starkerealm wrote: »Okay:
1) Forgotten post - Quote a post no one remembers
2) Unexpected Bump - Bring a thread to the top of the boards without contributing anything new.
3) Vicissitudes of Patch Day - Deal Damage to another user based on information that was accurate at the time, but is no longer correct.
4) Inactive Users of Yore - Attack a user that hasn't logged in since 2016
5) Stealthy Necromancy - Revive a thread without anyone realizing it's over a year old.
U) This is now a Knowledge Thread - Hi there.
exeeter702 wrote: »It should really be stressed that, and i know this is blasphemous to many necromancer fans, necros in eso cant not have multiple instances of skele or zombie units running around. The summoning skill line would mostly have operate on the thematic aspects of minion spells, similar to warden pet skill line, with perhaps an ult that functions like wardens bear but is an impressive flesh atro or bone colossus, OR have a non ult skill in the line operate similar to sorc pets.
You would likely see a corpreal based line that deals with reanimation spells ie summoning. An spirit based skill line dealing with things like the ghost hand and spirit projectile spells you already see in game. And a skill line that deals with life force, which would be tricky as you dont want to lean to close to NBs siphoning.
And for what its worth, each skill line should NOT be designated to a given role. You can have a strong mitigation spell for tanks in the reanimation line with something like a bone armor or whatever. And you can easily have healing and dps spells accross any of the 3 trees, thematically of course.
No way in hell should you expect an eso necro class to conjure up and runaround with 4+ zombies / skeles likes some dolts on here thing would be a good idea.
I would prefer a Mechromancer class that utilizes Dwemeri animunculi and other technology for Tanking and Support. I had been working on ideas for the skills but never finished them.
joaaocaampos wrote: »First of all, if Zenimax launches more classes, it will be following the path of the other MMOs. Which I completely disagree with! Necromancy could be a skill line, not a class. The game needs progression, and progression doesn't mean you have to create a new character up to level 50.
More skill lines, less classes.
Azurephoenix999 wrote: »Okay:
1) Raise Dead - Raises 3 zombies to fight for you for 1 minute (after which they die anyway). Costs magicka, but cost is decreased by 1/3 for each nearby humanoid corpse. Corpses already used for this ability or that Templar ability that also consumed corpses cannot be used.
2) Drain Life - Deals magic damage to a single enemy, and heals you for 100% of the damage done.
3) Flesh Atronach - Ultimate. Like Storm Atronach Ultimate, has less damage and no ranged attacks, but can move around, has a higher defense, and its duration is increased each time it kills an enemy.