Necromancer and Templar are often said to be the worst classes in ESO and it's clear that their sibling classes are outperforming them in various ways. Necro has seen many changes since it's inception and unfortunately most of them have been for the worse. Necro needed to be changed of course, but too much was done to neuter the class over the years. I have played Necro for a while and really enjoy the class and what it's trying to bring to the table in terms of themes and utility. The problem is that it's just a little off from being great and feels clunky and ill conceived at times. This post is just to highlight some of the problems that I and many others have encountered with Necro and to bring attention to them in a concise way.
- An experimental class
Necromancer has the unfortunate case of being the framework that arcanist would be built on with it's skills that can change when used in certain ways and abilities with multiple utilities built into them. The corpse mechanic crawled so that crux could run. Unfortunately, the corpse mechanic is still crawling and holding Necro back with it. In addition to the corpse mechanic, Necro is the only class that doesn't provide some kind of buff via their passives. They have access to every damage type as well, but it makes them feel disjointed to build around. Necro has a lot of interesting ideas mixed together that don't always work well together, making them feel a little unfinished.
- Outdated passives
Necro and Templar share the burden of feeling old and outdated in the current meta. Templar is arguably worse off in the passive department, but Necro has some crappy ones too. A common issue is that many of them are uninspired, situational or restrictive, rather than being a core part of the class. 'Last Gasp' is a good example of the uninspired passives and is far outclassed wardens 'Maturation' passive, that increases the whole groups health. 'Curative Curse' is restrictive since it requires you to have a negative effect on you, I know that Necro can debuff themselves and that negative effects are abundant in PvP, but this direction isn't the way to make a useful healing passive. 'Near Death Experience' is situational and only makes the likelihood of healing more a little better, but this isn't actually as useful as it sounds in reality. Necro definitely feels like an experiment rather than a fully fleshed out class these days.
- Sub-par sustain
Here we have yet another issue that Necro and Templar share. Necro has access to sustain passives and cost reductions via passives like 'reusable parts', 'undead confederate' and 'Death Gleaning' along with skills like 'Mortal Coil' and 'Mystic Siphon', but they pale in comparison to what other classes have in their kits. Necro also has a more complicated playstyle than other classes and requires much more timing, micro managing and dynamic rotation that makes them burn through resources quicker. Playing Necro and sustaining as a Dps or PvP build feels terrible to play since you're burning through resources and need to invest much more into sustain with enchants and sets that take away build variety.
- clunky class fantasy
Necromancers in the elder scrolls aren't really normal necromancers to begin with. In the lore, a Necromancer has to bend the will of a soul that once inhabited the body they're trying to manipulate. This is why raising creatures like dragons is so rare, Necromancy is a battle of willpower as well as magic. Necromancy is also shown to have benevolent uses instead of just being straight up evil as with most other fantasy franchises. Zerith-Var encapsulates this alternative uses of necromancy perfectly when compared to a figure like Manimarco. Necromancy is supposed to be a very morally grey school of magic. The Necromancer we play as falls more in line with the evil necromancer schtick though, their skill descriptions and animations make that clear. A lot of their skills are just goofy too, instead of menacing like they should be. 'Flame Skull' and 'Boneyard' have some of the goofiest animations in the game and make necro seem like a joke. this, unfortunately, takes away from their class fantasy of being a powerful, dangerous individual. Necro also can't summon hordes of minions to do their bidding unlike their NPC counterparts, a class should always feel far above the common NPC's.
- Buff cycling
Necro's timing and rotations feel clunky due to how short or long their durations are and this issue leads to them constantly having to reapply buffs to themselves to stay in a fight. This is especially noticeable in PvP where most of a Necro's time is spent buffing up before doing a burst rotation and then buffing up again. Necro should be intricate to play, but ends up feeling unpleasant. Important buffs are also on skills that aren't nearly as universally useful as the skills on the other classes and are only really useful in PvE. Their important class skills that provide their necessary combat buffs just aren't useful enough to outdo the competition so playing a Necro in PvP feels more like you're playing a collection of scribing/ guild skills rather than an actual Necromancer. This issue leads to a disjointed character that needs to put in more work for less payoff.
- Jack of Some Trades, Master of None
Necromancer is the only class in game that has every normal damage type in their base kit, but this makes them feel disjointed rather than versatile. They make good tanks and decent healers, but their dps suffers in PvP and PvE. They need a lot more effort to pull off in addition to their other challenges. You need to work harder than other classes for the same results in many cases.
- Corpse Gimmick
Corpses seem like a great mechanic for Necromancer, but the mechanic is also one of Necro's greatest weaknesses. I have previously stated that Necro the corpse mechanic was the framework for Arcanist's crux mechanic. The difference is that crux is well designed, predictable and intuitive to use while corpses are too random and infrequent. This issue isn't of much concern for tanks and healers, but dps and especially PvP Necro builds know the pain of having a lot of their power and survivability be locked behind something that doesn't work half the time.
- Necro is a "Debuff" Class
Necro was originally pitched as a debuffer that specializes in weakening enemies rather than empowering allies. While they have access to some of the best debuffs in game with both variants of Vulnerability, the easiest access to off-balance and a variety of status effects, these things aren't as good as they once were and every class can now have relatively easy access to the same stuff. Necro is no longer as useful as they once were and other classes are more desireable because they can give these debuffs and buff the group simultaeniously, which Necro can't do very well. If the devs really want Necro to be the debuff class then Necro should have more unique debuffs built into their like DK's fire breath.
With the latest patch notes, it's clear that the devs are at least trying to work on the class, even if it is only a little bit for now. I hope that Necro will receive a rework some day to address its numerous issues. If I have missed anything, feel free to comment your gripes with Necro as I would like to hear what else needs to be addressed regarding Necromancer.
Number 1 Templar apologist