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If you implemented the necromancer class what would the skill lines and skills be?

Knowledge
Knowledge
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This is a post for fun ideas surrounding the implementation of a Necromancer class. Necromancer is by far the most sought after class in most polls and across the internet. So, with that in mind lets each take a shot at making our own Necromancer.

What would each of your three skill lines be called, what would the skills do, and what would the passives be?

This should be fun.
  • redshirt_49
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    Hm, that's an interesting question. Honestly, I don't really get why that is in such high demand since I would expect such a thing to just be your sorc equivalent with an undead skin slapped over it.

    Though I would be more than happy if somebody can prove me wrong on that.

    I'm just waiting on my Dragon Shout ultimate for the dragonknight.
  • DamenAJ
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    I'd honestly probably just jack some of the abilities necromancer NPCs already have.

    One line would be mostly summoning crap. Zombies, skeletons, bone lords, flesh atronachs. Maybe that green grasping hand?

    The mix and match a bunch of crap like... That purple AOE that breaks off to 4 purple spirals... That greenish spam, maybe that totem that one of the armour sets already has... That snaring AOE with little grasping hands?

    I dunno. I feel like it has most of its elements already in the game. Pony up ZOS. I mean, there are even "Pact necromancers" in auridon! Why can't I be a pact necromancer?!

    ----

    Edit: You know what, I can totally think of the summoning skill.

    Ultimate: Flesh Colossus morphs to either poison or fire damage???

    Raise dead - Raise a zombie to fight at your side, has clawing attacks and vomit. Morph to either flesh atronach or decaying zombie who leaves a pool of AOE when it dies.
    Drain life - Channeled DPS that heals caster and slows target, morph includes healing others/pets.
    Summon specter - Summons a ghost to fight by your side, morphs to that fear ghost, or ice wraith
    Ghostly grasp- that green hand that grasp a person, morphs to the grasping skeletal hands that slow/damage you or... ???
    CORPSE EXPLOSION- sacrifice your precious pets, as well as any nearby NPC corpses to do X damage per in an X radius. Morphs to like, dot or increased damage?
    Edited by DamenAJ on June 9, 2018 3:14AM
  • Azurephoenix999
    Azurephoenix999
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    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.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • starkerealm
    starkerealm
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    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.
    Edited by starkerealm on June 9, 2018 3:01AM
  • Knowledge
    Knowledge
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    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.

    That was very creative.
  • exeeter702
    exeeter702
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    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.
  • Knowledge
    Knowledge
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    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.

    So you're saying there couldn't be mass skeleton armies or anything like that?
  • Recremen
    Recremen
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    The first skill line would start with

    DROP TABLE class_necromancer
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • joaaocaampos
    joaaocaampos
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    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.
  • Yzalirk
    Yzalirk
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    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.
  • Knowledge
    Knowledge
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    Yzalirk wrote: »
    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.

    Would you share the ideas you did have?
  • starkerealm
    starkerealm
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    Yzalirk wrote: »
    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.

    Yeah, some kind of Artificer class, sort of like Neramo and the Twins would make sense and could be very interesting.

    Remembering back to TES3, probably a skill line focused on salvaging gear off of Dwemer constructs (so, reinforcing your armor, possibly crowd control.) A skill line focused on analyzing things (so, DPS, with a focus on self buffs and friendly buffs), and a skill line focused on stealth, and infiltration.
  • ezio45
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    why do ppl want this as a class lol? like i get the idea of a like conjurer is cool but we already have sorcs fot that and the pets are annoying af lol

    like maybe something focusing on siphoning life would be cool
  • Tasear
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    Passive to buff allies after reving them, but also makes them look like zombie.
  • Orange_fire_dragon
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    they could do a lot of interesting things with necromancer class for sure but having tons of skeletons pets would be bit too much.

    Class skill lines could be something like

    Necromancy which is the 'summoning' abilities

    Lich which has more support/defensive utilities

    Death's Mark which could be about offensive abilities
  • Lazarus_Rising
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    Aside from the summoning aspect maybe a curse skill tree (slows or debuffs) or a dark magic heal tree also. i could think of a soul tree too.


    A lich transformation would be also sick, maybe like vampire and werewolf or directly implemented into the necromancer skill tree.

    also known as Overlich.
  • DanteYoda
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    Coming from a Diablo background i'd say various types of undead pets as one line..

    A poison skill line?
    Edited by DanteYoda on June 9, 2018 11:17AM
  • Yzalirk
    Yzalirk
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    Knowledge wrote: »
    Yzalirk wrote: »
    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.

    Would you share the ideas you did have?

    Yeah, sure. Everything is conceptual and based on how the things actually work or could logically work.

