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Wish Skeletal Mage and Spirit Mender could work like Unstable Familiar and Winged Twilight

CaptainVenom
CaptainVenom
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Permanent servitor, you know? As long as you keep them alive or unsummon them. It feels to me that they last so little, sometimes I don't feel like a Necromancer (on the summoner class feeling), but more of a dark mage.

I'd like to see them the same way Daedric Summoning works. However, knowing that necromancy makes people uneasy in towns, I think they could work like the old daedric summoning servitors, when casting the spell again would unsummon them (for example Volatile Familiar used to explode and die when you used its skill).

So here's my suggestion:
  • Skeletal Mage: Unearth a skeletal mage from the dirt to fight by your side. The mage attacks the closest enemy every 2 seconds, dealing [x] Shock Damage. Once summoned, you can activate its special ability for [x] Magicka, Overloading the mage with magicka and making it explode and die, dealing [x] shock damage around it. Creates a corpse on death.
  • Spirit Mender: Conjure a ghostly spirit to do your bidding and stay by your side. The spirit heals you or the lowest Health ally around you every 2 seconds, restoring [x] Health. Once summoned, you can activate its special ability for [x] Magicka, absorbing its spiritual power to restore your highest resource by 20%. Creates a corpse on death.

Thoughts?
🌈 Ride with Pride🌈
Stamina/Damage Sorcerer - PC - NA - DC
  • redgreensunset
    redgreensunset
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    I'd rather see all pets work like the necromancer ones and be temporary. Abd considering that the necro pets are illegal acts that incurs a bounty makung them permanent would imo be a big mistake and a lot of hassle. Would I like slightly longer life for them? Sure, but not permanence.
  • JinMori
    JinMori
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    No, because it would require double slot, no thanks.
  • JinMori
    JinMori
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    No, because it would require double slot, no thanks.
  • Langdon64
    Langdon64
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    Spirit Mender is really cool looking. Would be great if it was permanent. Or a polymorph!
  • NordSwordnBoard
    NordSwordnBoard
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    The corpses created after the timer runs out/recast become used for other Necro skills and buffs. If they became permanent, the summon cost would increase accordingly. Previously free corpses would cost resources to create, and change a whole lot of Necro play - for the worse imo.

    Fear is the Mindkiller
  • CaptainVenom
    CaptainVenom
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    I'd rather see all pets work like the necromancer ones and be temporary. Abd considering that the necro pets are illegal acts that incurs a bounty makung them permanent would imo be a big mistake and a lot of hassle. Would I like slightly longer life for them? Sure, but not permanence.
    The corpses created after the timer runs out/recast become used for other Necro skills and buffs. If they became permanent, the summon cost would increase accordingly. Previously free corpses would cost resources to create, and change a whole lot of Necro play - for the worse imo.

    I get it... The idea has its cons. I'd like them to last longer at least. 16 seconds servitors seems annoying to renew for me.
    Edited by CaptainVenom on September 3, 2020 2:08PM
    🌈 Ride with Pride🌈
    Stamina/Damage Sorcerer - PC - NA - DC
  • redgreensunset
    redgreensunset
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    The corpses created after the timer runs out/recast become used for other Necro skills and buffs. If they became permanent, the summon cost would increase accordingly. Previously free corpses would cost resources to create, and change a whole lot of Necro play - for the worse imo.

    Yeah I completely forgot about that aspect and I agree, it would make the necro far worse and less fun to play.
  • Atherakhia
    Atherakhia
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    Yes and no. A lot of the frustration for this game, especially for new players who aren't yet familiar with it, is how much 'dead time' is involved in playing doing nothing but putting buffs back on. A ways back WoW noticed that this was a problem and made sure that every button press had a worthwhile purpose (often damage related) to ensure players weren't wasting GCDs on nothing but maintaining buffs. ZOS really should do something like that here.

    Now as for the topic at hand, I do agree that maintaining these things is annoying but one of the things that sets
    Necromancer's apart from a class like a sorcerer is their pets are supposed to be disposable. If we wanted them to behave like sorcerer pets we'd likely need them to be on both bars, and lets face it: the skeletal mage is so incredibly weak it's hardly worth baring to begin with there's no reason anyone would ever put this thing on 2 bars. Sorcerer pets have quite valuable utility attached to them and if they made Necro pets permanent they'd need massive adjustments.

    Some reasonable options would be:
    1.) Modify a Necromancer passive or attach a passive effect to the various skills that increase the active duration of the pet/buff by X seconds every time a Necromancer crits. This would have no real impact on PvP because of the downtime between fights but would be pretty valuable in a PvE boss fight.
    2.) Change these skills to automatically consume a corpse if one is nearby and automatically refresh their cooldown if they can consume a corpse. Corpse maintenance is an after thought for the class because of the sheer volume of corpses we make the lack of use most of them have. Allowing Necros to automatically refresh their pets/buffs by consuming nearby corpses would be quite fun.
    3.) We have grave grasp, why not change this skill so the second morph no longer shoots circles and instead a circle is always around the necromancer and any pets that enter the circle or are in the circle will have their duration refreshed. Since the first circle is now only a weak snare, this wouldn't be too powerful in PvP and would perhaps encourage people to use this skill for a change.

    So all rambling aside, I agree with the premise that maintaining pets/buffs is a chore in this game and would encourage ZOS to do anything to make it more fun. Necromancer specifically would be fairly easy to do with passives or the corpse mechanic.
  • Mortiis13
    Mortiis13
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    I play with potency and wished it would last 2/4 sec less to get literally 100% uptime on major protection :trollface:
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