Necromancer Class Idea (Updated for 1.6)

Update 46 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/676209
stimpy986b14_ESO
stimpy986b14_ESO
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I've been brainstorming a few ideas for a lore-friendly and balanced necromancy skill tree. this is what I've come up with. Since the original posts I've thought alot about the comments and the changes to the game overall in 1.6 and reworked many of the core ideas as well as fleshing out a full class rather than one skill line. I've also updated the buffs/debuffs based on the changes in 1.6

Firstly it occurs to me that very few people were on board with the idea of requiring fresh corpses to reanimate minions and also my idea for requiring body parts instead.

Furthermore, if it is to become a full class, the requirements for summoning should only be the amount of magicka required to cast the spell I.E. the same as minion summoning spells for the other classes. That being said, I still really don't like that the Sorc minion skills are toggles so all minion skills will last a default 60s but can be increased by passives and spells. Each minion skill changes to another skill when summoned that commands the minion to perform a specific action or empowers the minion when activated. Command skills cost the same amount of magicka that the minion skill costs.

Minions cannot be healed by normal healing spells. This is not intended to make your army more difficult to maintain, but instead to keep minions from stealing heals from your allies. any spell that does not specifically say that it heals your minions, will not heal your minions.


-Reanimation- this tree focuses on raising and maintaining a minion army to do your bidding

--skills--

-active-

Reanimate Corpse - raises a corpse from the ground to fight for you that performs basic melee attacks. lasts for 60 seconds and cannot be healed by normal means. Once summoned, this skill becomes "Vile Fountain" which when activated commands the minion to vomit on the target, dealing disease damage.

Revenant (morph of reanimate corpse) - raises a corpse from the ground to fight for you that performs basic melee attacks that heal itself for 14/16/18/20% of the damage done. lasts for 60 seconds and cannot be healed by normal means. Once summoned, this skill becomes "Vampiric bite" which when activated commands the minion to bite the target, dealing damage and healing itself for 150% of the damage done.

Necrotic Kamikazee (morph of reanimate corpse) - raises a corpse from the ground to fight for you that performs basic melee attacks. lasts for 60 seconds and cannot be healed by normal means. this minion deals 12/13/14/15% increased damage. Once summoned, this skill becomes "Necrotic Detonation" which when activated commands the minion to charge the target and explode, dealing a large amount of disease damage to nearby enemies.


Call of Death - Calls out a target, forcing your minions to attack it and inflicting minor fracture and minor breach for 4/6/8/10 seconds. Your minions deal 10/12/14/16% bonus damage to this target.

Call of the Leech (Morph of Call of Death) - Calls out a target, forcing your minions to attack it and inflicting minor fracture and minor breach for 10 seconds. Your minions deal 16% bonus damage to this target. Each of your minions' attacks against this target heals the attacking minon for 1x/1.5x/2x/2.5x the damage done

Call of the Horde (Morph of Call of Death) - Calls out a target, forcing your minions to attack it and inflicting minor fracture and minor breach for 10 seconds. Your minions deal 16% bonus damage to this target. Allies can activate the "Heed the Call" synergy granting the Major Berserk buff for 10 seconds.


Reanimate Warrior - raises a corpse from the ground to fight for you that wields a two-handed sword and performs basic melee attacks. lasts for 60 seconds and cannot be healed by normal means. Once summoned, this skill becomes "Blade sweep" which when activated commands the minion to swing it's sword at all enemies in a 10 meter cone in front of it.

Dread Executioner (Morph of Reanimate Warrior) - raises a corpse from the ground to fight for you that wields a two-handed axe and performs basic melee attacks that deal additional 14/16/18/20% bonus bleed damage over 6 seconds. lasts for 60 seconds and cannot be healed by normal means. Once summoned, this skill becomes "Dread Execution" which when activated commands the minion to perform a heavy attack against the target, dealing 140/160/180/200% bonus damage to targets below 30% health.

