The TLDR is the title.
Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?
Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.
So each skill being able to use at least one corpse to get more powerful.
What do you guys think?
StormeReigns wrote: »Been recently thinking, that certain abilities should benefit directly from corpses.
Like Blastbones, use up to three corpses to summon up three of them.
Archer / mage / mender, use corpses to extend the duration of them (or summon up to three with half duration of the original).
As well like graveyard, placing it on top of three or more corpses, causes skeleton hands to graps and claw at those in it.
When using Tethers, it should auto focus on nearest corpse instead.
And colossal when used should have any remaining corpse with in 10m explode dealing an extra 6% in frost/disease damage.
Just my opinion though lol.
Donny_Vito wrote: »I like it in general, but then I really don't want to see 8 stam necros in a Vet Trial run again like it was after the character line came out. With so many necros and so many dead bodies on the ground, they'd just amplify each other. Unless your power is only amplified by the corpses that you make.
The TLDR is the title.
Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?
Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.
So each skill being able to use at least one corpse to get more powerful.
What do you guys think?
The TLDR is the title.
Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?
Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.
So each skill being able to use at least one corpse to get more powerful.
What do you guys think?
still waiting for Necros to be able to summon undead from corpses. Also for a tanking summon. I really love @StormeReigns's suggestion though. Especially being able to have multiple mages up and stuff.
Would really like to see a tanking summon added to the bone tyrant skill line though. Either a zombie, skeletal warrior, or a big-thick skeletal warrior with heavy armor and a dual wielded weapon.
The TLDR is the title.
Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?
Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.
So each skill being able to use at least one corpse to get more powerful.
What do you guys think?
still waiting for Necros to be able to summon undead from corpses. Also for a tanking summon. I really love @StormeReigns's suggestion though. Especially being able to have multiple mages up and stuff.
Would really like to see a tanking summon added to the bone tyrant skill line though. Either a zombie, skeletal warrior, or a big-thick skeletal warrior with heavy armor and a dual wielded weapon.
Kind of can with the right morph of the resurrection ultimate. Raises a number of blastbones with the number of bodies you use it on, maximum 3.
The TLDR is the title.
Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?
Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.
So each skill being able to use at least one corpse to get more powerful.
What do you guys think?
still waiting for Necros to be able to summon undead from corpses. Also for a tanking summon. I really love @StormeReigns's suggestion though. Especially being able to have multiple mages up and stuff.
Would really like to see a tanking summon added to the bone tyrant skill line though. Either a zombie, skeletal warrior, or a big-thick skeletal warrior with heavy armor and a dual wielded weapon.
Kind of can with the right morph of the resurrection ultimate. Raises a number of blastbones with the number of bodies you use it on, maximum 3.
Unfortunate that they're blastbones. For the ultimate cost, 3 blastbones is extreme garbage lol. NOW if it completely changed the skill to where instead of resurrecting players it summoned 2 skeletal warriors and 1 skeletal juggernaut for 30 seconds (think bigger skeleton with heavy armor and a 2 handed weapon where the skeletal warriors would be normal skeletons with sword/shield) I'd have literally 0 issue with it costing 325. I'd also not be advocating for more summons.
StormeReigns wrote: »Also. I am a firm believer, that necros should have rapid rot passive reworked to every 1 to 2 seconds in battle summon shambling zombie that lumbers forward to your target decays leaving behind a 8 x 6m trail of disease for 3 seconds on the ground dealing 2% of targets max health as damage.
Edit for clarity:
Rapid Rot (passive)
When in combat, every 2seconds (1 sec when capped at 2/2), a shambling zombie will crawl put of the ground to your aid and lumber forth towards your target. Leaving behind bile and disease in its trail. The zombies last 2 seconds before completely rotting away. All foes caught in the 6x8m path take 2% disease/frost damage of their max health for 3 seconds while in the desecrated area.
Zombies leave no corpse behind. Nor counted as Criminal act due to no evidence left behind.
Would be better if Animate Blastbones (morph of the Reanimate ult) would instead raise a skeleton warrior from each dead body to fight for you.
ReanimateCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Cost: 335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.
Renewing AnimationCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Cost: 335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5300 Magicka and Stamina for each ally you attempt to resurrect.
—————
New Effect: You restore Magicka and Stamina for each ally you attempt to resurrect.
Raise Undead ArmyCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Duration: 20 seconds
Cost: 200 Ultimate
Raise the dead around you, reanimating up to 12 Skeletal Warriors at the target location. Skeletal Warriors wield the weapons of their former bodies, and deal X Damage based on their weapon choice on striking enemies.
The undead last for 20 seconds or until killed.
—————
New Effect: Reduces the cost. Instead raises the dead to be your thralls, rather than resurrecting fallen allies.
Was kind of a letdown that our Necromancers could only summon a handful of undead allies but not actually raise the dead.
Would be better if Animate Blastbones (morph of the Reanimate ult) would instead raise a skeleton warrior from each dead body to fight for you.
ReanimateCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Cost: 335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.
Renewing AnimationCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Cost: 335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5300 Magicka and Stamina for each ally you attempt to resurrect.
—————
New Effect: You restore Magicka and Stamina for each ally you attempt to resurrect.
Raise Undead ArmyCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Duration: 20 seconds
Cost: 200 Ultimate
Raise the dead around you, reanimating up to 12 Skeletal Warriors at the target location. Skeletal Warriors wield the weapons of their former bodies, and deal X Damage based on their weapon choice on striking enemies.
The undead last for 20 seconds or until killed.
—————
New Effect: Reduces the cost. Instead raises the dead to be your thralls, rather than resurrecting fallen allies.
Was kind of a letdown that our Necromancers could only summon a handful of undead allies but not actually raise the dead.
The excuse for that was frame rate, right? Raising a zombie would hurt performance or something?
Would be better if Animate Blastbones (morph of the Reanimate ult) would instead raise a skeleton warrior from each dead body to fight for you.
ReanimateCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Cost: 335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.
Renewing AnimationCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Cost: 335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5300 Magicka and Stamina for each ally you attempt to resurrect.
—�—�—�—�—
New Effect: You restore Magicka and Stamina for each ally you attempt to resurrect.
Raise Undead ArmyCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Duration: 20 seconds
Cost: 200 Ultimate
Raise the dead around you, reanimating up to 12 Skeletal Warriors at the target location. Skeletal Warriors wield the weapons of their former bodies, and deal X Damage based on their weapon choice on striking enemies.
The undead last for 20 seconds or until killed.
—�—�—�—�—
New Effect: Reduces the cost. Instead raises the dead to be your thralls, rather than resurrecting fallen allies.
Was kind of a letdown that our Necromancers could only summon a handful of undead allies but not actually raise the dead.
SydneyGrey wrote: »I think the whole corpse concept is awful and I hate it.
There need to be fewer skills that utilize this, not more.
That Wouldn’t be a bad solution to the “Stalking Blastbones” morph.The TLDR is the title.
Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?
Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.
So each skill being able to use at least one corpse to get more powerful.
What do you guys think?
You are aware that animate Blastbones is dependent on your “Blastbones” skill in the grave lord skill line, for example, if you have the blighted Blastbones morph, they will be reanimated through animate Blastbones, same with the stalking Blastbones morph.Would be better if Animate Blastbones (morph of the Reanimate ult) would instead raise a skeleton warrior from each dead body to fight for you.
ReanimateCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Cost: 335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.
Renewing AnimationCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Cost: 335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5300 Magicka and Stamina for each ally you attempt to resurrect.
New Effect: You restore Magicka and Stamina for each ally you attempt to resurrect.
Raise Undead ArmyCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Duration: 20 seconds
Cost: 200 Ultimate
Raise the dead around you, reanimating up to 12 Skeletal Warriors at the target location. Skeletal Warriors wield the weapons of their former bodies, and deal X Damage based on their weapon choice on striking enemies.
The undead last for 20 seconds or until killed.
