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Necromancer needs a complete rework

brandsnipe
brandsnipe
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The blastbones change will destroy necromancers damage on an already poor damage class. I play a mix of pvp and pve with necro, specifically magicka. taking away the best offensive tool is not the right idea. Overall the class needs a rework and here are my ideas on making necromancer playable.

Bone tyrant:
-Bone goliath now heals you to max health
-impenetrable goliath now grants you 30k armor and 5k critical resistance but shortens the duration to 10-12 seconds
-everlasting goliath increases the healing received and consuming corpes extends the duration by .6 seconds

-Death scythe now uses max your resource
-hungry scythe remains the same
-ruinous scythe no longer heals, instead deals increased damage by how many enemies are hit, up to a set % and applies hemorrhaging and off balance

-Bone armor
-beckoning armor is the same with added effect of reducing the damage done by pulled targets by 15% for 4 seconds
-summoners armor increase the duration of summoned abilities by 30% and decrease the cost by 15%.
-bitter harvest and its morphs remain the same
-bone totem and its morphs radius increased to 8m
-agony totem synergy inflicts enemies with minor brittle
-remote totem remains the same

-Grave grasp and the morph empowering grasp remain the same
-ghostly grasp is now asingle target stun, if the target cannot be stunned the targets movement speed is decreased by 40%

Gravelord

-colossus and its morphs ramin the same

-flame skull's speed is increased to match other ranged spammables in terms of speed to target and now uses your max resource

-blastbones and blighted blastbones remain the same
-stalking blastbones increases the damage done by 25%

-boneyard and its morphs now have a radius of 12m
-avid boneyard duration is 24 seconds and spawns a corpse ever 4 seconds. Once the duration is over, 3 more corpses will spawn
-unnerving boneyard no longer damages enemies, instead applies major and minor breach for 24 seconds

-skeletal warrior now uses your max resource and will either be a archer or mage based on your max resource, duration 20 seconds
-skeletal arcanist now last 26 seconds and grants major brutality and sorcery
-skeletal army summons 2 archers/mages and does a 5% increase in damage each tick, the duration is shortened to 16 seconds

-shocking siphon and its morphs ramin the same

Living death

-reanimate and morphs remain the same, while slotted on either bar increase resurrection speed by 50%

-render flesh and morphs remain the same

-expunge and morphs remain the same

-life amid death and morphs remain the same

-spirit mender duration 20 seconds and now grants major savagery and prophecy
-intensive mender increases effectiveness of living death abilities by 25%
-spirit guardian last 30 seconds, heals more and only targets yourself

-restoring tether remains the same



  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    You know I have never understood exactly what the Bone Goliath even is, are you undead when you take that form? is it Bone Armor, if so why do you grow in size? anyway if you gave the form the ability to extend it's duration I think it would only be fair if the Blood Scion got the same treatment and had a way to extend itself, maybe the Perfect Scion morph could be sustain by killing.

    Anyway as for this undead bone colossus situation, someone needs to test this ASAP.

    EDIT: I dueled a Necromancer who used the form and he did not start glowing in the presence of the expert hunter skill, seems they are not even undead, now the bone goliath is just weird, they should be undead and they should be effected by Fighter's Guild skills.
    Edited by TX12001rwb17_ESO on February 7, 2024 5:14AM
  • JerBearESO
    JerBearESO
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    I would slot Skeletal army :)
  • StarOfElyon
    StarOfElyon
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    JerBearESO wrote: »
    I would slot Skeletal army :)

    Does that count as a Grave Lord skill?
  • Lystrad
    Lystrad
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    You know I have never understood exactly what the Bone Goliath even is, are you undead when you take that form? is it Bone Armor, if so why do you grow in size? anyway if you gave the form the ability to extend it's duration I think it would only be fair if the Blood Scion got the same treatment and had a way to extend itself, maybe the Perfect Scion morph could be sustain by killing.

    Anyway as for this undead bone colossus situation, someone needs to test this ASAP.

    EDIT: I dueled a Necromancer who used the form and he did not start glowing in the presence of the expert hunter skill, seems they are not even undead, now the bone goliath is just weird, they should be undead and they should be effected by Fighter's Guild skills.

    I always just kind of assumed the bone goliath was just what happened if the necromancer put more effort into casting bone armor.... which... is actually really weird now that I think about it. It almost makes it seem like a bone mech. Actually that skill line has a few abilities that seem weird for what they are in hindsight. Like the scythe. Why is the scythe even there? Like I know we connect the scythe to death because of the grim reaper, but in universe? Arkay doesn't have a scythe, mannimarco doesn't have a scythe and even if he did he hasn't ascended yet, sithis doesn't have a scythe, where is this in universe connection to the scythe coming from? Can we just like... axe the scythe and get a conal blast of necromantic magic instead?