Ravenous Barbarian (Morph of Reanimate Warrior) - raises a corpse from the ground to fight for you that dual wields axes and performs basic melee attacks that deal additional 14/16/18/20% bonus bleed damage over 6 seconds. lasts for 60 seconds and cannot be healed by normal means. Once summoned, this skill becomes "Ravenous Maul" which when activated commands the minion to unleash a barrage of strikes against all enemies in melee range.


Vile Feast - when cast on a nearby dead body, your undead minions will leap to it and feast for 5/4/3/2 seconds, restoring 100% of their health. Nearby allies can activate the "Cannibalism" synergy, and join the feast, restoring 30% health over 5/4/3/2 seconds.

Renewing Feast - (morph of Vile Feast) when cast on a nearby dead body, your undead minions will leap to it and feast for 2 seconds, restoring 100% of their health and refreshing their duration at the end of the feast. Nearby allies can activate the "Cannibalism" synergy, and join the feast, restoring 30% health over 2 seconds

Vile Explosion - (morph of Vile Feast) when cast on a nearby dead body, your undead minions will leap to it and feast for 2 seconds, restoring 100% of their health. Nearby allies can activate the "Cannibalism" synergy, and join the feast, restoring 30% health over 2 seconds. Deals disease damage to nearby enemies at the end of the feast. this damage is increased by 4/6/8/10% for each minion and ally fed


Reanimate Warlock - raises a corpse from the ground to fight for you that performs basic ranged attacks that deal magic damage. lasts for 60 seconds and cannot be healed by normal means. Once summoned, this skill becomes "Vile Empowerment" which when activated empowers the minion to deal additional disease damage with attacks for 10 seconds.

Plague Lord - (morph of Reanimate Warlock) raises a corpse from the ground to fight for you that performs ranged attacks that deal magic damage. Attacks made by this minion deal 14/16/18/20% bonus disease damage. lasts for 60 seconds and cannot be healed by normal means. Once summoned, this skill becomes "Plague Curse" which when activated commands the minion to curse the ground beneath the target's feet, dealing disease damage to nearby enemies every second for 10 seconds.

Blasphemous Martyr - (morph of Reanimate Warlock) raises a corpse from the ground to fight for you that performs basic ranged attacks that deal magic damage and heal allies by 140/160/180/200% of the damage done. lasts for 60 seconds and cannot be healed by normal means. Once summoned, this skill becomes "Unholy Sacrifice" which when activated commands the minion to sacrifice itself to heal nearby allies.


-Ultimate-

Ritual of the Lich - Raises 5 corpses from the ground to fight for you that perform basic melee attacks. lasts for 10/12/14/16 seconds and cannot be healed by normal means. Destroys ALL active minions after 10/12/14/16 seconds. Once summoned, this skill becomes "Necrotic Frenzy" which when activated empowers the minions with minor berserk for 10 seconds.

Ritual of the Horde - (morph of Ritual of the Lich) Raises 6/7/8/9 corpses from the ground to fight for you that perform basic melee attacks. lasts for 18 seconds and cannot be healed by normal means. Destroys ALL active minions after 18 seconds. Once summoned, this skill becomes "Necrotic Frenzy" which when activated empowers the minions with minor berserk for 10 seconds.

Ritual of the Flesh - (morph of Ritual of the Lich) Raises a Flesh Atronach from the ground that has 1.5x/2x/2.5x/3x increased health but deals minimal damage. lasts for 18 seconds and cannot be healed by normal means. Destroys ALL active minions after 18 seconds. Once summoned, this skill becomes "Dread Roar" which when activated commands the minion to taunt the target for 5 seconds.

-passive-

Necromantic Endurance - Minions last 10/20/30% longer

Necromantic Resolve - Undead minions have 5/10% increased health

Wall of Flesh - Increases your armor rating by 1/2% per active minion

Army of the Damned - When a minion is killed it has a 10/20% chance to respawn instantly (this includes minions destroyed by command and ritual skills, but not those that decayed naturally I.E. their timer ran out)


-Corruption- This tree focuses on cursing your enemies with disease damage and healing your allies

--skills--

-active-

Blood Curse - deals disease damage over time and inflicts major defile for 10/12/14/16 seconds. Only one target can be cursed at a time.

