bit low, particularly the Mage/Archer, but I did find the Mage's extra damage very welcoming through most of the run. Although I did find myself wishing the Skeletal Mage lasted a bit longer, perhaps more around the 20 second mark much like Relentless Focus. I would love to try a slightly longer version of this skill, perhaps with a small nerf to it's damage, but I'm sure I still have some working around to do with the skill in it's current state.

    I understand your stance on the class having no permanent summoning types. I kinda thought we'd see something like that tbh.
    And I do think it would be nice if we could have a type of permanent summon to use for the Necromancer, but given the class is out and it's skills are what they are, we probably won't be seeing any skill swaps or skills added to this class. But, there is also the opportunity for new sets to come in the future with DLC's, new dungeon content, etc. So I wouldn't be shocked to see a new set down the road that might be perfect for a Necromancer....complete with some type of pet, summon, etc. That would be pretty cool.


    So as I ran through the arena on this Necro last night, it was only my 6th time completing it overall, let alone with a new character & new class. I'm genuinely kinda surprised how well it went.

    Don't knock that Intensive Mender, it's a very good, potent heal. If you've tried the Sorc build vMA run and use the Twilight heal around once per bar rotation you'll find the Mender is a near perfect replacement even with it's very short duration. I'm not sure I would have completed the run before maintenance if it weren't for that Mender. Sure, it's only up for 8 seconds at a time, but it can be weaved and it's powerful heal kicks in very quickly. I cast it, bar swapped immediately, and went straight into a dodge roll, it swooped in and put my 4k health back up top nearly immediately after the roll completed. It quite literally clutched that run for me. I'm glad to see that Near-Death Experience passive doing it's job in clutch moments like that.

    Unnerving Boneyard I like as well. Granted, I kept finding myself in a situation were I was trying to replicate my Sorc bars. (For whatever reason) Anyway, Unnerving Boneyard filled my Liquid Lightning slot and seemed to work well enough that I kept it slotted. The additional dmg tick per second was pretty nice, and if you happened to cast it on a corpse you're picking up that additional 20% dmg...though the skill is a bit pricey at 3089 it's still not as high as Liquid Lightnings cost of 3500.

    Grave Lords passives are also pretty nice. With Glacial Colossus & Boneyard slotted I was seeing some really nice crit increases thanks to Death Knell. I was kinda taken back at how often I was seeing those crit numbers pop up.

    Ricochet Skull seemed to be a nice replacement for Force Pulse, but it does seem a little slower, so in the end I chose to keep FP instead. I do see the third cast doing increased damage and other skills counting towards that third cast though, so I do think I'll mess with it some more and see if I can make it work better for me.
    Blastbones strikes me as more of a PvP skill as there's more long distance movement involved. Backing up to a certain range just to increase the damage Stalking Blastbones gives seems a bit much, but I haven't really messed with it enough either I guess :/
    I also don't care much for it's 2.5 second activation, but perhaps others are having more fun with this skill...

    I like the fact that Bone Armor increases resistances significantly, but I dislike the fact that it's not technically a shield. I still want to mess around with it and see what it can do, but I find myself relying more on things like Dampen Magic or Harness Magicka. I'm sure having BA and Dampen or Harness would probably be just fine in most situations though.

    Haven't messed around enough with Bitter Harvest or Grave Grasp so I don't really have any thoughts on those I suppose, but Bone Totem...I really like what this skill offers...I just really hate that it's cast directly in front of you. I'd love if I could quick cast it at a specific location, much like Healing Springs or Luminous Shards. That would make me pretty happy with it. It still looks pretty enticing and I think I'll play with this skill some more and see what I can do with it.

    The Living Death portion of the Necromancer's skills are perhaps the ones I've used the least (excluding the Intensive Mender). I enjoy playing my Temp Heals for a lot of vet dungeons so I am looking forward to these skills at some point in the near future. Reviving three other members at once sounds really great. Not sure I'm keen on the Minor Defile that Render Flesh and it's morphs give upon use, but then again I am already afflicted with terrible health recovery due to the fact that I'm a vampire. If they ever revamp the vampires like they reworked the werewolves, it would be nice to see something help with that.

    I'm overall pretty happy with the new class, like I said before. Do I like everything it has? No, but that's just the same as any other class...I don't like everything it has to offer and wish some skills were slightly different, but there are some really good skills there to use. I'm having fun playing it so far...hopefully I can make it work even better after I give it some more time.

