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Unofficial Necromancer Feedback Thread

  • Fivefivesix
    Fivefivesix
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    My only gripes from a tanking aspect.

    Stam sustain does not seem good at all. I have been using stam pots more frequent and very often to try and stay on par with my DK. Running different sets could make up for this Im sure but in my opinion it shouldnt have to be that way.

    Tethering healing abilities is kind of weird and Im not really feeling it. Actually all the healing abilities in general feel weak. I have been using vigor instead of any of the class healing abilities.

    Other then that I have been really enjoying the class over all

    What does the rest of your build look like? The mortal coil is not really for heals, it is for the Stam return. Are you using the ghost? What race are you? My tank is always out of mag be Stam, even as a Breton, though I do have almost max block cost reduction, I do have a reduce Stam cost on my neck, that helps a ton.

    I may need to take a look at the morphs again for mortal coil. I have used the ghost before which is pretty decent. My race is orc and my current build is Green Pact/Spriggand and troll king. Sometimes swapping green pact out for ravanger. My base stam recovery is around 972 if Im remembering correctly which is kind of low but I like running more health regen builds.

    Green pact spriggans? You don't sound like a tank.

    Works great for me. I sit around 32k health and 32k stam.
    United we stand, divided we fall.
  • booksmcread
    booksmcread
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    1) Blastbones needs to work properly and consistently.
    2) Last I tested, Skeletal Arcanist was not being boosted by Thaurmaturge.
    3) Corpses need to last an additional two seconds.
    4) Minor Protection buff from Totem needs to persist for X number of seconds after you or allies leave the area effect. You currently only get the buff for standing inside the totem.
    5) Grave Grasp is was too slow. By the time the animation finishes, the mobs or players you were trying to hit with it are gone. It should be instant, like Encase.
    6) Render Flesh heals for 16% (on average) less than other class single target burst heal abilities.
    7) Restoring Tether is far to weak for the cost and requiring a corpse. Targeting a corpse with this ability is way too finicky and inconsistent.
    8) One morph of Reanimate should be a healing ultimate while the other should retain the rez function.
  • Mojomonkeyman
    Mojomonkeyman
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    1) Blastbones needs to work properly and consistently.
    2) Last I tested, Skeletal Arcanist was not being boosted by Thaurmaturge.
    3) Corpses need to last an additional two seconds.
    4) Minor Protection buff from Totem needs to persist for X number of seconds after you or allies leave the area effect. You currently only get the buff for standing inside the totem.
    5) Grave Grasp is was too slow. By the time the animation finishes, the mobs or players you were trying to hit with it are gone. It should be instant, like Encase.
    6) Render Flesh heals for 16% (on average) less than other class single target burst heal abilities.
    7) Restoring Tether is far to weak for the cost and requiring a corpse. Targeting a corpse with this ability is way too finicky and inconsistent.
    8) One morph of Reanimate should be a healing ultimate while the other should retain the rez function.

    Good list for starters. The only point I'm not sure about is 6), the almost guaranteed low HP crit heals are kinda making up for it. Apart from that I support your points 100%.
    Koma Grey, Chocolate Thunder, Little Mojo, Dagoth Mojo & Mojomancy
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    My only gripes from a tanking aspect.

    Stam sustain does not seem good at all. I have been using stam pots more frequent and very often to try and stay on par with my DK. Running different sets could make up for this Im sure but in my opinion it shouldnt have to be that way.

    Tethering healing abilities is kind of weird and Im not really feeling it. Actually all the healing abilities in general feel weak. I have been using vigor instead of any of the class healing abilities.

    Other then that I have been really enjoying the class over all

    What does the rest of your build look like? The mortal coil is not really for heals, it is for the Stam return. Are you using the ghost? What race are you? My tank is always out of mag be Stam, even as a Breton, though I do have almost max block cost reduction, I do have a reduce Stam cost on my neck, that helps a ton.

    I may need to take a look at the morphs again for mortal coil. I have used the ghost before which is pretty decent. My race is orc and my current build is Green Pact/Spriggand and troll king. Sometimes swapping green pact out for ravanger. My base stam recovery is around 972 if Im remembering correctly which is kind of low but I like running more health regen builds.

    Green pact spriggans? You don't sound like a tank.

    Works great for me. I sit around 32k health and 32k stam.

