Necromancer Class Mastery and Update 52 Class Refresh Player Test Proposal
With Update 50 introducing Class Mastery, Necromancer is in a strong position to receive a class refresh that strengthens its core identity without moving the class away from corpse management, summons, decay, disease, and battlefield control.
The purpose of this proposal is not to turn Necromancer into a generic damage class. The purpose is to make Necromancer’s existing class mechanics more reliable, more rewarding, and more competitive with the direction of modern ESO combat.
Necromancer should be powerful when it successfully creates, consumes, and weaponizes corpses. That is the class fantasy. That is also where many of the current gameplay issues exist.
Proposal Focus
• Improving corpse based ability reliability.
• Strengthening Necromancer’s damage over time identity.
• Giving Blastbones and its morphs more consistent combat delivery.
• Updating the Necromancer spammable so it better supports the class rotation.
• Expanding Class Mastery into a deeper pure class progression system.
• Using Infinite Archive Visions and Verses as earned Class Mastery unlocks.
Class Mastery System Expansion
Class Mastery Points
Class Mastery currently grants 2 Class Mastery Points.
Proposal: Increase the total number of Class Mastery Points from 2 to 3.
This gives pure class characters more meaningful mastery expression while still requiring selection and tradeoffs.
Because Class Mastery is only available to characters using all three native class skill lines, this gives players a stronger incentive to remain committed to their original class identity instead of subclassing.
Skill Mastery Slots
In addition to passive Class Mastery choices, pure class characters should gain access to skill specific mastery upgrades.
Proposal: A pure class character may equip 1 Skill Mastery upgrade per native class skill line.
For Necromancer, this would allow:
• 1 Grave Lord Skill Mastery
• 1 Bone Tyrant Skill Mastery
• 1 Living Death Skill Mastery
These upgrades would be disabled and refunded when subclassing is activated, following the same rules as existing Class Mastery.
This allows each class to preserve its native gameplay identity while adding deeper progression for players who choose not to subclass.
Class Mastery: Malevolent Promise
Proposed Revision
Malevolent Promise
Upgrades rank 2 of Corpse Consumption.
Whenever you consume a corpse, you mark the closest non player enemy with Death’s Touch for 6 seconds, allowing corpse consuming abilities to be used against them.
This effect can occur once every 2 seconds.
Consuming or replacing Death’s Touch triggers rank 2 of Death Gleaning.
Death’s Touch can only affect a target at or below 40% Health.
This effect can occur once every 10 seconds per target, once per attack.
Playtester Note: This revision keeps Malevolent Promise functional while addressing the concern around repeated corpse consumption interactions.
Death’s Touch remains a meaningful Necromancer Class Mastery effect because it allows corpse consuming abilities to function when traditional corpse placement is unreliable. The Health threshold and per target cooldown prevent repeated detonation abuse while preserving the core purpose of the passive.
This keeps Necromancer’s corpse economy intact instead of removing one of the most important Class Mastery interactions from the class.
Infinite Archive Class Mastery Unlocks
Infinite Archive already contains Visions and Verses that strongly align with class themes. These effects can be used as earned Class Mastery unlocks.
This gives Infinite Archive more long term reward value while giving each class additional progression tied to its own identity.
Proposed Unlock Structure
Certain Visions and Verses become permanent unlockable Class Mastery options after completing specific Infinite Archive milestones on that class.
The character must complete the required Arc or unlock the required Vision or Verse while playing that class.
The unlocked effect still requires Class Mastery access.
The character must remain a pure class.
The effect must still be selected through Class Mastery or Skill Mastery slots.
This keeps these effects earned, optional, and controlled through limited mastery selection.
Class Mastery Example: Bitter Harvest and Morphs
• Target: Self
• Cost: 1 corpse
Skill Description
Sap the lingering life from fresh corpses, granting you 2 Ultimate and healing 660 Health every 1 second for 2 seconds per corpse soul consumed.
This ability scales off your Max Health.
While slotted, your damage taken is reduced by 3%.
Skill Mastery: Shackled Resolve
• Applies to: Bitter Harvest and morphs
• Unlock Requirement: Complete Arc 8 in the Infinite Archive as a Necromancer.
Effect
While active, nearby enemies are tethered by your soul.
Up to 5 nearby enemies become linked to you.
For every enemy linked, reduce your damage taken by 2%.
