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Necromancer ability perma-skeletons concept

Wysguy99
Wysguy99
✭✭
So if I recall correctly the devs had said that the necromancer would not have "any or many"(can't recall which) permanent summons, since necromancy is very complex and its not always easy to summon a perfect and permanent creature(atleast that was the the idea it seems). However what about something simple, or imperfect, since seemingly everyone and their grandmother can summon a permanent skeleton, or multiple of them. Why can't we do the same...

Skeleton army: you summon up to 5 skeletons could be based on your total magicka, like costs 1,000 or 1,500 for each skeleton summoned, so if you only have 3,000 then you would get 3 or 2, depending on how the cost was determined all of which stay till they die(they would each independently attack their own targets, but more likely to attack the same one as you). although the cost should be a finite number if the "defect affect" is added since that is its own form of balancing. The standard ability would spawn all physical weapon wielding skeletons, but the weapon they spawn with would be a random chance, equal chance for each skeleton to have a bow, one handed and shield, two-handed, or dual wield(25% chance at either type of loadout, but they would all have the same damage stats regardless)

(all stat numbers are just what I felt seemed like average numbers, but they are just meant to be place holders)
1.) stats-the overall group would have maybe equal 30-40% of your total health added up, but it would be split between them
-if a skeleton dies then the power/ health shifts to accommodate for it and all the remaining ones get the dead ones share of the health pool added to their maximum(this does not fill their health to full,ex: if 1 skeleton dies and the others are half dead the health will be reallocated, but their health bars will simply be expanded if they were missing 2,000 health after the increase, they are still missing that 2,000 health

2.) defective-most skeletons throughout elder scrolls games you could say are defective since they can be so easily killed, so lets keep that, but well change it just enough to make sure they are still useful, each skeleton would have a 5-10% chance to spawn with a defect, lasts until that skeleton dies
list of negative defects(these wouldn't have to have any visual changes)
*broken limbs 3 possibilities-broken arm=less damage dealt, leg=easier to be stunned, lack of or broken head=aim is reduced attacks are more likely to miss the intended target(or they hit you instead)
*fragile spine-deals triple damage to targets but takes triple damage from all sources(basically really easy to kill, or be insta-killed)
*decay-slowly looses health over time

3.) attributes- each skeleton also has a 5-10% chance to spawn with a positive attribute, lasts 10 seconds at ability lvl 1, 20 seconds at ability lvl 5
list of positive attributes(no visual changes)
*reinforced frame- the skeleton has 50% more resistances to all physical attacks
*third eye- the skeleton has better accuracy(so for bows, or if a morph made it so you could summon spell casters then it would apply to them to), also as far as how this attribute even makes sense the "third eye" could simply be a broken whole in the skull that some how allows for the skeleton to see better( don't ask me it just sounded cool)
*element-the weapon the skeleton is wielding has an enchantment (ice, fire, lightning, poison keeping it simple with just 4)
4.) recast- if you recast the summon ability it will boost the defenses of the remaining skeletons by X% , and restore 5% of your max health for each skeleton alive, recasting also has a 30% chance to remove a defect from 1 skeleton

Since as far as I'm still aware their is no official description of all necromancer abilities, passives, and stats I thought now would be the best time to submit my idea for one. This ability would have to be the 5th ability in its tree(if for no other reason then the fact that you hadn't acquired the knowledge enough skill to pull it off), but i think it definitely could a really great touch for that class, and since skeletons seem to be the most basic of necromancy summons it shouldn't be that difficult to believe that our characters could acquire the power and knowledge. And no I didn't forget about the crime system, and the potential for a player to get a bounty for using this ability, or walking into town with these skeletons still alive( my answer to that poor fellow is, that bounty is a "you" problem).
I don't think all of these features would need to be implemented, but I do believe the concept is very interesting and personally i feel that it would be nice to have at least one other class with a perma-pet summon(that and this would be different enough from the sorcerer pets that they don't cancel out each others purposes out and neither one is useless)

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