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How to make Necromancer better? Drop your ideas here!

  • linuxlady
    linuxlady
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    merge it with vampire and call it neck romancer
    hahahahahahaha
  • Urvoth
    Urvoth
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    • Lower the cost of the Colossus major vuln ult - it's very expensive compared to other burst ults and major vuln is only 10% now
    • Add a secondary effect to magicka blastbones. Mag blastbones essentially hasn't had a secondary effect for multiple patches now, compared to stam having major defile. The best option imo would be to have it apply burning to enemies hit or another sort of small dot.
    • The wraith should give major sorcery and NOT major brutality. Stam necros already have the best of both worlds and don't need to be buffed further, but mag could really use it. The sorcery buff should be on the wraith and NOT on the skelly mage, since the wraith is more comparable to crit surge, warden's netch, etc, and purely exists as a buff skill.
    • There's really two viable ways Mystic siphon could be changed, both of which should also have the skill's dmg increased. First of all, it could be changed to tether enemies to the corpse, rather than the corpse to caster. A second option would be for it to just be changed to a single target dot that dictated targets for the skelly mage, similar to a sorc's daedric prey skill.
    • Mag skulls should be faster, easier to weave with, and apply a small dot instead of the 20% increase on 3rd cast.
    • The skeletal arcanist should do more damage and its target should be controllable.
    • One of the main issues with mag necro is that it has the Rapid Rot passive, but no class dots that are usable in PvP to go along with it.
    • Blastbones also doesn't count towards mag necro's dmg in the BG scoreboard, so it can be quite difficult to tell how good your overall damage is when testing out builds.
  • amm7sb14_ESO
    amm7sb14_ESO
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    Permanent summons, and an ult that allows you to raise fallen foes to fight for you for a time. How neither of these things are already a thing is beyond me.
  • CaptainVenom
    CaptainVenom
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    Urvoth wrote: »
    • Mag skulls should be faster, easier to weave with, and apply a small dot instead of the 20% increase on 3rd cast.

    This. In pvp ppl always evade my skulls due do it being slow.
    🌈 Ride with Pride🌈
    Stamina/Damage Sorcerer - PC - NA - DC
  • Ryuvain
    Ryuvain
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    Actual summons that can take damage, not glorified dots.
    Melee summons? Doesn't make sense not to have some.
    Even more summon numbers overall.
    Flesh colossus actually summons one instead.
    Raise dead enemies as allies.

    You know, an actual necromancer. Make me an npc necromancer.
    Edited by Ryuvain on December 18, 2020 12:50PM
    That one khajiit obsessed with werewolf behemoth and vampire lord. Lady Thorn is bae, dont @ me.
    Werewolf behemoth=vampire lord>blood scion>werewolf>vampire.
  • Scardan
    Scardan
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    Permanent summons, and an ult that allows you to raise fallen foes to fight for you for a time. How neither of these things are already a thing is beyond me.

    Ult for ressurecting foes that deal damage - Colossus is much better, as it does not need any "fallen foes".

    I will try to explain from how I do understand that and why I do not complain about - firstly, the necromancers in the lore of the Elder Scrolls are absolutely different from the necromancers from Diablo 2. Secondly, permanent armies of skeletons would be difficult to handle by already suffering servers. Thirdly, we already have a class with permanent minions, so we now have a choice between two classes with minions that have completely different mechanics. Having a choice is always good. Fourthly, desecration of the dead is prohibited in almost all cities, there are already double standards for all NPCs that you help against necromancers in the plot of the alliance, imagine how much more stupid and inconvenient it would be to walk around the cities with the permanent pets, generating a fine every time you forget to unsummon them.

    The necromancer has an interesting mechanic of fast generation and disposal of corpses (which you automatically lose with your permanent skeletons), he has strong passives, strong DoT and strong spamable. In PvP force shock and its morphs are the option.
    Edited by Scardan on December 18, 2020 1:17PM
    Let's be extremely precise in our use of terms.
  • BohnT2
    BohnT2
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    Scardan wrote: »
    Permanent summons, and an ult that allows you to raise fallen foes to fight for you for a time. How neither of these things are already a thing is beyond me.

    Ult for ressurecting foes that deal damage - Colossus is much better, as it does not need any "fallen foes".

    I will try to explain from how I do understand that and why I do not complain about - firstly, the necromancers in the lore of the Elder Scrolls are absolutely different from the necromancers from Diablo 2. Secondly, permanent armies of skeletons would be difficult to handle by already suffering servers. Thirdly, we already have a class with permanent minions, so we now have a choice between two classes with minions that have completely different mechanics. Having a choice is always good. Fourthly, desecration of the dead is prohibited in almost all cities, there are already double standards for all NPCs that you help against necromancers in the plot of the alliance, imagine how much more stupid and inconvenient it would be to walk around the cities with the permanent pets, generating a fine every time you forget to unsummon them.