Player test Note: Shackled Resolve gives Bitter Harvest a stronger defensive mastery path without changing its corpse cost.
This keeps the ability rooted in Necromancer’s corpse economy while giving Bone Tyrant style builds a controlled mitigation option through enemy proximity and soul tethering.
Skill Baseline: Grave Grasp
Skill Description
Summon three patches of skeletal claws from the ground in front of you.
Enemies in the first area are snared by 30% for 5 seconds.
Enemies in the second area are immobilized for 4 seconds.
Enemies in the final area are stunned for 3 seconds.
Each patch applies Minor Maim to enemies hit for 10 seconds, reducing their damage done by 5%.
Skill Mastery: Grasping Limbs
• Applies to: Grave Grasp and morphs
• Unlock Requirement: Complete Arc 13 in the Infinite Archive as a Necromancer.
Effect
When Grave Grasp or one of its morphs is used on a corpse, the dead lend you a helping hand.
A skeletal hand ensnares enemies within 20 meters, immobilizing them for 3 seconds.
Each enemy ensnared restores 236 Magicka and 559 Stamina.
Player test Note: Grasping Limbs gives Grave Grasp a stronger corpse interaction and makes the skill more valuable as a control and sustain tool.
This improves Necromancer’s battlefield control without making the effect passive or automatic. It requires corpse use and rewards proper placement.
Passive Rework: Death’s Merchant
• Rework: Death Gleaning
Rank 1
Whenever someone within 28 meters dies while you are in combat, restore 333 Magicka and Stamina.
Rank 2
Whenever someone within 28 meters dies while you are in combat, restore 666 Magicka and Stamina.
Player test Note: Death Gleaning should trigger from nearby death more broadly.
Necromancer’s class identity is built around death occurring on the battlefield. This change allows the class to benefit more consistently from its core theme in group content, PvP, add waves, and corpse heavy encounters.
Class Mastery: Necrotic Support
• Applies to: Death’s Merchant
• Unlock Requirement: Complete Arc 10 in the Infinite Archive as a Necromancer.
• Source Type: Utility Vision
Effect
Fallen enemies restore your vigor.
Whenever an enemy is slain within 28 meters while you are in combat, restore 666 Health, 666 Magicka, and 666 Stamina.
Player test Note: Necrotic Support upgrades Necromancer’s death based sustain into a stronger pure class reward.
The effect is limited by enemy deaths and combat state, keeping it tied to active encounters rather than passive recovery.
Class Mastery Baseline: Bone Goliath Transformation
• Target: Self
• Cost: 250 Ultimate
• Duration: 20 seconds
Skill Description
Transform into a horrific Bone Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health.
While transformed, Necromancer transformation attacks apply Disease Damage.
Your damaging Light Attacks restore 319 Health, and fully charged Heavy Attacks restore 800 Health.
This ability scales with your Max Health.
Class Mastery: Undead Avatar
• Applies to: Bone Goliath Transformation and morphs
• Unlock Requirement: Complete Arc 20 in the Infinite Archive as a Necromancer.
• Source Type: Offensive Verse
Effect
Transform into an Avatar of the Undead.
Slain enemies empower you, increasing your Damage Done by 5%.
This effect stacks up to 10 times.
Maximum bonus: 50% Damage Done.
Once every 5 seconds, you may activate Call the Dead, creating a graveyard that calls forth undead minions.
These minions defend you, draw enemy aggression, and cast Fear on nearby enemies when they die.
Reduce your damage taken by 30%.
Gain immunity to crowd control.
Duration: 20 seconds.
Using Call the Dead revives your minions if they died and heals the ones still alive.
Playtester Note: Undead Avatar gives Necromancer a true undead army transformation while keeping the effect earned through Infinite Archive progression.
The effect is powerful, but controlled by duration, Ultimate cost, kill based ramping, and mastery slot selection. It gives Necromancer a transformation identity that sits closer to the power fantasy of Werewolf while remaining distinctly Necromancer.
Passive Baseline: Disdain Harm
Effect
Reduce the damage you take from damage over time abilities by 15% while you have a Bone Tyrant ability active.
Class Mastery: Adaptive Defender
• Applies to: Disdain Harm
• Unlock Requirement: Complete Arc 12 in the Infinite Archive as a Necromancer.
