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Please move up Necromancer rework to 2026

AvidNecro
AvidNecro
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Necromancer Main [PCNA] Follow me on YouTube!
  • nightbringer1993
    nightbringer1993
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    I am currently waiting to see the patch notes on PTS tomorrow but if once again Necro skills are not reworked then I guess ZOS just doesn’t care about the class. The class is currently completely destroyed and we have been telling the devs to bring us to the same level as other classes but they never did and they just nerfed us again and again.

    Once again I am waiting for the PTS tomorrow and if Necro are still being treated like trash I might have to work on a big message to ZOS because the Necro nerf needs to end.
    Edited by nightbringer1993 on 19 April 2026 07:20
    PC EU
  • AvidNecro
    AvidNecro
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    I am currently waiting to see the patch notes on PTS tomorrow but if once again Necro skills are not reworked then I guess ZOS just doesn’t care about the class. The class is currently a complete scam and we have been telling the devs to bring us to the same level as other classes but they never did and they just nerfed us again and again.

    Once again I am waiting for the PTS tomorrow and if Necro are still being treated like trash I might have to work on a big message to ZOS because the Necro scam needs to end.

    I agree, which is why I made the video over the weekend.
    Necromancer Main [PCNA] Follow me on YouTube!
  • nightbringer1993
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    To be honest I doubt the class masteries will be enough to make the class playable again. The only way that the class becomes playable is by changing the skills. Totem, grave grasp are useless and unreliable for example. And the stalking blastbone removal was a huge hit on the class that forced me out of PvP with this class.

    Necro bombing had been nerfed not long before also.

    Grave lord sacrifice is a pure failure and from the few Necro that are left, I don’t even see them using it. We use the blastbone not GLS and where is the blastbone in Vengeance campaign, grave lord sacrifice is pure trash once again and yet ZOS is trying to force us to use it in this campaign, yet people did not use it.
    PC EU
  • HarfnUA
    HarfnUA
    AvidNecro wrote: »

    I thought that the Necromancer was so nerfed because he might be decent on console servers. But after watching your video, I now don't understand at all why the developers made him so unplayable. Here is my post about my Necromancer:

    https://forums.elderscrollsonline.com/en/discussion/690768/i-need-the-help-of-the-most-powerful-necromancers#latest

    I may not play Necromancer much, but everything you said in your video exactly matches what I previously wrote about the feelings when playing as a Necromancer. This only confirms that we are right about the current state of the Necromancer class.
  • nightbringer1993
    nightbringer1993
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    Once again I am considering making a large thread tomorrow depending on the necromancer changes tonight. The class masteries are clearly not enough to make the Necro able to be playable pure class. So I am waiting to see if the skills will be changed. And I will act depending on it.
    PC EU
  • Wup_sa
    Wup_sa
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    Once again I am considering making a large thread tomorrow depending on the necromancer changes tonight. The class masteries are clearly not enough to make the Necro able to be playable pure class. So I am waiting to see if the skills will be changed. And I will act depending on it.

    I very much doubt necro will get any mentions in the patchnotes outside from class masteries (which seem to be garbage for necro). And its stupid that it wasn't in the first reworks, because necro has no sustain, no dmg (even if you build into it) and a god awful class healing skill kit.
  • HarfnUA
    HarfnUA
    Wup_sa wrote: »
    Once again I am considering making a large thread tomorrow depending on the necromancer changes tonight. The class masteries are clearly not enough to make the Necro able to be playable pure class. So I am waiting to see if the skills will be changed. And I will act depending on it.

    I very much doubt necro will get any mentions in the patchnotes outside from class masteries (which seem to be garbage for necro). And its stupid that it wasn't in the first reworks, because necro has no sustain, no dmg (even if you build into it) and a god awful class healing skill kit.

