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Necromancer and the Hybridization Preview

propertyOfUndefined
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I just read this today: https://www.elderscrollsonline.com/en-us/news/post/69969
Every class in ESO can be built to provide a buff not easily available as a wider group benefit through any of the other classes’ skill lines, such as Wardens’ ability to grant Minor Toughness to those they heal, found in the Green Balance skill line. However, the four original classes only technically fit that model after previous hybridization work, rather than meeting it in spirit.

These classes currently focus on the overlapping effects covered above: Minor Brutality and Minor Sorcery for Dragonknight and Templar, and Minor Savagery and Minor Prophecy for Nightblade and Sorcerer. This means groups seeking to maximize the effect of their buffs don’t get as much from including a Dragonknight and a Templar together, or both a Nightblade and Sorcerer.

Part of this problem is being addressed in Update 51 by the effect consolidation described above. The update also includes a second set of changes specific to these classes: the creation of two unique buffs to replace those removed.

Dragonknights and Nightblades maintain access to Minor Brutality and Minor Savagery, which now provide the combined effects mentioned earlier. For Sorcerers, instead of gaining a source of Minor Prophecy from their Dark Magic skill line, they now gain the ability to apply a unique Offensive Penetration buff to their group. Templars likewise gain a unique buff to replace Minor Sorcery, boosting their groups’ Armor.

I cannot, for the life of me, think of what unique buff necromancers lend to their groups. Is the class being left out, yet again?
  • OreoTheDj
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    it was at one point major vulnerability. but thats been added to so many sets it is no longer unique to necro
    "Ahh... The beauty of the naked form. These Dunmer are rather prudish, are they not? Of course, there is an island you can reach filled with wonderful, naked, glistening bodies. It only appears when the moons are full, the rain falls, the seas run red, and it's M'aiq's birthday."- M'aiq the Liar
  • icefyer_ESO
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    OreoTheDj wrote: »
    it was at one point major vulnerability. but thats been added to so many sets it is no longer unique to necro

    Yep. And unfortunately most of our abilities are so meh that I'm playing a necro healer...without actually using any of the necro heals, which kinda says something.
  • CameraBeardThePirate
    CameraBeardThePirate
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    OreoTheDj wrote: »
    it was at one point major vulnerability. but thats been added to so many sets it is no longer unique to necro

    Yep. And unfortunately most of our abilities are so meh that I'm playing a necro healer...without actually using any of the necro heals, which kinda says something.

    Look I'm not saying Necro is S tier or anything, but the Living Death skills are some of the best skills Necro has and I'm a little surprised I still see so many people pretending they aren't...

    Intensive Mender is one of the strongest HoTs in the game. For reference, a typical HoT might heal for about 300k-500k over the course of an 8v8 BG. Intensive Mender consistently heals for upwards of 800k-1mil, heals intelligently (i.e., the lowest health targets), and provides corpses faster than any other Necro skill not named Blastbones. If you aren't using this skill, you should be.

    Renewing Undeath and Enduring Undeath are two of the most cost effective heals in the game. They do more healing for the cost than almost any other AoE heal, and one of them even Purges.

    Hexproof may not be a good tool for healing others, but for a PvP healer, it is the best self purge in the game without question, while providing a pretty solid 3% cost reduction on everything, including ultimates, while slotted.

    While the heal tether may not be the best heal, it is free and adds 3% healing to the already bonkers % healing that Necro gets.

    While you obviously don't want to optimize for dying/mistakes, the reality is most groups (and healers) will make mistakes and die whether in PvE or PvP, and the Necro ulti can be very useful in those circumstances to save a run, a keep push, or turn and burn in PvP.
    Edited by CameraBeardThePirate on 16 June 2026 22:04
  • CameraBeardThePirate
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    Agreed on the unique debuffs.

    The reality is that while Major Vulnerability was at one point unique to Necro, that is no longer the case.

    Major Vulnerability also does not have full uptime in environments like PvP, which makes the class fall behind rather quickly when comparing class compositions for groups.
  • icefyer_ESO
    icefyer_ESO
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    OreoTheDj wrote: »
    it was at one point major vulnerability. but thats been added to so many sets it is no longer unique to necro

    Yep. And unfortunately most of our abilities are so meh that I'm playing a necro healer...without actually using any of the necro heals, which kinda says something.

    Look I'm not saying Necro is S tier or anything, but the Living Death skills are some of the best skills Necro has and I'm a little surprised I still see so many people pretending they aren't...

    Intensive Mender is one of the strongest HoTs in the game. For reference, a typical HoT might heal for about 300k-500k over the course of an 8v8 BG. Intensive Mender consistently heals for upwards of 800k-1mil, heals intelligently (i.e., the lowest health targets), and provides corpses faster than any other Necro skill not named Blastbones. If you aren't using this skill, you should be.

    Renewing Undeath and Enduring Undeath are two of the most cost effective heals in the game. They do more healing for the cost than almost any other AoE heal, and one of them even Purges.

    Hexproof may not be a good tool for healing others, but for a PvP healer, it is the best self purge in the game without question, while providing a pretty solid 3% cost reduction on everything, including ultimates, while slotted.

    While the heal tether may not be the best heal, it is free and adds 3% healing to the already bonkers % healing that Necro gets.

    While you obviously don't want to optimize for dying/mistakes, the reality is most groups (and healers) will make mistakes and die whether in PvE or PvP, and the Necro ulti can be very useful in those circumstances to save a run, a keep push, or turn and burn in PvP.

    Ah. I don't really do PVP much. Between subclassing to get important skills, needing non-class skills like scribing, vigor for Assault set, etc, it's very difficult to fit necro heals on the bar alongside everything else that's needed, so there are just a ton of other skills all competing for slots that are more needed.
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