    The necromancer has an interesting mechanic of fast generation and disposal of corpses (which you automatically lose with your permanent skeletons), he has strong passives, strong DoT and strong spamable. In PvP force shock and its morphs are the option.

    The corpse mechanic is so badly implemented that it's limited to defensive use only in pvp.
    Graveyard isn't used for the dot as people just walk out and it doesn't deal much damage to begin with.

    Tether like lul that skill is such a piece of junk that even if someone went afk you wouldn't get a kill with it.

    All other skills are defensive based with only 2 being really decent in the form of healing tether and necrotic potency.

    The necro spammable is way worse than force pulse or elemental weapon first of all due to its slow travel time but also because it just stops working and loses its stacks while not being able to generate new ones.

    The necromancer toolkit has not a single useable dot in pvp they only have a passive increasing dot damage which benefits procs and that's it
  • BXR_Lonestar
    BXR_Lonestar
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    Honestly, the Necro is already pretty damned good so I'm not sure that they need to be made "better" per se. But on my Magcro, I don't make use of a lot of necro skills and when I do, its only to try to maximize my use of their passives, and the biggest contributor for this is the fact that the "Corpse play" mechanic is just clunky and unreliable. Some of their abilities in general are clunky and unreliable, especially on console with less than perfect latency, which can impact which skills do and do not fire off, which unfortunately, impacts whether you get passive bonus damage or not.

    What I might do to improve this is to change the corpse play from providing damage buffs and being a prerequisite for skill use to simply being an AOE damage modifier. By that, I mean, we can replace one of the necro skills that is clunky with an ability called "Corpse explosion" which allows the necromancer to detonate a corpse to cause additional AOE in the form of fire/poison damage.

    Then every skill that currently requires a corpse can simply be changed to another spell with no cast prerequisite.
  • NotaDaedraWorshipper
    NotaDaedraWorshipper
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    Make them proper Elder Scrolls necromancers and not cliche Halloween spooky ones. What's up with the choice of spoopy green/blue lights, graveyards, scythes and crap? Where's the flies, the rotting flesh, gore and other yucky things?
    [Lie] Of course! I don't even worship Daedra!
  • amm7sb14_ESO
    amm7sb14_ESO
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    Scardan wrote: »
    Permanent summons, and an ult that allows you to raise fallen foes to fight for you for a time. How neither of these things are already a thing is beyond me.

    Ult for ressurecting foes that deal damage - Colossus is much better, as it does not need any "fallen foes".

    I will try to explain from how I do understand that and why I do not complain about - firstly, the necromancers in the lore of the Elder Scrolls are absolutely different from the necromancers from Diablo 2. Secondly, permanent armies of skeletons would be difficult to handle by already suffering servers. Thirdly, we already have a class with permanent minions, so we now have a choice between two classes with minions that have completely different mechanics. Having a choice is always good. Fourthly, desecration of the dead is prohibited in almost all cities, there are already double standards for all NPCs that you help against necromancers in the plot of the alliance, imagine how much more stupid and inconvenient it would be to walk around the cities with the permanent pets, generating a fine every time you forget to unsummon them.

    The necromancer has an interesting mechanic of fast generation and disposal of corpses (which you automatically lose with your permanent skeletons), he has strong passives, strong DoT and strong spamable. In PvP force shock and its morphs are the option.

    How can you say the Colossus is better when you don't know what a foe raising ult would actually do damage wise?

    Also, I didn't say anything about an army of skeletons. I said permanent summons. It could be a single spirit or skeleton. We may already have a permanent summon class in the Sorc, but the Necro should hands down be the premiere permanent summon class. I don't need armies.

    As it is, we don't really have much choice, because a Necromancer is just the same standard ESO dps, just with the magic missle in the shape of skulls and leaping skeletons. It's not really different at all, and that's the problem. At the end of the day, all of the classes end up being the same thing with just different graphics.
  • amm7sb14_ESO
    amm7sb14_ESO
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    Make them proper Elder Scrolls necromancers and not cliche Halloween spooky ones. What's up with the choice of spoopy green/blue lights, graveyards, scythes and crap? Where's the flies, the rotting flesh, gore and other yucky things?

    This too. Some of the effects were rather cheesy.
  • Scardan
    Scardan
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    How can you say the Colossus is better when you don't know what a foe raising ult would actually do damage wise?.

    I wrote why :) Because the colossus does not depend on the presence of corpses. And "raising fallen foes" implies the presence of corpses. When they just spawn out of nothing like Blastbones, then it would be awesome.
    Let's be extremely precise in our use of terms.
  • LukosCreyden
    LukosCreyden
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    Edited by LukosCreyden on December 18, 2020 7:28PM
    Struggling to find a new class to call home.Please send help.
  • VampireLordLover99
    VampireLordLover99
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    Scardan wrote: »

    How can you say the Colossus is better when you don't know what a foe raising ult would actually do damage wise?.