Plague (morph of Blood Curse) - deals disease damage over time and inflicts major defile for 16 seconds. Only one target can be cursed at a time. If target is killed while plague is active, it deals disease damage every second for 10/12/14/16 second to nearby enemies while they remain near the corpse.

Leeching Curse (morph of Blood Curse) - deals disease damage over time. and inflicts major defile for 16 seconds. While Leeching Curse is active it heals nearby allies for 20/30/40/50% of the damage done.


Cursed Land - Creates an area of corruption at the target location, dealing disease damage to enemies every 2 seconds. Enemies within the area are inflicted with Minor Defile.

Corrupted Ground (Morph of Cursed Land) - Creates an area of corruption at the target location, dealing disease damage to enemies every 2 seconds. Enemies within the area are inflicted with Minor Defile. Heals allies while they stand in the area.

Aura of Suffering (Morph of Cursed Land) - Creates an area of corruption at your feet, dealing disease damage to enemies every 2 seconds. Enemies within the area are inflicted with Minor Defile. Deals increased damage and scales/costs based on weapon damage and max stamina.


Stench of Death - While toggled, you deal minor disease damage every 1 second to enemies in melee range. You will also take minor disease damage every 2 seconds

Terrifying Presence - (morph of Stench of Death) While toggled, you deal minor disease damage every 1 second to enemies in melee range. You will also take minor disease damage every 2 seconds. Each tick from your stench has a 5% chance to inflict 1/2/3/4 seconds of fear on enemies.

Oppressive Gloom - (morph of Stench of Death) While toggled, you deal minor disease damage every 1 second to enemies in melee range. You will also take minor disease damage every 2 seconds. Increases the radius of your aura to 7/9/11/13 meters. Each Tick from your stench has a 2/4/6/8% chance to set enemies off balance.


Blight the Sky - Creates a cloud of corruption above the targeted area granting allies within Minor Evasion for 8/10/12/14 seconds. Allies can activate the "Shroud of Corruption" synergy to gain invisibility for 3 seconds.

Acid Rain (Morph of Blight the Sky) - Creates a cloud of corruption above the targeted area granting allies within Minor Evasion for 15 seconds. Allies can activate the "Shroud of Corruption" synergy to gain invisibility for 3 seconds. Deals disease damage every second to enemies within the area

Aura of Darkness (Morph of Blight the Sky) - Creates a cloud of corruption above your head granting nearby allies Minor Evasion for 15 seconds. You also gain Major Evasion for the duration. Allies can activate the "Shroud of Corruption" synergy to gain invisibility for 3 seconds.


Blood Sacrifice - Sacrifice your own health to channel a healing funnel into the most wounded ally for 3 seconds. healing is increased to 150/175/200/250% based on your ally's missing health.

Blood donor (Morph of Blood Sacrifice) - Sacrifice your own health to channel a healing funnel into the most wounded ally for 3 seconds. healing is increased to 250% based on your ally's missing health. Lowers health cost and increases healing done by 14/16/18/20%

Blood Shield (Morph of Blood Sacrifice) - Sacrifice your own health to channel a healing funnel into the most wounded ally for 3 seconds. healing is increased to 250% based on your ally's missing health. Grants Major Protection to yourself and your ally while channeling and for 1/2/3/4 seconds afterwards.

-Ultimate-

Lich Transformation- Your basic light and heavy attacks will deal disease damage but consume ultimate. lasts until toggled or you run out of ult.

Commander of the Dead (morph of Lich Transformation) - Your basic light and heavy attacks will deal disease damage but consume ultimate. lasts until toggled or you run out of ult. You and your undead minions gain minor resolve and minor ward while toggled.

