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Necromancer: some Ramblings and Ideas to raise them up from the bottom.

Skullstachio
Skullstachio
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Disclaimer: the ideas and ramblings presented here can be unrevocably used by the ZOS Combat team for inspiration to raise necromancers from being a dead class (no pun intended) to being the top bone 'ead of PvE. Nonetheless, here they are, and yes, skeleton puns are appropriate as it would be kind of rotten not to. 😁

Flame Skull:
base ability rework, Lob an explosive skull at an enemy, dealing [X] flame damage. The reusable parts passive has 100% increased effectiveness for this ability. no longer has a stronger cast every 3rd cast.

Ricochet Skull:
Renamed to Chain Skull and deals less damage. Lob explosive skulls at an enemy, dealing [X] flame damage. When you have at least 1 spectral skull from reusable parts, you can command them to strike your target on cast once every 1.5 seconds, dealing [X] flame damage and another [X] flame damage every 0.3 seconds after a 0.2 second delay, damaging the target up to an additional 5 times over a total of 1.7 seconds. The reusable parts passive has 100% increased effectiveness for this ability.

Venom Skull:
slight rename to Pestilent Skull. Lob an explosive skull at an enemy, dealing [X] disease damage with a heightened chance to apply the diseased status effect, damage done by the diseased status effect from this ability is increased by 10% per spectral skull accumulated from reusable parts. The reusable parts passive has 100% increased effectiveness for this ability.

Skullstachio's Comment on the flame skull and morph reworks:
a part of the inspiration behind this comes in part from Killer Instinct 2013 from Spinal's Combat Traits, specifically "Skull stocks" where if used with at least 1-2 skill point(s) in the reworked Reusable parts passive, allows the flame skull ability and it's morphs to confer slightly stronger damage and effects, or even altering the way it can be used. A shame such an idea is not used since elder scrolls online and Killer instinct are both technically a part of the Microsoft Bandwagon, but hey, Spinal is a maniacal pirate skeleton so boo cares...

Blastbones:
Reworked, name changed to Infernal Bone Flayer. Assemble an infernal bone flayer over 2.5 seconds to fight for you for 20 seconds, chasing your chosen target and dealing two hits of [X] flame damage every 2 seconds to the target, the Infernal Bone flayer leaves a corpse upon death.

Stalking Blastbones: Reworked into Volatile Bone Flayer: assemble an unstable bone flayer over 2.5 seconds to fight for you for 20 seconds, chasing your chosen target and dealing two hits of [X] flame damage every 2 seconds, the Volatile Bone flayer explodes upon death or recast, dealing [X] Flame Damage in a 6 meter radius and leaving a corpse. This explosion deals 7% bonus damage for every 2 seconds remaining upon death. (Enemies destroy it at your own peril.)

Note: "recast" means you summon another Volatile Bone Flayer which also detonates any of your currently active volatile bone flayers prematurely. And yes, volatile blastbones raised from reanimate blastbones can be "rebonely" detonated if you catch my meanin.

blighted blastbones: Rename to Infested bone Flayer: assemble an infested bone flayer over 2.5 seconds to fight for you for 20 seconds, chasing your target and dealing [X] disease damage every 2 seconds to the target and enemies in a 6 meter radius. the Infested flayer leaves a corpse upon death that arms after 1.5 seconds and lasts 20 seconds, when triggered, explodes in a 6 meter radius for [X] disease damage and applies major defile to affected enemies for 10 seconds.

Shocking Siphon and morphs:
Added functionality and passive synergy: in addition to the abilities original effects, the abilities themselves can now be used on your Infernal bone flayer, Skeletal Mage and spirit mender to enhance their damage and healing output by 200 for each skull present when the ability was activated. (it cannot be used on the skulls from the reworked reusable parts passive though as it would be kind of boneheaded and bugs would rear their ugly mugs.)