    The thing is, you can build a necromancer either for survivability or for damage. But unfortunately, it's impossible to make a balanced build. It feels like a necromancer needs not 5 skill slots but 6. When I create builds for other classes, I usually just choose what will be most convenient for me and in which situations it will work most effectively (damage-dealing skills, control skills and all necessary buffs). When I make a build for a necromancer, I choose what to sacrifice (giving up one of the buffs or giving up the skills for corpses). And all of this will only work at a fairly high level of play. If you compare the necromancer's mastery lines with other classes, the necromancer essentially has everything that other classes have. But other classes do not depend on positioning and certainly do not depend on corpse management. In theory, everything seems playable, but in practice the opponent simply takes three steps aside (especially since many use addons and can easily see areas to avoid) and simply makes all the necromancer's efforts useless.
    And the most unfair thing is that even if the necromancer is lucky and manages to do everything perfectly, the result will be the same as any other class that just needs to use their skills at the right time. Personally, I don’t see anything wrong with the necromancer’s complex mechanics, but the reward for executing them should be appropriate. I think these class mechanics make the necromancer very interesting. I believe that if the necromancer didn’t have such complex and engaging mechanics, no one would even raise as many threads claiming that the necromancer is unplayable.
  • CameraBeardThePirate
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    Wup_sa wrote: »
    Once again I am considering making a large thread tomorrow depending on the necromancer changes tonight. The class masteries are clearly not enough to make the Necro able to be playable pure class. So I am waiting to see if the skills will be changed. And I will act depending on it.
    and a god awful class healing skill kit.

    I'm gonna play devil's advocate here and disagree hard with this. Living Death is one of the strongest healing lines out there. It gives tons of raw healing and crit healing, one of the most cost-efficient healing skills in the game (Renewing Undeath), the best self purge in the game (Hexproof), one of the strongest HoTs in the game (Intensive Mender is ridiculously strong and people don't realize it because it doesn't show up on scoreboards), and Resistant Flesh is so misunderstood and touted as a terrible burst heal when it's incredibly strong.

    The only thing holding Living Death back at the moment is the fact that the subclassing meta makes it less desirable because the line itself doesn't provide an Armor Buff or any damage outside the Blastbones Ultimate.

    That doesn't mean the other things you said aren't accurate; Necro suffers a lot from a holistic point of view because the entire class hinges around a buggy, unfun corpse system.
    Edited by CameraBeardThePirate on 13 April 2026 17:04
  • Silvains_Demon
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    Yeah, Necromancer definitely needs to get moved up but to be fair... it really needs time to be worked on as well. It needs a full-on rework from the ground & up.

    Here was my attempt at fixing the class. https://forums.elderscrollsonline.com/en/discussion/683786/necromancer-rework-idea-consumable-minions#latest

    Hopefully, between now and when it releases, they give Necro a full makeover.
  • YandereGirlfriend
    YandereGirlfriend
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    Wup_sa wrote: »
    Once again I am considering making a large thread tomorrow depending on the necromancer changes tonight. The class masteries are clearly not enough to make the Necro able to be playable pure class. So I am waiting to see if the skills will be changed. And I will act depending on it.
    and a god awful class healing skill kit.

    I'm gonna play devil's advocate here and disagree hard with this. Living Death is one of the strongest healing lines out there. It gives tons of raw healing and crit healing, one of the most cost-efficient healing skills in the game (Renewing Undeath), the best self purge in the game (Hexproof), one of the strongest HoTs in the game (Intensive Mender is ridiculously strong and people don't realize it because it doesn't show up on scoreboards), and Resistant Flesh is so misunderstood and touted as a terrible burst heal when it's incredibly strong.

    The only thing holding Living Death back at the moment is the fact that the subclassing meta makes it less desirable because the line itself doesn't provide an Armor Buff or any damage outside the Blastbones Ultimate.

    That doesn't mean the other things you said aren't accurate; Necro suffers a lot from a holistic point of view because the entire class hinges around a buggy, unfun corpse system.

    And the one promising step that they teased in the Masteries Reveal, appending corpses to players, got randomly stripped away at the last moment.

