Good Morning from Australia everyone! Let's have some good old positive community discussion on a fun topic.
There has been talk of new skill lines and the like being thrown around recently, Necromancy being a hot-topic as well as new weapon skill lines.
Why not do both!? Here are my thoughts on the topic.
Skip straight to the Sceptre/Ward Skill line if you don't care much about Necromancers.
Should Necromancy be implemented?
The reason why I think Necromancy would be a feasible implementation into ESO:TU is because Necromancy has run rampant throughout the Elder Scrolls history, and has played a big part in major story lines, Hello Mannimarco. So, it's not a foreign concept to introduce.
Traditionally in the Elder Scrolls RPGs the protagonist never delves into Necromancy as it is always on the side of 'evil'.
I am not one for lore-breaking, however, I think that in an MMO environment which we have here at ESO:TU Necromancy can find it's place to be used by the
players, ESO:TU is not a single player experience where you are the sole protector of the world, so we should be free to get up to some mischief with Necromancy.
How to implement Necromancy successfully?
I think the best way to introduce Necromancy to ESO:TU would have to be through a world skill line.
This makes it far easier to manage and balance with the current classes and can be used by everyone who would like to.
How to acquire the Necromancy world skill line?
Our current combat world skill lines are Werewolf and Vampire, these are acquired from getting infected from a certain NPC and completing a short quest line OR receiving a bite from another player who is currently infected. Soul Magic goes largely unnoticed, exception of a few players using Soul Strike.
For simplicity, Necromancy could follow a similar pathway. You would be required to kill a certain NPC and acquire a "Black Soul Gem Ward" (More on this below), and follow a short quest line to become a fully fledge Necromancer. Receive a "Sceptre" (more on this below) in the quest reward.
What resource would this skill line use?
Health. Necromancy would use Health as it's
main (not only, maybe only?) resource.
Possible hybrid use of Health and Magicka, skill cost could be a 80% Health, 20% Magicka split for example.
Health being used as a resource is an interesting and unused mechanic at the moment, with the exception of Equilibrium in the Mages Guild skill line.
(I'm ignoring the fact that Health is obviously a resource that needs to be used and managed in combat effectively, no need for snide comments).
We have Werewolf for Stamina and Vampire for Magicka, using Health as the resource for Necromancy would be very interesting.
I
could see Necromancy using just Magicka as a resource, although I like the Health idea far better and this would lead to a new Stamina World Skill having to be introduced for variety sake.
How does the Necromancy skill line work?
As mentioned briefly above, two new items would come into play. An off-hand Black Soul Gem Ward and a Sceptre as a new weapon.
I will discuss each individually. These are a tad lengthy so spoilers are used.
The Black Soul Gem Ward - Off-hand slot
Werewolf and Vampire require an Ultimate/Skill on the bar, This will be the item required to activate the Necromancy skills and passives.
A version of the new Ward item I have introduced. Can be improved as wood items are currently, craftable if you take that option of the two below.
Its trait would provide a defensive bonus split 50/50 between yourself and your Necromancer pets/summons, as well as increase your characters Health Regeneration by x amount. Enchantment slot is open to customisation.
Being an item specifically used to activate the Necromancy world skill line, it needs some special love.
There are two ways to implement the BSG Ward that I can think of, they are as follows.
1. The Black Soul Gem Wards stats will scale with both your Characters Level and the level of your Necromancer skill line. I think this is the most effective way, as it 'binds' the item with your character the way a Necromancer item should. For variety, maybe have different trait sets available. I prefer just the one trait for simplicity reasons.
2. Make Black Soul Gem Wards craftable like regular wards will be able to be, I don't like this idea as much. You could have BSG Wards craftable with a few different traits related to Necromancy. Would not be able to to use current item set traits with a BSG Ward.
The Sceptre and Ward - New weapon skill line.
This was a product of the use of BSG Ward in the off-hand slot, as a primary slot weapon that made sense was needed. But on thinking about it more, I think it is a weapon skill line that has a legitimate place in its own right in ESO:TU.
This item will not be tied to Necromancy as the BSG item is, and is fully craftable with wood materials like Staffs/Shields are currently.
A new weapon skill line in the form of Sceptre and Ward, the Magicka equivalent of One-Handed and Shield skill line (Stamina).
This would be more of a defence and regeneration aura focused skill line, rather than tank and single target damage like the One-Handed and Shield skill line has or healing like the Restoration Staff skill line.
The Sceptre would give a spell damage bonus equivalent to a 1-handed weapon damage bonus, the auto attacks would do Magic damage.
The Ward would provide a defensive bonus split 50/50 between yourself and allies within x metres, does not provide bonuses to pets/summons.
Necromancer + Sceptre and Ward Skill Lines
Will be listed and discussed in the post below, I'd like lots of input on from the community would be fun to figure them out together.