Effect
Reinforce your defenses when you are more vulnerable.
For every 10% missing Health, reduce your damage taken by 1%.
Playtester Note: Adaptive Defender pairs naturally with Disdain Harm and Bone Tyrant’s defensive identity.
The effect becomes strongest when the Necromancer is under pressure, making it a reactive durability tool rather than a permanent flat mitigation bonus.
Update 52 Necromancer Class RefreshSkill Baseline: Ghastly Skull
• Replaces: Flame Skull
• Cost: 2295 Magicka
• Target: Enemy
• Base Damage: 2450 Flame Damage
• Active Limit: Maximum 3 Skulls live at once.
• Projectile Lifetime: 3 seconds.
Skill Description
Launch a ghastly skull that homes in on the target, dealing 2450 Flame Damage.
The projectile ignores standard dodge rolls and pursues the target for up to 3 seconds before collapsing.
If the target dies before impact, the skull automatically shifts tracking to the nearest enemy within 8 meters.
You can have a maximum of 3 skulls active on the battlefield at one time.
Casting a fourth skull causes the oldest active projectile to immediately fall to the ground and become a usable corpse.
Activating this ability grants you Major Brutality and Major Sorcery for 20 seconds, increasing your Weapon and Spell Damage by 20%.
Tactical Note: This rebalance removes the travel time penalty unique to the old Flame Skull.
By shifting the damage to a tracking projectile, the ability creates active delayed burst pressure. Targets can no longer break the Necromancer’s rotational math through simple movement or kiting, bringing the skill’s reliability closer to instant registering spammables like Lava Whip and Veiled Strike.
The active skull limit also ties the spammable back into Necromancer’s corpse economy by allowing expired skulls to become usable corpses.
Morph 1: Chaos Skull
• Replaces: Venom Skull
• Cost: 2295 Stamina
• Target: Enemy
• Base Damage: 2450 Damage
• Projectile Lifetime: 3 seconds.
Skill Description
Launch a cursed skull that homes in on the target, dealing 2450 Damage and applying a fixed negative status effect on impact.
Each consecutive cast fires the next skull type in the sequence:
1. Flame Skull deals Flame Damage and applies Burning.
2. Poison Skull deals Poison Damage and applies Poisoned.
3. Lightning Skull deals Shock Damage and applies Concussed, applying Minor Vulnerability.
4. Frost Skull deals Frost Damage and applies Chilled, applying Minor Brittle.
5. Physical Skull deals Physical Damage and applies Sundered, applying Minor Breach and granting the caster 100 Weapon and Spell Damage.
6. Disease Skull deals Disease Damage and applies Diseased, applying Minor Defile and causing an instant area explosion.
7. Bleed Skull deals Bleed Damage and applies Hemorrhaging, stacking up to 3 times to increase damage over time.
8. Magic Skull deals Magic Damage and applies Overcharged, applying Minor Magickasteal.
The projectile pursues the target for up to 3 seconds before collapsing.
You can have a maximum of 3 skulls active on the battlefield at one time.
Activating this ability grants you Major Brutality and Major Sorcery for 20 seconds.
Every third cast creates a corpse at the target location upon impact.
Tactical Note: Chaos Skull gives Necromancer a status driven spammable that works with the rest of its kit.
Because the status effects occur in a predictable sequence rather than relying on random chance, the player can plan burst windows, corpse consumption, Stalking Legion timing, and Shocking Siphon setup around specific debuff states.
This gives Necromancer more reliable combat rhythm while preserving a darker, chaotic identity.
Morph 2: Wraith of Pain
• Replaces: Ricochet Skull
• Cost: 2295 Magicka
• Target: Enemy
• Base Damage: 2450 Flame Damage
• Wraith Damage: 450 Flame Damage every 1 second
• Wraith Projectile Damage: 1200 Flame Damage
• Projectile Lifetime: 3 seconds
• Wraith Duration: 6 seconds
• Target Limit: 2 active Wraiths
Skill Description
Launch a flaming skull that homes in on the target for up to 3 seconds, dealing 2450 Flame Damage.
On impact, the skull manifests a Wraith that latches onto the target for 6 seconds, burning them for 450 Flame Damage every second.
While haunting the target, the Wraith automatically fires smaller skulls at the closest secondary enemy within 8 meters every 2 seconds, dealing 1200 Flame Damage.
