Oh boy skills that I think need to be buffed? Sit down and grab a drink. I'll limit this to the skills that really need updates.
Bone TyrantLiving Death
- Bone Totem Needs to be turned into the Necromancer's domain. The class has no mobility or reliable cc to lock things down so it needs an area where it holds the advantage. Bone Totem should be 12 meters and lasts 20 seconds. Enemies in the area are snared and inflicted with Major Cowardice and Minor LIfesteal while the caster and allies get Minor Protection and increased recoveries. Increases the damage of your pets in the area by 15%. The morphs additions can stay the same, but I'd like to see the Agony morph work as a self synergy too.
- Empowering Grasp to Grasp of the Dead A good AoE hard CC with a 8 meter radius centered on the caster. An instant fear with a frost sticky DoT component and guaranteed chilled if those affected can't be feared they are immobilized instead. (The separating damage and cc from U44 dev notes doesn't hold water when you have skills like Streak, Burning Talons, Crystallized Slab, Artic Wind, Warden Charm, Incap, Crippling Grasp, Abyssal Impact, Rune of Displacement, Piercing Javelin, Focused Charge, Unstable Core, Petrify, and I probably missed some. Point is there are more CC with damage than without so why put more restrictions on the Necromancer CC that isn't even guaranteed to land? Give us a reliable CC we've waited long enough.
- Expunge This skill and morphs needs more value. I'd replace the 3% cost reduction with Minor Intellect and Endurance while slotted on either bar. For Expunge and Modify I'd keep the restoring 515 Magicka/Stamina and add Major Expedition for 4 seconds with an additional 4 seconds for each negative effect removed. For Hexproof it still removes up to 4 negative effects and gives Major Evasion for 5 seconds with an additional 5 seconds for each negative effect removed. You never see this cleanse ran compared to its more bang for your buck contemporaries Betty Netch and Extended Ritual. Why is that? In this era of ESO even more now with subclassing people are slotting skills that do multiple things.
Betty Netch a free cast and forget periodic purge with sustain, Major Brut/Sorc, unique 5% damage boost, and a heal when it ends or you recast it is amazing value. It can be spammed cast to get rid of multiple affects and gives you a heal each time you cast it.
Ritual an expensive group purge with a great HoT that last 30 seconds over a large area with a synergy is an amazing tool. Self purge that costs health and only gives you a slight cost reduction when you are on that bar not great value.
Compared those to Expunge a self purge that costs health and only gives you a slight cost reduction when you are on that bar. That isn't great value, bar space is limited not free real estate can't waste time with a one trick pony in this era. Another is the passive vs active benefit. The other two cleanses do things for a decent duration after you cast them while after you press the button to cast Expunge and its morphs the skill is over.- Render Flesh Time to remove the Minor Defile or boost the healing of this skill and its morphs to make the drawback worthwhile. The Curative Curse passive should be changed to when you have a Living Death skill slotted or active your healing done is increased by 12%. With the change to Minor Defile it also discourages Necromancers from running shields since the Curative Curse passive doesn't boost shield strength by 12%. Currently you're better off running Healing Soul as you'll always have a negative effect on you and you can get 12% extra healing + Major Vitality.
Soul Magic
I'll start off by saying I'd like to see this skill line fleshed out with 2 more passives and 3 more skills, but that isn't the focus of this thread.
- Soul Trap This skill and morphs could use either A a damage buff or B execute scaling on the DoTs it could be similar to Anchorite's Cruelty with an Oblivion damage component or scaling up to 100% more damage the lower hp the target is.
Vampire
I'll preface this section with the can't be healed by others drawback needs to go. You can lower the amount they receive, but just cutting it entirely shuts out the Vampire playstyles from many areas of gameplay.
- Blood Frenzy A horrible and too niche of a skill. Only usable by gankers (maybe some bombers) and not everyone who wants to be a Vampire wants to be a Nightblade. Until next patch it gave you the passive bonus weapon and spell damage of Grim Focus does with none of the drawbacks to put in frame how bad of a skill this is.
So for the base skill remove all of the downsides the health draining and the can't be healed by others. Turn this skill from a toggled skill into the Vampire burst skill. It passively gains up to 7 stacks (for wiggle room) every second in combat while on either bar and gives you a 5% damage bonus to bleeding targets or Increases the damage you deal with Hemorrhaging by 100% (the frenzy). Casting the skill consumes 5 stacks and deals a vampire bite melee ranged burst attack giving you the stated effect for 5 seconds which acts as a HoT. When the HoT ends or you reach full health you start gaining more Blood Frenzy stacks. One morph can increase the healing while the other increases the damage.- Mesmerize Remove the facing your direction requirement. That one thing makes it a horrible skill as you can't stop someone that is running away from you. Like with Bone Totem and Grave Grasp NOBODY wants an unreliable CC, it's the subclassing era no room on our bars for unreliable or simplistic skills when there are alternatives that do 2 other things and sticks the landing. Giving us many options, but only one real choice. Options 1 and 2 are half eaten burgers while 3 is an untouched burger that comes with fries and a shake.
- Mist Form Make it work like Streak. No clunky ground circles that sometime double cast when you have autocast ground abilities turned on. Let us use Mist Form over uneven terrains and gaps just like Streak, we aim in the direction we want and poof. For the base skill and morphs it should have a remove snares and immobilizations and gives you immunity for them for 2 seconds after casting while becoming corporeal. It just doesn't make sense for a cloud of mist to be trapped.
For the Blood Mist morph the damage needs to be increased and the healing should be scaled to 100% of the damage done. As it is now Blood Mist is hitting players for around 350-600 damage every 2 seconds and healing for around 280-400. That's just too low.
Honorable Mentions
Skills that we haven't used in years that need adjustment and updates to match the current power level of the game, but I don't have suggestions other than make them something we could consider slotting.
- Armor Skills Unstoppable, Evasion, and Annulment All three require an investment of 5 armor pieces of their respective skill lines to be worn before you're able to use the skill. The skill are pretty underwhelming taking this into account especially Unstoppable that comes with the downside of a 65% snare. Out of the group Evasion is probably the best, but still outclassed by skills like Quick Cloak that don't require a 5 armor piece investment.
- Trapping Webs under the Undaunted skill line might be the worst skill in the game. A 4 meter radius and 10 second delay for burst. I wouldn't be surprised if they actually forgot this skill existed.