    It is very odd. On one hand, the new devs have been making some very nice choices for other classes but they seem to have a gaping blind spot for Necromancer issues in particular. Such as corpses being a dead mechanic in PvP (and still extremely clunky in PvE).
    Edited by YandereGirlfriend on 16 April 2026 18:27
  • CameraBeardThePirate
    CameraBeardThePirate
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    Wup_sa wrote: »
    Once again I am considering making a large thread tomorrow depending on the necromancer changes tonight. The class masteries are clearly not enough to make the Necro able to be playable pure class. So I am waiting to see if the skills will be changed. And I will act depending on it.
    and a god awful class healing skill kit.

    I'm gonna play devil's advocate here and disagree hard with this. Living Death is one of the strongest healing lines out there. It gives tons of raw healing and crit healing, one of the most cost-efficient healing skills in the game (Renewing Undeath), the best self purge in the game (Hexproof), one of the strongest HoTs in the game (Intensive Mender is ridiculously strong and people don't realize it because it doesn't show up on scoreboards), and Resistant Flesh is so misunderstood and touted as a terrible burst heal when it's incredibly strong.

    The only thing holding Living Death back at the moment is the fact that the subclassing meta makes it less desirable because the line itself doesn't provide an Armor Buff or any damage outside the Blastbones Ultimate.

    That doesn't mean the other things you said aren't accurate; Necro suffers a lot from a holistic point of view because the entire class hinges around a buggy, unfun corpse system.

    And the one promising step that they teased in the Masteries Reveal, appending corpses to players, got randomly stripped away at the last moment.

    It is very odd. On one hand, the new devs have been making some very nice choices for other classes but they seem to have a gaping blind spot for Necromancer issues in particular. Such as corpses being a dead mechanic in PvP (and still extremely clunky in PvE).

    Yah it bugs me to no end. They made such a huge stink last year about corpses being horrible for the server to the point where they changed the timer on corpses and tried (and failed) to implement a lower limit on corpses.

    If corpses are such a big issue, just get rid of the system and replace it with something else.
  • YandereGirlfriend
    YandereGirlfriend
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    Wup_sa wrote: »
    Once again I am considering making a large thread tomorrow depending on the necromancer changes tonight. The class masteries are clearly not enough to make the Necro able to be playable pure class. So I am waiting to see if the skills will be changed. And I will act depending on it.
    and a god awful class healing skill kit.

    I'm gonna play devil's advocate here and disagree hard with this. Living Death is one of the strongest healing lines out there. It gives tons of raw healing and crit healing, one of the most cost-efficient healing skills in the game (Renewing Undeath), the best self purge in the game (Hexproof), one of the strongest HoTs in the game (Intensive Mender is ridiculously strong and people don't realize it because it doesn't show up on scoreboards), and Resistant Flesh is so misunderstood and touted as a terrible burst heal when it's incredibly strong.

    The only thing holding Living Death back at the moment is the fact that the subclassing meta makes it less desirable because the line itself doesn't provide an Armor Buff or any damage outside the Blastbones Ultimate.

    That doesn't mean the other things you said aren't accurate; Necro suffers a lot from a holistic point of view because the entire class hinges around a buggy, unfun corpse system.

    And the one promising step that they teased in the Masteries Reveal, appending corpses to players, got randomly stripped away at the last moment.

    It is very odd. On one hand, the new devs have been making some very nice choices for other classes but they seem to have a gaping blind spot for Necromancer issues in particular. Such as corpses being a dead mechanic in PvP (and still extremely clunky in PvE).

    Yah it bugs me to no end. They made such a huge stink last year about corpses being horrible for the server to the point where they changed the timer on corpses and tried (and failed) to implement a lower limit on corpses.

    If corpses are such a big issue, just get rid of the system and replace it with something else.

    Definitely.

    I used to be a corpse mechanic defender but I agree that scrapping it and doing something else makes the most sense these days.
  • randconfig
    randconfig
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    Wup_sa wrote: »
    Once again I am considering making a large thread tomorrow depending on the necromancer changes tonight. The class masteries are clearly not enough to make the Necro able to be playable pure class. So I am waiting to see if the skills will be changed. And I will act depending on it.
    and a god awful class healing skill kit.