Note: A similar treatment for restoring tether and its morphs being usable on the infernal bone flayer, skeletal mage and spirit mender should be a thing too, but more focused on summon longevity, making said summons last longer by adding 12 seconds to targeted necromancer summons, but only once per summon as it would be unwise to permanently keep up said summons for no cost (unless a cost were to be introduced that only consumes resources when used on a summon while being a free cast on corpses present.

reusable parts I/II: Reworked:
Your dabbling in the undying arts of Necromancy have allowed you to tap into the animus, Causing your direct damaging Gravelord abilities to generate spectral skulls while in combat.
a spectral skull can only be gained once per 0.5 seconds, up to 5 spectral skulls can be held for 5/10 seconds, spectral skulls increases the damage done of your necromancer abilities used by 1%/2% and increases up to a maximum of 5%/10% bonus damage done. every 2 spectral skulls in your possession count as a corpse usable for corpse consuming abilities alongside any bodies present on the battlefield.

Note: The bonus damage done from this passive is magnified for flame skull in a similar fashion to how percentage increases are applied to Status effect chance.
An example of this: The 1%/2% base per spectral skull for the new flame skull ability rework would increase from 1%/2% to 3%/4% if amped by 100% and increasing the spectral skull bonus damage cap from 5%/10% to 10%/20% at the 5 skull limit specifically for that ability.

Also, see my comment below flame skull and its reworks for more insight and how the referenced "skull stocks" notion partly makes sense. At the same time, the way this version of reusable parts works is to make it somewhat easier to play into the necromancers Corpse mechanic tool kit while also making it more reliably useful upfront and making necromancer abilities more deadly for a DPS role, even moreso in some back-to-back engagements. Whether it ends up being "overpowered" or not is debatable since in the current state, necromancers are kind of, shall we say, "Dead."

Death Knell:
Altered: your knowledge on the bodily anatomy of your "subjects" Increases your Critical Strike chance against your enemies by 1%/2% for each grave lord ability slotted.
The critical strike chance bonus is doubled against enemies under 75% Health.
The critical strike chance bonus is Tripled against enemies under 50% Health.
The critical strike chance bonus is Quadrupled against enemies under 25% health.

Skullstachio's Comment on the Death Knell alteration: as the death knell passive is akin to the 5th piece bonus of the craftable kvatch gladiator set (which increases weapon and spell damage by 1475 against enemies under 25% health) but for critical strike chance, I honestly think and know that death knell should be usable at any % of health but ramps up as the target draws closer to death.

Dismember
New addition: Months of fastening together different parts, reinforcing strategic points and anatomical preperation grants you knowledge of critical weakpoints in enemy armor. increasing your armor penetration by 750/1500 while a gravelord ability is active.
Anytime one of your Grave Lord Summons deals damage to an enemy, gain minor brutality and minor sorcery for 5/10 seconds, increasing your weapon damage and spell damage by 10%.

Rapid rot:
Rework: Research in funerary burial rights has yielded knowledge of bodily preservation and how it can be reversed for "more research." Dealing Flame, Disease or Poison Damage applies the rapid rot debuff for 2/5 seconds to affected enemies, increasing their damage taken from all Damage Over Time effect sources by 5/10%. an enemy can only be affected by one instance of rapid rot.

Your thoughts? And also, if necessary (it is.) crack a few skeleton jokes while your at it, I just know they are quite humerus when it involves tickling someones funny bone.
If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

If a game does not respect your time, best thing to do is move on from it and find something else.
  • bar_boss_A
    bar_boss_A
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    I really like the idea of the moving tether (attached to a summon). The offensive tether really is a pain in the ass and I would love a rework ...

    The passives are a bit over the top in both power and complexity
    Rapid Rot could receive a slight buff to 12% but still should only account your damage (we dont need additional power creep)
    Dismember: why stop at minor? go for major brutality and sorcery!!!
    Death Knell is actually at a balanced spot - if you want to have more fluid bonus it would have to go from 0-4% for two points invested (half of what you suggested)
    reusable parts: I see you would need another corpse generator if blastbones last 20s. That is the reason I would not tinker at that...

