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Necromancer: how to handle corpses?

Seraphayel
Seraphayel
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The title says pretty much all I wanted to ask. I just started playing Elsweyr some days ago and created a Necromancer. I am totally confused by the Corpse mechanic. Not only are the sources for artificially generated corpses very sparse, the entire thing feels super clunky and due to a missing indicator or counter or whatever I have absolutely no idea how many corpses I have available (if at all). So many skills get improved by corpses yet the amount of corpses I generate is rather small - is there a trick on how to deal with this? I mean sure in dungeons where a ton of mobs die fast you will have corpses en masse but besides that?
PS5
EU
Aldmeri Dominion
- Khajiit Arcanist -
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    If you are a dps or healer, don't really worry about it. Tankcers are really the only ones that benefit from artificial corpse making. The ulti gained from necrotic potency is what makes them special and is mostly from the armor buff and the healing ghost, also the only way tankcers have to regain Stam is from restoring tether, so it is important to have it up.

    But if you do worry about it, the fastest way to generate corpses as a necro is intensive mender, you can get a corpse every 4 seconds, as when you recast a skill that generates corpses, it still provides a corpse, given that at least half the length of the spell has elapsed. Meaning that since the intensive mender has a skill length of 8 seconds, you can recast the skill after 4 seconds to get a corpse. Again, this really is only useful on a tankcer, healers and DPS, especially Stam dps, don't have to worry about it. Mean outside of the detonating siphon/mystic siphon but blastbones ought to be covering you there.
  • KurikaraBlade
    KurikaraBlade
    Soul Shriven
    But if you do worry about it, the fastest way to generate corpses as a necro is intensive mender, you can get a corpse every 4 seconds, as when you recast a skill that generates corpses, it still provides a corpse, given that at least half the length of the spell has elapsed. Meaning that since the intensive mender has a skill length of 8 seconds, you can recast the skill after 4 seconds to get a corpse. Again, this really is only useful on a tankcer, healers and DPS, especially Stam dps, don't have to worry about it. Mean outside of the detonating siphon/mystic siphon but blastbones ought to be covering you there.

    Yeah, good point. I did some leveling on my necro yesterday and it did seem a little clunky since you need the corpse in the right spot. If you can use blastbones in your rotation often you should have a nice corpse in the area for skills like detonating siphon or restoring tether (incl. it's morphs).
  • robertbmilesb14_ESO
    When healing I have Blastbones to make a corpse (MP, some damage, and a way to use the AoE heal/Purge).

    I use my Skel sorc and the healing pet too. When you get into the swing of it, you'll figure out when you summon another and when they'll turn in to a corpse.

    Also I use Bone Armour to do just this as well.

    That's 4 sources for myself. I rarely have a problem. Though I have grouped with other necromancer healers who do not...

    I use this for DPS too just not as managed because I mainly use Necro Pot as DPS.

    People are complaining about BB but I just haven't found that problem yet, I'll just consider myself lucky.
  • Grianasteri
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    Seraphayel wrote: »
    The title says pretty much all I wanted to ask. I just started playing Elsweyr some days ago and created a Necromancer. I am totally confused by the Corpse mechanic. Not only are the sources for artificially generated corpses very sparse, the entire thing feels super clunky and due to a missing indicator or counter or whatever I have absolutely no idea how many corpses I have available (if at all). So many skills get improved by corpses yet the amount of corpses I generate is rather small - is there a trick on how to deal with this? I mean sure in dungeons where a ton of mobs die fast you will have corpses en masse but besides that?

    This is in part intentional, the Necomincer class is clearly more complex and challenging than most of the others in terms of their usability, the build and rotations required to be effective.

    This is in and of itself, why there are so many rather misguided people complaining so much about it. Which is a shame because there are absolutely tons of people enjoying it immensely, like me. And silly criticism drowns out constructive feedback.

    The main sources of self sustained corpses are, Spirit Guardian/Skeletal mage, Bones Armour and Blastbones. All of these skills create a corpse when they expire, however they expire. Importantly, note that after each of Spirit/skeletal and Armour is halfway through their duration, you can recast the skill to create a corpse. Blasbones is simpler to use in some ways, but a bit clunky to work into a rotation. You need to get used to firing it off in every rotation. These are the dynamics you need to get used to and which many are struggling with I think.