Dark Priest - (morph of Lich Transformation) - Your basic light and heavy attacks will deal disease damage but consume ultimate. lasts until toggled or you run out of ult. Heavy attacks heal nearby allies for 40/60/80/100% of the damage done

-passive-

Corrupted blood - increases disease damage done and disease resistance by 3/6/9%

Vile Potency - Increases duration of corruption skills by 10/20%

Necromantic Restoration - Increases healing done with corruption skills by 8/16%

Plague Conduit - Casting corruption skills grant minor Heroism once every 4/2 seconds


-Frozen Heart- This tree focuses on dealing cold damage and self preservation

--skills--

-active-

Ice Spike - Hurl a shard of ice at your target, dealing physical damage and then cold damage over 6 seconds.

Icy Spear (morph of Ice Spike) - Hurl a shard of ice at your target, dealing physical damage and then cold damage over 6 seconds. Deals increased initial physical damage and interrupts enemies. Scales/costs based on weapon damage and max stamina.

Chilling Grasp (morph of Ice Spike) - Hurl a shard of ice at your target, dealing physical damage and then cold damage over 6 seconds. Deals increased damage over time and slows the target by 30% for the duration.


Ice Flesh - grants major resolve and major ward for 8/12/14/16 seconds and deals cold damage to nearby enemies every 2 seconds

Icy Bulwark (morph of Ice Flesh) - grants major resolve and major ward for 18/22/24/26 seconds and deals cold damage to nearby enemies every 2 seconds.

Ice Infusion (morph of Ice Flesh) - grants major resolve and major ward for 20 seconds and deals cold damage to nearby enemies every 2 seconds. Heavy attacks deal 12/13/14/15% additional cold damage. Costs/scales based on weapon damage and Max stamina.


Frozen Breath - Deals cold damage to enemies in a 6/8/10/12 meter cone in front of you every 0.5 seconds while channeling for 3 seconds.

Frozen Gale (morph of Frozen Breath) - Deals cold damage to enemies in a 12 meter cone in front of you every 0.5 seconds while channeling for 3 seconds. Each tick has a 14/16/18/20% chance to knock targets back 10/12/14/16 meters.

Crippling Breath (morph of Frozen Breath) - Deals cold damage to enemies in a 12 meter cone in front of you every 0.5 seconds while channeling for 3 seconds. roots affected enemies in place and inflicts Major Maim while channeling.


Frozen Shield - Creates a damage shield that lasts 6/7/8/9 seconds and absorbs a small amount of damage. When the shield is depleted it deals heavy cold damage to nearby enemies.

Frozen Aegis (morph of Frozen Aegis) - Creates a damage shield that lasts 10 seconds and absorbs a small amount of damage. When the shield is depleted it deals heavy cold damage to nearby enemies. Blocking attacks has a 8/10/12/14% chance to replenish the shield.

Frozen Vengeance (morph of Frozen Aegis) - Creates a damage shield that lasts 6/7/8/9 seconds and absorbs a small amount of damage. When the shield is depleted it deals heavy cold damage to nearby enemies. Melee attacks against the shield deal cold damage to the attacker.


Frozen Weapon - Freeze your weapon, granting Major Brutality for 14/16/18/20 seconds. Attacks slow enemies by 30% for 2/3/4/5 seconds.

Frozen Magicka (morph of Frozen Weapon) - Freeze your weapon, granting major Sorcery for 20 seconds. Attacks slow enemies by 30% for 5 seconds. Decrease magicka cost of spells by 4/6/8/10% for the duration

Frozen Leech (morph of Frozen Weapon) - Freeze your weapon, granting Major Brutality for 20 seconds. Attacks heal you for 14/16/18/20% of the damage done and slow enemies by 30% for 5 seconds.


-Ultimate-

Ice storm - Create a snowstorm at the target location for 8/12/14/16 seconds, dealing cold damage to enemies within every second and slowing them by 30% for the duration.