    Counter Ideas
    • Blastbones: change to a skeletal bird hovering above your enemy divebombing it after exactly 2.5s or a skelly dunebreaker popping out after 2.5s. Change morphs to flame and poison with a guaranteed status effect - get the DoTs into the necro-kit.
    • Shocking Siphon - attaches to an enemy
    • Healing Siphon - attaches to an ally
    • reusable parts passive: any corpse not consumed increases healing and/or damage of your next necromancer ability used by 10/20% - adds a potential burst to offset the self-synergy nerf for pvp
  • phaneub17_ESO
    phaneub17_ESO
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    I would like Blastbones to be similar to the old Volatile Familiar, where casting it a second time while active causes it to "unsummon" thus explode immediately where it is currently standing. Make it where the longer it survives, the more damage the explosion it deals, up to 16 seconds, while lasts 20 seconds; so you are rewarded with more damage having it up rather than spamming it on/off in rapid succession. So its a melee skeletal warrior type that I can force it to explode at opportune moments to maximize targets hit, when explosion damage is at its peak after 16 seconds, or let it expire naturally after 20 seconds and blow up then.

    The Skeletal Archer/Arcanist I like it to be a permanent pet, recasting unsummons so you can stroll into places without the criminal act getting you in trouble. Forgetting to unsummon it by recasting, that's on you.
  • CameraBeardThePirate
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    I would like Blastbones to be similar to the old Volatile Familiar, where casting it a second time while active causes it to "unsummon" thus explode immediately where it is currently standing. Make it where the longer it survives, the more damage the explosion it deals, up to 16 seconds, while lasts 20 seconds; so you are rewarded with more damage having it up rather than spamming it on/off in rapid succession. So its a melee skeletal warrior type that I can force it to explode at opportune moments to maximize targets hit, when explosion damage is at its peak after 16 seconds, or let it expire naturally after 20 seconds and blow up then.

    The Skeletal Archer/Arcanist I like it to be a permanent pet, recasting unsummons so you can stroll into places without the criminal act getting you in trouble. Forgetting to unsummon it by recasting, that's on you.

    Please no.

    Having to activate the ability to detonate it would defeat its entire purpose as a delayed burst ability. Global cooldowns are valuable in this game, and burst combos come from stacking delayed damage with instant damage. If you make it so that Blastbones needs to be manually detonated, you'd no longer be able to line it up with things like Venom Skull, Snipe, Dizzy Swing, Scythe, Graverobber, Dawnbreaker, etc.

    Leave it as an auto-detonating delayed burst. Changing the detonation to an active ability would kill the skill.
  • ecru
    ecru
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    I would like Blastbones to be similar to the old Volatile Familiar, where casting it a second time while active causes it to "unsummon" thus explode immediately where it is currently standing. Make it where the longer it survives, the more damage the explosion it deals, up to 16 seconds, while lasts 20 seconds; so you are rewarded with more damage having it up rather than spamming it on/off in rapid succession. So its a melee skeletal warrior type that I can force it to explode at opportune moments to maximize targets hit, when explosion damage is at its peak after 16 seconds, or let it expire naturally after 20 seconds and blow up then.

    The Skeletal Archer/Arcanist I like it to be a permanent pet, recasting unsummons so you can stroll into places without the criminal act getting you in trouble. Forgetting to unsummon it by recasting, that's on you.

    Please no.

    Having to activate the ability to detonate it would defeat its entire purpose as a delayed burst ability. Global cooldowns are valuable in this game, and burst combos come from stacking delayed damage with instant damage. If you make it so that Blastbones needs to be manually detonated, you'd no longer be able to line it up with things like Venom Skull, Snipe, Dizzy Swing, Scythe, Graverobber, Dawnbreaker, etc.

    Leave it as an auto-detonating delayed burst. Changing the detonation to an active ability would kill the skill.

    Presumably the detonation would be off gcd. You'd detonate off gcd and cast another on gcd. It would work great like this. Obviously damage growing over 16 seconds isn't possible though as the damage ramping would be too slow in order to keep it under a threshold where it one shots people.
    Gryphon Heart
    Godslayer
    Dawnbringer
  • Aranax1914
    Dismember: why stop at minor? go for major brutality and sorcery!!!

