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Now is the time to make necro pets permanent

  • MincMincMinc
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    I'd honestly like to see sorcerer pets become un-permanent pets lol, which kind of gives me the idea of reworking conjured familiar skills to be only permanent when double-barred.

    This is a really good idea! Let the players decide how they want to use them would be the ideal choice!

    We do have two morphs that are hardly used, make one the toggle and the other a temp summon. They could just make clanfear/scamp the damage pet and matriach the heal.

    I always thought they got lazy with the pets. For instance why is the matriach a boring aoe heal. Why not make it a single heal that you target and send the pet to the ally or back to you for heals. Why not make the clanfear/scamp do something similar or have them do a delayed skill like a gap close to the aimed target?


    Pets could also facilitate a different build philosophy like how sorcs used to build for max stats. You could make summons instant but do a cost over time. Which could urge people to build max stat to have enough buffer to run pets for longer times in a more stable way.
    Zos should hire pvp consultants
  • DerethDawnblade
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    While it bugged me at first that Necromancers don't have permanent pets, I've gotten used to it over the years, and given how they're designed it makes sense.
    Wardens need more options for permanent animal companions than just bears, but I'm fine with Necromancer minions basically being fire-and-forget projectiles that factor into their rotations. Also it would be lore-breaking if they were to remove the illegal status of necromantic spells, which is what people would be demanding as soon as they forgot to de-spawn those permanent pets when entering their home cities to dump their loot.
  • CameraBeardThePirate
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    Permanent pets are strictly worse than temporary pets. They take more bar space, have a bad AI system, and typically do less damage. Why are we still asking for Necro pets to be worse?

    Not to mention you'd have to redesign the entire kit. What happens with the corpse system if pets are permanent and don't die to create corpses? What happens with the bounties in town if you have to manually de-summon pets?

    Besides, Necromancy in Elder Scrolls has always revolved around temporary summons. The only time you can get permanent resurrections in the TES games have typically been the Staff of Worms or with a master level thrall spell.
    Edited by CameraBeardThePirate on 18 December 2025 16:53
  • The_Isatope8
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    I'd honestly like to see sorcerer pets become un-permanent pets lol, which kind of gives me the idea of reworking conjured familiar skills to be only permanent when double-barred.

    I quite like this idea @emilyhyoyeon, The lore specifies that summoned daedra need to be bound to actually serve their masters. Perhaps a system can be implemented that the summons act essentially the same with their special abilities, but are made slightly stronger and tougher while double barred.

    Such a system would probably work best if the normal cast times for all of Sorcs summons are reduced to 1 second instead of 1.5, but while the skills are slotted on both bars, the 'special ability' becomes instant and the cast time stays the same while only slotted on 1 bar.

    e.g.
    Summon unstable familiar
    • Summon Unstable Familiar
      Command the powers of Oblivion to send a Daedric familiar to fight at your side for 20 seconds. The familiar's attacks deal 347 Shock Damage. While summoned, activating the ability causes the familiar to deal 421 Shock Damage every 2 seconds for 20 seconds to enemies near them.

      While slotted on both bars, you bind the familiar to this plane. While bound, the twilight has 100% more health and casting this ability is instant. The winged twilight remains until killed.
    Morphs
    • Summon Volatile Familiar
      Command the powers of Oblivion to send a Daedric familiar to fight at your side for 20 seconds. The familiar's attacks deal 358 Shock Damage. While summoned, activating the ability causes the familiar to deal 435 Shock Damage every 2 seconds for 20 seconds to enemies near them. The second hit stuns enemies hit for 3 seconds.

      While slotted on both bars, you bind the familiar to this plane. While bound, the familiar has 100% more health and casting this ability is instant. The familiar remains until killed.
    • Summon Unstable Clanfear
    • Command the powers of Oblivion to send a Daedric clanfear to fight at your side for 20 seconds. The clannfear's headbutt deals 358 Physical Damage, while its tail spike hits nearby enemies for 358 Physical Damage after 1 second. While summoned, activating the ability causes the clanfear to heal you for 5121 Health and itself for 2560 Health. The clanfear remains until killed or unsummoned.

      While slotted on both bars, you bind the clanfear to this plane. While bound, the twilight has 100% more health and casting this ability is instant. The clanfear remains until killed.

