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How to make Necromancer better? Drop your ideas here!

CaptainVenom
CaptainVenom
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Mine: make Render Flesh auto-target the most injured nearby ally. It's a very good healing but it feels to hard to land.

Your turn!
Edited by ZOS_ConnorG on December 29, 2020 11:05AM
🌈 Ride with Pride🌈
Stamina/Damage Sorcerer - PC - NA - DC
  • shimm
    shimm
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    Make an algorithm that auto-weaves the highest dps combination of light attacks and the skills I have on my bars that I can use by pushing just one button repeatedly. Seriously, my stam-cro sucks and I know it shouldn’t.
  • Scardan
    Scardan
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    Revert the Colossus/Major Vulnerability nerf.

    Let's be extremely precise in our use of terms.
  • Faulgor
    Faulgor
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    Do they need to be better? I just had my first flawless vMA run on my magnecro, and it was pretty good.

    How they could be more fun though, if we had more ways to use corpses (so many corpses, so few skills that use them), and if our summons lasted slightly longer. Constantly recasting buffs is annoying enough in ESO.

    I'm also not really fond of teathers, but it is what it is.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Firstmep
    Firstmep
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    Mine: make Render Flesh auto-target the most injured nearby ally. It's a very good healing but it feels to hard to land.

    Your turn!

    It already does that via smart healing.
    Just like breath of life, it looks for the most injured ally in front of you.
    And yes it was designed not to target anyone behind you, just like BOL was changed to behave that way a long time ago.


    On the topic of necro improvement, I wish both scythe skills were proper single target dps spammables, especially the Stam morph, which is already unused even by tanks.
  • SilverIce58
    SilverIce58
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    Make that grave grasp ability into a melee skeleton summon. It can morph into a skelly that has heavy armor, has a S/S, and costs magicka, or a heavy armor that has a GS, costs stamina, and deals disease damage.
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • BohnT2
    BohnT2
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    Rework the whole class and finally free it from the bad 1Tank 1 Healing and 1 Damage skill tree that's the culprit of why necromancer and warden suck and will always do so
  • VampireLordLover99
    VampireLordLover99
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    Mine: make Render Flesh auto-target the most injured nearby ally. It's a very good healing but it feels to hard to land.

    Your turn!

    Replace undying grasp in the tank tree with a temporary melee undead.

    That way each skill line in there has a summon and necros finally can summon a melee skeletal warrior or a zombie (two zombies or so could be the stam morph.)
  • Eedat
    Eedat
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    Necro is already insanely strong and I have a blast playing mine. The only thing I would suggest is get rid of certain skills being crimes. That *** is SO annoying and pointless
  • BohnT2
    BohnT2
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    Magnecro uses a single offensive morph of its abilities in PvP and that morph doesn't really do anything if the skill properly works and if it doesn't you're still at a huge disadvantage.

    The whole class is a mess of skills you don't use because they're worse than already bad non class skills, there's no cheap damage ult for magnecro.

    All tanking and healer needs could easily be satisfied with individual morphs and not taking up 2 whole skill lines with bad morphs and skills.

    After all there's much more to kill than to tank and heal.

    Looking at the whole class there's 2-3 individual morphs or skills that don't have to be changed everything else is just a mix of weak abilities or overtuned stuff to compensate for the lack of power in those abilities.

    Best example are the two tether abilities, no one needs 4 morphs when 2 morphs could easily satisfy damage and healing needs it works for Flames of oblivion/cauterize there is no reason why it doesn't work for the fundamentally flawed tethers which need a rework in general.


    Magnecro and the whole necro toolkit lacks the followings:

    instant cast AoE damage ability that's offensive focused.
    Execute ability that is not reliant on crit because those are useless in pvp
    A melee spammable for stamnecro that's not utter trasu
    A spammable for magnecro that's not utter trash
    Major sorcery/brutality
    An actual dot
    An offensive CC that stuns on demand and doesn't require hundreds of other things to happen.
    And the list goes on and on
  • VampireLordLover99
    VampireLordLover99
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    Eedat wrote: »
    Necro is already insanely strong and I have a blast playing mine. The only thing I would suggest is get rid of certain skills being crimes. That *** is SO annoying and pointless

    Tell that to magcro; one of the weakest magicka specs in the game.
  • VampireLordLover99
    VampireLordLover99
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    BohnT2 wrote: »
    Magnecro uses a single offensive morph of its abilities in PvP and that morph doesn't really do anything if the skill properly works and if it doesn't you're still at a huge disadvantage.

    The whole class is a mess of skills you don't use because they're worse than already bad non class skills, there's no cheap damage ult for magnecro.

    All tanking and healer needs could easily be satisfied with individual morphs and not taking up 2 whole skill lines with bad morphs and skills.

    After all there's much more to kill than to tank and heal.

    Looking at the whole class there's 2-3 individual morphs or skills that don't have to be changed everything else is just a mix of weak abilities or overtuned stuff to compensate for the lack of power in those abilities.

