Hey all. I've been wanting to make a post in detail for a while now talking about some changes that could be made to necromancer to make it fit more in line with what many of us expected from a Necromancer class in ESO.
These suggestions have taken a bit of inspiration from what class rep
@CAB_Life said in his video talking about this very same thing. This is the video for those interested:
https://www.youtube.com/watch?v=1S8GqQz6ZB4
The goal of these changes will be to keep the same kinda options necromancers currently have (magicka dps, stam tank, healer, etc), but also provide more of a 'necromancy' feel instead of looking like a cheap knock-off that you'd buy from a Halloween store or a re-skin of the sorcerer. It should add a lot to the fantasy whilst keeping everything people presently like about it intact as well as providing those that think it could fit the fantasy better a solution. It's a win-win and makes the class more unique. Also worth noting in the video mentioned above the class is supposed to be an "
AREA DENIAL/CONTROL" class. With these changes, it'd make controlling areas way easier through the use of undead minions and auras!
GraveLord: this skill line is the one that needs the most work, IMO. As the very description of the skill line is 'summoning hordes of undead' meanwhile it only gives you 1 'summon' that doesn't immediately suicide. Doesn't really sound like a horde to me. But thankfully, I've thought of a way to update the skill line whilst keeping the dev's core concept AND providing more corpse interaction.
ULT Frozen Colossus: Keep this ability more or less the same, maybe nerf the damage a tiny bit to compensate for this change, but I think it'd be a nice flavorful thing. In both morphs and the base ability, enemies KILLED by this ultimate should raise as basic zombies for 20 seconds that follow the necromancer and act as normal temporary summons, attacking the closest target. Could summon different types of zombies depending upon ult. The
Glacial Morph could summon frozen corpse zombies that slow on hit, thus allowing your minions to swarm easier. Where the
Pestilent morph zombies could apply a small poison DoT when they melee attack. Pretty simple change, but adds a lot of flavor. Zombies can be killed and do drop as corpses.
SKILL #1 Flame Skull: This skill is fine and I actually quite like it. Only thing I'd do is maybe up the bounce of the Ricochet Skull up from 2 times to 4 times and make it able to bounce between the two same enemies.
SKILL #2 Blast Bones: Skill is fine, but at the moment the Magicka morph does literally nothing since it no longer runs after the target. My proposed idea is this: Make
Stalking Blastbones into '
Swarming Blastbones', instead of summoning 1 blastbones you instead summon 3 in a line beside one another. They'd move slower to compensate for the extra damage and to give more reaction time and outplay potential from the enemy. Creates 3 corpses (great corpse generator). If 3 is too much, could always move down to 2. I think this would be a great fix for this broken morph that again, literally does not work because it's bugged. Stam morph stays same.
SKILL #3 Boneyard: Firstly, completely remove the gravestones from the skill. It looks cheesy and stupid. What am I, a geomancer? Why can I summon tombstones? Literally could just keep the frosted desecrated ground effect plus the swirly mist on the inside and it'd look fine. A new effect for the Base skill would be: empowers undead minions that fight whilst in the zone. Gives them a minor resistance and damage buff.
Avid Boneyard would stay the same.
Unnerving Boneyard though? Completely remove major breach (or reduce it to minor breach) and add in the option to where it can consume up to two corpses to summon to skeletal warriors (basic skeletons with shortswords and shields). Keep the original effect where if a corpse is consumed in this way then the skill does 50% more damage. Skeletal Warriors can be killed and drop corpses.
Skill #4 Skeletal mage: Stays exactly the same, skill is good. Except add in an option to tap the skill again once summoned to get the archer/mage to focus on the target you're aiming at. Small little QoL change. Cannot be targeted, etc, and still drops corpses.
Skill #5 Shocking Siphon: Base skill stays exactly the same, tethers onto a dead corpse. However with the morph options:
Mystical Siphon now raises the corpse as a fast and agile skeleton with no weapons or armor. You slowly siphon away the skeleton's HP as it runs towards the closest enemy (can be re-targeted to who you're looking at by tapping the skill again). It does weak swipe attacks while radiating the shocking Aura of damage, effectively bringing the damage to your enemies and allowing you to re-position with it better.
Detonating siphon now raises a slow moving, but way tankier zombie whose sickly disease-based AURA deals more damage (due to it having more hp) and at the end of the duration or when the zombie dies it explodes in a cloud of burst poison/disease damage. The zombie also weakly swipes at the target you command it to go to. Skeleton and zombie can be killed. Does not drop corpses upon death since they were siphoned away.
Gravelord passives: Re-useable parts now works on ALL gravelord abilities except Ultimate and flame skull, since all abilities now use corpses in someway to summon undead. Rapid Rot now increases the damage of your pets by 15% as well.
WEW. Okay that was a lot. I promise Gravelord was the most in-depth one that needed a bit of flavor, the other two skill lines should be easier to explain.
Bone TyrantULT Bone Goliath Transformation: In wake of the Blood Scion ult being super similar to this ultimate, I figured it could use a bit of flavor to make it stand out more as an ultimate. I propose this pretty drastic change: Combine both
Pummeling goliath and ravenous goliath into 1 morph. Lessen the effect of both, and make it to where the damage scales off of your highest resource. THE BASE ABILITY stays exactly the same. Now for the new Morph:
Summon Bone Colossus. Summon a 30-60k HP (or somewhere in between, don't know what sounds balanced) colossus that works exactly how a bone colossus would you'd come across in a dungeon. It lasts for 30 seconds or until killed, has AoE attacks and can summon 3 skeleton minions of its own upon reaching half HP (only once) that drop corpses upon death. Can be re-directed to different targets with tapping R again. This new morph would raise the ult cost up to 300 from 250 and it would allow you to still gain ultimate while the summon is active. If you somehow get enough ult to summon another one during this time, you can only have a max of 1 colossus active for balance sake.