    Summon Winged Twilight
    • Summon Winged Twilight
      Call on Azura to send a winged twilight to fight at your side for 20 seconds. The winged twilight's zap deals 347 Shock Damage and its kick deals 347 Shock Damage. While summoned, activating this ability again causes the twilight to heal a friendly target for 3486 Health and itself for 1742 Health.

      While slotted on both bars, you bind the twilight to this plane. While bound, the twilight has 100% more health and casting this ability is instant. The winged twilight remains until killed.
    Morphs
    • Summon Twilight Tormentor
      Call on Azura to send a winged twilight to fight at your side for 20 seconds. The winged twilight's zap deals 478 Shock Damage and its kick deals 478 Shock Damage. While summoned, activating this ability again causes the twilight to deal 60% more damage to enemies above 50% Health for 20 seconds.

      While slotted on both bars, you bind the twilight to this plane. While bound, the twilight has 100% more health and casting this ability is instant. The twilight tormentor remains until killed.
    • Summon Twillight Matriarch
      Call on Azura to send a winged twilight to fight at your side for 20 seconds. The winged twilight's zap deals 347 Shock Damage and its kick deals 347 Shock Damage. While summoned, activating this ability again causes the twilight to heal 2 friendly targets for 3600 Health and itself for 1799 Health.

      While slotted on both bars, you bind the twilight to this plane. While bound, the twilight has 100% more health and casting this ability is instant. The twilight Matriarch remains until killed.

    Such dramatic changes would naturally require a lot of tweaking (especially damage and healing output while summoned normally or bound) and this is just a very rough idea of what such changes might look like.
    Number 1 Templar apologist
    I also like Necro
  • Cooperharley
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    Yea that'd be dope. I still think that ESO's subclassing system should've launched with hundreds of free skill styles so you could take a sorc's skill like volatile familiar and put a flesh atro or skeleton skin on it to give you that feel. Hugely missed opportunity. Even all the beam builds, imagine a lightning style for sorcs, a flame style for DKs, a shadow/blood theme for nightblades, etc. Could've been so cool to maintain at least the LOOK of class identity.
  • emilyhyoyeon
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    Permanent pets are strictly worse than temporary pets. They take more bar space, have a bad AI system, and typically do less damage. Why are we still asking for Necro pets to be worse?

    Not to mention you'd have to redesign the entire kit. What happens with the corpse system if pets are permanent and don't die to create corpses? What happens with the bounties in town if you have to manually de-summon pets?

    Besides, Necromancy in Elder Scrolls has always revolved around temporary summons. The only time you can get permanent resurrections in the TES games have typically been the Staff of Worms or with a master level thrall spell.

    I agree. I've always taken the request for permanent necromancer pets to be either one of two things: roleplay or accessibility.

    This is also most of the reason why I think all pets should be reworked to function as permanent if double-barred, and temporary if single-barred. Good point about the corpse mechanic though.
    IGN @ emilypumpkin
    Tullanisse Starborne altmer battlemage & scholar of the ayleids
    Qa'Rirra khajiit assassin & dancer
    Seliwequen Narilata altmer necromancer & debaucher
  • lostineternity
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    No it's not
  • Deimus
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    I just want a permanent Flesh Atronach. It could take the place of Bone Totem and Bone Totem could be combined with Empowering Grasp to be reworked into a strong actually usable cc that acts as the Necromancer's version of Templar's Cleansing Ritual. A necrotic aura that strengthens allies with Minor Protection and stuns and immobilizes enemies when cast and every 4 seconds after for the duration while afflicting enemies in the area with Major Cowardice.

    This would give Necro a usable and reliable CC and free up a skill line slot for a permanent Flesh Atronach ability. It could require multiple corpses (3-5) to cast the Flesh Atronach and not leave a usable corpse when killed as skill penalties instead of having to be double-barred. It would also make it where pure Necros are better at keeping the Flesh Atronach active as they would have access to better corpse generation.

    I also think Bone Tyrant and Grave Lord each need a passive that interacts with the corpse mechanic. Grave Lord's passive could be something similar to the Lich IA ability. Instead of actual pets since that causes too many performance issues they could use a skeletal or zombie skin on an effect that moves to the enemy. They've utilized this for Spirit Guardian and Skeletal Minion in Vengeance and Zerith-var so it should be possible. (Think NB's Crippling Grasp, but a skeleton or zombie chasing the target instead of the zigzag blood mist). It could be something like whenever you consume a corpse raise the corrupted remnants to attack your targeted or last hit enemy and deal x amount of damage or inflict them with a DoT. This could occur every 4 or 5 seconds.

