Necromancer-based thought around identity

Silvains_Demon
Silvains_Demon
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I know Necromancer is kind of in a weird spot when it comes to identity for the player class (not really for the NPCs. They match the class just fine). Plenty of other games have tried other approaches, though either buffed or debuffed by the system they are in. For instance, Diablo 4 has an interesting way of doing it since the latest DLC came out. Now, what I would not want to do is say "be like that Necromancer!!!" but what I want to focus more on is the Warlock. You can effectively have a few summons that are perm pets with many temp pets that act either as, in relation to ESO, like the Necro's Blastbones or Warden's Dive skills and even have a toggleable transformation ability that has a single bar like that of ESO's Werewolves.

I think it would be awesome to take a small bit of inspiration from the way the Warlock was handled and try to bring it over to a small degree. That, and go from DPS/Tank/Healer with the current format for Necro and go Undead Raising/Undeath/Spirit.

- First one is about summoning undead from Blastbones-like skills, to perma pet skills, to skills that are even quicker in use and more like that of Warden's Dive. The Ult could probably be altered to be smaller, perm pet, but having a secondary ult involved like the Feral Guardian from Warden that sacrifices the pet for an effect similar to what is currently done but the Necro DPS ult.

- Second one is about manipulating Necromantic energies. Could go from enchanting the equipped weapon for a strike to curse an enemy with a debuff/DoT, buffing defenses, cursing the ground on self or at a target location, and staying with the current ult of Goliath (to keep the skill every likes) but swap pummeling for something more "Lich"-like.

- Third one is manipulating Spirits. The current Spirit Mender skill is a great example but it could go further. For example, the area skill such Life Amid Death could feature spirits coming about healing instead as just a reskin of it without altering function. Another could be raising a totem in a spot to attract spirits to buff allies in an area around it. Reanimate works well here.

Please keep in-mind that these are just unrefined in any naming convention and is not meant to cause argument, but to expand the potential possibilities of what the Necromancer could evolve to be.

Edit: I did edit the post name as it was not accurate.
Edited by Silvains_Demon on 6 May 2026 22:46
  • Jestir
    Jestir
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    I would love for me to to lean more into "souls" than it currently does as that is the crux of what makes a TES Necromancer, the undead are nice but more soul magic please
  • Morvan
    Morvan
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    Whatever they do to Necromancer I hope it won't involve permanent pets, we don't need a third class with a walking zoo.
    @MorvanClaude on PC/NA, don't try to trap me with lore subjects, it will work🦇
  • icefyer_ESO
    icefyer_ESO
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    Morvan wrote: »
    Whatever they do to Necromancer I hope it won't involve permanent pets, we don't need a third class with a walking zoo.

    I thought there was only sorc that has more than one permanent pet at two total, otherwise it's warden with just the bear?
    Edited by icefyer_ESO on 7 May 2026 12:54
  • Silvains_Demon
    Silvains_Demon
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    Morvan wrote: »
    Whatever they do to Necromancer I hope it won't involve permanent pets, we don't need a third class with a walking zoo.

    When it comes to the Necro, they should be a mix of permament and temporary pets. To be honest, I made another post that once you summon them, you can sacrifice them to make an effect happen (be it an AoE attack, self-buff, debuff, etc). It'd limit the "walking zoo" feel. Hell, Warlock in Diablo 4 isn't much of a "walking zoo" and they only have 1 perm pet most of the time with just a few temp pets. I think Necromancer would be fine with such a model.
  • nightbringer1993
    nightbringer1993
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    I hope we can get a stronger pet gameplay and that the corpse consumption is reworked. That pet/corpse limitation system destroyed the class.

    In my opinion, if they want a stronger class identity, I suggest introducing the necrotic damage, and the removal of this failed grave lord sacrifice nobody uses.

    The pets should be seriously stronger, right now the pets are so weak, and blastbone got nerfed two years ago.

    The class is unplayable right now and I don't understand why ZOS did not decide to refresh that destroyed class this year. Why is ZOS continuing to sell a class people can't use? this is unacceptable!

    The class refresh should have been this year, and right now I can't play the game as a result because I don't want to play with other classes. So ZOS won't get anymore money from me right now, and I have some friends who also decided to leave the game because of it.

    ZOS did not learn from what happened two years ago when half of the necro players left the game when stalking blastbone got removed. If my friends at cyro had not asked me to stay, I would have left too, and sometime I feel that I should have left back then because I wasted a lot of money.
    Edited by nightbringer1993 on 7 May 2026 16:48
    PC EU
  • Morvan
    Morvan
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    Morvan wrote: »
    Whatever they do to Necromancer I hope it won't involve permanent pets, we don't need a third class with a walking zoo.

    I thought there was only sorc that has more than one permanent pet at two total, otherwise it's warden with just the bear?
    Yes, that's two classes with at least one permanent pet, the temporary pets on top of that makes it even worse, I don't want more, but that's just my personal opinion.

    Most MMOs have 1 summoner class and I'm fine with that, I think having yet another class that can do the same will just add more unnecessary visual clutter.
    @MorvanClaude on PC/NA, don't try to trap me with lore subjects, it will work🦇
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