    I'm gonna play devil's advocate here and disagree hard with this. Living Death is one of the strongest healing lines out there. It gives tons of raw healing and crit healing, one of the most cost-efficient healing skills in the game (Renewing Undeath), the best self purge in the game (Hexproof), one of the strongest HoTs in the game (Intensive Mender is ridiculously strong and people don't realize it because it doesn't show up on scoreboards), and Resistant Flesh is so misunderstood and touted as a terrible burst heal when it's incredibly strong.

    The only thing holding Living Death back at the moment is the fact that the subclassing meta makes it less desirable because the line itself doesn't provide an Armor Buff or any damage outside the Blastbones Ultimate.

    That doesn't mean the other things you said aren't accurate; Necro suffers a lot from a holistic point of view because the entire class hinges around a buggy, unfun corpse system.

    And the one promising step that they teased in the Masteries Reveal, appending corpses to players, got randomly stripped away at the last moment.

    It is very odd. On one hand, the new devs have been making some very nice choices for other classes but they seem to have a gaping blind spot for Necromancer issues in particular. Such as corpses being a dead mechanic in PvP (and still extremely clunky in PvE).

    I'm actually so mad, I did not know they went back on letting us attach corpses to enemy players. Can we literally have ANYTHIGN!?
  • randconfig
    randconfig
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    Wup_sa wrote: »
    Once again I am considering making a large thread tomorrow depending on the necromancer changes tonight. The class masteries are clearly not enough to make the Necro able to be playable pure class. So I am waiting to see if the skills will be changed. And I will act depending on it.
    and a god awful class healing skill kit.

    I'm gonna play devil's advocate here and disagree hard with this. Living Death is one of the strongest healing lines out there. It gives tons of raw healing and crit healing, one of the most cost-efficient healing skills in the game (Renewing Undeath), the best self purge in the game (Hexproof), one of the strongest HoTs in the game (Intensive Mender is ridiculously strong and people don't realize it because it doesn't show up on scoreboards), and Resistant Flesh is so misunderstood and touted as a terrible burst heal when it's incredibly strong.

    The only thing holding Living Death back at the moment is the fact that the subclassing meta makes it less desirable because the line itself doesn't provide an Armor Buff or any damage outside the Blastbones Ultimate.

    That doesn't mean the other things you said aren't accurate; Necro suffers a lot from a holistic point of view because the entire class hinges around a buggy, unfun corpse system.

    And the one promising step that they teased in the Masteries Reveal, appending corpses to players, got randomly stripped away at the last moment.

    It is very odd. On one hand, the new devs have been making some very nice choices for other classes but they seem to have a gaping blind spot for Necromancer issues in particular. Such as corpses being a dead mechanic in PvP (and still extremely clunky in PvE).

    Yah it bugs me to no end. They made such a huge stink last year about corpses being horrible for the server to the point where they changed the timer on corpses and tried (and failed) to implement a lower limit on corpses.

    If corpses are such a big issue, just get rid of the system and replace it with something else.

    Not to mention they bugged all our summons/class kit for over a year and left us on read/stopped communicating after they said they would keep us updated (see surprise surprise blastbones and animate blastbones ulti are unusable in pvp now)? Summons seem to work now in PvP, though I don't know at what point it ever was fixed. If anything, I feel like they just reverted the pet limit rules for Necromancer, but I haven't had the time to do extensive testing.

    I just want to have fun with the Necromancer class again, but can't when every single other class gets major buffs from their class masteries, while we get to pick from a set of quality of life improvements that should already be in our kit, and even those are apparently being walked back after being advertised in previews, like being able to attach corpses to other players.

    Edited by randconfig on 18 April 2026 06:01
  • nightbringer1993
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    The class seriously needs to be refreshed as soon as possible.

    If that refresh order remains like this, the class will be a complete “pay to lose”. Other classes will simply be way too strong and the subclasses that Necro are relying upon will be unusable.

    I can tell you that if this complete Necro death happens I will be out of the game because I just feel an extreme discomfort using other classes.
    And when I try going into trials and I use a Necro did, I am told to leave and use another class. Currently the only gameplay we have left is tanking. But for the reasons I mentioned, soon tanking will also be dead for us.

