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Necromancer doesn't have a permanent pet?

Aertew
Aertew
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Out of all the classes, wouldnt it make the most sense for a necromancer to have a permanent skeleton following him and fighting for him? I know sorcerer and warden have pets, but I feel like necromancer should have at least a permanent undead. Maybe have the skeletal mage be permanent? I don't get why they didn't give at least one permanent pet.

Am I the only one who thinks its odd or am I wrong?
  • idk
    idk
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    Zos wanted to make the class unique from the other classes. Further, there is nothing written that a necromancer requires permanent summons.

    You are not the only one who wanted permanent pets if that answers your question.
    Edited by idk on May 25, 2019 8:31PM
  • Aertew
    Aertew
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    idk wrote: »
    Zos wanted to make the class unique from the other classes. Further, there is nothing written that a necromancer requires permanent summons.

    You are not the only one who wanted permanent pets if that answers your question.

    Giving them a permanent pet ability would make them unique. Only Sorcerer and Warden have perma pets. Warden requires a ultimate though.

    Also its not written but necromancers from the Elder Scrolls almost ALWAYS have some sort of summon that follows them around. Though I get what you mean. Im trying to say it would fit more with their class and how they feel.
  • Deloth_Vyrr
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    Aertew wrote: »
    Giving them a permanent pet ability would make them unique. Only Sorcerer and Warden have perma pets.

    Giving them a permanent pet would actually make them distinctly not unique. I don't think you understand what unique means.

    Sorcerers have permanent pet skills with a temporary ultimate pet.

    Wardens have temporary pet skills with a permanent ultimate pet.

    Necromancers have temporary pet skills with a temporary ultimate pet.

    That is how all the pet classes are unique from each other, giving Necro a permanent pet would encroach on one of the other class's unique aspect, and thus no longer be unique.
    Edited by Deloth_Vyrr on May 25, 2019 8:44PM
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  • Aertew
    Aertew
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    Aertew wrote: »
    Giving them a permanent pet ability would make them unique. Only Sorcerer and Warden have perma pets.

    Giving them a permanent pet would actually make them distinctly not unique. I don't think you understand what unique means.

    Sorcerers have permanent pet skills with a temporary ultimate pet.

    Wardens have temporary pet skills with a permanent ultimate pet.

    Necromancers have temporary pet skills with a temporary ultimate pet.

    That is how all the pet classes are unique from each other, giving Necro a permanent pet would encroach on one of the other class's unique aspect, and thus no longer be unique.

    I guess that makes sense. But even then would 2 classes both having a permanent pet be that bad? They can still be unique in other ways.
  • Most_Awesome
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    You would have to keep un slotting the pet skill or something everytime you walked into a town or get attacked by the guards so I can see why they did it the way they did.
  • Anyron
    Anyron
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    no because summoning is criminal act.. gl with rewards on your head everytime you forgot to unsummon that
  • Lughlongarm
    Lughlongarm
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    Be grateful, would you prefer to lose 2 skill slots for the summon? I would change the bear pet any day to a necro like design of a summon.
  • Nogawd
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    As if the permanent pets of the other classes were not annoying enough, sure, let's add more.....
  • MartiniDaniels
    MartiniDaniels
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    You may have whole army of skeletons in your tomb (house), but in combat as far as i remember in majority of rule sets necromancers rise skeletons in process and they expire. I mean there is difference between permanent skeleton risen through some prolonged rituals or naturally by some curse/circumstances and spell "rise skeleton" which always provided temporary summon.
  • Skander
    Skander
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    It's ok like this to be honest. I don't have space for two barring a skill that does so little.
    I meme, but my memes are so truthful they hurt
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  • Aertew
    Aertew
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    oh yeah I forgot that its a criminal act. So yeah nvm thats a bad idea. Its better the way they did it. Also would take up 2 slots
  • Anyron
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    As was said, Necro have minions. Not pets

    Minions are summoned to complete task and then vanish

    Sorcerer (or warden) and pet share mind-bond together (if i remember it correctly from other tes games) so it makes sense they are permanent ( daedra cannot die, even lesser daedra cannot )
  • Aertew
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    Anyron wrote: »
    As was said, Necro have minions. Not pets

    Minions are summoned to complete task and then vanish

    Sorcerer (or warden) and pet share mind-bond together (if i remember it correctly from other tes games) so it makes sense they are permanent ( daedra cannot die, even lesser daedra cannot )

    oooh, that does make alot of sense, thanks for the explanation!
  • redspecter23
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    None of the classes should have permanent pets. They are annoying.
  • Tessitura
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    Aertew wrote: »
    Giving them a permanent pet ability would make them unique. Only Sorcerer and Warden have perma pets.

