Necromancer Class Mastery

ragnarok6644b14_ESO
ragnarok6644b14_ESO
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e6mtaczioa3c.png

Hmm, interesting choices indeed, seems to double-down on the corpse-consumer mechanic, which is problematic for the "limit 6" summoned pets issue (with corpses counting as summoned pets).

Nightblade looks much more interesting numbers wise, but I like the theme of Necromancy, so here's how I'd rework them if it were up to me in my fantasy land that doesn't have to fight with ESO spaghetti code from before the dawn of time:

1) Namira skill line (obligatory where relevant imo :tongue:): A DPS skill line around DoTs and shreds/debuffs, that inflicts more escalating damage the more negative effects the enemy has, dissolving them to death. DoTs are its primary strength, and its execute (if it needs one) could be it's ultimate - the Merciful Release, or the like. This is the line that gnaws at the underbelly of reality, reminding you of the peace of the Void that can save you from the torment of reality. You can hear it, can't you? The beating of the heart. The call of the Void.

2) Ideal Masters skill line: A support skill line based around soul magic. It is a slower, less "panicky" healer, that keeps buffs and HOTs up but has a weak burst heal (or, if we're feeling frisky, no burst heal at all but rather a damage shield like Soul Husk) - a healer that promises eternity. It focuses on debuffing the enemy by making them weaker - reducing resistances. The True Resurrection ult still fits here, flavored as having sent your allies to the soul cairn, and then called them back. "You stand within the precincts of the Soul Cairn, an otherworldly refuge dedicated to peace, love, eternal rest and harmony."

3) and of course the Molag Bal skill line: the tank. One that compels you to obey - controlling the fight. This would have the strongest access to CC of all the tanks - flesh sculpting joints together for immobility, compelling the body to respond, exploiting Tamriel's rage at the Worm Cult to 'taunt', and just overall controlling the pace and posture of the fight. This is the skill line that orders you to die, or kills you for disobeying (if a bit slowly :P).
  • randconfig
    randconfig
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    e6mtaczioa3c.png

    Hmm, interesting choices indeed, seems to double-down on the corpse-consumer mechanic, which is problematic for the "limit 6" summoned pets issue (with corpses counting as summoned pets).

    Nightblade looks much more interesting numbers wise, but I like the theme of Necromancy, so here's how I'd rework them if it were up to me in my fantasy land that doesn't have to fight with ESO spaghetti code from before the dawn of time:

    1) Namira skill line (obligatory where relevant imo :tongue:): A DPS skill line around DoTs and shreds/debuffs, that inflicts more escalating damage the more negative effects the enemy has, dissolving them to death. DoTs are its primary strength, and its execute (if it needs one) could be it's ultimate - the Merciful Release, or the like. This is the line that gnaws at the underbelly of reality, reminding you of the peace of the Void that can save you from the torment of reality. You can hear it, can't you? The beating of the heart. The call of the Void.

    2) Ideal Masters skill line: A support skill line based around soul magic. It is a slower, less "panicky" healer, that keeps buffs and HOTs up but has a weak burst heal (or, if we're feeling frisky, no burst heal at all but rather a damage shield like Soul Husk) - a healer that promises eternity. It focuses on debuffing the enemy by making them weaker - reducing resistances. The True Resurrection ult still fits here, flavored as having sent your allies to the soul cairn, and then called them back. "You stand within the precincts of the Soul Cairn, an otherworldly refuge dedicated to peace, love, eternal rest and harmony."

    3) and of course the Molag Bal skill line: the tank. One that compels you to obey - controlling the fight. This would have the strongest access to CC of all the tanks - flesh sculpting joints together for immobility, compelling the body to respond, exploiting Tamriel's rage at the Worm Cult to 'taunt', and just overall controlling the pace and posture of the fight. This is the skill line that orders you to die, or kills you for disobeying (if a bit slowly :P).

    With all due respect, no rework of Necromancer can omit their most iconic ability: Blastbones.

    And the most fun ultimate they have is Animate Blastbones, allowing for 4 Blastbones burst when it works (in PvP it does not work because of the stupid pet limit breaking the class)

    If you include these two abilities into your rework, I'm all for it, but as a main that's been playing Necromancer since the release, I need the blastbones playstyle to stay or I'll literally quit the game for good this time.

    Absolutely agreed on the pet limit bugs needing to be fixed, it's wild to me that we're just left with a broken class for years.