    Minor is arguably better. Most necro pvp builds already have a source of Major but no Minor so this change would be MUCH more impactful to maximum damage output. PVE you also always have Major so you wont need it there either.

    This minor sorcery change is SO good it would help necro damage alot in pvp imo and the dismember passive is a perfect spot to put it.
  • OtarTheMad
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    I love the idea of giving necro minor brutality and sorcery because it is a a buff that not many classes have and since a lot of players just get major brutality and sorcery from another common source it would increase the damage Necros do.

    I would love for a complete overhaul of necro but I’m not holding my breath. It would be great if BB also had a DoT added to players hit, Empowering Grasp was changed to add a DoT to enemies in circle instead of Empower, fix Fear totem and if putting Heal Absorption back on Scythe would be too powerful then add it to one of the morph of the Rez ult.
  • Skullstachio
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    ecru wrote: »
    I would like Blastbones to be similar to the old Volatile Familiar, where casting it a second time while active causes it to "unsummon" thus explode immediately where it is currently standing. Make it where the longer it survives, the more damage the explosion it deals, up to 16 seconds, while lasts 20 seconds; so you are rewarded with more damage having it up rather than spamming it on/off in rapid succession. So its a melee skeletal warrior type that I can force it to explode at opportune moments to maximize targets hit, when explosion damage is at its peak after 16 seconds, or let it expire naturally after 20 seconds and blow up then.

    The Skeletal Archer/Arcanist I like it to be a permanent pet, recasting unsummons so you can stroll into places without the criminal act getting you in trouble. Forgetting to unsummon it by recasting, that's on you.

    Please no.

    Having to activate the ability to detonate it would defeat its entire purpose as a delayed burst ability. Global cooldowns are valuable in this game, and burst combos come from stacking delayed damage with instant damage. If you make it so that Blastbones needs to be manually detonated, you'd no longer be able to line it up with things like Venom Skull, Snipe, Dizzy Swing, Scythe, Graverobber, Dawnbreaker, etc.

    Leave it as an auto-detonating delayed burst. Changing the detonation to an active ability would kill the skill.

    Presumably the detonation would be off gcd. You'd detonate off gcd and cast another on gcd. It would work great like this. Obviously damage growing over 16 seconds isn't possible though as the damage ramping would be too slow in order to keep it under a threshold where it one shots people.

    This is where some may have not looked correctly so I'm just gonna highlight the important part and explain it a bit.
    Stalking Blastbones: Reworked into Volatile Bone Flayer: assemble an unstable bone flayer over 2.5 seconds to fight for you for 20 seconds, chasing your chosen target and dealing two hits of [X] flame damage every 2 seconds, the Volatile Bone flayer explodes upon death or recast, dealing [X] Flame Damage in a 6 meter radius and leaving a corpse. This explosion deals 7% bonus damage for every 2 seconds remaining upon death. (Enemies destroy it at your own peril.)
    The important part here is that if the Volatile bone flayer is detonated early, it deals extra damage for every two seconds remaining.

    To iterate: "after" the skeleton is assembled, the explosion on recast deals up to a maximum of 70% bonus damage which is insane for one, but as the duration ticks down, that bonus damage gets reduced every 2 seconds the longer it remains standing until defeated, expired or detonated manually. The damage bonus is intended to encourage early detonation after assembly but can still be used for passive damage while in combat.
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • ecru
    ecru
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    ecru wrote: »
    I would like Blastbones to be similar to the old Volatile Familiar, where casting it a second time while active causes it to "unsummon" thus explode immediately where it is currently standing. Make it where the longer it survives, the more damage the explosion it deals, up to 16 seconds, while lasts 20 seconds; so you are rewarded with more damage having it up rather than spamming it on/off in rapid succession. So its a melee skeletal warrior type that I can force it to explode at opportune moments to maximize targets hit, when explosion damage is at its peak after 16 seconds, or let it expire naturally after 20 seconds and blow up then.

    The Skeletal Archer/Arcanist I like it to be a permanent pet, recasting unsummons so you can stroll into places without the criminal act getting you in trouble. Forgetting to unsummon it by recasting, that's on you.

    Please no.