    Best example are the two tether abilities, no one needs 4 morphs when 2 morphs could easily satisfy damage and healing needs it works for Flames of oblivion/cauterize there is no reason why it doesn't work for the fundamentally flawed tethers which need a rework in general.


    Magnecro and the whole necro toolkit lacks the followings:

    instant cast AoE damage ability that's offensive focused.
    Execute ability that is not reliant on crit because those are useless in pvp
    A melee spammable for stamnecro that's not utter trasu
    A spammable for magnecro that's not utter trash
    Major sorcery/brutality
    An actual dot
    An offensive CC that stuns on demand and doesn't require hundreds of other things to happen.
    And the list goes on and on

    Don't forget the lack of a melee summon!

    I find it funny that Necromancers have two lines that deal basically no damage.
  • Ratzkifal
    Ratzkifal
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    Encourage using your whole kit by making passives require you to slot Necromancer skills rather than requiring skills from a specific line. Adjust values accordingly.
    Edited by Ratzkifal on December 12, 2020 8:00PM
    This Bosmer was tortured to death. There is nothing left to be done.
  • SammyKhajit
    SammyKhajit
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    Having fun with necro lately, but the flame skull (the one you throw at enemies) animation is quite slow and could be a bit quicker...
  • Lazarus_Rising
    Lazarus_Rising
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    Give Necro a Stamina-Goliath and a Magicka-Lich with empowering stats so there is an alternative to the Colossus.
    Regardless i really like the Necromancer class.
    also known as Overlich.
  • Cloudless
    Cloudless
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    Make the magicka morph of Blastbones actually useful. Nobody ever benefitted from the whole "the longer it stays, the more damage it deals" gimmick. Hell, even making it it so that it provides Major Sorcery as long as it's around would be an improvement over that.
  • Radiance
    Radiance
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    Armies of Skeletons! I want to send a wave of skeletons at people like in some dungs when they all come rushing at you and explode into a cloud of disease when they die.

    So basically Blast Bones but multiple that don't automatically blow up but fight until it dies... then blows up.
  • VampireLordLover99
    VampireLordLover99
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    Radiance wrote: »
    Armies of Skeletons! I want to send a wave of skeletons at people like in some dungs when they all come rushing at you and explode into a cloud of disease when they die.

    So basically Blast Bones but multiple that don't automatically blow up but fight until it dies... then blows up.

    I keep saying that the magicka morph of blastbones should summon 2-3 blastbones instead of just 1.

    Then at least it'd be a nice corpse generator.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Make it into an actual Necromancer and not a "Spooky Scary Skeletons" parody of one.
  • VampireLordLover99
    VampireLordLover99
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    Make it into an actual Necromancer and not a "Spooky Scary Skeletons" parody of one.

    Agree here. Funny how NPCs have a lot of spooky skills yet we're more like a halloween mage.

    Using scythes and summoning tombstones....We can't even summon a zombie properly.
  • VoxAdActa
    VoxAdActa
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    I just started a magcro for the first time, and while I'm still a serious lowbie on her, I have to say: the way blastbones works SUCKS EGGS. It's like someone said "Let's take the worst parts of Snipe and the worst parts of Shalks and combine them into a single skill that they'll HAVE to use if they want to make use of the corpse-based skills! But, like, make sure the skill itself doesn't really do anything useful; we can't have it applying breach or poison or fracture or anything like Snipe and Shalk morphs do."
  • ImSoPro
    ImSoPro
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    I’m just reposting my ideas from a different thread. These are suggestions for PVP.

    Adding major sorcery to skeletal arcanist would make that skill so much more worthwhile, because it’s expensive. I also think mag blastbones should apply a different secondary effect but the effect should change based on weapon type like impulse. Frost staff blastbones could chill and apply minor brittle. Flame staff blastbones could apply burning status effect to tie in with flame impulse maybe, and apply minor vulnerability? Lightning staff blastbones could snare and concuss the enemy while leaving an aoe dot on the ground at the site of explosion.

    As far as skulls I think they just need travel speed increase to make them harder to dodge roll. They can hit hard but that’s IF they hit at all. They travel so slow people have time to make breakfast come back and still dodge roll it. I feel like all of these changes would make magcro so much better for PVP. PVE magcro is good but these changes would help a lot in PVP abd wouldn’t hurt PVE.
    Edited by ImSoPro on December 12, 2020 11:52PM
  • Michaelkeir
    Michaelkeir
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    Love seeing so many great ideas.

    I personally find the lack of a melee summon kind of backwards. Most necromancers are ranged based so having a melee pet that rushes your enemies while you throw spells at them seems more fitting. The lack of an actual zombie I find strange too for a class that brings back the dead. The ultimates I find lacking as well.

    Summon Skeleton Warrior - Summons a skeleton warrior for 16 seconds. Skeleton warrior is clad in armor and wields a random melee weapon.
    Stamina morph deals physical damage on hits.
    Magic morph deals flame/magic damage with a blue flaming sword.
    I’d even go so far and give the summon a small taunting aura around it that taunts the enemy you send it too attack. But the taunt would not over power a tanks taunt allowing tanks to hold taunt regardless but would pull a mob off of the necromancer.