    Giving them a permanent pet would actually make them distinctly not unique. I don't think you understand what unique means.

    Sorcerers have permanent pet skills with a temporary ultimate pet.

    Wardens have temporary pet skills with a permanent ultimate pet.

    Necromancers have temporary pet skills with a temporary ultimate pet.

    That is how all the pet classes are unique from each other, giving Necro a permanent pet would encroach on one of the other class's unique aspect, and thus no longer be unique.

    Well, truth is they have one pet that explodes,( and honestly, that was the one that really needed to not be targetable out of all of them. ) The others are just visual flair for a dot, a hot, and a aoe. Their is almost nothing about them that really makes them a pet. They cant be targeted and they can't take aggro, they are basically not even there.
    Anyron wrote: »
    As was said, Necro have minions. Not pets

    Minions are summoned to complete task and then vanish

    Sorcerer (or warden) and pet share mind-bond together (if i remember it correctly from other tes games) so it makes sense they are permanent ( daedra cannot die, even lesser daedra cannot )

    Well, no, they link souls in order to force the daedra to obey, but they can not remain when this is done, if you read Darkest Darkness, you learn that Sorcerer's typically can only summon daedra in the temporary state, and more elaborate deals and rituals are required to summon them in a more permanent state and those often backfire on the mortal.
  • Alsaroth
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    Well, maybe have a couple or one morph allowing for a permanent pet could be nice. Skeletal mage i.e..
  • kvirus11
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    Initially I was super disappointed by this...

    Now, let's look at it from a game play view,

    Can you possibly imagine the crying if you could have a single pet permanent mage or archer for necro or god forbid, an army like in Diablo or Sacred?
    People cry now about zoo builds. The archer/mage permapet would just be so op and totally unfair. While with the right builds, passives etc they can be up almost 24/7, having one like the sorc have would require it to be so dumbed down it would be useless. Passives reworked etc. I like how it is now.

    Not to say I'm not disappointed as when I first heard about the class, I dreamt of having a undead skeletal army doing the killing for me.
    Edited by kvirus11 on May 28, 2019 2:17PM
  • Radiance
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    I think this would become a problem what with Necromancy being illegal in Town and I just want to point out how twisted it is to refer to a human skeleton, reanimated with the souls of the damned, as a "Pet." lol That being said, it is a bit disappointing on both the number and duration but I guess they were more concerned with the Corpse system used for summoning undead and triggering certain skills.
  • kvirus11
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    Radiance wrote: »
    I think this would become a problem what with Necromancy being illegal in Town and I just want to point out how twisted it is to refer to a human skeleton, reanimated with the souls of the damned, as a "Pet." lol That being said, it is a bit disappointing on both the number and duration but I guess they were more concerned with the Corpse system used for summoning undead and triggering certain skills.

    No more twisted as referring to a summoned demon, conjured from the hells of Oblivion as a 'pet'.

    Not arguing or being combative, just an observation.
  • Avran_Sylt
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    They're unique in that while their pets aren't permanent, their pets do create corpses upon death, which the necromancer can use to fuel their other abilities.

    I DO wish that they would allow the player to mix and match the kinds of summons that they use. Like all sorcerers/archers, all blastbones, all menders, a mix, etc. IE:

    Necrotic Mastery (Grave Lord Passive) - The number of Necromancer Summons you can have active is increased by 1/2

    Summons are not skill gated in whether or not they get killed when you recast an ability, but based on when they enter a FIFO queue of size 1/2/3. But of course each individual skill (not Blastbones) would likely need to have: "For each other Active Summon of the same type, Potency is reduced by [x]%"

    (So you could summon 3 Blastbones at once, or 3 archers, or three menders, or two archers and a blastbone, etc, at Necrotic Mastery 2)
  • Aertew
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    Avran_Sylt wrote: »
    They're unique in that while their pets aren't permanent, their pets do create corpses upon death, which the necromancer can use to fuel their other abilities.