    Having to activate the ability to detonate it would defeat its entire purpose as a delayed burst ability. Global cooldowns are valuable in this game, and burst combos come from stacking delayed damage with instant damage. If you make it so that Blastbones needs to be manually detonated, you'd no longer be able to line it up with things like Venom Skull, Snipe, Dizzy Swing, Scythe, Graverobber, Dawnbreaker, etc.

    Leave it as an auto-detonating delayed burst. Changing the detonation to an active ability would kill the skill.

    Presumably the detonation would be off gcd. You'd detonate off gcd and cast another on gcd. It would work great like this. Obviously damage growing over 16 seconds isn't possible though as the damage ramping would be too slow in order to keep it under a threshold where it one shots people.

    This is where some may have not looked correctly so I'm just gonna highlight the important part and explain it a bit.
    Stalking Blastbones: Reworked into Volatile Bone Flayer: assemble an unstable bone flayer over 2.5 seconds to fight for you for 20 seconds, chasing your chosen target and dealing two hits of [X] flame damage every 2 seconds, the Volatile Bone flayer explodes upon death or recast, dealing [X] Flame Damage in a 6 meter radius and leaving a corpse. This explosion deals 7% bonus damage for every 2 seconds remaining upon death. (Enemies destroy it at your own peril.)
    The important part here is that if the Volatile bone flayer is detonated early, it deals extra damage for every two seconds remaining.

    To iterate: "after" the skeleton is assembled, the explosion on recast deals up to a maximum of 70% bonus damage which is insane for one, but as the duration ticks down, that bonus damage gets reduced every 2 seconds the longer it remains standing until defeated, expired or detonated manually. The damage bonus is intended to encourage early detonation after assembly but can still be used for passive damage while in combat.

    This makes a lot more sense. The only issue I see with it is that you would be somewhat penalized if your new blastbones morph decides to twiddle its (skeletal) thumbs for a few moments before doing anything, as they sometimes do. This would be on ZOS to fix I suppose. If the detonation was off gcd, it would work okay, but I could see it working well on gcd too, but only if detonation raised another iteration of the ability. If it were on gcd, you could combine the detonation burst with abilities on either bar, which would be optimal imo.
    Gryphon Heart
    Godslayer
    Dawnbringer
  • CameraBeardThePirate
    CameraBeardThePirate
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    ecru wrote: »
    I would like Blastbones to be similar to the old Volatile Familiar, where casting it a second time while active causes it to "unsummon" thus explode immediately where it is currently standing. Make it where the longer it survives, the more damage the explosion it deals, up to 16 seconds, while lasts 20 seconds; so you are rewarded with more damage having it up rather than spamming it on/off in rapid succession. So its a melee skeletal warrior type that I can force it to explode at opportune moments to maximize targets hit, when explosion damage is at its peak after 16 seconds, or let it expire naturally after 20 seconds and blow up then.

    The Skeletal Archer/Arcanist I like it to be a permanent pet, recasting unsummons so you can stroll into places without the criminal act getting you in trouble. Forgetting to unsummon it by recasting, that's on you.

    Please no.

    Having to activate the ability to detonate it would defeat its entire purpose as a delayed burst ability. Global cooldowns are valuable in this game, and burst combos come from stacking delayed damage with instant damage. If you make it so that Blastbones needs to be manually detonated, you'd no longer be able to line it up with things like Venom Skull, Snipe, Dizzy Swing, Scythe, Graverobber, Dawnbreaker, etc.

    Leave it as an auto-detonating delayed burst. Changing the detonation to an active ability would kill the skill.

    Presumably the detonation would be off gcd. You'd detonate off gcd and cast another on gcd. It would work great like this. Obviously damage growing over 16 seconds isn't possible though as the damage ramping would be too slow in order to keep it under a threshold where it one shots people.