    What do you bars look like? Are you running a staff back bar?
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    I have basically leveled my StamCro to 50, gone to PVP for Caltrops, and spent one evening beating on a dummy. Far and away my biggest pain points were PVP related. Necro seems to have it much worse than other classes in a high lag environment. Blastbones is essentially useless as far as I can tell.
    Edited by Oreyn_Bearclaw on June 6, 2019 5:58PM
  • Mickydanz
    Mickydanz
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    This class is amazing in PVE when the mobs barely move however, for PVP everything feels clunky. I have been trying to make stamcro work on similar build's I would run on other stam toons and sustain is absolute garbage, even with the skeleton pet active. I have found myself using battlefield acrobat + bone pirate and still be out of stamina.

    I can see two combo's that might work for PVP in a medium armour build

    1-be on the back foot with 2+ people chasing you around a corner drop a fear totem - drop a Goliath - spam aoes
    2-be ranged summon blast bones - poison inject - draining shot - gap closer - ultimate that has burst

    I don't know, maybe the class will get some changes
    Cropsford Mayor
  • Fata1moose
    Fata1moose
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    Just cross posting this:

    I'm enjoying the Necromancer class so far, although I feel one area that could see serious improvement is the feeling of summoning an army of undead. Right now, it's typical as a magicka DPS to only have two undead out at a time the skeletal mage and blast bones. Since blastbones is a burst attack the majority of the time you only have one undead minion out at a time this does not invoke the feeling of controlling a horde of undead. My suggestion for improvement isn't persistent summons but the following:

    1. Change blast bones to three skeletons that charge an enemy. They might be three models but act as one unit staying consistent damage and behavior wise with the current blastbones, or they could make it so they're three separate units. So say there's something like trap beast out, one skeleton gets snared while the other two charge, mitigating 1/3 damage. There's some interesting gameplay implications if you make it three units that act individually, but if it's something that you find yourself hung up on just think of it as one unit that acts as blast bones does now (minus the bugged part). Not only would this help make you feel like you were controlling more minions at a time, it would also help easily distinguish blast bones from skeletal mages or even enemies skeletons at any given moment.

    2. Change boneyard: Replace the gravestones with zombie hands or even zombies crawling up from beneath the ground while retaining the cold whirlwind to represent the AoE bounds. The grave stones seem out of place and typically bugged with gravestones floating in mid air. While arms coming out of the dirt aren't an actual unit, but an aoe it gives off the feeling that you're summoning more pets.
    Edited by Fata1moose on June 6, 2019 7:29PM
  • Tasear
    Tasear
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    1) Blastbones needs to work properly and consistently.
    2) Last I tested, Skeletal Arcanist was not being boosted by Thaurmaturge.
    3) Corpses need to last an additional two seconds.
    4) Minor Protection buff from Totem needs to persist for X number of seconds after you or allies leave the area effect. You currently only get the buff for standing inside the totem.
    5) Grave Grasp is was too slow. By the time the animation finishes, the mobs or players you were trying to hit with it are gone. It should be instant, like Encase.
    6) Render Flesh heals for 16% (on average) less than other class single target burst heal abilities.
    7) Restoring Tether is far to weak for the cost and requiring a corpse. Targeting a corpse with this ability is way too finicky and inconsistent.
    8) One morph of Reanimate should be a healing ultimate while the other should retain the rez function.

    Good list but just rezzing allies is not enough. There should be option with enemy corpses to assist allies so there's usage even if no Ally dies.
  • leokafilyeb17_ESO
    leokafilyeb17_ESO
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    I finally gave up on my 50 magicka necromancer last night after running into 2 dungeons which had boths that were not 'reachable' by my blastbones (the orb boss in wrathstone in particular) it tanked my dps, I felt like I was dragging my team down and yeah...just, it's not fair and it's not fun, I guess necromancer is just never going to excel in a dps role.
  • RajinPVP
    RajinPVP
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    Blastbones is terrible... sometimes it just follows the target and wont explode. Some instant cast skill cant be animation cancelled by dodge roll or weapon swap. Tbh.. once they “Fix” the goliath bash.. the necro class will just be straight up garbo of a class but if you like the support play style then maybe just maybe i would say necro is a decent support class.
  • Grandma
    Grandma
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    Major vuln makes necro faaaar too strong in any raid environment. I love it though. Stamdps is a bit overtuned and doing far too much damage, but if it's a choice between this or stamblade i'll take this any day. Magcro needs some tuning wiht blastbones particularly and some weaving issues. Healcro is underwhelming as far as the resurrection ult being useless if you're a good healer. Otherwise i love the minor vuln on totem, it could last to be a liiiitle bit longer though. I would basically just like something to replace IA. if totem could effectively replace IA i'd never stop playing necro. unfortunately it's not ranged and as fast to apply, so... anyways, as healcro you're better off using colossus for major vuln rather than resurrect because nobdy will die. and then wouldn't you rather be using warhorn? in 4 man content though warhorn isn't as amazing so i could see using the flesh atro being a bit more viable. Haven't gotten to tankcro much but it looks pretty dang fun.