    For the Bone Tyrant passive I'd like to see that npc Bone Storm animation used on the Necromancer class. Consuming a corpse with a Bone Tyrant skill slotted gives you Bone Storm for 4 seconds afflicting all enemies withing 6 meters of you with a stack of Hemorrhaging every 2 seconds and Minior Mangle for 4 seconds and could occur every 8 seconds.
    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
  • CameraBeardThePirate
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    Deimus wrote: »
    It could require multiple corpses (3-5) to cast the Flesh Atronach and not leave a usable corpse when killed as skill penalties instead of having to be double-barred.

    Good idea, except the devs decided that corpses are too much of a performance hit so it's pretty difficult to reach that amount anymore since all corpses only last 5 seconds.
  • Radiate77
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    @CameraBeardThePirate in the spirit of change, I don’t think making the pets permanent would be as much of a problem as you think.

    Any change of this scale would likely come along with pet reworks across the board, and those changes could land any which way.

    Now I personally, would love if my minions could eat single target ultimates for me. That would add so much value to our favorite class.
  • CameraBeardThePirate
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    Radiate77 wrote: »
    @CameraBeardThePirate in the spirit of change, I don’t think making the pets permanent would be as much of a problem as you think.

    Any change of this scale would likely come along with pet reworks across the board, and those changes could land any which way.

    Now I personally, would love if my minions could eat single target ultimates for me. That would add so much value to our favorite class.

    Blastbones and Sacrificial Bones already do that though.

    In fact, you can practice casting it at the right time to up your chances of it eating a single target ability. I've gotten pretty good at getting Templars to gap close my Blastbones myself.
  • Radiate77
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    Radiate77 wrote: »
    @CameraBeardThePirate in the spirit of change, I don’t think making the pets permanent would be as much of a problem as you think.

    Any change of this scale would likely come along with pet reworks across the board, and those changes could land any which way.

    Now I personally, would love if my minions could eat single target ultimates for me. That would add so much value to our favorite class.

    Blastbones and Sacrificial Bones already do that though.

    In fact, you can practice casting it at the right time to up your chances of it eating a single target ability. I've gotten pretty good at getting Templars to gap close my Blastbones myself.

    Oh I know, been doing it forever.

    Wouldn’t it be nice if your Skeletal Archer ate a ganker’s 30k Spec Bow? My only concern, would be that they would need to take up only one bar slot though.

    At this stage of the game, our Daedric Summons need the same love.
    Edited by Radiate77 on 23 December 2025 01:11
  • Radiate77
    Radiate77
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    Speaking of body blocking, I’ve got a really strong Storm Calling/Daedric Summoning/Restoring Light 2H stam pet build I think you’d enjoy @CameraBeardThePirate.
  • CameraBeardThePirate
    CameraBeardThePirate
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    Radiate77 wrote: »
    Radiate77 wrote: »
    @CameraBeardThePirate in the spirit of change, I don’t think making the pets permanent would be as much of a problem as you think.

    Any change of this scale would likely come along with pet reworks across the board, and those changes could land any which way.

    Now I personally, would love if my minions could eat single target ultimates for me. That would add so much value to our favorite class.

    Blastbones and Sacrificial Bones already do that though.

    In fact, you can practice casting it at the right time to up your chances of it eating a single target ability. I've gotten pretty good at getting Templars to gap close my Blastbones myself.

    Oh I know, been doing it forever.

    Wouldn’t it be nice if your Skeletal Archer ate a ganker’s 30k Spec Bow? My only concern, would be that they would need to take up only one bar slot though.

    At this stage of the game, our Daedric Summons need the same love.

    Idk honestly I'd rather take the nerf and remove body blocking from all pets rather than add more of it.

    Especially with subclassing, there are some Battlegrounds where single target builds basically just don't function. It's not fun to play against.
    Edited by CameraBeardThePirate on 23 December 2025 01:21
  • Radiate77
    Radiate77
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    Radiate77 wrote: »
    Radiate77 wrote: »
    @CameraBeardThePirate in the spirit of change, I don’t think making the pets permanent would be as much of a problem as you think.