    This is where some may have not looked correctly so I'm just gonna highlight the important part and explain it a bit.
    Stalking Blastbones: Reworked into Volatile Bone Flayer: assemble an unstable bone flayer over 2.5 seconds to fight for you for 20 seconds, chasing your chosen target and dealing two hits of [X] flame damage every 2 seconds, the Volatile Bone flayer explodes upon death or recast, dealing [X] Flame Damage in a 6 meter radius and leaving a corpse. This explosion deals 7% bonus damage for every 2 seconds remaining upon death. (Enemies destroy it at your own peril.)
    The important part here is that if the Volatile bone flayer is detonated early, it deals extra damage for every two seconds remaining.

    To iterate: "after" the skeleton is assembled, the explosion on recast deals up to a maximum of 70% bonus damage which is insane for one, but as the duration ticks down, that bonus damage gets reduced every 2 seconds the longer it remains standing until defeated, expired or detonated manually. The damage bonus is intended to encourage early detonation after assembly but can still be used for passive damage while in combat.

    But again, if you're triggering the explosion by recasting the ability, you lose its function as a delayed damage ability because you can no longer line it up with ults, spammables, etc. You could take it off the global cooldown, but ZOS rarely does that and usually only reserves it for abilities that can be moved/re-targeted (Languid Eye, for example).

    You should not have to activate the ability again to detonate it. Having that requirement would kill the skill.
    Edited by CameraBeardThePirate on November 8, 2023 4:25PM
  • Araneae6537
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    I would like for necro to have the ability to play an alternate playstyle, even as Arcanist can feel quite different to play. I think this was the intention with summons and corpses. I would like necro to do viable damage with that as the focus — keeping up summons and casting additional skills to strengthen them, perhaps with additional DoTs, as that is already a class damage bonus. I don’t want to have to play the class weaving a spammable, as that gets dull and throwing a skull is so cheesy and not what you see NPC necromancers doing in Elder Scrolls. I’m not saying to get rid of it as that wouldn’t be fair to those who do like it, but let there be another class specific way to deal damage.
  • autocookies
    autocookies
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    deleted
    Edited by autocookies on March 13, 2024 3:15PM
    PC NA (Tank/DPS) - [PVE]
    Started ESO - Oct 2020

    Necro Main
    Tank main from 300cp - 1200cp at which point I switched to DPS - I was 100k on every class except werewolf. I cleared 115k on necro, but I am completely done with parsing. My hands won't let me anymore. Lucky there is still heavy attack and arcanist options available. Otherwise I would possibly have to give up eso entirely.

    [My toons]
    Note: Armory slots are separated by "|" below.
    • (Libitina Khalida) Dark Elf Necromancer: Off Tank | EC DPS
    • (Fresh Gator Meat) Argonian Dragonknight: Main Tank | ZK DPS
    • (Electro-Meowster) Khajiit Sorcerer: HA Solo | MK DPS
    • (Blood of Death) Dark Elf Nightblade: SPC/PA Healer
    • (Arctic Mist) Dark Elf Warden: ROJO Healer
    • (Affah Beta Gamma) Breton Templar: Mag DPS.
    • (autocookies) Imperial Arcanist: Stam DPS
    • (Aeriegil Forestbranch) Wood Elf Warden: PVP
    Thank you,
    Autocookies
  • Luckylancer
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    ESO necromancer is mostly a haloween mage. Blast bones and skeletal mage spells make it bit less feel like it. So I would prefer they stay the same.

    Blastbones is too clunky. It should be improved. Active pre-detonation maybe added as an option.

    What OP wrote is total rework of a skill line. It may give good ideas but I think they are not good as their own.
  • ragnarok6644b14_ESO
    It would be neat if the Necro was closer to the Sorcerer IMO.

    Make the pets cheap but spamable (say max 6 pets per necromancer, with 2 Menders limited, blastbones turns melee (clannfear) and skeletal mage stays ranged (twilight).

    Make the undead pets permanent (but with the ability to cancel them in public) but give them low HP - rather than a bit of effort to kill like the sorc pets, make it easy to kill...

    But make them cheap and spamable, or have a morph that makes them heavier but slower (or the like).