    my main criticism boiled down:

    1) obligatory "fix blastbones"

    2) make healcro feel a little more useful rather than reactive to poor gameplay, unless the intent was to make a beginner healer class that is designed to cover up screwups

    3) flesh atro needs to be looked at imo for organized raids, but still not punish lower tiers. Maybe make it so the major vuln can't be applied to an enemy more than 3 times every 10 seconds (so optimized raids are forced to spread them apart and have some downtime during execute)

    4) fix necrotic potency bug. eating your own stuff (ghost, bone armor) does NOT give you ultigen, but does let you use things like life amid death. so what's it supposed to be? i can't be expected to memorize and somehow prioritize which corpses are from which abilities and enemies and somehow hope it eats the right one in a giant aoe.
    GH / 3/04/2021 / Elemental Catalyst Necromancer
  • FrancisCrawford
    FrancisCrawford
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    Tasear wrote: »
    katorga wrote: »
    I'm 50 now, and came back after about a 14 month absence to play the class. PVE is OK, once you get into the corpse flow you can do some decent damage at least for the DLC dungeons I've been doing to level undaunted. I've done magicka heals, magicka dps, tank, and stam dps. Tank and stam work best.

    Problems:

    1. blastbones, obviously, has all sorts of issues. The only burst skill that you can CC, kill or just outrun. At least it needs to inherit the immunity status of the caster. If it is going to stay like it is, it needs to do at least double the damage to be worth the risk of failure when casting.
    2. siphon targeting is wonky. It doesn't always find the right corpse. It doesn't always hit a boss even when the corpse is perfectly placed.
    3. You can LOS your own heals. The healing pet starts healing after a 2 second delay, and sometimes it doesn't heal at all.
    4. It would probably be OP in pvp, but the summoning armor needs a lower cooldown for pve.
    5. the class is barely functional as a healer. Essentially a sorc healer with a much much worse healing pet.
    6. Great passives, bad skills.

    I am gald I am not only who felt it was similar to Sorc Healer. 🤣 Even has more situational ultimate. Really ultimate just leaves you thinking about pet instead of nercomancer feeling.

    I like Necrotic Potency, although it always leaves me running a bit behind the group I'm healing. And I put the healing pet out, because ... why not? But basically the necro healer I'm leveling isn't doing anything with necro-specific healing or support skills.
  • Palidon
    Palidon
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    What I have read in this thread and numerous others about Necormancers is ZOS as usual released content that was not ready to be released. All the issues reported here were also reported during PTS testing yet again the expansion was released before fixing any of them. Now it will take months if they even get fixed. You must understand that ZOS continually releases buggy content and those bugs just stack on top of each other creating a fix it mess.
  • Mitaka211
    Mitaka211
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    I just have to say, that going stamina necromancer can give you really good performance in pvp. Yes the class is still buggy but the things you can pull of with it, oh boy. Even with all the bugs it's like top tier to me.
    Today i realized i am no longer having fun playing my stamplar , so sad but true :D
  • veil_
    veil_
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    Nord stamcro here, played it rigorously in bg's and pve, undaunted 7 right now.

    First off, some abilites have rather short duration (skellie archer, spirit mender etc)
    Would like to see longer duration.

    Sustain is the one issue i have with stamcro, even with a archer/mender up for 200 stam regen, its negated by the short durations of abilites

    blastbones need a fix obviously, both damage and AI wise.

  • satanio
    satanio
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    Im satisfied with stam necro. Both, Bow/Bow and dw/Bow is usable, tanking vet dungeons with no problems as expected. PvP, so far, i have tried spin2win and it has worked.

    Blastbones is doing weird things sometimes.
    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
    RIP
  • Joxer61
    Joxer61
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    Im lovin ? my Magcro but.....but.....

    I shouldnt have to have a but.
  • katorga
    katorga
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    I finally gave up on my 50 magicka necromancer last night after running into 2 dungeons which had boths that were not 'reachable' by my blastbones (the orb boss in wrathstone in particular) it tanked my dps, I felt like I was dragging my team down and yeah...just, it's not fair and it's not fun, I guess necromancer is just never going to excel in a dps role.

    If you can't get the blast bones to the boss, no corpse, then no tether. So even more dps loss.

