HorrorShow wrote: »One that summons an army of undead and they stick around. Like in the lore of the game. All those dungeon full of skeletons that can keep going for 100's of years? That. Not something that lasts 16 seconds.
How do you miss the point that much?
HorrorShow wrote: »One that summons an army of undead and they stick around. Like in the lore of the game. All those dungeon full of skeletons that can keep going for 100's of years? That. Not something that lasts 16 seconds.
How do you miss the point that much?
“Like in the lore of the game”?
What the actual fudge are you talking about?
In each of last 3 TES games (Morrowind, Oblivion and Skyrim... I haven’t checked the others) Conjuration spells were all timed. Permanent armies of anything have not been a thing.
HorrorShow wrote: »One that summons an army of undead and they stick around. Like in the lore of the game. All those dungeon full of skeletons that can keep going for 100's of years? That. Not something that lasts 16 seconds.
How do you miss the point that much?
Honestly. I feel the active abilities are perfectly fine for ESO's Necromancer.
I do, however feel that the Grave Lord Passive Skill Line should have "pseudo" summons baked into it.
My opinion on how the Passives should read (mainly) for Grave Lord.
Endless Blight: When Damaging an enemy with one of your Necromancer abilities, you have a 5% chance summon a Blighted Zombie at the enemy's location to shamble forward; this ability can stack up to 2 times. (Blighted Zombies last for 2 seconds and start to quickly decay, leaving behind a trail of disease, dealing XXX damage every 0.5 seconds to all enemies in a 8x12 radius for 3 seconds).
Death Knell: Your critical strikes against enemies under 25% health have by 10% for each Grave Lord ability slotted and a 5% chance to call forth clawing skeleton hands from the ground to deal XXX damage every 1 seconds for 2 seconds damaging all enemies in a 3x5 meter radius around the target. This ability has a 8 second cool down.
Grim Tome (was previously known as Dismember): While Archer/Mage (or Mender) ability is active, your spell and physical penetration are increased by 1500, while increasing your chance and the number of Blighted Zombies to be summoned by 1.
Rapid Rot: Increases all your damage over time abilities and all active minion damage done by 5%
HorrorShow wrote: »HorrorShow wrote: »One that summons an army of undead and they stick around. Like in the lore of the game. All those dungeon full of skeletons that can keep going for 100's of years? That. Not something that lasts 16 seconds.
How do you miss the point that much?
“Like in the lore of the game”?
What the actual fudge are you talking about?
In each of last 3 TES games (Morrowind, Oblivion and Skyrim... I haven’t checked the others) Conjuration spells were all timed. Permanent armies of anything have not been a thing.
But this is not Conjuration. This is necromancy. Something that NPC's have been shown to have all the time in the game. And those reanimated bodies seemed to last as long as they wanted.
Most people wanted temporary pets. Also according to eso lore nerco pets are temporary
Most people wanted temporary pets. Also according to eso lore nerco pets are temporary
And Zos wanted the class to be unique from the others. We already have permanent pets. I think it is good the class is not like the others.
We now have a necromancer. Well, we will have one in less than 24 hours. It is clearly a little late for this kind of feedback.
HorrorShow wrote: »One that summons an army of undead and they stick around. Like in the lore of the game. All those dungeon full of skeletons that can keep going for 100's of years? That. Not something that lasts 16 seconds.
How do you miss the point that much?
HorrorShow wrote: »One that summons an army of undead and they stick around. Like in the lore of the game. All those dungeon full of skeletons that can keep going for 100's of years? That. Not something that lasts 16 seconds.
How do you miss the point that much?
“Like in the lore of the game”?
What the actual fudge are you talking about?
In each of last 3 TES games (Morrowind, Oblivion and Skyrim... I haven’t checked the others) Conjuration spells were all timed. Permanent armies of anything have not been a thing.
HorrorShow wrote: »HorrorShow wrote: »One that summons an army of undead and they stick around. Like in the lore of the game. All those dungeon full of skeletons that can keep going for 100's of years? That. Not something that lasts 16 seconds.
How do you miss the point that much?
“Like in the lore of the game”?
What the actual fudge are you talking about?
In each of last 3 TES games (Morrowind, Oblivion and Skyrim... I haven’t checked the others) Conjuration spells were all timed. Permanent armies of anything have not been a thing.
But this is not Conjuration. This is necromancy. Something that NPC's have been shown to have all the time in the game. And those reanimated bodies seemed to last as long as they wanted.
david_m_18b16_ESO wrote: »HorrorShow wrote: »One that summons an army of undead and they stick around. Like in the lore of the game. All those dungeon full of skeletons that can keep going for 100's of years? That. Not something that lasts 16 seconds.
How do you miss the point that much?
Actualy ES lore is all about temporary pets for necro. And no army of pets either most of the time.
Its like if templar where asking for meridia's powers. Your necro won't be manimarco.
HorrorShow wrote: »One that summons an army of undead and they stick around. Like in the lore of the game. All those dungeon full of skeletons that can keep going for 100's of years? That. Not something that lasts 16 seconds.
How do you miss the point that much?
david_m_18b16_ESO wrote: »HorrorShow wrote: »One that summons an army of undead and they stick around. Like in the lore of the game. All those dungeon full of skeletons that can keep going for 100's of years? That. Not something that lasts 16 seconds.
How do you miss the point that much?
Actualy ES lore is all about temporary pets for necro. And no army of pets either most of the time.
Its like if templar where asking for meridia's powers. Your necro won't be manimarco.
how come my necromancer cannot raise 1 zombie when literally every other necromancer and their mother can?
HorrorShow wrote: »
But this is not Conjuration. This is necromancy. Something that NPC's have been shown to have all the time in the game. And those reanimated bodies seemed to last as long as they wanted.
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lvl50 Characters: Toxlexel (Argonian Templar PvE Healer, EP) Grove-of-Trees-Swaying (Argonian Vampire NB PvE Tank, EP) Kazabi-daro (Khajiit DK PvE DPS, AD)- build under renovation |
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HorrorShow wrote: »One that summons an army of undead and they stick around. Like in the lore of the game. All those dungeon full of skeletons that can keep going for 100's of years? That. Not something that lasts 16 seconds.
How do you miss the point that much?
Would be very unbalanced. This is an MMO after all, balance should come first.
HorrorShow wrote: »One that summons an army of undead and they stick around. Like in the lore of the game. All those dungeon full of skeletons that can keep going for 100's of years? That. Not something that lasts 16 seconds.
How do you miss the point that much?