    I wrote why :) Because the colossus does not depend on the presence of corpses. And "raising fallen foes" implies the presence of corpses. When they just spawn out of nothing like Blastbones, then it would be awesome.

    I have a compromise for this that both you and @amm7sb14_ESO might like.

    What if Colossus raised enemies that died while in its AoE back as skeletons/zombies? Not that it needs to be the thing to kill them, just as long as they die during the window of cast time.

    I'd even take maybe lowering the damage and making it an effect that summons a colossus that deals damage in an area over 10 seconds every 2 or 1 seconds. That way it can provide a zone that raises up anything that dies in it as minions.
  • Muttsmutt
    Muttsmutt
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    auto-target the most injured nearby ally

    yes please. same for every other targeted heal, like the one nbs have.
    they're unusable like this. heals need reliability. this isn't reliable.
    PC-EU // UNDEAD
  • CaptainVenom
    CaptainVenom
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    Another one: change Reanimate to a buff, for example: for 1 minute, ir protects you and allies around you from death. If someone's health reaches 0, Reanimate buff is consumed and they are revived.
    🌈 Ride with Pride🌈
    Stamina/Damage Sorcerer - PC - NA - DC
  • VampireLordLover99
    VampireLordLover99
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    Another one: change Reanimate to a buff, for example: for 1 minute, ir protects you and allies around you from death. If someone's health reaches 0, Reanimate buff is consumed and they are revived.

    This would be an amazing ultimate and I love it entirely.

    For balance-wise I'd say it can't be refreshed if you get your ultimate back up before it runs off. You have to wait until it fully expires and/or is used.
  • Araneae6537
    Araneae6537
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    I would like to have ability options to control, influence or otherwise be able to have greater effect on undead in game as I made my first necromancer with a desire to be like Valaste and work for good.

    I would also rather drop the bone armor, graveyard and goliath transform for stronger summoning or control abilities more in line with what NPC necromancers do.
  • BohnT2
    BohnT2
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    Another one: change Reanimate to a buff, for example: for 1 minute, ir protects you and allies around you from death. If someone's health reaches 0, Reanimate buff is consumed and they are revived.

    [snip]
    You're asking for Necro to be the only class to be ever played while essentially removing deaths from the game both in PvE and PvP.
    Zergs who could never die, fights in PvP that would never end.
    no death runs with no trouble...

    This really has no reason to ever be in this game

    [Edit for Rude Comment]
    Edited by ZOS_GregoryV on December 22, 2020 10:11PM
  • Piwi2point0
    Cloudless wrote: »
    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.

    It’s the combination of 2x skills that makes blastbones useful.

  • Ryskim
    Ryskim
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    Blastbones should be a melee pet that lasts at least 20-30 seconds and draws aggro to an extent. Right now it's just a clunky, buggy mess of a projectile that happens to "walk" towards the enemy. It can't even be considered as a pet.

    Needs passives or armor sets to extend the duration of summons.

    Needs the ability to raise corpses as temporary pets.

    Needs pet commands (attack, stop, follow, dismiss, etc).

    Current pets need secondary skill that activates when re-summoned.

    Bone Colossus should get an exclusive skill bar with skills that can only be executed when in this form. Also Bone Colossus needs ways to extend the duration (not indefinitely, of course).

    All in all, Necromancer should be the epitome of a pet class because that's what a necromancer in the Elder Scrolls lore is and what's expected. But nope, that's the Sorcerer with the Daedric Summoning.

    So yeah, the necromancer is not very necromantic at this point.

    Edited by Ryskim on December 28, 2020 8:46AM
  • Iccotak
    Iccotak
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    Allow players to change the appearance of their skeleton abilities

    Different types of skeletons as well as “Zombie” appearance options

    Also add a flesh zombie appearance option for Bone Goliath ability
  • GreenhaloX
    GreenhaloX
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    Reduce Skeletal Mage to 1 second per attack, add in flames blazing effect from the Blastbone as it runs to its target and bigger radius burst immobilizing or stunning explosion. Oh wait, nevermind, PvP peeps would be crying for a nerf then for sure. Ok, I'll settle for at least a 10k heal skill without the negative effects and a majicka-based bone shield.
  • BXR_Lonestar
    BXR_Lonestar
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    IMO, get rid of the corpse mechanic for the necro and focus more on having the ability to apply curses/debuffs. I love my magcro to death in terms of raw DPS output, but I'll be honest, I don't make use of too many necro abilities. Boneyard, spirit healer (as a source of self-heal and corpses), syphon, and I may or may not slot blastbones (depending on encounter). That leaves the larger balance of my skill sets coming from the desto, mage guild, or undaunted skill lines.

