Spellcrafting & Necromancy

GageCornelius
GageCornelius
Soul Shriven
So - - I'm extremely looking forward to Spellcrafting because I'm hoping to design my ideal Necromancer. However, I'm concern as to the realism to all of this. I'm hoping undead will be a part of the equation in conjuration (and not just daedric/elemental creatures), but - - what about minion-supportive abilities, more than just the ones included in the Sorcerer skill tree. With all the possibilities that spellcrafting can open up, I wonder just how far we can go into making the character we want to have. Ideally, I would like to summon at least a zombie, a skeleton, and a wraith (maybe have the wraith be an ultimate), and have a few abilities to allow me to feel like a Necromancer. Disease spells are obvious, but what about things to heal minions (passively, like lifesteal for minions through their/my attacks), or actively like an AoE pulse health siphon? Lots of ideas, lots of questions, and not enough information out there for any help, but still. Any thoughts? As far a Necromancy/Conjuration (I'm obsessed with it, so do not mind me too much), I would like to see options for:

Pets:
Active AoE effects (confirmed at gamescon with fire atronach and fire AoE, but what about undead?)
On Summon effects (buff caster/debuff enemies/damage/heal) (NOT all at once, just 1)
On Death effects (See above)
Splitting effects (I.e. instead of summoning 1 skeleton with 500 hp and 10 auto attack damage, summon 2 weaker skeletons with 250 hp and 5 auto attack damage, etc)

Pet Support:
Heal/Shield pets


I guess ideally I'd like to make a Necromantic Minion Master, be completely dependent on them, so they are my main source of damage, survivability, and playstyle... but is it too much, in and of itself, to hope for?
  • BBSooner
    BBSooner
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    I would hate for necromancy to be confined within the spell crafting system. I'm still holding out for a necromancy skill line/faction to dabble in similar to werewolf and vampire. In fact I'd like to see all 'distinctions' added in this fashion (daedric worship, Aedric worship, sword saint, dragon guard, wyrd, etc.)
  • Azzuria
    Azzuria
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    With Spellcrafting it'll soon get to the point that a 'class' is just a set of exclusive spells and ultimates.
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  • GnatB
    GnatB
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    Quite a bit of what you ask is already available via class skills or weapon skills. AFAIK skills that heal/shield allies can also heal/shield pets.

    'Course, you have to be the right class for 'em. Throw in some undead summoning skills, and my blood priest (nightblade specializing in resto staff) seems to pretty much fit the bill.
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  • GageCornelius
    GageCornelius
    Soul Shriven
    BBSooner wrote: »
    I would hate for necromancy to be confined within the spell crafting system. I'm still holding out for a necromancy skill line/faction to dabble in similar to werewolf and vampire. In fact I'd like to see all 'distinctions' added in this fashion (daedric worship, Aedric worship, sword saint, dragon guard, wyrd, etc.)

    I definitely agree, but I think if they would implement some skill line to Necromancy, I would love to have it in the form of Spellcrafting just to get my lips wet. (I'm horrible with expressions, so I apologize if that is incorrect). I have an obsession with Necromancy, in all my ES games, I was as much as a Necromancer as I could be (making my own class for it up until Skyrim), especially with Mods. If they could implement Necromancy for starters via Spellcrafting, do a decent job, and then expand on it via skill tree later - - that, I think, would be perfect.
    Azzuria wrote: »
    With Spellcrafting it'll soon get to the point that a 'class' is just a set of exclusive spells and ultimates.

    Agreed, but with the little information we have, a class is much more customizable than just spellcrafting abilities alone. Currently, I'm a Sorc with a Resto staff. Skill bar 1: Summoning shield, Dark Magic Crystal shard, Conj armor, Conj Familiar, Conj Matriarch. Skill bar 2 has AoE heal for slot 1, and healer shield for slot 2 in place of summoning shield and crystal shard. I guess I want to do more than just make spells, but reinforce them. I'd be great to have more info on the spellcrafting, specially with the school trees.
    GnatB wrote: »
    Quite a bit of what you ask is already available via class skills or weapon skills. AFAIK skills that heal/shield allies can also heal/shield pets.

    'Course, you have to be the right class for 'em. Throw in some undead summoning skills, and my blood priest (nightblade specializing in resto staff) seems to pretty much fit the bill.

    I understand, but I guess I'd like more... well, more. I want to feel like a Necromancer in every way, not wield minions and heal them with golden light, make sense?
  • RoyMallis
    RoyMallis
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    Bone mats for necromancy anyone? Ability requires you to have 3/5 (skull, ribcage, spine, leg, arm)types of bones (or ectoplasm or some other relatable undead mat dropped by similar enemies) to consume for summoning undead pet. Eh?

    edit: bone types
    Edited by RoyMallis on August 19, 2014 11:21PM
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  • GageCornelius
    GageCornelius
    Soul Shriven
    RoyMallis wrote: »
    Bone mats for necromancy anyone? Ability requires you to have 3/5 (skull, ribcage, spine, leg, arm)types of bones (or ectoplasm or some other relatable undead mat dropped by similar enemies) to consume for summoning undead pet. Eh?

    edit: bone types

    That actually isn't a bad idea, but rather than having it be consumable for summoning a pet, it could be for the creation of an undead "template", so to speak. So perhaps X items would be default to the type of pet (skeleton, ghost, wraith, zombie, lich, etc), then there should be extra materials involved in creating a characteristic (I.e. claws on a zombie would give it more damage, body fat would make it more tanky, etc).

    There are 3 types of Necromancy. Conjuration (Summoning out of nowhere), Raising (requiring a corpse), and Constructs (building a monstrosity out of parts).

    Spellcrafting with Raising would be nice (bring back a player's body in PvP to fight their team mates?), and Conjuration would also be quite nice, but that would be the "simpler" form of Necromancy. The most complex, obviously, would be constructs, but it'd be cool to make a wraith that poisons on auto attacks, or does some form of life drain or mana drain on attacking. Maybe even a(n) (insert flame/ice/lightning/poison/disease/generic magical element choice here) bone golem? That would be awesome!
  • GnatB
    GnatB
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    I understand, but I guess I'd like more... well, more. I want to feel like a Necromancer in every way, not wield minions and heal them with golden light, make sense?

    You mean like Funnel Health, and Sap Essence?
    Achievements Suck
  • DuelWieldingCheesyPoofs
    IM sure i read or herd them say at quakcon that you will have the ability sup summon any creature ingame?
  • Sigtric
    Sigtric
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    I would absolutely love to see Necromancy added as a skill line.

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  • Medieval3D
    Medieval3D
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    I like it too the idea of adding Necromancy spells, would be awesome, like in past Elder Scrolls, would be nice to summon zombies, skeletons and ghouls
    Medieval
  • ZOS_Alex
    ZOS_Alex
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    Greetings @Medieval3D,

    We are closing this (very old) thread, as it has run its course. Also, necrobumping is against our Forum Rules. We encourage you to find a more recent discussion or start your own.

    Thank you for understanding!
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