Blizzard (morph of Ice Storm) - Create a snowstorm at the target location for 18/20/22/24 seconds, dealing cold damage to enemies within every second and slowing them by 30% for the duration. Area has a 20/30/40/50% increased radius.

Hail Storm (morph of Ice Storm) - Create a hail storm at the target location for 18 seconds, dealing cold damage to enemies within every second and slowing them by 30% for the duration. Each damage tick has a 8/10/12/14% chance to interrupt enemies.


-passive-

Ice Veins - Increases damage of Frozen Heart attacks by 3/6/9%

Frozen Guardian - Decreases stamina cost of blocking by 5/10%

Brutal Storm - Increased weapon damage by 1/2% for each Frozen Heart skill slotted

Below Zero - Every 30 seconds, when your magicka or Stamina is depleted, you have a 25/50% chance to activate your next Frozen Heart skill for free


I look forward to your feedback

Edited by stimpy986b14_ESO on March 12, 2015 8:50AM
  • byrom101b16_ESO
    byrom101b16_ESO
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    These are nearly all magicka based...

    ... so unless you retool them to be stamina based, they will either be shite, or won't be done at all.

    Zenimax for some reason are anti-magicka build bias.

    Otherwise, some interestng ideas.
    Edited by byrom101b16_ESO on March 12, 2015 9:53AM
  • stimpy986b14_ESO
    stimpy986b14_ESO
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    These are all magicka based...

    ... so unless you retool them to be stamina based, they will either be shite, or won't be done at all.

    Zenimax for some reason are anti-magicka build bias.

    Otherwise, some interestng ideas.

    Actually several morphs are stamina based. see Aura of Suffering, Icy Spear, and Ice infusion.

    The damage shield from Frozen Shield and its morphs would be health based as are most damage shields.

    Also, Frozen Weapon and its morph Frozen Leech grant Brutality which increases weapon damage
    Edited by stimpy986b14_ESO on March 12, 2015 9:15AM
  • byrom101b16_ESO
    byrom101b16_ESO
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    Actually several morphs are stamina based. see Aura of Suffering, Icy Spear, and Ice infusion.

    The damage shield from Frozen Shield and its morphs would be health based as are most damage shields.

    Also, Frozen Weapon and its morph Frozen Leech grant Brutality which increases weapon damage

    A small handful of morphs and one shield out of a massive list.

    Fine - my statement is revised (see above) on this tiny little detail.

    The point remains just as valid...
    Edited by byrom101b16_ESO on March 12, 2015 9:54AM
  • Naor_Sarethi
    Naor_Sarethi
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    why make a new class instead of a new skill line? but necromancy should be part of the game i think. Not all necromancers have to be allied with the Worm Cult.

    And for someone who spent this much time going into detail hitting the "awesome" button for devs to get their attention isn't asking too much is it? :p
    Edited by Naor_Sarethi on March 12, 2015 10:30AM
  • stimpy986b14_ESO
    stimpy986b14_ESO
    ✭✭✭✭
    why make a new class instead of a new skill line? but necromancy should be part of the game i think. Not all necromancers have to be allied with the Worm Cult.

    And for someone who spent this much time going into detail hitting the "awesome" button for devs to get their attention isn't asking too much is it? :p

    Thank you for your awesome vote. I originally posted this idea a few months back as a world skill line and then a guild skill line, but many people seemed to want it as a new class.

    A small handful of morphs and one shield out of a massive list.

    Fine - my statement is revised (see above) on this tiny little detail.

    The point remains just as valid...

    You do realize that EVERY class in the game is built on mostly magicka based skills with just a handful of stamina based morphs, right?
    Edited by stimpy986b14_ESO on March 12, 2015 12:31PM
  • Zsymon
    Zsymon
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    These are nearly all magicka based...

    ... so unless you retool them to be stamina based, they will either be shite, or won't be done at all.

    Zenimax for some reason are anti-magicka build bias.

    Otherwise, some interestng ideas.