    A DoT focused skill line would be interesting, but I think that's more so been covered for Dragon Knights. Debuffs/curses would be interesting though, few class skills really focus on debuffing the opponent outside of the major/minor breach. Would be really nice if Necromancer could be given abilities that apply the healing negation debuff. I think it would make more sense to have Necromancer's deal bleed, disease, and poison damage over flame and frost, so maybe that could be a way to get some more DoT.

    If they choose to keep tethers, then this class mastery passive that lets you apply tethers to enemies should be added by default for quality of life, since tethers on corpses are notoriously unreliable, especially in PvP.

    I really hope physical corpses are completely removed and instead you generate corpse stacks, like crux generation. That would fix all the issues with corpses counting as pets and should justify allowing Necromancers to have a large maximum pet cap since their basic class abilities are intended to allow for up to 6 living pets to be spawned at once (1 blastbones + 3 blastbones from animate blastbones ultimate, 1 spirit mender, 1 skeletal mage).

    I do think the soul magic theme would be cool too for a skill line. I'm definitely open to major reworks/reimagining the class, I just want Blastbones to be preserved and improved upon.

    Anyways, just my thoughts.
  • Plusscher
    Plusscher
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    randconfig wrote: »
    e6mtaczioa3c.png

    Hmm, interesting choices indeed, seems to double-down on the corpse-consumer mechanic, which is problematic for the "limit 6" summoned pets issue (with corpses counting as summoned pets).

    Nightblade looks much more interesting numbers wise, but I like the theme of Necromancy, so here's how I'd rework them if it were up to me in my fantasy land that doesn't have to fight with ESO spaghetti code from before the dawn of time:

    1) Namira skill line (obligatory where relevant imo :tongue:): A DPS skill line around DoTs and shreds/debuffs, that inflicts more escalating damage the more negative effects the enemy has, dissolving them to death. DoTs are its primary strength, and its execute (if it needs one) could be it's ultimate - the Merciful Release, or the like. This is the line that gnaws at the underbelly of reality, reminding you of the peace of the Void that can save you from the torment of reality. You can hear it, can't you? The beating of the heart. The call of the Void.

    2) Ideal Masters skill line: A support skill line based around soul magic. It is a slower, less "panicky" healer, that keeps buffs and HOTs up but has a weak burst heal (or, if we're feeling frisky, no burst heal at all but rather a damage shield like Soul Husk) - a healer that promises eternity. It focuses on debuffing the enemy by making them weaker - reducing resistances. The True Resurrection ult still fits here, flavored as having sent your allies to the soul cairn, and then called them back. "You stand within the precincts of the Soul Cairn, an otherworldly refuge dedicated to peace, love, eternal rest and harmony."

    3) and of course the Molag Bal skill line: the tank. One that compels you to obey - controlling the fight. This would have the strongest access to CC of all the tanks - flesh sculpting joints together for immobility, compelling the body to respond, exploiting Tamriel's rage at the Worm Cult to 'taunt', and just overall controlling the pace and posture of the fight. This is the skill line that orders you to die, or kills you for disobeying (if a bit slowly :P).

    With all due respect, no rework of Necromancer can omit their most iconic ability: Blastbones.

    And the most fun ultimate they have is Animate Blastbones, allowing for 4 Blastbones burst when it works (in PvP it does not work because of the stupid pet limit breaking the class)

    If you include these two abilities into your rework, I'm all for it, but as a main that's been playing Necromancer since the release, I need the blastbones playstyle to stay or I'll literally quit the game for good this time.

    Absolutely agreed on the pet limit bugs needing to be fixed, it's wild to me that we're just left with a broken class for years.

    A DoT focused skill line would be interesting, but I think that's more so been covered for Dragon Knights. Debuffs/curses would be interesting though, few class skills really focus on debuffing the opponent outside of the major/minor breach. Would be really nice if Necromancer could be given abilities that apply the healing negation debuff. I think it would make more sense to have Necromancer's deal bleed, disease, and poison damage over flame and frost, so maybe that could be a way to get some more DoT.

    If they choose to keep tethers, then this class mastery passive that lets you apply tethers to enemies should be added by default for quality of life, since tethers on corpses are notoriously unreliable, especially in PvP.

    I really hope physical corpses are completely removed and instead you generate corpse stacks, like crux generation. That would fix all the issues with corpses counting as pets and should justify allowing Necromancers to have a large maximum pet cap since their basic class abilities are intended to allow for up to 6 living pets to be spawned at once (1 blastbones + 3 blastbones from animate blastbones ultimate, 1 spirit mender, 1 skeletal mage).