You can have Wraiths active on a maximum of 2 targets at a time.
When the Wraith expires or the target dies, the spirit disappears and leaves behind 1 usable corpse.
Activating this ability grants you Major Brutality and Major Sorcery for 20 seconds.
Tactical Note: This morph turns the old ricochet concept into a more reliable single target and cleave pressure tool.
Instead of relying on inconsistent bouncing, Wraith of Pain turns the primary target into a hostile beacon that pressures nearby enemies while the Necromancer maintains focus on the main target.
The corpse left behind at the end of the effect keeps the morph connected to the Necromancer’s resource loop.
Skill: Shocking Siphon
• Cast Time: Instant
• Target: Corpse
• Range: 28 meters
• Radius: 5 meters
• Cost: None
• Requirement: Requires a corpse
• Duration: 20 seconds
Skill Description
Violently drain the last spark of life from a corpse, dealing 1340 Shock Damage every 0.5 seconds for 20 seconds to all enemies around the corpse and between you and the corpse.
While slotted, your damage done is increased by 3%.
Change Notes:
This adjustment significantly enhances Shocking Siphon’s damage potential while preserving the core mechanics that define the skill: corpse dependency, manual targeting, positional tethering, and area control.
The current version of Shocking Siphon is dramatically undertuned compared to other modern class damage engines. At its current base value, Shocking Siphon deals roughly 6150 Shock Damage over 20 seconds, which equals approximately 307.5 damage per second before scaling adjustments.
By comparison, Dragonknight’s Engulfing Dragonfire deals 1386 Flame Damage every 0.5 seconds during a 4.8 second channeled attack, with each tick increasing damage dealt by 5%, up to a maximum of 50%.
Arcanist’s Fatecarver channels for up to 4 seconds, dealing Magic Damage every 0.3 seconds to multiple enemies, and its damage increases by 33% per Crux spent.
Those abilities have their own restrictions. Engulfing Dragonfire and Fatecarver require the player to commit to a channel, meaning the player gives up immediate freedom of action while the damage is being delivered.
Shocking Siphon pays its cost differently. It does not restrict the player through a channel, but it does require a valid corpse, correct corpse placement, manual targeting, and proper alignment between the caster, the corpse, and the enemy. If the corpse is poorly placed, if the enemy moves away, if the fight shifts, or if the tether line no longer connects, the ability loses value.
That is the Necromancer’s corpse tax.
The issue is that the current payoff does not come close to matching that tax. Necromancer has to create or find a corpse, cast the siphon, and maintain useful positioning just to receive damage that is far below other class engines that activate directly from the caster.
The proposed value of 1340 Shock Damage every 0.5 seconds gives Shocking Siphon a real payoff while still keeping it slightly below the raw base tick of Engulfing Dragonfire.
That positioning matters.
Engulfing Dragonfire retains the stronger concentrated active channel. Shocking Siphon becomes the Necromancer’s corpse based background damage engine. One rewards committed channeling. The other rewards corpse generation, positioning, and battlefield control.
This creates a fair class comparison:
• Dragonknight pays through channel commitment.
• Arcanist pays through channel commitment and Crux setup.
• Necromancer pays through corpse access, corpse placement, and tether execution.
All three systems have restrictions. Necromancer’s restriction should have a comparable payoff.
This change gives Necromancer a damage over time tool that actually performs at a modern class standard without removing the corpse requirement or turning the ability into generic free damage.
Skill: Blastbones
• Target: Enemy or Area
• Range: 28 meters
• Cost: 2700
Skill Description
Within 2.5 seconds, summon a flaming skeleton from the ground.
The skeleton pursues the target and explodes upon reaching them, dealing 3486 Flame Damage to nearby enemies.
Using the reticle while summoning allows you to direct Blastbones toward a specific target.
Otherwise, Blastbones autonomously follows the Necromancer and engages the nearest enemy within a 10 meter radius.
Recasting redirects the active Blastbones.
Change Notes: This modification gives Necromancer players greater flexibility and control.
Removing the requirement for a predefined target allows Blastbones to function more reliably in fast moving combat. Reticle targeting preserves player agency, while autonomous behavior prevents the skill from failing when no target is selected.