    My view of Necromancers is evil sorcerers, basically, who trade CRIMINAL for more power.
  • MindOfTheSwarm
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    Necromancer is in dire need of rework. But in a nutshell:

    1. They should get rid of all Physical and Magic Damage from the class. Stick purely to elemental.

    2. Ditch all Poison. Stamina should be purely Disease.

    3. Magic Scythe should deal Frost Damage.

    4. Bone Goliath AoE DoT morph should deal Frost Damage or Fire Damage.

    5. Totem should be the minion boosting spell. Not the grasp. Would make it way easier to boost minions. And minions wouldn’t need to be in the area. Just have it active. Also, it pulses for Fire Damage or Shock Damage every 2 seconds.

    6. Agony Totem should deal Disease Damage every pulse. The synergy should be part of the base skill.

    7. Remote Totem is almost never used. Rework and have the remote aspect added to base ability.

    8. Flame Skull and morphs create corpses on either hit or every third hit.

    9. Corpse Siphon should be reworked into either a straight up tether from the Necro to a living target, or simply have the corpse tether to nearby targets. Making it a much smoother ability to use. Alternatively, just detonate it and leave behind an AoE DoT, it doesn’t matter if the class gets two AoE DoT’s. It would be better than what we have now and make them more unique.

    10. Graveyard should have a Disease Morph. Maybe, instead of gravestones it’s just a mass of rotting corpses.

    11. Blast Bones should be a melee pet minion that simply detonates when it dies. Instead of immediately. We need a melee skeleton minion so we actually feel like a necromancer.

    12. I think Flesh Colossus needs to go. Need something more ‘Army of the Dead’ or perhaps a bunch Flame Skulls that explode from your character and track your target.

    13. One morph of healing ghost should be offensive. Dealing Frost damage to a target but then healing you for the damage dealt.

    14. An execute, could even be the above ghost suggestion making it somewhat of a reaper style minion that turns the loss of life of an enemy into life for you.

    * This is what I think needs to happen, but I’m just one person. Really the community should think hard about what they want from the class. I think most of us are on the same page though with a lot.


    Basically, the class is clunky but more than that it just doesn’t satiate the power fantasy of a Necromancer.
    Edited by MindOfTheSwarm on November 27, 2023 9:13PM
  • FoJul
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    Give necro more dots, as it has passives for DoTs.

    When i think of necro i think of death and decay. Rotting/bleeding to death/consuming life force. None of that exist in necros abilities besides aesthetics...Skills are trash...Dmg is trash...Stats and rotation are trash.

    Necro needs a lot of love.
  • CameraBeardThePirate
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    11. Blast Bones should be a melee pet minion that simply detonates when it dies. Instead of immediately. We need a melee skeleton minion so we actually feel like a necromancer.

    People need to stop asking for this. Removing a class' delayed burst ability would kill the class - it doesn't matter what class it is.

    Without Blastbones in its current iteration, Necro simply wouldn't have the damage to function. It already lacks burst after the Graverobber nerf - you don't need to gut the class' burst even further just to have another pet that'll be useless in most content.
  • YandereGirlfriend
    YandereGirlfriend
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    Necromancer is in dire need of rework. But in a nutshell:

    1. They should get rid of all Physical and Magic Damage from the class. Stick purely to elemental.

    2. Ditch all Poison. Stamina should be purely Disease.

    3. Magic Scythe should deal Frost Damage.

    4. Bone Goliath AoE DoT morph should deal Frost Damage or Fire Damage.

    5. Totem should be the minion boosting spell. Not the grasp. Would make it way easier to boost minions. And minions wouldn’t need to be in the area. Just have it active. Also, it pulses for Fire Damage or Shock Damage every 2 seconds.

    6. Agony Totem should deal Disease Damage every pulse. The synergy should be part of the base skill.

    7. Remote Totem is almost never used. Rework and have the remote aspect added to base ability.

    8. Flame Skull and morphs create corpses on either hit or every third hit.

    9. Corpse Siphon should be reworked into either a straight up tether from the Necro to a living target, or simply have the corpse tether to nearby targets. Making it a much smoother ability to use. Alternatively, just detonate it and leave behind an AoE DoT, it doesn’t matter if the class gets two AoE DoT’s. It would be better than what we have now and make them more unique.