    I placed a lot of money, effort and time on my Necro chars and to be forced to leave them on the side just feels wrong. Everyday I log into the game, I see that Necro grand overlord that I used to play with in PvP and that now I only use him for some overland contents.

    Devs seriously need to refresh that class year.
    PC EU
  • Oblivion_Protocol
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    I am currently waiting to see the patch notes on PTS tomorrow but if once again Necro skills are not reworked then I guess ZOS just doesn’t care about the class. The class is currently a complete scam and we have been telling the devs to bring us to the same level as other classes but they never did and they just nerfed us again and again.

    Once again I am waiting for the PTS tomorrow and if Necro are still being treated like trash I might have to work on a big message to ZOS because the Necro scam needs to end.

    You’ve said that Necromancer is a scam multiple times, and that’s flat-out wrong. “Scam” implies you’re not getting something you paid for. If you pay for Necromancer, you get Necromancer. It being at the bottom of pile isn’t relevant to the purchase; hence why the phrase “caveat emptor (buyer beware)” exists.

    Also, at this point, every class has players somewhere begging the devs to shuffle their schedule around so they can get their refresh next. I’ve worked for enough large companies to know that once a workflow schedule is set and communicated, changing it throws a lot of stuff off and can even cause delays.

    While I want you to be able to enjoy Necromancer now, the fact remains that it is indeed the last class to be refreshed, so you’ve got to wait. And threats of unsubscribing and uninstalling aren’t going to move anything along. If the people who uninstalled after subclassing went live wasn’t enough to bring ESO to a grinding halt, you taking away your $15 a month isn’t going to be the proverbial nail in the coffin, either.

    I say this because I don’t want you expending a bunch of energy on something that isn’t going to happen. If you sent that big message to ZOS, I promise you it’s in someone’s recycle bin right now, being merrily ignored while they work on the Warden refresh.
  • nightbringer1993
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    I am currently waiting to see the patch notes on PTS tomorrow but if once again Necro skills are not reworked then I guess ZOS just doesn’t care about the class. The class is currently a complete scam and we have been telling the devs to bring us to the same level as other classes but they never did and they just nerfed us again and again.

    Once again I am waiting for the PTS tomorrow and if Necro are still being treated like trash I might have to work on a big message to ZOS because the Necro scam needs to end.

    You’ve said that Necromancer is a scam multiple times, and that’s flat-out wrong. “Scam” implies you’re not getting something you paid for. If you pay for Necromancer, you get Necromancer. It being at the bottom of pile isn’t relevant to the purchase; hence why the phrase “caveat emptor (buyer beware)” exists.

    Also, at this point, every class has players somewhere begging the devs to shuffle their schedule around so they can get their refresh next. I’ve worked for enough large companies to know that once a workflow schedule is set and communicated, changing it throws a lot of stuff off and can even cause delays.

    While I want you to be able to enjoy Necromancer now, the fact remains that it is indeed the last class to be refreshed, so you’ve got to wait. And threats of unsubscribing and uninstalling aren’t going to move anything along. If the people who uninstalled after subclassing went live wasn’t enough to bring ESO to a grinding halt, you taking away your $15 a month isn’t going to be the proverbial nail in the coffin, either.

    I say this because I don’t want you expending a bunch of energy on something that isn’t going to happen. If you sent that big message to ZOS, I promise you it’s in someone’s recycle bin right now, being merrily ignored while they work on the Warden refresh.

    Be careful the word I said there got me in trouble with the devs. And I just edited the comment so I don’t get in trouble again.

    And concerning the Necro, I have been waiting for three years now to be able to use my Necro grand overlord again in cyro because the removal of stalking blastbone completely destroyed me. Then there was the corpse limitation system they placed last which destroyed the gameplay of the class. And for those very reasons the devs have to refresh the class this year. The class needs to be adapted to the changes they made last year. And I am not about to wait one and a half year for this.

    These days I have seriously reduced my play time in this game because I have a lot of discomfort playing with the other classes and I am tired of waiting and see other classes getting super strong while mine is getting more and more at the bottom of the pit.
    Edited by nightbringer1993 on 19 April 2026 07:28
    PC EU
  • HarfnUA
    HarfnUA
    You’ve said that Necromancer is a scam multiple times, and that’s flat-out wrong. “Scam” implies you’re not getting something you paid for. If you pay for Necromancer, you get Necromancer. It being at the bottom of pile isn’t relevant to the purchase; hence why the phrase “caveat emptor (buyer beware)” exists.