Morph: Stalking Legion
• Morph of: Blastbones
• Target: Enemy or Area
• Range: 28 meters
• Limit: 3 active skeletons
• Duration: 10 seconds
• Cost: 2700
Skill Description
Summon a flaming skeleton from the ground.
Within 2.5 seconds, the skeleton runs after the target and explodes when it gets close, dealing 1600 Flame Damage to all nearby enemies.
Every second the skeleton spends chasing its target increases the damage of the explosion by 10%, up to a maximum of 50%.
When Stalking Legion comes within 6 meters of a corpse, it consumes that corpse to summon another Stalking Legion that follows and attacks the same target.
Up to 3 Stalking Legion skeletons can be active at a time.
Creates a corpse on death.
Change Notes: This rework strengthens Necromancer’s undead legion fantasy while keeping the effect tied to corpse economy.
The lower base damage balances the ability’s ability to create multiple skeletons. The corpse requirement adds strategic depth and rewards battlefield setup.
The skeletons can still be targeted, knocked back, killed, avoided, or controlled before reaching their targets.
Morph: Blighted Blastbones
• Morph of: Blastbones
• Target: Enemy or Area
• Range: 28 meters
• Radius: 6 meters
• Duration: 4 seconds
• Cost: 2295
Skill Description
Summon a decaying skeleton from the ground within 2.5 seconds.
The skeleton runs after the target and explodes when it gets close, dealing 3600 Disease Damage to nearby enemies and applying Major Defile for 4 seconds, reducing their healing received and Health Recovery by 16%.
Creates a corpse on death.
When the corpse is created, it also leaves behind a putrid area of decay in a 6 meter radius for 4 seconds.
Enemies within the area suffer a potent Disease affliction, taking 650 Disease Damage every 0.5 seconds.
Only 2 putrid decay areas from Blighted Blastbones may be active at a time. Creating a third putrid decay area causes the oldest one to expire.
Change Notes:
This gives Blighted Blastbones a stronger disease and decay identity while preserving the core Blastbones counterplay.
The current 1500 damage over 4 seconds is too low for a delayed corpse based effect. That value equals only 375 damage per second, or 187.5 damage per 0.5 seconds if divided into faster ticks.
That is not enough payoff for a morph that requires the skeleton to rise after 2.5 seconds, pursue the target, successfully reach the target, explode, create a corpse, and then leave behind a short-duration area that enemies can move out of.
Changing the decay area to 650 Disease Damage every 0.5 seconds gives the morph 5200 total Disease Damage over 4 seconds.
This creates a real reward for successful Blastbones delivery without overtaking dedicated channeled damage engines like Engulfing Dragonfire or Fatecarver.
The comparison is important:
• Dragonknight pays for high damage through a channeled lockout.
• Arcanist pays for high damage through a channeled beam and Crux setup.
• Necromancer pays through delayed summoning, corpse creation, corpse placement, target movement, and area denial.
Blighted Blastbones should not be balanced like a normal ground DoT that can be placed instantly. It is attached to one of the slowest and most mechanically conditional offensive skills in the game.
The morph remains delayed, visible, targetable, avoidable, and limited by a 2 active area cap. Enemies can still move out of the decay field, prevent full value, or avoid the skeleton before impact.
This makes Blighted Blastbones a true disease pressure morph instead of only a delayed burst tool with a weak cosmetic decay effect.
Skill: Skeletal Archer
• Target: Self
• Cost: 2525
• Duration: 20 seconds
Skill Description
Unearth a skeletal archer from the dirt to fight by your side for 20 seconds.
The archer attacks the closest enemy every 2 seconds, dealing 463 Physical Damage.
Each time the archer deals damage, its next attack deals 33% more damage than the previous attack, up to 99%.
The type of damage the archer deals depends on which corpse is summoned.
Khajiiti Archer: Bleed Damage
Argonian Archer: Poison Damage
Creates a corpse on death.
Only one Skeletal Archer can be active at a time.
Change Notes: This change gives Necromancer summons more tactical identity.
Different undead should provide different combat applications. This preserves the summon fantasy while giving players more buildcraft and damage type flexibility.
Skill: Skeletal Arcanist
• Target: Area
• Cost: 2970
• Duration: 20 seconds
Skill Description
Unearth a skeletal mage from the dirt to fight by your side for 20 seconds.
The mage attacks the closest enemy every 2 seconds, dealing 478 Frost Damage to them and all nearby enemies, creating a 4 meter area effect on the ground for 4 seconds.