    Any change of this scale would likely come along with pet reworks across the board, and those changes could land any which way.

    Now I personally, would love if my minions could eat single target ultimates for me. That would add so much value to our favorite class.

    Blastbones and Sacrificial Bones already do that though.

    In fact, you can practice casting it at the right time to up your chances of it eating a single target ability. I've gotten pretty good at getting Templars to gap close my Blastbones myself.

    Oh I know, been doing it forever.

    Wouldn’t it be nice if your Skeletal Archer ate a ganker’s 30k Spec Bow? My only concern, would be that they would need to take up only one bar slot though.

    At this stage of the game, our Daedric Summons need the same love.

    Idk honestly I'd rather take the nerf and remove body blocking from all pets rather than add more of it.

    Especially with subclassing, there are some Battlegrounds where single target builds basically just don't function. It's not fun to play against.

    And it’s fun to play against people hitting you with 30k spec bows from across the map? Body blocking Blastbones is one of, if not, the strongest part of Necromancer, and fits well into the Summoner archetype as a whole.
  • Mesite
    Mesite
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    In Dungeons and Dragons there are two different types of Druids, one which has spells like a druid, one like a sorcerer. I 've been thinking and I think they need a second type of necromancer with permanent pets. If sorcerers can have them then we should.
  • CameraBeardThePirate
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    Radiate77 wrote: »
    Radiate77 wrote: »
    Radiate77 wrote: »
    @CameraBeardThePirate in the spirit of change, I don’t think making the pets permanent would be as much of a problem as you think.

    Any change of this scale would likely come along with pet reworks across the board, and those changes could land any which way.

    Now I personally, would love if my minions could eat single target ultimates for me. That would add so much value to our favorite class.

    Blastbones and Sacrificial Bones already do that though.

    In fact, you can practice casting it at the right time to up your chances of it eating a single target ability. I've gotten pretty good at getting Templars to gap close my Blastbones myself.

    Oh I know, been doing it forever.

    Wouldn’t it be nice if your Skeletal Archer ate a ganker’s 30k Spec Bow? My only concern, would be that they would need to take up only one bar slot though.

    At this stage of the game, our Daedric Summons need the same love.

    Idk honestly I'd rather take the nerf and remove body blocking from all pets rather than add more of it.

    Especially with subclassing, there are some Battlegrounds where single target builds basically just don't function. It's not fun to play against.

    And it’s fun to play against people hitting you with 30k spec bows from across the map? Body blocking Blastbones is one of, if not, the strongest part of Necromancer, and fits well into the Summoner archetype as a whole.

    I never said that, nice Strawman there.

    Yes, body blocking is strong - arguably too strong because the tab target in this game doesn't actually work with 100% accuracy. That's the issue - there's tons of people walking around now with 4 pets body blocking for them and it's just not fun to be in a match like that.

    ZOS made most of the Monster Sets that give pets unable to be targeted for this reason.
    Edited by CameraBeardThePirate on 23 December 2025 20:27
  • Necrotech_Master
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    i would agree the entire necromancer class is just a massive letdown (except maybe the tank skill line, thats the only one that seems to fit)

    the rest of it though i would agree needs a rework
    • better pets (if not permanent, then the temporary ones better be significantly better than they are currently, blastbones is not fun to use, skeletal mage/archer are literally just buffs and hardly do anything on their own, wratih is just a HOT/dmg reduction)
    • i really dont care if its against lore, but we need to remove all criminal penalties for skills (this includes vampire and WW), that to me is extremely penalizing (you were wandering by yourself in a forest and finishing fighting something, and then a wandering merchant passes by, well whoops now you have a bounty for doing absolutely nothing), this also makes it near impossible to duel in a town as a necromancer
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Radiate77
    Radiate77
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    Radiate77 wrote: »
    Radiate77 wrote: »
    Radiate77 wrote: »
    @CameraBeardThePirate in the spirit of change, I don’t think making the pets permanent would be as much of a problem as you think.

    Any change of this scale would likely come along with pet reworks across the board, and those changes could land any which way.

    Now I personally, would love if my minions could eat single target ultimates for me. That would add so much value to our favorite class.

    Blastbones and Sacrificial Bones already do that though.

    In fact, you can practice casting it at the right time to up your chances of it eating a single target ability. I've gotten pretty good at getting Templars to gap close my Blastbones myself.

