Maintenance for the week of October 12:
• PC/Mac: NA and EU megaservers for maintenance – October 12, 6:00AM EDT (10:00 UTC) – 8:00AM EDT (12:00 UTC)
• Xbox One: NA and EU megaservers for maintenance – October 14, 6:00AM EDT (10:00 UTC) – 9:00AM EDT (13:00 UTC)
• PlayStation®4: NA and EU megaservers for maintenance – October 14, 6:00AM EDT (10:00 UTC) – 9:00AM EDT (13:00 UTC)
The Markarth DLC and Update 28 base game patch are now available to test on the PTS! Read the full patch notes here: https://forums.elderscrollsonline.com/en/categories/pts/

How Zenimax could feasibly include Necromancy in the Elder Scrolls Online

ArchaicDev
ArchaicDev
✭✭
One of the classic types of magic offered to us in the Elder Scrolls games are necromantic spells. Whether it is summoning a mortal's soul back from Aetherius and forcing them to occupy their old corpses ( or bones ) to animate their remains, binding mortal spirits, or even constructing and animating golems of flesh and bone, necromancy remains as a form of magic in TES that many players enjoyed. In The Elder Scrolls Online, Zenimax Online Studios have used necromancers as a typical, "always evil" enemy to feed experience gains, sealing off this form of magic almost completely from the player.


But it doesn't have to be this way, and Zenimax does not even need to make a whole new class for necromancy to offer it to players.


While incorporating new skills in an MMO always presents concerns about balance, it rings all the more true when the classes in the game have not one unique skill line, but three. Quite frankly, coming up with five active abilities, four passives, and one ultimate for three separate skill lines, AND making sure they balance well with the other classes in the game? That's a lot of work, and there's a lot of unknowns to sort through.


So how can Zenimax Online Studios include our beloved zombies, skeletons and spirits, without having to toil over new ideas and balance issues? It's... well, it's never simple, but there is an easier option: offer a single necromancy skill line, featuring active abilities, passive abilities, and an ultimate. Morphs would be our friend here, as they could determine what the necromancer in question is summoning, what their spells look like, and what type of damage they're doing. Below is merely a sample of what could possibly be done, and the good news is, ZOS already has the models created for everything they need!


Ultimate Ability: Summon Flesh Atronach. Much like the Warden's bear, a summoned Flesh Atronach could follow the player around, and build up ultimate for stronger attacks when commanded by the player. It would likely do physical damage, but then, that is where our morphs come in. Once the skill is ready to be morphed, the player could choose between a Flesh Colossus for increased disease damage, or a Bone Colossus for increased physical damage.

Active Abilities

Summon Skeleton: The player summons a skeleton that follows them around and does physical damage per strike, much like a summoned Clannfear. Later on, it can be morph either into a Summoned Zombie that deals increased disease damage (and is your typical zombie model as seen in ESO presently,) or a Summoned Revenant that deals increased poison damage with its weapon strikes (think Draugr, or similarly preserved warriors.)

Summon Ghost: The player summons a ghost that follows them around and deals frost damage to enemies, much like a summoned twilight. It could be morphed later on into either a Bound Wraith for increased frost damage and snares upon enemies, or a Bound Ancestor that deals increased damage and heals you upon command.

Spectral Chains: The player calls forth necromantic chains to snare and damage multiple enemies in front of them. It can be morphed later on to Binding Chains for additional snares, or Sundering Chains for additional damage over time.


Spiritual Nexus: The player casts a rune circle upon the ground that harnesses the energy of the Spirit Realm, increasing the physical and spell resistances of all allies standing within. It can be morphed later on into either Positive Nexus, where allies within the circle are also granted healing, and Negative Nexus, where enemies that step inside the circle are rooted for a few seconds (better dodge roll out of there!) and instead of granting physical and spell resistance to allies, the circle reduces the resistances of enemies standing inside of it. For this move, think of those circles that necromancer NPCs summon that root you in place!


Necromantic Flames: The player casts a ball of necromantic flame to scorch the soul of their enemy, dealing flame damage. This can be morphed later on to Soul Fire for increased flame damage, or Flying Skull for increased magic damage. Necromancer enemies in the game already use these spells against the player, though despite their appearance, they do not deal frost or fire damage.


Passive Abilities


Spirit's Release: When your summoned undead is slain, regain magicka.

Blood Infusion: Adds health to your summoned undead.

Leather Wrappings: Adds resilience to summoned undead.

Binder of Souls: For each necromantic ability slotted, your magicka is increased by a certain percent.



These are just some ideas that outline a possible Necromancer Skill Line that would not be as taxing for Zenimax to consider and implement as an entire class, while still providing viable abilities and giving Elder Scrolls fans the necromantic spells they've been waiting for. This would obviously be subject to change, additions, and adjustment to maintain balance in the game. I hope the fine folks over at Zenimax Online Studios would consider the possibility and viability of a Necromancy Skill Line!


@ZOS_GinaBruno
Edited by ArchaicDev on August 16, 2017 4:47PM
  • bloodthirstyvampire
    bloodthirstyvampire
    ✭✭✭✭✭
    Devs Won't even see this post
    Self-proclaimed Vampire Lord, or in this case, Blood Sion. º,...,º
  • TeIvanni
    TeIvanni
    ✭✭✭✭
    Been playing too much Diablo.
    -Telvanni
    The Greatest of the Great Houses

    Late Night ERP GM
    Nightfighters - Officer/Raid Lead
    [Immortal Redeemer]
    [Gryphonheart]
    [Tick-Tock Tormentor]

  • SydneyGrey
    SydneyGrey
    ✭✭✭✭✭
    ✭✭✭✭✭
    I'm a fan of the idea, but they'd have to find a way to keep sorcs from being able to summon too many combat pets at once. (If its a skill line and not its own class.) It would be a huge lag-fest (and potentially unbalancing) if sorcs could summon a clannfear and a twilight and a skeleton/zombie, all at once. If they can make it so the maximum number of combat pets is two no matter what, then it'll be great.