The type of damage the mage deals depends on which corpse is summoned.
Khajiiti Mage: Shock Damage
Argonian Mage: Flame Damage
Creates a corpse on death.
Only one Skeletal Arcanist can be active at a time.
Change Notes: This change gives Skeletal Arcanist stronger class identity and more strategic value.
Necromancer should feel like it commands different forms of the dead rather than temporary generic summons.
Skill: Summoner’s Armor
• Target: Self
• Cost: 2700
• Radius: 4 meters
• Duration: 20 seconds
Skill Description
With Namira’s embrace, wrap yourself in hardened bone, granting Living Corpse and Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948.
While active, when attacked by an enemy, 1 bone shard is summoned at the enemy’s location with a 5 second cooldown.
The bone shard releases noxious fluids around itself, dealing 1800 Poison Damage in a 4 meter radius over 4 seconds.
The damage portion of this skill scales with your highest resource.
Also reduces the cost of Blastbones, Skeletal Mage, and Spirit Mender by 15%.
Creates a corpse when the effect completes.
Change Notes: This gives Summoner’s Armor a stronger purpose as a defensive and offensive corpse tool.
The bone shard provides area denial, but it remains limited by placement, duration, and enemy movement. The cost reduction supports Necromancer’s summon loop while the final corpse generation keeps it tied to class identity.
Morph: Remote Decay Totem
• Morph of: Bone Totem
• Target: Ground
• Range: 28 meters
• Radius: 6 meters
• Cost: 3240
• Duration: 11 seconds
Skill Description
Summon an effigy of bone for 11 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%.
Consuming a corpse causes allies within the 6 meter radius to gain an Atoning Spirit.
Atoning Spirit maintains the totem’s defensive effect for 10 seconds after leaving the totem’s range.
Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430.
After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
The totem can be summoned up to 28 meters away and costs less.
Change Notes: Remote Decay Totem improves Necromancer’s group support and battlefield control.
The skill protects allies, weakens enemies, and rewards corpse consumption without turning Necromancer into a generic healer. It gives tanks and support builds a stronger reason to use corpses defensively.
Skill: Ruinous Scythe
• Skill Line: Bone Tyrant
• Target: Cone
• Radius: 7 meters
• Cost: 2754 Stamina
• Duration: 10 seconds
Skill Description
Slice into your enemies’ life force, dealing 1799 Bleed Damage to enemies in front of you, applying the Hemorrhaging status effect, and setting them Off Balance for 7 seconds.
Enemies hit also bleed for an additional 2400 Bleed Damage over 10 seconds.
You heal for 2400 Health for the first enemy hit and an additional 800 Health for each additional enemy hit, up to five times.
The healing of this ability scales off your Max Health.
Change Notes:
This adjustment gives Ruinous Scythe actual sustained pressure while preserving its identity as a Bone Tyrant cone cleave and survival tool.
The current version of Ruinous Scythe has useful utility through Off Balance, Hemorrhaging, and its Max Health scaling heal, but its offensive pressure is too low compared to similar class sustain-pressure skills.
For comparison, Dragonknight’s Burning Embers deals 1161 Flame Damage upfront and an additional 3483 Flame Damage over 10 seconds, while also healing from the initial hit and each subsequent tick. It also always applies the Burning status effect, which directly benefits from Dragonknight’s Ardent Flame passives.
Ruinous Scythe currently deals only 1799 Bleed Damage upfront. Even with guaranteed Hemorrhaging and Off Balance, the skill does not create the same sustained pressure. Hemorrhaging is useful, but it requires constant reapplication and does not replace having an actual class damage over time component attached to the ability.
Adding 2400 Bleed Damage over 10 seconds gives Ruinous Scythe a real damage profile without overtaking Burning Embers as a single-target sustain tool.
This creates a fairer structure:
• Burning Embers remains stronger as a focused single-target damage over time and healing skill.
• Ruinous Scythe becomes a lower single-target damage option with cone cleave, Off Balance, Hemorrhaging, and stronger multi-target healing.
This change also better supports Necromancer’s damage over time identity and gives Bone Tyrant a more functional offensive tool without removing its defensive purpose.