    Skill Line 1: Dwemer Animunculi

    Ultimate: Dwarven Centurion
    -Morph 1: Reinforced Centurion (more health and longer duration)
    -Morph 2: Steam Centurion (gains steam attack dealing fire damage)

    Skill 1: Dwarven Spider (restores health while active)
    -Morph 1: Magicka Spider (additionally restores Magicka)
    -Morph 2: Stamina Spider (additionally restores Stamina)

    Skill 2: Dwarven Sphere (Stamina ability)
    -Morph 1: Augmented Sphere (increased health and damage)
    -Morph 2: Shocking Sphere (deals shock damage attacks and can stun enemies close to it)

    Skill 3: Brass Armor (Grants Major Protection)
    -Morph 1: Brass Bastion (Also grants damage shield scaled off max health)
    -Morph 2: Automated Armor (Grants minor life steal and deals fire/shock damage to nearby enemies)

    That is all I have down for now. I was working on Skill 4, which is a Dwarven Sentry but cannot think of how it would work. I never battled one in-game, I think, to create an idea. And arguably the Brass Armor skill could be placed within a different skill tree however; my original idea consists of an Atherium-based skill tree as well as one with possible Tonal Architecture.

    The last skill will probably be a spinning blade AoE for the Dwemer Animunculi skills as I had not thought of another AoE. I could take a broader approach to another skill tree, specifically the Tonal Architecture one, so it is just inspired by other technology they have.
    Edited by Yzalirk on June 9, 2018 7:34PM
  • Peekachu99
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    I’d actually like another skill line. I was ambivalent on Psijic when it was added, but in practice I like how I don’t have to reroll an entirely new character to play on my favorites. I’d like a shield (health based, damaging), a life-stealing heal, some summoning skills, and a buff. Then some crazy MASS ZOMBIE RAISING ULTIMATE. One morph makes them explode, of course.
  • Inhuman003
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    For Ultimates I suggest 1. Dark Nova 2. Summon Skeletal Destroyer 3.AoE skeleton pits form underground
    Edited by Inhuman003 on June 9, 2018 4:14PM
  • JobooAGS
    JobooAGS
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    Stammancer would be disease oriented and have bonuses to disease damage and therefore defile therefore hated in pvp... rip
  • Lord_Ninka
    Lord_Ninka
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    I'd end up making it nothing new but just a mix of things that are already in the game.

    They'd have the necrotic themed abilities from the Undaunted skill line, the shadow magic from nightblades, and possibly some of the sourcerer's dark magic. There's plenty of necromancy and dark magic in this game already, the only thing that's really missing is the ability to raise slain enemies, and that just really doesn't fit in this game imo, so it's really hard to come up with something new for a necromancer class.
  • Dark_Lord_Kuro
    Dark_Lord_Kuro
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    Raising a skeleton from the ground wich run toward the target ans explose on contact
  • Imryll
    Imryll
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    Necromancer class doesn't interest me at all but if they did introduce it, I think it should be a single skill line like vampire or werewolf.
  • Malacthulhu
    Malacthulhu
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    The ability to summon a giant undead snake, that swallows corpses on the battleground and pushes them out as undead skeleton versions of corpses. If the snake is killed the necromancer must summon another one while having no control of his undead for the duration.
    Xbox One Na
  • Integral1900
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    Whatever you do will have to keep the pets to a minimum, raising one realy nasty one rather than several little ones, eso is a great game but pets are not it’s strong points. Deffinately aoe curses stuff like the baharas curse set

    The problem is you will be the villain, after all the worm cult has tried to destroy the world so you are going to be killed on sight by guards
  • Revokus
    Revokus
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    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.

    But you see what a skill line does ? Psijic we can’t already use most of the spells on some classes because there is already much better options in game. I don’t see the diversity there it’s more limiting imo cause we only have 5 skill slots. Unless you think skill line should be for roleplay only no one is using elemental weapon cause the destro passives are better. Beside they could do necromancer start at lvl 50 or something or 40. Like an anti-hero class.
    Playing since January 23, 2016
  • Rawkan
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    No more pet classes thanks.
  • Revokus
    Revokus
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    Rawkan wrote: »
    No more pet classes thanks.

    ZOS will add more if they want to. Nothing stopping them.
    Playing since January 23, 2016
  • JumpmanLane
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    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.

    Raising the dead would be interesting. Raising NPCS in PvE and PVP. Like you kill the guards at a resource and resurrect them to fight along side you before you flip the resource. Or resurrect the guards you kill at a keep door to fight alongside you. Would prob be OP and people would beg for nerfs. Resurrection prob wouldn’t be a ulti or even a skill; but rather a passive like the soul magic one allowing you to fill soul gems.
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