    I'd be first in line to buy a necromancer DLC.
    I hope they don't do flesh atronachs, though. *Shudder* I'd prefer skeletons and zombies.
  • Princess_of_Darkness
    This is awesome! I'd LOVE to have a necromancer skill line!
    Rick Sanchez: "Sometimes science is more art than science, Morty. A lot of people don't get that."
  • Tyrobag
    Tyrobag
    ✭✭✭✭✭
    We definitely need Necromancy, IMO it should be a full class: https://forums.elderscrollsonline.com/en/discussion/342510/necromancer-class-ideas#latest
  • bloodthirstyvampire
    bloodthirstyvampire
    ✭✭✭✭✭
    Devs have this big plan they don't want to change
    Self-proclaimed Vampire Lord, or in this case, Blood Sion. º,...,º
  • The_Duke
    The_Duke
    ✭✭✭✭
    Would love to make a necro tank. I loved the dark elf shadow night class in champions of norrath. This would be the closest to it.
    The Duke

    Stamplar

    Guild leader of The Dukes. PS4
  • Doctordarkspawn
    Doctordarkspawn
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yeah, this will never be implimented.

    Dont you know? ZOS does not want your feedback.
  • Integral1900
    Integral1900
    ✭✭✭✭✭
    Oh goody, more malfunctioning pets in a game where the dam things never worked properly anyway...
  • VvardeFellow
    VvardeFellow
    ✭✭✭
    IF a thing fits the lore, I'm all for it.
  • Balamoor
    Balamoor
    ✭✭✭✭✭
    I personally think there is a lot of possibilities with this.


    As for folks thinking ZoS doesn't want feedback...well that's just ignorant hyperbole.
  • Ir0nB34r
    Ir0nB34r
    ✭✭✭
    Why does it seem like every MMO I ever play there is a very vocal minority of players begging for a Necromancer line?
    [XBOX][NA]
    Breton | Sorcerer | Damage Dealer - Build Info (Coming Soon)
    Breton | Warden | Healer - Build Info (Coming Soon)
    Argonian | Dragon Knight | Tank - Build Info (Coming Soon)
    (Retired)Breton | Sorcerer | Tank - Build Info (<< Link to Google Docs Page)
    "If you are quitting, can I have your stuff??"
  • SydneyGrey
    SydneyGrey
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ir0nB34r wrote: »
    Why does it seem like every MMO I ever play there is a very vocal minority of players begging for a Necromancer line?
    According to this, the majority of players want a necromancy line. It's not just a "vocal minority."
    https://forums.elderscrollsonline.com/en/discussion/364028/do-you-wish-to-see-necromancers-as-a-playable-thing/p1
  • ZiRM
    ZiRM
    ✭✭✭✭✭
    Thar B DraGONS!
    PacMan wakka...wakka...wakka....wakka...wakka...wakka....
    ESO Server Status. ( ^_^)o自自o(^_^ ) SkåL!!!!!
  • rfennell_ESO
    rfennell_ESO
    ✭✭✭✭✭
    ✭✭
    ArchaicDev wrote: »
    One of the classic types of magic offered to us in the Elder Scrolls games are necromantic spells. Whether it is summoning a mortal's soul back from Aetherius and forcing them to occupy their old corpses ( or bones ) to animate their remains, binding mortal spirits, or even constructing and animating golems of flesh and bone, necromancy remains as a form of magic in TES that many players enjoyed. In The Elder Scrolls Online, Zenimax Online Studios have used necromancers as a typical, "always evil" enemy to feed experience gains, sealing off this form of magic almost completely from the player.

    I would love a necromancer class or skill line... but more pets, with pets being absolutely broken all the time with terrible pathing... is a pretty bad idea.

    The warden pet, while well intentioned, is an absolute joke in pvp. It's useless, as are the sorc pets that run around aimlessly, blink in and out of existence, and mostly just suck.

    Until they can actually code pets that aren't what they currently are, necromancers are a waste of time.
  • Tasear
    Tasear
    ✭✭✭✭✭
    ✭✭✭✭✭
    Boring! I want to go raise things from dead. How about my cydrolli army! What about prayers killed by nercomancer are forced to fight for them for 5 mins. The suggestions above feel like a rehash of what already exists. Make it something special.. maybe a class for solo players?

    P.S make summons trainable and if the die lose exp and gear (they should wear gear)
  • MehrunesFlagon
    MehrunesFlagon
    ✭✭✭✭✭
    SydneyGrey wrote: »
    I'm a fan of the idea, but they'd have to find a way to keep sorcs from being able to summon too many combat pets at once. (If its a skill line and not its own class.) It would be a huge lag-fest (and potentially unbalancing) if sorcs could summon a clannfear and a twilight and a skeleton/zombie, all at once. If they can make it so the maximum number of combat pets is two no matter what, then it'll be great.

    I'd be first in line to buy a necromancer DLC.
    I hope they don't do flesh atronachs, though. *Shudder* I'd prefer skeletons and zombies.

    Thinking they are suggesting as a standalone class.
  • MehrunesFlagon
    MehrunesFlagon
    ✭✭✭✭✭
    there of course would have to be some limitations.Like not being able to reanimate enemy corpes or being limited on number/coooldown.
Sign In or Register to comment.