    The next part to come to terms with and get used to, is using your skills that need buffed after the creation of a corpse. I have no trouble at all identifying corpses on the battle field or if I have created a corpse myself. There is a huge glowing aura from them. (note that for me, I think self created corpses need to last about twice as long, devs please ;)

    So as an example consider this... Blastbones, LA, Bone Armour, LA, Wall of elements/Endless hail, LA, Boneyard - buffed by corpse.

    Those skills after Blastbones can be whichever you prefer for your rotation and situation. You can also use Boneyard earlier in the rotation if you prefer, if the corpse is created earlier.

    In this way the rotation becomes somewhat fluid. Im not thinking about oh have I got a corpse. I know I have.
    Edited by Grianasteri on June 14, 2019 9:49AM
  • Iskiab
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    What I do: generate the most corpses possible as fast as possible. Then not worry about tracking the corpses, I focus on playing assuming corpses will be up.
    Edited by Iskiab on June 14, 2019 11:22AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Seraphayel
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    So do I understand this right, it’s actually not enough to create corpses that last somewhat like 2 seconds but to improve your skills you must actually target the corpse with your skill (like Graveyard needs to be placed around the corpse to get its buff) - is this the case for every skill?

    I mean the mechanic itself is interesting but how can you butcher a class with such a clunky mechanic: short duration, no UI indicator, only few ways to generate them, can’t generate them directly on purpose - I mean did any of the devs actually try this mechanic under live circumstances?
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Iskiab
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    Seraphayel wrote: »
    So do I understand this right, it’s actually not enough to create corpses that last somewhat like 2 seconds but to improve your skills you must actually target the corpse with your skill (like Graveyard needs to be placed around the corpse to get its buff) - is this the case for every skill?

    I mean the mechanic itself is interesting but how can you butcher a class with such a clunky mechanic: short duration, no UI indicator, only few ways to generate them, can’t generate them directly on purpose - I mean did any of the devs actually try this mechanic under live circumstances?

    There is a UI indicator. The ability that generates ultimate when you consume a corpse lights up when a corpse is available.

    I haven’t figured out a way to know where the corpse is, but that one’s onmidirectional so it doesn’t really matter. For the tethers it’s best to use blastbones.

    I don’t think Necro’s that bad contrary to other’s opinions. Is just little tweaks that are needed:
    - bashing ultimate nerfed into oblivion
    - blast bones hit more consistently
    - increase the size of ground effects maybe or make effects persist after people leave the area
    - bring up magnecro dps a bit
    Edited by Iskiab on June 15, 2019 12:30PM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Xerikten
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    can other necros use your corpses? this appears to be the case when fighting dragons every once in a while.
  • satanio
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    Xerikten wrote: »
    can other necros use your corpses? this appears to be the case when fighting dragons every once in a while.

    I think that you can use same npc corpse, but cannot use corpses made out of other necromancer minions.
    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
  • Seraphayel
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    What I find really strange is that there’s absolutely no description in game for the entire corpse mechanic. It’s all very vague and I don’t even know which skill requires me to be cast directly on the corpse, where I need to face the corpse etc. It’s just there and you might never know before testing. And even then you can’t be sure, maybe it’s a bug.

    I really wish there would be a skill that directly lets you spawn a corpse and costs health like the purge. So we could trigger corpse enhanced skills at will but risk our own life so it’s a risky mechanic but worth it when you know what to do.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Tasear
    Tasear
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    Seraphayel wrote: »
    So do I understand this right, it’s actually not enough to create corpses that last somewhat like 2 seconds but to improve your skills you must actually target the corpse with your skill (like Graveyard needs to be placed around the corpse to get its buff) - is this the case for every skill?

    I mean the mechanic itself is interesting but how can you butcher a class with such a clunky mechanic: short duration, no UI indicator, only few ways to generate them, can’t generate them directly on purpose - I mean did any of the devs actually try this mechanic under live circumstances?

    One of current class respond somewhere about this. They simply could not increase duration on technical level.
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