TheShadowScout wrote: »Necromancers tho are found under every stone in this era, much like worms...
We don't need another pet class.
We don't -need- the whole game. At all.We don't need another pet class.
Geez, you -don't- get it.Geez, we get it. You don't like Necromancers. No need to keep beating on the blind guy. No matter how much you keep spreading your hate, you won't change my opinion or anyone's for that matter.
We don't need another pet class.
Another? We only have Sorc right now... I don't consider Warden to be a pet class, they only have one pet, and it requires the ultimate to be used up to have it. Sorc is a true pet class (well, sort of... if the pets would actually behave and have decent AI - or, give us a better way to control pets than simply HA who you want it to attack).
TheShadowScout wrote: »But if you want to decree all and any opinions on necromancy other then yours as "hate" just becuase they don't completely agree with your view of how things ought to be in every point, well...
Well, at least you are consistent.TheShadowScout wrote: »But if you want to decree all and any opinions on necromancy other then yours as "hate" just becuase they don't completely agree with your view of how things ought to be in every point, well...
That's exaclty what I am going to do on this thread.
Telecar in grahtwood was a necromancer. So was his wife Vastarie. Both were former followers of mannimarco as I recall their stories, but left becauce mannimarco was too much of a *** for them or something like that...But I realise something. The Pact there, had Necromancers. So I got to think, if the Covenant had Necromancers on Stonefalls (Initial start of the Pact) against the Pact and the Pact had Necros as well against the Dominion, I am sure that the Dominion have as well the same...
Uhm...Oh, and by the way, you guys probably have noticed it already, but I point out again, all Necromancers NPC so far, only use Necromancy and some sort of "death" magic...
Or two. Like those NPC DKs who use flaming whip at one point and fire breath at another?As to all classes, every time we see an NPC they are ever using just ONE class skills, they don't mix up...
TheShadowScout wrote: »Necromancy is -still- illegal in all the alliances. Or already, if you look at it from a "timeline" point of view as compared to the earlier TES games that are set in a later time...
Eduard_Rodric wrote: »Agree no need a new class just a skill line "Necromancia." will be amazing.
“For too long the magical discipline of Necromancy has been disregarded as a mere subset of Conjuration, or worse, dismissed outright because it is 'evil.' That changes now!" –Orryn the Black See that yall ? From the june crownstore showcase
I think Necromancer would be a good class on it's own considering how it does not really fit the other classes and let's face it classes are not going away.
A stronger contender for skill lines would be either
A: Spears
B: Spellsword - 1h weapon and spell dual wield. A Melee Magic based skill line, to give player something besides staves to choose from when creating magicka focues builds
Agreed. As I said:TheShadowScout wrote: »Necromancy is -still- illegal in all the alliances. Or already, if you look at it from a "timeline" point of view as compared to the earlier TES games that are set in a later time...
Illegal or not, all the three alliances use it, so why shouldn't we? And yes, murderer and stealing are also illegal, hence the Dark Brotherhood and Thieves Guild.
TheShadowScout wrote: »But even so, obviously some people don't care what is legal or not... they only care if it gets them where they want to go, be it conquest of stonefalls or establishing a bridgehead on auridion or returning their son to a (shambling) sembleance of life, or turning themselves into dieties, or whatever... and yes, since we have the dark brotherhood, we could and should also have a necromancy guild DLC!
I would disagree on that, considering I did make up an -actual- skill line for my old class morph Idea (which totally could be used as standalone guild skill line as well, though personally I of course would prefer the class morph concept as it is much wider ranged):Necromancy itself will hardly fit on just one skill line, with such a variaty of undead to summon and raise, is hard to belive that they will nerf a class before it even gets realised. Alas, since Trump is president, everything is possible now.
...and that is pretty much how I would portray PC necromancers. Either by using this as a "specialization" for sorcerors (the "conjuration subset" thing, or by adding it as a standalone guild much like the Psijic order... as mentioned before, possibly with a DLC where you infiltrate the remains of the worm cult to foil their next dastardly plan.TheShadowScout wrote: »Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
Skills:
• Spectral Grasp (area snare, dodgeable, like lich)
- Morph1: Spectral Hold (+immobilize, then snare, like NPC necromancers)
- Morph2: Cursed Grasp (+ DoT, like undead death curse)
• Raise Undead (summon one skeleton, duration)
- Morph1: Raise Corpse (summon zombie, +special attacks – punch, vomit)
- Morph2: Army of Undead (summon 3 weak skeletons)
• Drain Strength (channeled, interruptable, do damage, gain magica)
- Morph1: Drain Life (+ also gain health)
- Morph2: Drain Power (+ reduce target spell damage for duration)
• Animate Dead (summon stronger undead, Draugr/Ra-netu, duration)
- Morph1: Animate Flesh (summon Flesh Atronarch)
- Morph2: Animate Bones (Summon Bone Colossus)
• Spirit Blast (like Mannimarco but smaller, two-tier AoE strike)
- Morph1: Spirit Bombardment (+area, Mannimarco sized)
- Morph2: Soul Blast (ignores some spell resistance)
Ultimate: Soul Cage (like the Lich spell, but with extra damage in spell area)
- Morph1: Soul Prison (+duration)
- Morph2: Etheral Cage (+area)
Passives:
• Gravesinger: undead pets get extra damage resistance/HP
• Necropotence: gain extra magica when necromancer pets are active
• Soul Render: do bonus damage against enemies affected by necromancer abilities
• Death Feeder: any time an enemy dies within 20 meters, gain health & magica
Prerequesites to unlocking a class do nothing to help with my reservations about adding a new class, necromancers or other, as it still would require people to start a new character to enjoy the new classyness, and vex people who would have wanted that cvlass for an character they played for a long time and spent much effort on."Hero" Class!!! Necromancer could be a "hero" class!!!