    The split seconds it takes to verify corpse location to insure you don't waste a tether cast is enough to blow your rotation out.

    The class is a bust so far. I'm still working on a pure weapon skill build, with the minimum necro abilities to trigger the necessary passives. Not sure it is going to work.
  • phaneub17_ESO
    phaneub17_ESO
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    I've grown tired of Criminal Act, sometimes just walking into range of NPCs while my Skeleton or Ghost is out is giving me bounties and its pissing me off. I decided to stop using them completely on all 3 Necromancers.
  • Rmmorang2134
    Rmmorang2134
    Soul Shriven
    only gripe i have is that blastbones is a buggy mess that can move like it is suppose to or slow down to a crawl which completely messes with the rotation. the tethers could use a look at. as sometimes it connects to the wrong corpse or just doesn't read one in front of it i would rather it connect a corpse and the target together. as this would help fix the placement issue. it would also allow you to connect a corpse that is not melee range of the target, making it actually useful in PVP

    idk how to fix blastbones. pathfinding has never been the greatest for pets in any MMO i have played. better off just having it spawn then immediately jump at the target and getting rid of issue all together.

  • Mesoz
    Mesoz
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    only gripe i have is that blastbones is a buggy mess that can move like it is suppose to or slow down to a crawl which completely messes with the rotation. the tethers could use a look at. as sometimes it connects to the wrong corpse or just doesn't read one in front of it i would rather it connect a corpse and the target together. as this would help fix the placement issue. it would also allow you to connect a corpse that is not melee range of the target, making it actually useful in PVP

    idk how to fix blastbones. pathfinding has never been the greatest for pets in any MMO i have played. better off just having it spawn then immediately jump at the target and getting rid of issue all together.

    Ohhhh i really like the idea of having the tether's connect to a target you are targeting, especially for the siphons. And for the heal teather have it work that way to, and if no target this it will attach to yourself like normal.

    And yeah for blast bones it really just needs to instant leap after the summon, no other way to make it actually work, if they don't then pathing and everything will always be an issue with it. And it would make it viable to use from range as mag as well.
  • Hotdog_23
    Hotdog_23
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    Only did stamina version so far, my thoughts as a console player with limited time.

    Pestilent Colossus – a great ultimate

    Venom Skull – decent spammable, wish it traveled a little faster. Nice to see it have a 28 meter range as well. Wish it would keep account of the skills in the icon and not moving with the buffs.

    Blastbones – Remove the target requirement to cast would help a lot I think. Plus let us cast every 2.5 seconds even if the first is has not hit yet. Max 2 at the same time available to be up. I think this would help in a ranged situation.

    Boneyard – just does cast sometimes. Hard to evaluate because of that. Been playing with both morphs no opinion yet.

    Skeletal Archer – Seems good compared to other pets. Wish it would last longer than 16 seconds if you are in battle like double to 32 seconds. I like how it does not stay alive all the time like sorc pets and warden’s bear.

    Makes me really wish they would remove the cast times for other pets and make then similar to necro pets. This would be such a wonder quality of life change for everyone.

    Siphon – Does good damage my only issue with it is targeting sometimes. Wish it self-target I believe this would make it easier to use.


    Bone Goliath Transformation – Fun ultimate to play PVP or solo.

    Ruinous Scythe – I really like this skill for solo play. Again wish it would keep account of the skills in the icon and not moving with the buffs.

    Bone Armor – Nice skill

    Bitter Harvest – Played around with both morphs. Still sore that Templar lost its major protection and Necro’s can get it so easily. Love the ultimate generation, haven’t played as a tank yet but this should be a nice skill for tanks.

    Bone Totem and Grave Grasp – Not really played around too much with those yet so no opinion.


    Reanimate – I must admit I have not used this yet. Seems great on paper but very situational. Needs some passive for slotting it otherwise why would you? Maybe I just need to try it.

    Render Flesh – As a stamina character no use at all.

    Expunge – Something different to remove negative. Personally never would use it but it’s there if I would want to use it.

    Life amid Death – same as Render Flesh.

    Spirit Mender – Tried to it, Ok but has nothing over vigor except it uses magic vs. stamina but the heal is not as good either.
    Restoring Tether – Decent skill wish it would restore more stamina for the number of corpses on the ground. The heal is also a nice side benefit.
    Edited by Hotdog_23 on June 7, 2019 6:39AM
  • Neloth
    Neloth
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    1) Blastbones in PvP are barely usefull. They can be killed, CCed, snared, blocked, or just can’t reach the target since they have terrible AI or warden bear. Need fix or complete rework ASAP.