    I know I'm not maximizing my DPS by not using more necro abilities, but TBH, using them feels clunky at best and blast bones as a regular DPS skill is unreliable, and thus, I only use it based on the situation. My DPS is still pretty high without using many necro abilities, but it could be better if the necro was simply less clunky to play due to the corpse mechanic.
  • ESO_Nightingale
    ESO_Nightingale
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    off the top of my head, i'd make dTether go on the enemy. hTether is fine as a heal, but when you need crucial damage on a magcro dTether only provides magicka return. it should be purgable of course, but it would go a long way to helping the viability of magcro in pvp instead of it relying on procs. and of course, give something to stalking blastbones to seperate/improve playstyle.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • ealdwin
    ealdwin
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    BohnT2 wrote: »
    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

    Then, ZOS should go further and actually come up with a different concept between how a Magicka Necromancer and a Stamina Necromancer operate instead of just one vision that comes in Blue and Green flavours. If the classes are meant to be schools of thoughts/ways of approaching combat, why is it that a member of the school of Necromancy would approach being a mage the same way that they would approach being a warrior?

    Just spitballing here... Magcro = Master of Undeath, summoning necro minions and deadly curses. Stamcro = Death Knight, wielding diseased weapons that slowly cripple and drain the life from foes.

    Ideally, each skill line in a class should function around a theme pertaining to an aspect of the class's identity (eg. Storm Calling with Sorcerers, who focus on the Shock aspect of Destruction) and then be filled out with skills that pertain to that aspect that add to the identity of what class X is. That skill line doesn't need to adhere strictly to one role. It can (eg. Templar's Restoring Light being entirely Restoration), but it doesn't need to be (see Nightblade's Siphoning being a mix of Damage and Healing). Using the template of 1 skill tree for each role means each new class is going to function similarly to each other, and all new damage dealers will follow the same vision for how dealing damage works. Why should the Necromancer Mage operate in the same manner as the Necromancer Warrior? They shouldn't. But only 1 Damage skill tree makes it that they do.
    Edited by ealdwin on December 30, 2020 6:11AM
  • Pauwer
    Pauwer
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    Remove the stun fear from the totem thingy and make it so that dizzy swing and blastbones can't be slotted at the same time and remove the self activate synergy from the graveyard thingy :):):)
  • RaddlemanNumber7
    RaddlemanNumber7
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    It's the graphics that I don't like. When thinking of colours that might be associated with Necromancers sky blue is not one of them. The grave stones, fear totem, scythe animation are an incoherent mess. There is no personification of "Death" as a scythe wielding skeleton in TES Lore. The colours used for the tethers are painfully bright and intense as well as being not suitably sepulchral.

    The graphics offend my eye so much I have permanently benched all my Necro's.
    PC EU
  • Artorias24
    Artorias24
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    Many skills are kinda a joke in Combat and visuals.

    Skulls: awkward to weave, mediocore damage, super slow. Also troughing skulls at someone doesnt feel like necromancer at all. Could be something like a soul Punch. Instant magic damage, ranged, single target.

    Scythe: one of the ugliest skills i have seen. Sound, Animation, color theme. Who came up with that? That skill is below garbage in PvP as a spammable and only used in pve on tanks as a heal. Rework into single target melee execute. Get rid of the bright color theme, Animation similiar to 2h executioner with a proper and detailed scythe having some type of smoke tail.

    Blastbones: i like the fire and forget mechanic but why ffs are stamina blastbones not Zombies. Make them Zombies that exploit on impact or when getting killed and spread their toxic rotten flesh around. Mechanic stays the same but Necro without zombies? Like come on.oh and ofc give magicka morph a rework, damage increase is not working since it mostly instantly jumps.

    Healing Tether: Get rid of the beam. Its Impossible to target an ally anyway in mobile fights and it breaks on Los. Stamina restore tether just gets the beam removed and doesnt break on los. Aoe morph also get the beam removed but now also the corpse spreads the healing on aoe.


    Bone Armor: pull morph is probably for pve but the cost reduction morph isnt really that benefitial. Blastbones are already cheap af and spirit mender or skeletal mage arent even skills you spam. Cost reduction on those skills isnt something really usefull on that one. Maybe consuming a corpse upon cast will also apply minor resolve.

    Graveyard: oh boi i saw the concept art and it looked like we would get bone spikes shooting out of the ground. Wich looked way cooler then this crap we have atm. Bone spikes coming out of the ground, apply either magicka or bleed dot. Activating the synergy would make additional spikes shoot out of the ground dealing X amount of damage instantly.
  • JinMori
    JinMori
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    Siphon is off the gcd or targets the enemy directly, blastbones attaches to the enemy and explodes like a time bomb.
    Edited by JinMori on December 30, 2020 1:05PM
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