    I DO wish that they would allow the player to mix and match the kinds of summons that they use. Like all sorcerers/archers, all blastbones, all menders, a mix, etc. IE:

    Necrotic Mastery (Grave Lord Passive) - The number of Necromancer Summons you can have active is increased by 1/2

    Summons are not skill gated in whether or not they get killed when you recast an ability, but based on when they enter a FIFO queue of size 1/2/3. But of course each individual skill (not Blastbones) would likely need to have: "For each other Active Summon of the same type, Potency is reduced by [x]%"

    (So you could summon 3 Blastbones at once, or 3 archers, or three menders, or two archers and a blastbone, etc, at Necrotic Mastery 2)

    That would be cool, like you could have the ability to summon muiltiple undead at once instead of 1 at a time.
  • Aertew
    Aertew
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    Radiance wrote: »
    I think this would become a problem what with Necromancy being illegal in Town and I just want to point out how twisted it is to refer to a human skeleton, reanimated with the souls of the damned, as a "Pet." lol That being said, it is a bit disappointing on both the number and duration but I guess they were more concerned with the Corpse system used for summoning undead and triggering certain skills.

    Lol I likee your comment just cause of that first sentance. But this is what I ment, I was a bit disapointed that you only could summon up to 2, and I understand that people are saying pet builds are OP. I just want to say when I was playing dorcerer DPS, when I was fighting, out of curiousity, I didnt do anything and waited to see how long it would take for my pet to kill 1 mob.


    It took too long
  • Ixilith
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    Let me let you in on a secret.

    Zos suck at making permanent pets, they physically have to be duplicated across both your bars. They limit and restrict your versatility in other ways

    Sorcs are taking weaker builds to avoid pets. Wardens complain about their ultimates being so restricted in option between having and not having a pet.

    Why do u want he same affliction by a flawed concept.

    Count a lack of a pet a blessing.
  • Cerra
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    They could use a werewolf style extension to the pet duration. Something that uses up a corpse and extends the duration of all pets (except blastbones of course) like werewolves can extend their transformation.
  • Morgha_Kul
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    I have to admit, I do find myself feeling a bit frustrated at the lack of an undead horde to command. Even if they were only temporary, being able to summon a few undead, or animate nearby corpses, would have been more interesting to me.

    As it is, I'm finding myself kind of underwhelmed with the Necromancer... though to be fair, I'm only around L6 now.
    Exploring Tamriel since 1994.
  • Luckylancer
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    Necros are fine this way. Permenant skeleton pet is stupid af too, skeletons should come and go. A flesh golem with many interractions with player skill could be nice but thats it.
    Aertew wrote: »
    idk wrote: »
    Zos wanted to make the class unique from the other classes. Further, there is nothing written that a necromancer requires permanent summons.

    You are not the only one who wanted permanent pets if that answers your question.

    Giving them a permanent pet ability would make them unique. Only Sorcerer and Warden have perma pets. Warden requires a ultimate though.

    Also its not written but necromancers from the Elder Scrolls almost ALWAYS have some sort of summon that follows them around. Though I get what you mean. Im trying to say it would fit more with their class and how they feel.

    No, it will made them similar instead of unique.
    In elder scrools necromancers dont have permanent undead followers. You reanimate the dead and after a while, they turn dust. Didn you played skyrim?
  • Morgha_Kul
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    Necros are fine this way. Permenant skeleton pet is stupid af too, skeletons should come and go. A flesh golem with many interractions with player skill could be nice but thats it.
    Aertew wrote: »
    idk wrote: »
    Zos wanted to make the class unique from the other classes. Further, there is nothing written that a necromancer requires permanent summons.

    You are not the only one who wanted permanent pets if that answers your question.

    Giving them a permanent pet ability would make them unique. Only Sorcerer and Warden have perma pets. Warden requires a ultimate though.

    Also its not written but necromancers from the Elder Scrolls almost ALWAYS have some sort of summon that follows them around. Though I get what you mean. Im trying to say it would fit more with their class and how they feel.

    No, it will made them similar instead of unique.
    In elder scrools necromancers dont have permanent undead followers. You reanimate the dead and after a while, they turn dust. Didn you played skyrim?

    I agree, Necromancer minions should be temporary... but there seems not to be ANY. The only minion I've got is the one that runs over and immediately explodes. There seems to be very little necromancy in the Necromancer class, at least so far.

    What I would have liked to see is the Necromancer being able to animate corpses around the field of battle, using his powers to extend their unlifespan somewhat... but they should disintegrate after a little while.
    Exploring Tamriel since 1994.
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