    Oh I know, been doing it forever.

    Wouldn’t it be nice if your Skeletal Archer ate a ganker’s 30k Spec Bow? My only concern, would be that they would need to take up only one bar slot though.

    At this stage of the game, our Daedric Summons need the same love.

    Idk honestly I'd rather take the nerf and remove body blocking from all pets rather than add more of it.

    Especially with subclassing, there are some Battlegrounds where single target builds basically just don't function. It's not fun to play against.

    And it’s fun to play against people hitting you with 30k spec bows from across the map? Body blocking Blastbones is one of, if not, the strongest part of Necromancer, and fits well into the Summoner archetype as a whole.

    I never said that, nice Strawman there.

    Yes, body blocking is strong - arguably too strong because the tab target in this game doesn't actually work with 100% accuracy. That's the issue - there's tons of people walking around now with 4 pets body blocking for them and it's just not fun to be in a match like that.

    ZOS made most of the Monster Sets that give pets unable to be targeted for this reason.

    Strawman? Who’s arguing. It was a question.
    A leading question at that…

    We both know the answer, yet you’re insinuating that a Skeletal Archer with a health bar would be either as strong or worse than Incap, Spec Bow, proc’d Crystal Frag, and Surprise Attack.

    There’s a reason we don’t see Daedric Summoning with a high pick rate in PvP, and it’s entirely that permanent pets are not competitive in their current state. One could debate that they need the buff of removing two-bar requirements.

    Now I’ve never argued with you in the past so I’m not sure where that came from, hope you’re doing well.
  • CameraBeardThePirate
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    Radiate77 wrote: »
    Radiate77 wrote: »
    Radiate77 wrote: »
    Radiate77 wrote: »
    @CameraBeardThePirate in the spirit of change, I don’t think making the pets permanent would be as much of a problem as you think.

    Any change of this scale would likely come along with pet reworks across the board, and those changes could land any which way.

    Now I personally, would love if my minions could eat single target ultimates for me. That would add so much value to our favorite class.

    Blastbones and Sacrificial Bones already do that though.

    In fact, you can practice casting it at the right time to up your chances of it eating a single target ability. I've gotten pretty good at getting Templars to gap close my Blastbones myself.

    Oh I know, been doing it forever.

    Wouldn’t it be nice if your Skeletal Archer ate a ganker’s 30k Spec Bow? My only concern, would be that they would need to take up only one bar slot though.

    At this stage of the game, our Daedric Summons need the same love.

    Idk honestly I'd rather take the nerf and remove body blocking from all pets rather than add more of it.

    Especially with subclassing, there are some Battlegrounds where single target builds basically just don't function. It's not fun to play against.

    And it’s fun to play against people hitting you with 30k spec bows from across the map? Body blocking Blastbones is one of, if not, the strongest part of Necromancer, and fits well into the Summoner archetype as a whole.

    I never said that, nice Strawman there.

    Yes, body blocking is strong - arguably too strong because the tab target in this game doesn't actually work with 100% accuracy. That's the issue - there's tons of people walking around now with 4 pets body blocking for them and it's just not fun to be in a match like that.

    ZOS made most of the Monster Sets that give pets unable to be targeted for this reason.

    Strawman? Who’s arguing. It was a question.
    A leading question at that…

    We both know the answer, yet you’re insinuating that a Skeletal Archer with a health bar would be either as strong or worse than Incap, Spec Bow, proc’d Crystal Frag, and Surprise Attack.

    No, I'm not insinuating that, and you saying that I am is literally what a Strawman Argument is.

    I'm saying that pets that body block are annoying, and the more pets that can body block that exist, the worse the game feels to play.

    I said nothing about incap, spec bow, frag, or any other overperforming ability. You're putting words in my mouth. I simply don't want Battlegrounds matches overrun with random clutter to the point where you can't use single target abilities.
    Edited by CameraBeardThePirate on 24 December 2025 15:18
  • Seraphayel
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    No permanent pets for Necromancer. Temporary pets fit the class way better, at least in ESO. I wish there would be more of them though.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • ZhuJiuyin
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    I think it would be most fitting for the legend if Necro had a loyal, permanent flesh servant and many temporary, expendable corpse soldiers.

    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Sarannah
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    Agreed! Pets should always be permanent. Walking around with an army of creations is just awesome.
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