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Necro skills speculation

Dreyloch
Dreyloch
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I'm making this thread to speculate on what kind of skills the community thinks might be coming with Necro skill lines. Ideas from classic Necro classes and mechanically possible ones within reason. Perhaps ideas you all would like to see? I'm not looking for actual costs, but if you theorycrafters wanna do that. by all means...

So I'll start with a couple I think we'll see.
1- I would expect we'll see the totem that goblin caster mobs currently use in game. Not sure what they exactly do for the mobs. But there are a good number of options ZoS could go with. They could be huge regen totems. They could be resource pool enhancers. They could be an area debuffer. They could be some kind of Ultimate working much like DK banners just with different traits. Maybe some kind of prolonged fear mechanic perhaps?
2-I would expect to see at least one pet skill. Classic necro's from other games would utilize skeletons typically. Either a melee or archer type. Maybe a Zombie melee, skelly archer morph choice? I'd be shocked if ZoS didn't do that.

Now the not-so-possible ideas...
3-I am willing to bet much of their damage will be based on heavy poison or disease dots. Personally I would like to see wands introduced to the game as well. Woodworker crafted. Have to learn all traits again like jewelry. (I know many would boo this, but it'd be a new item!) Only thing is, it would be a huge undertaking to add them to all dropped sets etc.
3a-If 3 is just not possible... I would accept a passive trait somewhere to change the beam (green is a nice color) and damage of staves to poison for lightning staves, maybe disease projectiles for inferno staves. No idea what to do with ice lol, but actually...Ice can be a good Necro damage form. The dead are lifeless and cold right? Just need WAY more sets to work with this =/
4-My toss into the skill creation arena....A mass res skill. Full cast time 8 seconds, interruptable, CAN be cast in combat. Maybe (just maybe) there could be stages to it. After say...4 seconds all are res'd to 25% health, after 6.5 seconds 50% health, full HP on full cast. Stage completions presented to the dead, so they can choose or lose when to accept (if the necro dies or breaks cast) Templars really should have this already TBH, but it's just a wild idea anyway lol.

So those are a couple things that came to my mind after hearing Necro's are coming. I'll add that other threads I saw mentioned using health as a resource pool. Eh, could be good if done the right way and well balanced. Maybe stam base the class. Instead of magicka with stam morphs. Would be something wildly different from classic Necro's imo, and maybe a blast to play!

So what ya all got floating around in your minds? Please refrain from pointing out flaws in each others mechanics. This is just a little fantasy thinking =)
"The fear of Death, is often worse than death itself"
  • Princess_Ciri
    Princess_Ciri
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    https://forums.elderscrollsonline.com/en/discussion/451995/necromancer-class-skill-lines

    I already made a thread to come up with hypothetical Necromancer skills. Some of them are a bit too overpowered/a bit imbalanced since I didn't spend ages doing this, and just came up with it for fun. But some of the ideas in there I think would be so awesome on Necro characters, and would make them viable in DPS/Healing/Tanking roles too.
    GM and raid leader of Hot Girls Play DPS, the cutest guild EU
  • Dreyloch
    Dreyloch
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    Sorry Princess,

    Didn't have time to search for other similar threads. I'll certainly check yours out!
    "The fear of Death, is often worse than death itself"
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