Necromancer should not have to repeatedly spam Ruinous Scythe just to maintain a fragile Hemorrhaging window. The added Bleed damage over time allows the skill to apply real pressure while the Necromancer continues managing corpses, summons, positioning, and the rest of its rotation.
Morph: Agony Totem
• Morph of: Bone Totem
• Target: Area
• Cost: 4050
• Duration: 13 seconds
Skill Description
Summon an effigy of bone at your feet for 13 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%.
After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
Consumes a corpse on cast to enable you or your allies to activate the Pure Agony synergy, causing enemies to take 2100 Magic Damage over 5 seconds and applying Minor Vulnerability to them, increasing their damage taken by 5%.
Change Notes: This ties the Pure Agony synergy directly to corpse consumption.
The result is more thematic and more intentional. The synergy remains powerful, but it now requires the Necromancer to manage corpses as part of the skill’s full value.
Morph: Necrotic Pit
• Skill Line: Bone Tyrant
• Target: Ground
• Range: 28 meters
• Radius: 8 meters
• Cost: 3780 Magicka or Stamina, whichever is higher
• Duration: 12 seconds
Masters of the battlefield, Necromancers use the pit not just to trap enemies, but to anchor their own resolve against the onslaught.
Skill Description
Summon an 8 meter Necrotic Pit at the target location for 12 seconds.
Enemies inside the pit are taunted.
While you and allies are standing inside the pit, your Block Mitigation is increased by 10%.
Enemies within the pit are snared by 30%.
Corpse Synergy: Casting Necrotic Pit on a corpse consumes 1 corpse to increase the snare to 50% for the remaining duration.
Change Notes: Necrotic Pit gives Necromancer tanks stronger battlefield anchoring.
The base effect provides taunt, snare, and group block support. The corpse synergy increases control, rewarding corpse placement and tank positioning without expanding the area beyond its base radius.
Passive: Disdain Harm
Effect
Reduce the damage you take from damage over time abilities by 15% while you have a Bone Tyrant ability active.
Change Notes: This passive supports Bone Tyrant’s defensive identity and gives Necromancer a stronger role against sustained pressure.
Skill: Hexproof
• Target: Self
• Radius: 10 meters
• Cost: 1670 Health
Skill Description
Harness the touch of Namira and release a powerful wave of hex energy.
Remove up to 4 negative effects from yourself and hex enemies within a 10 meter radius with your negative effects.
While slotted, the cost of all your abilities is reduced by 3%.
Change Notes: This gives Hexproof a stronger identity as both a defensive and offensive tool.
The skill costs Health and requires the Necromancer to already be afflicted. Instead of simply cleansing, the Necromancer converts those afflictions into pressure against nearby enemies.
This fits the class fantasy of manipulating curses, disease, corruption, and death magic.
Ultimate: Bone Goliath Transformation
• Target: Self
• Cost: 250 Ultimate
• Duration: 20 seconds
Skill Description
Transform into a horrific Bone Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health.
While transformed, Necromancer transformation attacks apply Disease Damage.
Your damaging Light Attacks restore 319 Health, and fully charged Heavy Attacks restore 800 Health.
This ability scales with your Max Health.
Change Notes: Bone Goliath should have a stronger debuff identity.
Forced Disease status application gives the transformation meaningful pressure.
Morph: Ravenous Goliath
• Morph of: Bone Goliath Transformation
Skill Description
Transform into a horrific Ravenous Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health.
While transformed, your transformation attacks apply Disease Damage.
Your damaging Light Attacks restore 319 Health, and your fully charged Heavy Attacks restore 800 Health.
You deal 826 Disease Damage to nearby enemies every second, applying the Disease status effect and healing for the damage caused.
These abilities scale off your Max Health.
Change Notes: Ravenous Goliath becomes the sustain and disease aura morph.
It reinforces Necromancer’s identity as a transformation that survives by draining life and spreading decay.
Morph: Pummeling Goliath
• Morph of: Bone Goliath Transformation
Skill Description
Transform into a destructive Pummeling Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health.
While transformed, your transformation attacks apply Disease Damage.
Your damaging Light Attacks restore 319 Health, and your fully charged Heavy Attacks restore 800 Health.
Your Bash attacks hit multiple targets in front of you and deal 1799 Disease Damage.
While transformed, your Bash attack scales with your offensive stats and deals damage in a cone in front of you.
Change Notes: Pummeling Goliath becomes the offensive brawler morph.