    In all seriousness thoughI think one of the biggest constraints necromancer has is trying to cleanly shove each of it's roles into one skill line and then design skills around those which ends up with skills feeling like they're in the wrong line, when as a whole necromancer would thematically benefit far more from having skill line design closer to the core classes

    --

    Reanimate or colossus, mender, blastbones, mage, and grasp could be in one skill line focused around animating the dead. Basically all of the illegal spells.

    some combination of Flame skull, bitter harvest, boneyard/life amid death(merged), scythe, siphon/tether(merged and scaling with higher resource) and render flesh with a new ultimate could be a second skill line focused on big displays of necromantic power

    Totem, armor, expunge, goliath, make up a third line that focuses more on utility effects via using bones as tools/totems, maybe filling in the missing skill slots with curses/dots

    I feel like something like this would give a lot more freedom of design space for necromancer abilities that feel good to use together.

    --

    Back on topic though I love that skeletal army ability idea, I just wish we had the option for melee skeletons.
    Edited by Lystrad on February 7, 2024 1:13PM
  • xDeusEJRx
    xDeusEJRx
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    At this point I'll support any buff Necromancer thread
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • brandsnipe
    brandsnipe
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    You know I have never understood exactly what the Bone Goliath even is, are you undead when you take that form? is it Bone Armor, if so why do you grow in size? anyway if you gave the form the ability to extend it's duration I think it would only be fair if the Blood Scion got the same treatment and had a way to extend itself, maybe the Perfect Scion morph could be sustain by killing.

    Anyway as for this undead bone colossus situation, someone needs to test this ASAP.

    EDIT: I dueled a Necromancer who used the form and he did not start glowing in the presence of the expert hunter skill, seems they are not even undead, now the bone goliath is just weird, they should be undead and they should be effected by Fighter's Guild skills.

    I assume its goliath is just raising the dead to create a suit. I understand the fairness, im just looking for ways to utilize the corpse mechanic. I think it would mostly benefit pve as it'd take 5 corpses consumed for 3 seconds increased.
  • brandsnipe
    brandsnipe
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    Lystrad wrote: »
    You know I have never understood exactly what the Bone Goliath even is, are you undead when you take that form? is it Bone Armor, if so why do you grow in size? anyway if you gave the form the ability to extend it's duration I think it would only be fair if the Blood Scion got the same treatment and had a way to extend itself, maybe the Perfect Scion morph could be sustain by killing.

    Anyway as for this undead bone colossus situation, someone needs to test this ASAP.

    EDIT: I dueled a Necromancer who used the form and he did not start glowing in the presence of the expert hunter skill, seems they are not even undead, now the bone goliath is just weird, they should be undead and they should be effected by Fighter's Guild skills.

    I always just kind of assumed the bone goliath was just what happened if the necromancer put more effort into casting bone armor.... which... is actually really weird now that I think about it. It almost makes it seem like a bone mech. Actually that skill line has a few abilities that seem weird for what they are in hindsight. Like the scythe. Why is the scythe even there? Like I know we connect the scythe to death because of the grim reaper, but in universe? Arkay doesn't have a scythe, mannimarco doesn't have a scythe and even if he did he hasn't ascended yet, sithis doesn't have a scythe, where is this in universe connection to the scythe coming from? Can we just like... axe the scythe and get a conal blast of necromantic magic instead?

    In all seriousness thoughI think one of the biggest constraints necromancer has is trying to cleanly shove each of it's roles into one skill line and then design skills around those which ends up with skills feeling like they're in the wrong line, when as a whole necromancer would thematically benefit far more from having skill line design closer to the core classes

    --

    Reanimate or colossus, mender, blastbones, mage, and grasp could be in one skill line focused around animating the dead. Basically all of the illegal spells.

    some combination of Flame skull, bitter harvest, boneyard/life amid death(merged), scythe, siphon/tether(merged and scaling with higher resource) and render flesh with a new ultimate could be a second skill line focused on big displays of necromantic power

    Totem, armor, expunge, goliath, make up a third line that focuses more on utility effects via using bones as tools/totems, maybe filling in the missing skill slots with curses/dots

    I feel like something like this would give a lot more freedom of design space for necromancer abilities that feel good to use together.

    --

    Back on topic though I love that skeletal army ability idea, I just wish we had the option for melee skeletons.

    Yeah the idea of necromancer was not implemented well at all, the class needs a complete overhaul of half its skills. A skill i just thought about would be "death curse", mark an enemy for death as skeletons raise from the ground attacking the marked enemy, up to 5 skeletons. Id love to see the necro summon abilities expanded more. What about a passive ability to turn non-boss undead into allies for 16 seconds before exploding? So many directions that necro could have gone
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