    2) mag necro does not have other reliable dmg skills for PvP. Scull is a generic spammable, tether can’t be used in PvP in environment, the frost AoE is purely a PvE skill (however a good one). Give necro a single target dot, like cripple or fetcher infections to pressure the opponent. Since magcro is a copy of magden, I see no reason why it shouldn’t have a dot when warden has. Just insert it in place of tether - and both PvPers and PvErs will be happy.

    3) Again, remove tether. It’s too clunky to use outside of target dummy parses. Have you designed the class around dummy parses, ZoS?

    4) 2s delay on fear totem makes it useless. Remove a delay at least on one of the morphs... (number of targets affected may need to be adjusted)

    5) both single target HoTs (spirit and siphon) can be LoSed, lol. Sometimes spirit never heals you even in the field without any obstacles. Just fix it.

    6) skeleton mage has very low dmg. Moreover, it doesn’t attack the target you need - it usually focuses pets, engine guardians, and tanky stam players which come close to you. It needs better dmg, and it needs be able to change target with heavy or light attack indication.

    7) Same with blastbones - they need to run to the target which you heavy attack, imho. Imagine a situation when you fight a pet sorc, cast blastbones, but instead of the sorc they start chaising his stupid bird, just to make that pathetic 0.25x dmg, if they ever reach the target, of course
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    i was thinking,m what about making the tether abilities free? both the heal one and the damage one, they already have a pretty high cost of needing a corpse. and you can lose the tether really easy.
  • esocrafter86
    esocrafter86
    Soul Shriven
    oAVnfSz.jpg
  • Tasear
    Tasear
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    oAVnfSz.jpg

    It's in autocorrect...but fixing your pain point now..😒
  • booksmcread
    booksmcread
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    1) Blastbones needs to work properly and consistently.
    2) Last I tested, Skeletal Arcanist was not being boosted by Thaurmaturge.
    3) Corpses need to last an additional two seconds.
    4) Minor Protection buff from Totem needs to persist for X number of seconds after you or allies leave the area effect. You currently only get the buff for standing inside the totem.
    5) Grave Grasp is was too slow. By the time the animation finishes, the mobs or players you were trying to hit with it are gone. It should be instant, like Encase.
    6) Render Flesh heals for 16% (on average) less than other class single target burst heal abilities.
    7) Restoring Tether is far to weak for the cost and requiring a corpse. Targeting a corpse with this ability is way too finicky and inconsistent.
    8) One morph of Reanimate should be a healing ultimate while the other should retain the rez function.

    Good list for starters. The only point I'm not sure about is 6), the almost guaranteed low HP crit heals are kinda making up for it. Apart from that I support your points 100%.

    Even with the crit heal passive, it's still healing for less than healthy offering, honor the dead, twilight matriarch, and bursting vines. It just needs a small boost to put it on par with the other class single target burst heals.
  • Tasear
    Tasear
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    1) Blastbones needs to work properly and consistently.
    2) Last I tested, Skeletal Arcanist was not being boosted by Thaurmaturge.
    3) Corpses need to last an additional two seconds.
    4) Minor Protection buff from Totem needs to persist for X number of seconds after you or allies leave the area effect. You currently only get the buff for standing inside the totem.
    5) Grave Grasp is was too slow. By the time the animation finishes, the mobs or players you were trying to hit with it are gone. It should be instant, like Encase.
    6) Render Flesh heals for 16% (on average) less than other class single target burst heal abilities.
    7) Restoring Tether is far to weak for the cost and requiring a corpse. Targeting a corpse with this ability is way too finicky and inconsistent.
    8) One morph of Reanimate should be a healing ultimate while the other should retain the rez function.

    Good list for starters. The only point I'm not sure about is 6), the almost guaranteed low HP crit heals are kinda making up for it. Apart from that I support your points 100%.

    Even with the crit heal passive, it's still healing for less than healthy offering, honor the dead, twilight matriarch, and bursting vines. It just needs a small boost to put it on par with the other class single target burst heals.

    Also other classes have major mending or other healing passives that make the difference even stronger.
  • iCaliban
    iCaliban
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    Mag necro does everything worse than stam necro from a pve dps perspective. On top of this, mag necro utilizes a blue version of the exact same skills. No identity, no power, a complete let down of a class.
  • Tasear
    Tasear
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    iCaliban wrote: »
    Mag necro does everything worse than stam necro from a pve dps perspective. On top of this, mag necro utilizes a blue version of the exact same skills. No identity, no power, a complete let down of a class.

    What does it do worst exactly?
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