New Effect: Reduces the cost. Instead raises the dead to be your thralls, rather than resurrecting fallen allies.
Was kind of a letdown that our Necromancers could only summon a handful of undead allies but not actually raise the dead.
Skullstachio wrote: »That Wouldn’t be a bad solution to the “Stalking Blastbones” morph.The TLDR is the title.
Personally as a Necromancer player I feel like I should be driven away from the corpses by other players in pvp.
The reason for that, I mean from an ‘in world’ perspective, who would actually by mad enough to face a Necromancer in a graveyard?
Shouldn’t a Necromancer get more dangerous as the corpses mount up? I’m not saying all the skills can use ALL of the available bodies, that would get over powered, but if I raise a blastbones next to a fresh corpse I think it should have a bit nastier blast.
So each skill being able to use at least one corpse to get more powerful.
What do you guys think?
New Effect: Consumes a nearby Corpse to increase Blastbones Damage by 50%. that would definitely remedy the problem where the blastbones would “reliably” leap to the target and blow up before enough time has elapsed to get the maximum possible damage bonus.You are aware that animate Blastbones is dependent on your “Blastbones” skill in the grave lord skill line, for example, if you have the blighted Blastbones morph, they will be reanimated through animate Blastbones, same with the stalking Blastbones morph.Would be better if Animate Blastbones (morph of the Reanimate ult) would instead raise a skeleton warrior from each dead body to fight for you.
ReanimateCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Cost: 335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.
Renewing AnimationCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Cost: 335 Ultimate
Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore 5300 Magicka and Stamina for each ally you attempt to resurrect.
New Effect: You restore Magicka and Stamina for each ally you attempt to resurrect.
Raise Undead ArmyCast Time: Instant
Target: Ground
Range: 28 meters
Radius: 12 meters
Duration: 20 seconds
Cost: 200 Ultimate
Raise the dead around you, reanimating up to 12 Skeletal Warriors at the target location. Skeletal Warriors wield the weapons of their former bodies, and deal X Damage based on their weapon choice on striking enemies.
The undead last for 20 seconds or until killed.
New Effect: Reduces the cost. Instead raises the dead to be your thralls, rather than resurrecting fallen allies.
Was kind of a letdown that our Necromancers could only summon a handful of undead allies but not actually raise the dead.
But on the one hand though, the raise undead army thing could be seen as a potential effect for a Mythical item in the Greymoor chapter.
Mythic item:The Crown of Bones (Any weight.)Pretty good if I say so myself, plus it can tie in to the lore of coldharbour with the lost fleet that got swept away by the sea of ghosts and the admiral that got gifted a crown of bones designed for him to control the dead and those who would dare touch the cursed treasure.
- 1: Casting an Ultimate ability Reanimates one skeleton per 166 ultimate consumed to fight by your side for 22 seconds, The Skeleton(s) take 2 seconds to reanimate and deal [x] Physical damage or [x] Magic Damage to the nearest enemy every 1 second, the damage dealt is based on your highest offensive stats. Up to 3 skeletons can be summoned.
- 1: Adds an additional 4 seconds to your Skeletal Mage and Spirit Mender. Increases damage and healing done with your Necromancer abilities by 10%.
Bradyfjord wrote: »If they increase the benefits of corpses, they may end up having to nerf the baseline performance of these abilities. Just saying, with ZOS, it's worth being careful what you ask for in regards to buffs/nerfs.
Necromancer is the only class that totally underwhelmed me. Pretty much all the skills (leaving aside the ulti's) feel underpowered and I don't enjoy how tactically you have play this one to get any kind of performance from it (working out where there are skellies, using a rotation to create skellies, skills that heal or damage between you and a skellie so you have get you position right on the battlefield.....).
And the "pet" durations seems uber quick to me, having to be recast every seventh nanosecond. Why is that? My sorc pets stick around until killed..... heck, in a dungeon or trial they just stick around!
Nice idea, but not super well executed. I have yet to find anyone who genuinely enjoys playing Necro. Shame really.