    10. Graveyard should have a Disease Morph. Maybe, instead of gravestones it’s just a mass of rotting corpses.

    11. Blast Bones should be a melee pet minion that simply detonates when it dies. Instead of immediately. We need a melee skeleton minion so we actually feel like a necromancer.

    12. I think Flesh Colossus needs to go. Need something more ‘Army of the Dead’ or perhaps a bunch Flame Skulls that explode from your character and track your target.

    13. One morph of healing ghost should be offensive. Dealing Frost damage to a target but then healing you for the damage dealt.

    14. An execute, could even be the above ghost suggestion making it somewhat of a reaper style minion that turns the loss of life of an enemy into life for you.

    * This is what I think needs to happen, but I’m just one person. Really the community should think hard about what they want from the class. I think most of us are on the same page though with a lot.


    Basically, the class is clunky but more than that it just doesn’t satiate the power fantasy of a Necromancer.

    100% agree with all of your changes to elemental types.

    But also 100% disagree with messing with Blastbones. That is the best skill in the Necro toolkit and should be kept the way that it is (while still fixing the Mag morph; yes, ZOS, we still remember that you promised to... like five years ago).
  • FantasticFreddie
    FantasticFreddie
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    How about slap some savagery/prophecy buffs onto tether, and up damage on all skills by 2% and call it a day.
  • CameraBeardThePirate
    CameraBeardThePirate
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    Necromancer is in dire need of rework. But in a nutshell:

    1. They should get rid of all Physical and Magic Damage from the class. Stick purely to elemental.

    2. Ditch all Poison. Stamina should be purely Disease.

    3. Magic Scythe should deal Frost Damage.

    4. Bone Goliath AoE DoT morph should deal Frost Damage or Fire Damage.

    5. Totem should be the minion boosting spell. Not the grasp. Would make it way easier to boost minions. And minions wouldn’t need to be in the area. Just have it active. Also, it pulses for Fire Damage or Shock Damage every 2 seconds.

    6. Agony Totem should deal Disease Damage every pulse. The synergy should be part of the base skill.

    7. Remote Totem is almost never used. Rework and have the remote aspect added to base ability.

    8. Flame Skull and morphs create corpses on either hit or every third hit.

    9. Corpse Siphon should be reworked into either a straight up tether from the Necro to a living target, or simply have the corpse tether to nearby targets. Making it a much smoother ability to use. Alternatively, just detonate it and leave behind an AoE DoT, it doesn’t matter if the class gets two AoE DoT’s. It would be better than what we have now and make them more unique.

    10. Graveyard should have a Disease Morph. Maybe, instead of gravestones it’s just a mass of rotting corpses.

    11. Blast Bones should be a melee pet minion that simply detonates when it dies. Instead of immediately. We need a melee skeleton minion so we actually feel like a necromancer.

    12. I think Flesh Colossus needs to go. Need something more ‘Army of the Dead’ or perhaps a bunch Flame Skulls that explode from your character and track your target.

    13. One morph of healing ghost should be offensive. Dealing Frost damage to a target but then healing you for the damage dealt.

    14. An execute, could even be the above ghost suggestion making it somewhat of a reaper style minion that turns the loss of life of an enemy into life for you.

    * This is what I think needs to happen, but I’m just one person. Really the community should think hard about what they want from the class. I think most of us are on the same page though with a lot.


    Basically, the class is clunky but more than that it just doesn’t satiate the power fantasy of a Necromancer.

    100% agree with all of your changes to elemental types.

    But also 100% disagree with messing with Blastbones. That is the best skill in the Necro toolkit and should be kept the way that it is (while still fixing the Mag morph; yes, ZOS, we still remember that you promised to... like five years ago).

    The Mag morph IS fixed. People claim it "doesn't have a secondary effect" but that's simply incorrect - just go back and read the patch notes when they added the 28m leap. The Stalking modifier starts on cast, which means it gets at minimum a 10% bonus, and in most scenarios will receive more than that.
    Edited by CameraBeardThePirate on November 29, 2023 3:12PM
  • yadibroz
    yadibroz
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    Yes need a rework and same goes with warden frost
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