    That's not even remotely true, magicka builds are still far stronger and more versatile than stamina builds, because class skills simply have more utility and are more powerful than weapon skills. Just because Wrecking Blow builds now do a lot of single target damage doesn't mean as a whole stamina builds are more powerful.

    Those Wrecking Blow builds get destroyed in PvP for example. 8 out of 10 an equally skilled magicka user will beat an equally skilled stamina user, a large part of that is because stamina users don't have the magicka to use powerful self heals, and that isn't offset even remotely by being able to dodge a few more times, because even with medium armor it eats away your stamina in record time.
    Edited by Zsymon on March 12, 2015 1:18PM
  • Zsymon
    Zsymon
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    I don't think we need a necromancer when we already have a daedra summoning dark magic user, they are far too similar. I'd suggest going for a nature class, pulling from the Breton druidic lore. A tree for shapeshifting, a tree for nature magic/support, and a "forest warrior " tree with buffs and CC.
    Edited by Zsymon on March 12, 2015 1:23PM
  • Fizzlewizzle
    Fizzlewizzle
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    Rather than putting it in the game as a new class, why not put a Necromancy skill in the game with the World skills.

    Make it have different effect depending on which class is using it.

    The summoning/ Necromancer Skill:
    Nightblade effect:
    Ancient Assassin.
    Range: 28M
    Cast time: 3 seconds.
    Cost: X magicka (High cost) + 1 Soul gem (based on your level).
    Effect:
    Resurrect a fallen member of the dark brotherhood. Deals X damage against target.
    Opens with teleport strike followed by Assassins Blade. After this he will disintegrate.
    Special features:
    - Deals 300% bonus damage against enemies who aren't wounded (works from stealth for even more damage).
    - Assassins blade will deal 300% bonus damage against targets with low health.
    - Won't break stealth for the caster.

    Dragonknight effect:
    Crumbling Dova.
    Range: 33M, cone shaped.
    Cast time: Channeled, X duration.
    Cost: X magicka per second + 1 Soul Gem (Based on your level).
    Effect:
    The crumbling remains of a Dragon will rise from the ground, Spitting fire in the direction the Dragonknight is facing.
    Special features:
    - The first 5 meters in front of the Dragonknight is where the Dova will rise from the ground. This area is a save area.
    - The first 3 seconds of channeling will be the Dova who rises from the ground, the rest will be the dova spitting fire.
    - The Dova can continue spitting fire as long as the DK has magicka to sustain it.
    - The fire damage is very high.

    Sorcerer effect:
    Magnus Disciples.
    Range: Caster.
    Casting time: 3 seconds.
    Cost: X magicka, 2 soul gems (Based on your levels).
    Effect:
    Ressurect 2 of Magnus's Disciples to aid you in battle. These Disciples will mimic your every move as long as you use Sorcerer skills.
    Special features:
    - The Disciples only have 33% of your health, defensive and offensive powers.
    - They will focus on the same target you are focusing, with the same spells and skills you are using.
    (Casting A clannfear will make them summon a clannfear of there own, making it possible to create a huge army of pets).

    Templar effect:
    Meridia's Saints.
    Range: 28 around the caster.
    Cast Time: Channeled/ toggled.
    Cost: No cost.
    Effect: Summon X Saints (based on the amount of players within the area of effect, 12 maximum) to support your allies.
    Special features:"
    Saint will:
    - Resurrect fallen allies within the 28M radius (costs 1 soul gem for each ressurection).
    - Cast Honor the Dead on allies below the 50% health mark (Costs the normal amount of magicka per cast. Return rate for magicka as also the same as when you would cast it yourself)
    - Will cleanse the person they support when he/she has any negative effect on him/her (low magicka cost).
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • Zsymon
    Zsymon
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    Isn't Soul Magic already necromantic? I guess we can expand Soul Magic to have more skills and passives.
    Edited by Zsymon on March 12, 2015 3:43PM
  • Fizzlewizzle
    Fizzlewizzle
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    Zsymon wrote: »
    Isn't Soul Magic already necromantic? I guess we can expand Soul Magic to have more skills and passives.
    Thats true.
    Each level of the skill tree could give you a new skill.
    Level 1 allows you to use Soul Trap and level 6 gives you Soul assault.
    That leaves you with 4 new skill options.