    A quick question here though, does anyone know if set pets are counted in to the Necromancer's style? Like...does Shadowrend, Defiler, Hanu, Selene's, etc. play a part in the Necromancer's world? Do we know these things yet? Thanks.

    Maybe give it some more time, mess around more with the skills & morphs, throw in some old reliable's to complement them. It's not all bad :)
    Anyway, thanks for reading...if you did.
    Edited by Swifigames on 30 July 2019 11:11
    "We don't want other worlds, we want mirrors." - Gibarian
    --
    Nightblade (Bosmer) - Kremlok
    Templar (Khajiit) - Drops-the-Ball
    Templar (Altmer) - Lyranil of Alinor
    Necromancer (Altmer) - Kalomyr
    Sorcerer (Dunmer) - Lord Eldruin
  • xMovingTarget
    xMovingTarget
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    The class design is awesome.

    But the fact that zos abandoned their new class straight after elsweyr release pisses me off.
    Many skills are just not working as they should. And it is a pity. ZoS already got our money for elsweyr, so why fix anything..
  • Aurielle
    Aurielle
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    Want to have some mindless fun with your necro? If you’re on console, you’re in luck!

    Here’s what you do: craft some bash jewelry glyphs, cheese your penetration as much as you possibly can, equip a sword and board with maxed out passives, slot Pummelling Goliath, sneak in behind 24 man raids while they’re taking keeps, transform into your godmode P2W form, wipe the entire raid in the blink of an eye with your 10k+ aoe bashes every 0.5 seconds, and teabag the bodies of your fallen enemies because what you just did took Real Big D Skill™ and they need to know it, by Azura!

    ZOS apparently does not think the above daily scenario is game-breaking enough to warrant a rapid patch (on console that is, not PC — PC already got it patched). At this rate, it’s safe to say that they probably won’t fix it on console until Scalebreaker is released, so have at it!
  • Dinokstrun
    Dinokstrun
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    Necromancers are a joke. Only good fun for casual gameplay. It's even worse when ZoS design a raid around having 8 Necromancer smash colossus. Elsweyr as much as I was hyped for it has been a total train wreck and scalebreaker is fixing nothing.
    Edited by Dinokstrun on 30 July 2019 15:43
  • Michaelkeir
    Michaelkeir
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    OP i was reading your post and for a second thought it was one of mine's. Your concerns mirror mine exactly.

    --Pet variety--
    The lack of pet variety is disheartening. No tank pets, no zombies, weak ranged pets, and no melee pets? No MELEE PETS. What self respected necromancer doesn't have a melee pet out and up front taking damage while the necromancer slings spells from the back?

    --Permanent pets--
    This i guess i can understand. Having permanent pets would make it a Sorc2.0. But longer duration I don't see an issue with. 30-40 sec duration sounds more feasible to me.

    --Corpses--
    The ability to use corpses is great idea but they executed it poorly. Why is there not an option to summon a skeleton near a dead enemy and allow that summon to be buffed a little. 20% more damage when you summon a skeleton ontop of a dead body sounds necromatic to me. Instead i have to summon a ground attack to buff my pets??? Really??? I don't even slot that skill as it's mainly used to hold/slow/snare enemies.

    Or a corpse explosion that causes a corpse to explode and leaves a small AoE on the ground for a few secs. You'd summon a melee pet...he rushes and begins fighting. He is killed or his duration ends....click on corspe or look in its direction (on consoles) and cause it to explode...or any corspe for that matter.

    I like the class but i can't help but feel it could have been so much more.
  • DusdrarlunThunder
    DusdrarlunThunder
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    danara wrote: »
    Coming from someone Who is younger than your "expérience", i am really disapointed, you are childish and selfish... "I want this, I want that, I, I, I...", what if us WE dont want this ?

    Well I wasn't saying as much that the class should only play one way, as much as it just doesn't play the way I expected.

    I think there should be multiple build options so you can play how you like, and I play how I like.

    And to be clear I'm fine with no pet permanency, it's just 15 seconds is way way too short. At least make it 30 seconds if not 60.

    Being more specific here's what I would have done:

    Grave Lord (Magic line)

    Flaming skull: Upgrades to: Bouncing OR Direct damage

    Skeleton mage upgrades: both magicka (so I can now pick more direct damage or aoe. Stamina builds summoning? Cmon)

    Remove Mystic Siphon(We don't need TWO AOE skills in the same line!), Replace with a new caster ability (cause right now there's only ONE casting ability for the entire class which is flaming skull) something like necrotic flesh. Deals damage over time and can upgrade to stamina for more disease damage or magicka for burning damage.