Skill #1 Death Scythe: Skill is okay, but completely change the animation and visuals. Make it more like how this skill was in the concept-design: A quick life drain/siphon that you didn't need to channel. Re-flavor around the text to where instead of healing for the first enemy hit, make it a direct life-steal ability that heals for the damage it deals. Could also make it an AoE heal that lashes out and attaches to nearby enemies.
Skill #2 Bone Armor: Keep exactly the same, except for an addition to
Summoners Armor: This skill now effects ALL summoning skills, including ultimates. Also radiate an empowering aura that makes minions near you tankier and attack quicker. No direct damage buffs.
Skill #3 Bitter Harvest: Exactly the same, quite possibly my favorite skill. QoL change though: Have it work on ALL nearby corpses so you dont have to rapidly re-cast it.
Skill #4 Bone Totem: Works exactly the same, except now it gives your minions minor protection too.
Skill #5 Grave Grasp: Completely rework this skill whilst keeping the thematic. Make it work like how the grave-grasp pit skill in Elden Hallow 1 final boss works. Presently it is one of *THE* most useless skills in the entire game. Have never ever seen it used ever. New base description: Summon one large pit of grasping skeletal claws from the ground for 10 seconds, snaring enemies by 50% for 10 seconds and inflicting minor Maim for 10 seconds. Upon standing in the pit for 3 seconds, get stunned and pulled into the ground that requires it to be broken or you will be there till the spell ends. (targets affected by this stun cant be immediately affected after like most CC in the game). New morph:
Eternity's Grasp: Increase the size of the pit by double and now snare enemies by 80% when trying to walk through it and double the duration of the skill up to 20 seconds. New morph:
Unwelcomed Grasp: After the duration ends, skeletal minions with no armor or weapons crawl their way out of the ground equal to the amount of enemies that got dragged down by the spell. They attack the nearest enemies and cannot be directed. They last for 18 seconds and can be killed. Does drop corpses.
Bone Tyrant Passives:
Last gasp: Now increases health of all summons by 1250.
Disdain harm: Now reduces damage your minions take from damage over time abilities AND AoEs by 15% while a bone tyrant ability is active.
ALRIGHTY. If you've made it this far, thank you so much for reading my post, you're amazing. I'm looking forward to hearing your thoughts. Now moving onto the skill line that needs the least amount of work:
Living DeathULT Reanimate: Works exactly the same both as a base ability and in the
Renewing Animation morph. However, I would like to completely expand the concept of
Animate blastbones. New morph:
Animate Undead Legion This ultimate COMPLETELY gets rid of the resurrecting of players. It now costs 450 ultimate to cast, meaning you will never cast two of these at once, but you can try. The new text of the skill reads as follows: Bring corpses back from death in a target location. You consume ALL corpses in a bit bigger than original radius to summon random assortments of undead. This can include a combination of: Skeletal warriors, fast and agile Skeletal runners, durable zombies, Skeletal archers, mages, and lastly the strongest summon: Skeleton Juggernauts. This new type of undead are about the size of a draugar overlord and wear full plate armor and wield greatswords. They come with a devistating AoE cleave attack. The undead summoned this way can last up to 30 seconds or until killed. The undead minions raised up from corpses with this skill DO NOT drop corpses.
All skills are the exact same except for these two:
Skill #4 Spirit mender: Skill stays the same, except
Spirit Guardian now heals undead minions that stand near it. It will actively try to be near your minions and still in range to heal your party. The AoE heal does not affect players.
Skill #5 Restoring Tether: This skill will work the same, except now it latches onto an enemy and siphons away their hp. Dealing damage over 12 seconds and healing you and allies near you for damage dealt. Also affects minions. It will now be called:
Siphoning Tether. Morphs work the same, except now
Mortal Coil restores both magicka & stamina while siphoning the target and drains it from the target you're siphoning if you are targeting a player. Either way, it will be for a flat amount since NPCs aren't coded to have mana/stamina I don't think.
Living Death Passives Corpse Consumption now works on undead you summon. Meaning once you raise an undead, you generate 10 ultimate, it can not occur more than once every 16 seconds.
BOOM. That's it. We're done here. There you have it. The class still is functionally the same, but provides more of that 'necromancy' fantasy whilst still being very different from sorcerer. Also now has way more corpse regen and corpse mechanics, thus making use of this entirely new mechanic that was added in with the class. All parties should be happy with these changes: Those that don't want to play a summoner necro, those that want the option to play a summoner necro, those that want to play a sorta normal magicka/stam dps necro, those that want to be a necro tank, and those that want to be a necro healer.
All these changes would do is give more options. And the summons are
ALL TEMPORARY, NO PERMANENT SUMMONS HERE and can be killed. (Aside from mender and mage/archer abilities). And obviously these minions would all COUNT AS
CRIMINAL ACTS so they can't clutter up cities.
What are you thoughts? Would you change anything else about the class that I missed? Do you dislike any of these changes? If so, why?