    I do think the soul magic theme would be cool too for a skill line. I'm definitely open to major reworks/reimagining the class, I just want Blastbones to be preserved and improved upon.

    Anyways, just my thoughts.

    Agreed.

    If Blastbones goes so do I.

    I love the current necromancer, or well would, if the system was not bugged to high heavens and numbers were not this.....bad. All they need to do is fix bugs and adjust some numbers and call it a day.
    PCEU | Necromancer main through and through | Crochet Assassins
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    ✭✭
    Plusscher wrote: »
    randconfig wrote: »
    e6mtaczioa3c.png

    Hmm, interesting choices indeed, seems to double-down on the corpse-consumer mechanic, which is problematic for the "limit 6" summoned pets issue (with corpses counting as summoned pets).

    Nightblade looks much more interesting numbers wise, but I like the theme of Necromancy, so here's how I'd rework them if it were up to me in my fantasy land that doesn't have to fight with ESO spaghetti code from before the dawn of time:

    1) Namira skill line (obligatory where relevant imo :tongue:): A DPS skill line around DoTs and shreds/debuffs, that inflicts more escalating damage the more negative effects the enemy has, dissolving them to death. DoTs are its primary strength, and its execute (if it needs one) could be it's ultimate - the Merciful Release, or the like. This is the line that gnaws at the underbelly of reality, reminding you of the peace of the Void that can save you from the torment of reality. You can hear it, can't you? The beating of the heart. The call of the Void.

    2) Ideal Masters skill line: A support skill line based around soul magic. It is a slower, less "panicky" healer, that keeps buffs and HOTs up but has a weak burst heal (or, if we're feeling frisky, no burst heal at all but rather a damage shield like Soul Husk) - a healer that promises eternity. It focuses on debuffing the enemy by making them weaker - reducing resistances. The True Resurrection ult still fits here, flavored as having sent your allies to the soul cairn, and then called them back. "You stand within the precincts of the Soul Cairn, an otherworldly refuge dedicated to peace, love, eternal rest and harmony."

    3) and of course the Molag Bal skill line: the tank. One that compels you to obey - controlling the fight. This would have the strongest access to CC of all the tanks - flesh sculpting joints together for immobility, compelling the body to respond, exploiting Tamriel's rage at the Worm Cult to 'taunt', and just overall controlling the pace and posture of the fight. This is the skill line that orders you to die, or kills you for disobeying (if a bit slowly :P).

    With all due respect, no rework of Necromancer can omit their most iconic ability: Blastbones.

    And the most fun ultimate they have is Animate Blastbones, allowing for 4 Blastbones burst when it works (in PvP it does not work because of the stupid pet limit breaking the class)

    If you include these two abilities into your rework, I'm all for it, but as a main that's been playing Necromancer since the release, I need the blastbones playstyle to stay or I'll literally quit the game for good this time.

    Absolutely agreed on the pet limit bugs needing to be fixed, it's wild to me that we're just left with a broken class for years.

    A DoT focused skill line would be interesting, but I think that's more so been covered for Dragon Knights. Debuffs/curses would be interesting though, few class skills really focus on debuffing the opponent outside of the major/minor breach. Would be really nice if Necromancer could be given abilities that apply the healing negation debuff. I think it would make more sense to have Necromancer's deal bleed, disease, and poison damage over flame and frost, so maybe that could be a way to get some more DoT.

    If they choose to keep tethers, then this class mastery passive that lets you apply tethers to enemies should be added by default for quality of life, since tethers on corpses are notoriously unreliable, especially in PvP.

    I really hope physical corpses are completely removed and instead you generate corpse stacks, like crux generation. That would fix all the issues with corpses counting as pets and should justify allowing Necromancers to have a large maximum pet cap since their basic class abilities are intended to allow for up to 6 living pets to be spawned at once (1 blastbones + 3 blastbones from animate blastbones ultimate, 1 spirit mender, 1 skeletal mage).

    I do think the soul magic theme would be cool too for a skill line. I'm definitely open to major reworks/reimagining the class, I just want Blastbones to be preserved and improved upon.

    Anyways, just my thoughts.

    Agreed.

    If Blastbones goes so do I.

    I love the current necromancer, or well would, if the system was not bugged to high heavens and numbers were not this.....bad. All they need to do is fix bugs and adjust some numbers and call it a day.

    They gotta do a lot more than that.
    We don’t even have a melee minion…

    Not to mention, the tether playstyle found on Necro doesn’t work like it used to as people move too fast and it is much too easy to line-of-sight them.
    Edited by Radiate77 on 14 March 2026 09:05
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
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