    Bone Tyrant (Bone skill line)

    Remove Death Scythe (cause, why is it even there? There's a ton of AOE and healing already. Who even uses this?)
    Replace it with: Summon Skeleton(s). Can be cast twice to have up to 2 skeleton warriors. Upgrades to: Thief type with daggers that can blind foe and more stabby stabby damage but more squishy say 20-25k life? or second upgrade to soldier types with sword and board, a bit more tanky but a bit less damage and can bash/stun.

    Remove Deaden Pain (cause why is that even there? There's already a bunch of healing int he living death line)
    Replace with: Bone Golem. 30-45 second summon that can upgrade to: A more beefy tank version that taunts with aoe damage and reflects damage, or a protector version that guards damage to you .

    Empowering grasp: increase duration to 15 seconds, half the duration of the 30 second pets. 5 seconds is only 2 attacks or heals for your mage/healer pets! Cmon seriously.

    Living Death:

    Remove Mortal Coil (cause there's already an aoe heal for renewing death. Why are there TWO AOE heals in the same line?!)
    Replace with a life drain channeling spell that deals damage and heals. Upgrade for more damage, or more healing. Yay another caster ability that can be used on top of dots and pets!

    That would eliminate some skills I don't think even need to be there, fill a gap with casting which feels like it's lacking with other casting classes, add some more pets to the class giving some variety and give some more build options of casting or pets.

    Then you can play how you like, I can play how I like, and we all win.
  • Wifeaggro13
    Wifeaggro13
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    Don't get me wrong I think he's really strong. He's just not what I was expecting out of a necromancer.

    What was I expecting?

    Well for beginners, at the VERY least I was expecting to have as many pets as a Sorcerer. And for sure they were going to be permanent pets, right?

    But what do we get instead?

    Blastbones: which isn't really a pet at all as he just runs and explodes. Cool skill? Sure. Cool animation? Yep. Is it a pet? NOPE

    In fact the summoning time for blast bones at 2.5 seconds plus another 2-3 seconds means 5 or 6 seconds to hit stuff for 7k dmg. You can easily spam any skill in the entire game including light attacks and deal the same amount of damage in the same time. If you were looking to get a quick 5k dmg in on something then almost any skill is better making this skill pretty much only good as an opener.

    Skeleton mage: Does pretty low damage. About the same as any dot in the game. And his upgrades? The necro is so LOW on single target damage it's amazing the STAMINA upgrade is the single target damage! But alas the magicka is MORE aoe dmg yay!

    And the LAST pet, lolwut?, is a spirit mender. It runs around and heals you. That's it. The sorcerer gets a PERMANENT pet that does PERMANENT damage and on top of that can spam the button to HEAL people.

    Like what is all of this? Only 3 pets? One of which isn't even a pet. One who only just heals. And the other which is a fairly garbage ranged pet that doesn't tank any damage for you and puts out about the same damage as any comparable long term dot in the game.

    No permanent pets? He's a flipping necromancer! THE PET CLASS OF EVERY GAME! And since they are temporary they should AT LEAST last 30 seconds, maybe 60. AT LEAST! I'm sick of having to constantly cast these dang things!

    Pets only do ONE THING? Unlike other pets for other classes where you can not only have the pet up but you can activate them to do OTHER things too.

    No skeleton warrior pets? Where's my permanent tank pet? Or even 2 of to use as meat shield semi squishy medium armor types?

    No BONE GOLEM PETS? Where's my permanent big buff fatty bone golem equivalent of a heavy armor tank smashing foes into the ground?

    No ultimate PET SUMMON that does terrifyingly good damage that lasts a good 30-60 seconds?

    WHAT IS GOING ON?!

    The pets for necromancer are basically just short term dots and hots. What's so special about that?

    Next up is corpse use. So many skills require corpses but the only way to get them from the get go is blast bones. So what's that mean? EVERY necromancer build now requires blast bones? COME ON GUYS! Think! Add in the fact those corpses go away after a very very very very short 2 second delay?! Now not only do i have to use blast bones on every build but I now have to nearly immediately use my skills that require corpses as soon as he blows up. What if I have to dodge roll, and swap weapons? NOPE! CORPSE IS GONE! Gotta do it all over again and wait another 3-6 seconds to get another corpse.