Well, more weapon skills or additional guilds would not be a bad thing either...A stronger contender for skill lines would be either
A: Spears
B: Spellsword - 1h weapon and spell dual wield. A Melee Magic based skill line, to give player something besides staves to choose from when creating magicka focues builds
I really don't get the appeal.. I'd rather be a bantam Guarmancer..
TheShadowScout wrote: »Agreed. As I said:TheShadowScout wrote: »Necromancy is -still- illegal in all the alliances. Or already, if you look at it from a "timeline" point of view as compared to the earlier TES games that are set in a later time...
Illegal or not, all the three alliances use it, so why shouldn't we? And yes, murderer and stealing are also illegal, hence the Dark Brotherhood and Thieves Guild.TheShadowScout wrote: »But even so, obviously some people don't care what is legal or not... they only care if it gets them where they want to go, be it conquest of stonefalls or establishing a bridgehead on auridion or returning their son to a (shambling) sembleance of life, or turning themselves into dieties, or whatever... and yes, since we have the dark brotherhood, we could and should also have a necromancy guild DLC!I would disagree on that, considering I did make up an -actual- skill line for my old class morph Idea (which totally could be used as standalone guild skill line as well, though personally I of course would prefer the class morph concept as it is much wider ranged):Necromancy itself will hardly fit on just one skill line, with such a variaty of undead to summon and raise, is hard to belive that they will nerf a class before it even gets realised. Alas, since Trump is president, everything is possible now....and that is pretty much how I would portray PC necromancers. Either by using this as a "specialization" for sorcerors (the "conjuration subset" thing, or by adding it as a standalone guild much like the Psijic order... as mentioned before, possibly with a DLC where you infiltrate the remains of the worm cult to foil their next dastardly plan.TheShadowScout wrote: »Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
Skills:
• Spectral Grasp (area snare, dodgeable, like lich)
- Morph1: Spectral Hold (+immobilize, then snare, like NPC necromancers)
- Morph2: Cursed Grasp (+ DoT, like undead death curse)
• Raise Undead (summon one skeleton, duration)
- Morph1: Raise Corpse (summon zombie, +special attacks – punch, vomit)
- Morph2: Army of Undead (summon 3 weak skeletons)
• Drain Strength (channeled, interruptable, do damage, gain magica)
- Morph1: Drain Life (+ also gain health)
- Morph2: Drain Power (+ reduce target spell damage for duration)
• Animate Dead (summon stronger undead, Draugr/Ra-netu, duration)
- Morph1: Animate Flesh (summon Flesh Atronarch)
- Morph2: Animate Bones (Summon Bone Colossus)
• Spirit Blast (like Mannimarco but smaller, two-tier AoE strike)
- Morph1: Spirit Bombardment (+area, Mannimarco sized)
- Morph2: Soul Blast (ignores some spell resistance)
Ultimate: Soul Cage (like the Lich spell, but with extra damage in spell area)
- Morph1: Soul Prison (+duration)
- Morph2: Etheral Cage (+area)
Passives:
• Gravesinger: undead pets get extra damage resistance/HP
• Necropotence: gain extra magica when necromancer pets are active
• Soul Render: do bonus damage against enemies affected by necromancer abilities
• Death Feeder: any time an enemy dies within 20 meters, gain health & magicaPrerequesites to unlocking a class do nothing to help with my reservations about adding a new class, necromancers or other, as it still would require people to start a new character to enjoy the new classyness, and vex people who would have wanted that cvlass for an character they played for a long time and spent much effort on."Hero" Class!!! Necromancer could be a "hero" class!!!
So, I for one still prefer the "prestige class" concept from D&D, as I worked my class norph idea from, where you could "morph" your existing characters class into a new one by adding a choice of a fourth skill line (and possibly even getting some color-shifting of your original class skills to match the new specialization)
Also, such an concept could add a lot more then just "necromancer"; which some people love, and other people hate... it could add something for -everyone- to enjoy, could add new reasons to play old characters or more reasons to play new ones, as everyone prefers... and let the powers that be reuse a LOT of NPC skills that are already in the game, just not available for players, thus making it more effect for less effort... while more or less adding not one but more then a dozend new classyness options... (and there still might be more then the three per base class I came up with)Well, more weapon skills or additional guilds would not be a bad thing either...A stronger contender for skill lines would be either
A: Spears
B: Spellsword - 1h weapon and spell dual wield. A Melee Magic based skill line, to give player something besides staves to choose from when creating magicka focues builds