    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • stimpy986b14_ESO
    stimpy986b14_ESO
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    Please see my older post linked below for the World Skill version.

    http://forums.elderscrollsonline.com/en/discussion/94098/necromancy-skill-tree-idea-updated#latest
  • SedoUmbra
    SedoUmbra
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    Zsymon wrote: »
    Isn't Soul Magic already necromantic? I guess we can expand Soul Magic to have more skills and passives.

    At a stretch, maybe. Necromancy is the communication between living and dead, obviously it has been taken to being able to use necromancy to control the dead. Souls aren't really apart of it because if you believe in souls you generally believe that it leaves your body when you die so Soul Magic and Necromancy are different, if you put a soul into a dead body then it is no longer dead and therefore not Necromancy. But I can see where you are coming from.
  • SedoUmbra
    SedoUmbra
    ✭✭✭
    Rather than putting it in the game as a new class, why not put a Necromancy skill in the game with the World skills.

    Make it have different effect depending on which class is using it.

    The summoning/ Necromancer Skill:
    Nightblade effect:
    Ancient Assassin.
    Range: 28M
    Cast time: 3 seconds.
    Cost: X magicka (High cost) + 1 Soul gem (based on your level).
    Effect:
    Resurrect a fallen member of the dark brotherhood. Deals X damage against target.
    Opens with teleport strike followed by Assassins Blade. After this he will disintegrate.
    Special features:
    - Deals 300% bonus damage against enemies who aren't wounded (works from stealth for even more damage).
    - Assassins blade will deal 300% bonus damage against targets with low health.
    - Won't break stealth for the caster.

    Dragonknight effect:
    Crumbling Dova.
    Range: 33M, cone shaped.
    Cast time: Channeled, X duration.
    Cost: X magicka per second + 1 Soul Gem (Based on your level).
    Effect:
    The crumbling remains of a Dragon will rise from the ground, Spitting fire in the direction the Dragonknight is facing.
    Special features:
    - The first 5 meters in front of the Dragonknight is where the Dova will rise from the ground. This area is a save area.
    - The first 3 seconds of channeling will be the Dova who rises from the ground, the rest will be the dova spitting fire.
    - The Dova can continue spitting fire as long as the DK has magicka to sustain it.
    - The fire damage is very high.

    Sorcerer effect:
    Magnus Disciples.
    Range: Caster.
    Casting time: 3 seconds.
    Cost: X magicka, 2 soul gems (Based on your levels).
    Effect:
    Ressurect 2 of Magnus's Disciples to aid you in battle. These Disciples will mimic your every move as long as you use Sorcerer skills.
    Special features:
    - The Disciples only have 33% of your health, defensive and offensive powers.
    - They will focus on the same target you are focusing, with the same spells and skills you are using.
    (Casting A clannfear will make them summon a clannfear of there own, making it possible to create a huge army of pets).

    Templar effect:
    Meridia's Saints.
    Range: 28 around the caster.
    Cast Time: Channeled/ toggled.
    Cost: No cost.
    Effect: Summon X Saints (based on the amount of players within the area of effect, 12 maximum) to support your allies.
    Special features:"
    Saint will:
    - Resurrect fallen allies within the 28M radius (costs 1 soul gem for each ressurection).
    - Cast Honor the Dead on allies below the 50% health mark (Costs the normal amount of magicka per cast. Return rate for magicka as also the same as when you would cast it yourself)
    - Will cleanse the person they support when he/she has any negative effect on him/her (low magicka cost).

    I made a poll about Necromancy. More people voted for a Class than a Skill or to keep it out.
  • badmojo0777b14_ESO
    badmojo0777b14_ESO
    ✭✭✭
    Necromancy SKILL LINE, its all i want for Christimas
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