    How about all this AOE damage? Good lord who designed this class? Every single magicka upgrade to every single damage skill is MORE and MORE AOE! Skele mage? AOE! Flaming skull? AOE! (LOLWUT?!?!?!?! THE ONLY SPAMMABLE SKILL WE GET IS UPGRADED TO BOUNCE FOR AOE INSTEAD OF A SINGLE TARGET OPTION?!?!?!?!?! LOLOLOLOL!!!!) Boneyard? AOE! Shocking siphon? AOE!

    Give me some CHOICES here if I want to do more aoe or more single target damage, that isn't stamina seriously!

    Not a single one of my damage skills is upgradeable for magicka builds for more single target damage (specifically better for PvP!). And 2/5 of the skills (boneyard and Siphon) are extremely easy to avoid in PvP. Leaving me with extremely little choice on what to use.

    The necromancer feels like the weakest pet class every invented with tons of good self sustainability and absolutely fantastic healing skills. He's by far and away the easiest PvE class I think I've played in the game.

    But is that what I was expecting? H to the HELL NO!

    God I hope you guys redesign this class. In my 30+ years of playing MMO's online I have to say this is probably the biggest disappointment to a new class I've ever seen.

    I want an army of undead (even if they are temporary at 60 seconds) with a couple skeleton warriors, a mage and a bone golem with a spirit mender all rushing around to do my bidding. Increase the lame 5 second duration buff on empowering grasp to 30 seconds and now we might be in the realm of what the Necromancer class should be.

    As it sits right now I spend more time summoning 2 pets than doing anything else it feels like. They're more like buffs than pets. Gotta summon a pet (1) summon another pet (2) summon bone armor (3) cast hots (4) get the bonyard ticking (5) and NOW we can start actually doing other things like making blastbones or attacking. Oh but wait! After casting all those things pets only have 10 seconds left on them!

    10 seconds later... back into this lame buffing rotation. Summon pet 1, pet 2, armor again, more hots, armor again and boneyard ticking again.

    WHEW that's a lot of button mashing.

    10 seconds later, DO IT ALL OVER AGAIN!

    God forbid if you're healing u gotta get the mortal coil ticking too. Throw that into the rotation and it's almost as if all you are doing is constantly spamming skills that all have 10-15 second durations!

    WHAAAAAAAAAAAAAAAAAAAT?!

    In the time it takes you to summon 2 pets, get a blast bones up and get your armor on a Sorcerer can spam crystals at you and drop you from 100-0.

    GIVE ME A BREAK GUYS

    Tje class is really just a copy and paste of other abilities with new names. It's not a very though out class . It plays rough and feels a bit underpowered while leveling compared to how easy sorc and mag dk were. I cant convince my self to keep playing it another 10 levels to play it in end game.
  • Heyodude
    Heyodude
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    Magicka Necro is a Weak a** beta b*** compared to his Alpha bro the Stamcro.

    which is actually really kind of sad because the last thing anyone thinks when imagining necromancers is big muscles and 2 handed swords. Its almost like zos is creatively bankrupt and out of touch, but god damn me if im not going to chase the meta anyways.
  • shadyjane62
    shadyjane62
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    Made one first day. Deleted it the first day. Can't hold a candle to templar.
  • LeHarrt91
    LeHarrt91
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    I made one when it was released and really did enjoy levelling it up, but I stopped once i hit max level and had finished Elsewyr and the reasons being it lacked mobility, didnt have a class source of Major Sorcery and the Criminal Act got tiring.
    Thematically i did enjoy the class though.
    PS NA
    Have played all classes.
    Warden Main
  • Sylvermynx
    Sylvermynx
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    In every game for computer, whether single player or MMO, there have always been things NPCs could do that players and their characters could not do (at least in the FRPG genre which is all I play - don't like FPS, don't like games like the FOs, won't play games like Torment or Witcher where I don't have the option to play a female).

    In fact, clear back in the mid 70s when I started DMing AD&D for my daughter and her middle school friends, there were things in the (very sketchy) game literature which showed that NPCs were allowed to do things that player/characters were not.

    It hasn't changed, just because games evolved from pencil and self-drawn maps on graph paper to computers far more powerful than the original moon landing used. The point is that you, the character, have to work out a way to get past the far more advanced and mighty "bad guy" - using whatever you can bring to the battle.