This gives the transformation a more active combat loop and allows offensive Necromancer builds to use the form for pressure instead of only survivability.
Reanimate Morph 1: Death Guard/b]
• Cast Cost: 400 to 500 Ultimate
• Target: Area
• Upkeep Cost: 10 Ultimate per second while in combat
• Out of Combat Upkeep: 2 Ultimate per second
Skill Description
Resurrect up to 3 dead allies at the target location.
At the same time, consume up to 3 corpses in the area to summon a powerful Death Guard. The Death Guard uses the heavily armored elite Dread Knight combat style and acts as a temporary sacrificial guardian.
The Death Guard’s Health and Armor scale based on the number of corpses consumed.
1 corpse consumed: Death Guard has 25000 Health and 15000 Armor.
2 corpses consumed: Death Guard has 35000 Health and 25000 Armor.
3 corpses consumed: Death Guard has 50000 Health and 33000 Armor.
While the Death Guard is active, all passive and active Ultimate generation is disabled.
The Death Guard drains 10 Ultimate per second while you are in combat and 2 Ultimate per second while you are out of combat.
The Death Guard remains active until it is killed or until your Ultimate pool is depleted.
Death Guard Abilities
Grave Sweep: The Death Guard winds up a massive 180 degree frontal cleave with its greatsword, dealing moderate Disease Damage to enemies within 6 meters.
Enemies hit are affected by Minor Aggro, causing them to prioritize the Death Guard unless overridden by a player taunt.
Shattering Strike: The Death Guard performs a heavy overhead smash against its primary target, desecrating the ground beneath them.
The affected area deals continuous Magic Damage and snares enemies standing within it.
Necrotic Shield: The Death Guard takes 30% reduced damage from area of effect attacks.
Expiration
When the Death Guard’s Health reaches 0 or your Ultimate pool is depleted, the Death Guard collapses and becomes 1 usable corpse.
It does not trigger an additional heal, explosion, or damage effect.
Change Notes: Death Guard gives Reanimate a stronger recovery identity.
The resurrected allies gain breathing room because the Death Guard immediately stabilizes the room by drawing enemy aggression, applying pressure, and absorbing damage.
The corpse scaling keeps the morph tied to Necromancer’s class economy, while the Ultimate drain prevents indefinite uptime.
Reanimate Morph 2: Phantasmal Aegis
• Cast Cost: 400 to 500 Ultimate
• Target: Area
• Duration: 10 seconds
Skill Description
Resurrect up to 3 dead allies at the target location.
Revived allies return to life protected by a Phantasmal Damage Shield that absorbs damage equal to 50% of their Max Health for up to 10 seconds.
While the shield is active, each direct hit absorbed grants the revived player 1 stack of Spectral Influx.
Each stack of Spectral Influx grants 100 Health Recovery, Magicka Recovery, and Stamina Recovery.
This effect can stack up to 10 times.
Maximum bonus: 1000 Health Recovery, Magicka Recovery, and Stamina Recovery.
When the shield expires or is destroyed, Spectral Influx remains on the player for 5 seconds.
Change Notes: Phantasmal Aegis gives Reanimate a stronger immediate stabilization morph.
The purpose of this morph is not to add damage. It protects revived allies long enough for them to recover, rebuff, reposition, and re enter combat.
The recovery bonus requires the shield to absorb direct hits, keeping the effect tied to actual post resurrection pressure rather than granting free sustain.
Final Design Direction
Necromancer should remain a corpse based class.
The goal is not to remove corpse requirements. The goal is to make those requirements worth the effort.
This proposal strengthens Necromancer in the areas where the class needs the most functional improvement:
• Corpse generation
• Corpse consumption
• Summon reliability
• Damage over time pressure
• Disease and decay identity
• Battlefield control
• Transformation impact
• Pure class mastery progression
• Infinite Archive class rewards
Class Mastery is the correct system to support this direction, especially when paired with Infinite Archive unlocks and skill specific mastery upgrades.
Necromancer does not need to become generic to become competitive. It needs its own mechanics to function with the same reliability and payoff other classes already receive.
"The Tower touches all the mantles of Heaven and by its apex one can be as he will. Be as he was and yet changed for all else on that path for those that walk after. This is [CHIM] the secret of how mortals become makers, and makers back to mortals."