    Summon zombie - Summons a zombie that rushes your target and begins to melee them and use vomit attacks. After (x) secs or the zombie is killed, the zombie explodes leaving an AoE pool on the ground for (x) secs.
    If used on a corpse the zombie summoned is empowered with more damaging attacks and last (x) seconds longer.
    Stamina morph leaves a poison AoE pool upon death that deals (x) damage for (x) secs.
    Magic morph leaves a fire AoE upon death that deals (x) damage for (x) secs.

    Life Drain (replaces Restoring Teather)- Attach a beam of life stealing energy that deals (x) damage on targets for (x) secs and heals the caster for (x) hp. Damage increases by (x) amount based on targets missing health. Built in class execute.
    Stamina morph also siphons stamina from the target.
    Magic morph also siphons magic from the target.

    Summon Spirit - (replaces spirit guardian) Summons a spirit for (x) secs that attacks a target and debuffs it and applies Minor Maim to enemies, and Empowers to your allies, and enhances the damage of your summons. Each effect last for (x) secs.

    Ultimate (Summon flesh atronach) - Summons a flesh atronach for (x) seconds that rushes a target and begins smashing them. Has a single target and AoE attack that deals physical damage.
    Stamina morph summons a Putrid Flesh atronach instead that also deals AoE disease or poison damage around it.
    Magic morph summons a Flaming Bone Goliath instead that deals an AoE of fire around it.

    Rotting Curse - places a curse on a target that deals (x) damage to the target over (x) seconds and inflicts a debuff (defile maybe) on the target.
    Stamina morph deals disease damage in a small AoE around the initial target.
    Magic morph deals a fire or magic AoE around the initial target.


  • rpa
    rpa
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    Something to effect what happens if one does not flee at end of Volenfell would be a hilarious ultimate.
  • GrimTheReaper45
    GrimTheReaper45
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    Make skeletal mage last about half as long and summon at target instead of on player. Think this would do wonders to make the rotation simpler and more reliable
  • ccfeeling
    ccfeeling
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    Reanimate
    Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location .
    or
    Bring your life back from the brink of death , resurrecting yourself once automatically while slotted and you have sufficient ultimate points , all ultimate points will be used after you resurrected .
  • Knockmaker
    Knockmaker
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    Spirit and blastbones should be fixed first. They still stutter often times. Especially the blastbones.

    Other than that, I would say increase the skill duration, because being have to recast them every 10 secs is quite frustrating.

    Needless to say, class abilities need to be reworked so that necros can make use of more class abilities.
    Edited by Knockmaker on December 14, 2020 7:53AM
  • Wolf81
    Wolf81
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    Make skeletal arcanist a permo pet with a option to overload it and die on command.
  • Josira
    Josira
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    Skeletal Arcanist giving major sorcery and Skeletal Archer Major Brutality,additionally,the Skeletal Arcanist's attack is a shocking Siphon channel that does more damage then the current lightning ball lob.
    Shocking Siphon and the healing Siphon to be targetable on enemies but cost resources when done so,and no resources when on corpses,or significantly increasing the damage of the Shocking one.
    The Reanimate Blastbones Morph of the Ressurect ult,instead reducing the cost drastically, no longer resurrecting people but instead consuming corpses to resurrect x amount of blastbones.
    Stalking Blastbones getting a different effect that is actually useful.perhaps just doing more damage outright or being able to consume a corpse to summon two or something I dont know.
    Something with Lich Crystals,perhaps a lich-like ult replacer for Goliath as a morph.
    "BlooD FReNZy TicKS aLL thE BoXes of WhaT iT mEanS tO bE a VaMpiRe"
  • Faulgor
    Faulgor
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    Love seeing so many great ideas.

    I personally find the lack of a melee summon kind of backwards. Most necromancers are ranged based so having a melee pet that rushes your enemies while you throw spells at them seems more fitting. The lack of an actual zombie I find strange too for a class that brings back the dead. The ultimates I find lacking as well.

    Summon Skeleton Warrior - Summons a skeleton warrior for 16 seconds. Skeleton warrior is clad in armor and wields a random melee weapon.
    Stamina morph deals physical damage on hits.
    Magic morph deals flame/magic damage with a blue flaming sword.
    I’d even go so far and give the summon a small taunting aura around it that taunts the enemy you send it too attack. But the taunt would not over power a tanks taunt allowing tanks to hold taunt regardless but would pull a mob off of the necromancer.
    Melee pets largely suck because of pathing issues. There's a reason why the Sorc's Scamp has an AoE ability, and the Clannfear is mainly used for its heal. So if they add a melee skeleton, I think it needs something along those lines, preferably a two-handed weapon and a basic AoE attack
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • pod88kk
    pod88kk
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    Make Blastbones and Skulls less clunky
    Edited by pod88kk on December 14, 2020 10:13AM
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