    Sometimes, that's ganging up with other players on Mannimarco (or whoever); sometimes it's making common cause with powerful NPCs and getting them to help you. Sometimes it's just going slow and working out how to get around something that seems overwhelmingly over the top.

    And sometimes, it's learning how things work in a fluid game. Classes are something that helps players to work out the sort of character they prefer. Sometimes, the developers don't really have much to go on when adding a class - and in this case, I think that might be about 50/50 true.

    I've never been interested in necromancy as a playstyle in this or any other game, so I don't have any of them. I'd would have preferred bard.... though I do have to say TES is not a very comfortable game world for that particular class. Then again, I spend most of my playing time doing my best to avoid combat.
    Edited by Sylvermynx on 31 July 2019 02:36
  • cynicalbutterfly
    cynicalbutterfly
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    I'm loving my necromancer. Pretty much all I play now is him. But at the same time, I also would like to at least have a skill to summon an undead perm companion. Or at the very least, a skill to raise all the dead corpses around me. It is what a necromancer does after all... raise the dead. Wouldn't even have to last long, maybe 10 seconds. 10 secs to annihilate every enemy around me... mwhahahaha >:) -cough- Anywho.. :|
  • Gariele
    Gariele
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    I was never interested in Necro myself. But I find it so odd that StamNecro is so powerful yet MagNecro is so bad (from an RP view). I thought it would have more summons but nothing permanent. Hope the people that got the class that wanted it are enjoying it though
    PC/EU
    Winter Rose Autumn Rose Summer Rose Pacific Rose Midnight Rose
    RoseESO Discord
    RoseESO Website
  • KillsAllElves
    KillsAllElves
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    Eso negromancer seems more like an illusionist than a legitimate negromancer, like the warden another missed oppurtunity.

    *** poor design
  • DusdrarlunThunder
    DusdrarlunThunder
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    Heyodude wrote: »
    Magicka Necro is a Weak a** beta b*** compared to his Alpha bro the Stamcro.

    which is actually really kind of sad because the last thing anyone thinks when imagining necromancers is big muscles and 2 handed swords. Its almost like zos is creatively bankrupt and out of touch, but god damn me if im not going to chase the meta anyways.

    Right?

    What are my attacks currently as a Mag Necro?

    Blasting bones into..... flaming skull flaming skull flaming skull flaming skull flaming skull into........ blast bones into......... flaming skull flaming skull flaming skull

    That's it?

    Seriously ZOS?

    TWO magic casting attacks? Seriously?
  • Fermian
    Fermian
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    I like it. I like graveyard more than expected.
    The biggest issue for me is the damage ult. The animation is just not very immersive. You summon a huge creature and it just stays around for 2 seconds or so. I say, replace this spell with a temporary army of skeletons.
  • Knightpanther
    Knightpanther
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    Everquest has exactly the Necromancer you are looking for.

    Be safe
  • pod88kk
    pod88kk
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    It feels very clunky to me & I'm having a real difficulty light attack weaving on stam
  • Naftal
    Naftal
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    I was disappointed at first because I couldn't have multiple summoned skeletons. I assumed I could spam the skeletal mage/archer sort of like a stacking dot. I never expected permanent pets though.

    Magcro still became one of my favourite characters. It's the only one I've completed vMA and the furthest geared character I have now.

    I just wish they made sorc and warden pets a crime as well. It's a crime against humanity to bring them into towns.
  • Kadoin
    Kadoin
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    Aurielle wrote: »
    Want to have some mindless fun with your necro? If you’re on console, you’re in luck!

    Here’s what you do: craft some bash jewelry glyphs, cheese your penetration as much as you possibly can, equip a sword and board with maxed out passives, slot Pummelling Goliath, sneak in behind 24 man raids while they’re taking keeps, transform into your godmode P2W form, wipe the entire raid in the blink of an eye with your 10k+ aoe bashes every 0.5 seconds, and teabag the bodies of your fallen enemies because what you just did took Real Big D Skill™ and they need to know it, by Azura!

    ZOS apparently does not think the above daily scenario is game-breaking enough to warrant a rapid patch (on console that is, not PC — PC already got it patched). At this rate, it’s safe to say that they probably won’t fix it on console until Scalebreaker is released, so have at it!

    What happens when he meets the one person that can outheal it? :D When it was broken on PC I managed to survive it every time on my templar, except when there was a ball group behind the basher.
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