    Also, at this point, every class has players somewhere begging the devs to shuffle their schedule around so they can get their refresh next. I’ve worked for enough large companies to know that once a workflow schedule is set and communicated, changing it throws a lot of stuff off and can even cause delays.

    While I want you to be able to enjoy Necromancer now, the fact remains that it is indeed the last class to be refreshed, so you’ve got to wait. And threats of unsubscribing and uninstalling aren’t going to move anything along. If the people who uninstalled after subclassing went live wasn’t enough to bring ESO to a grinding halt, you taking away your $15 a month isn’t going to be the proverbial nail in the coffin, either.

    I say this because I don’t want you expending a bunch of energy on something that isn’t going to happen. If you sent that big message to ZOS, I promise you it’s in someone’s recycle bin right now, being merrily ignored while they work on the Warden refresh.

    I partly agree that by buying a Necromancer you get a Necromancer who is currently at the bottom of the list. And I am quite sure that the Necromancer will be last in line for updates. But I assume that TESO has already lost more than 15 dollars a month. I am sure that some players have stopped playing actively not only because of the subclass system but also, for example, due to the unplayability of their favourite class, the Necromancer. Over the past three months, in 4v4 BGs, I have encountered only one pure Necromancer and about 5-10 players with Necromancer subclasses (and perhaps they just joined the BG to complete their dailies). Meanwhile, I frequently encounter other pure classes relative to the current meta, except for the Templar (they have completely disappeared from BGs over the past three months).
    Perhaps the master class passives will temporarily bring back some players who enjoy playing pure classes. But I highly doubt that this will solve the Necromancer problem. All classes will get these passives. And in a month, there will hardly be any pure Necromancers left. The main problem with the Necromancer is not only the complexity of this class (though I really like its mechanics), but the lack of any benefit from the difficulty of executing these mechanics.
    Perhaps the developers could temporarily (until the class is reworked) slightly buff his abilities. This does not necessarily have to be an increase in damage. For example, they could slightly increase the duration of buffs (due to the necromancer's additional corpses mechanic, the window between re-buffs is too short for dealing damage). Or if the developers believe that the Necromancer has sufficient damage potential (and the main damage-dealing skill Sacrificial Bones can be nerfed), then perhaps secondary abilities could be improved (I mean the abilities that are ignored due to the presence of better skills in the weapon and guild skill lines). If I understood the developers' idea correctly, they tried to compensate for the corpses mechanic by providing additional bonuses in skills related to this mechanic (extra damage or HP, MP and Stamina regeneration), but unfortunately, because the remains mechanic is like a lottery, these skills are easier to replace with skills from other skill lines. It would be very good if these Necromancer skills were strengthened to a level competitive with other similar skills (considering the complexity of the mechanic).
    Perhaps fixing the Corpseburster class set would help. This set can compensate for the Necromancer's lack and complexity of damage implementation. For example, combined with the Necrotic Potency skill, it now almost always explodes the corpse behind the Necromancer. It would be enough to fix it so that the corpse that the player is looking at explodes, rather than a random corpse lying somewhere behind the Necromancer (as is the case with the Shocking Siphon and Restoring Tether skills).
    I understand that this will not completely solve all the problems of this class, but at least it will allow the necromancer to be a bit more enjoyable in the game. Although the dependence on randomness will remain, it will be at least somewhat compensated. There are just too many variables for this class (where the enemy is, where the enemy will move, where the corpse will appear, whether it's possible to use a particular corpse, considering the distance from the used corpse, where to use area abilities, correctly timing between re-buffs). Even Molag Bal won't help here.
  • guarstompemoji
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    I have four fully leveled necromancers.

    They are all mothballed.

    Necromancer needs SO MUCH work that I couldn't see it coming up soon. They need to streamline this process before they touch mah babeh.
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