StarOfElyon wrote: »I'm making an updated version of my Necro ideas thread from 2023 (https://forums.elderscrollsonline.com/en/discussion/633137/suggestions-for-necromancer-changes). One thing that ZOS has been doing lately is making skills require less micromanagement and loading them with multiple functions:Cephaliarch's Flail:
Infuse your arm with abyssal magic to form tentacles that lash out at your foes dealing 1939 Physical Damage, healing yourself for 969, and generating Crux. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. Deals up to 100% more damage to enemies with less than 50% Health. You deal 5% increased damage to enemies drenched in Abyssal Ink.
Tome-Bearer's Inspiration:
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
The Necro needs this same treatment.
Blighted Blastbones: cost determined by the highest resource.
(I have mourned the loss of Stalking Blastbones and I have accepted that fact that I'm just going to have to change my Necro)
Death Scythe:
As I have seen suggested on the forums, both morphs of the Necro scythe should get execute scaling. I agree that this would be a great and very needed addition.
- Hungry Scythe: should also apply life steal to all enemies hit.
Skeletal Arcanist/Archer: grants major sorcery/brutality when slotted on either bar. Increase the damage that their attacks do.
Shocking Siphon: while slotted on either bar grants major prophecy/savagery and increases damage done by 3%. The AOE remains on the ground even if the tether breaks early.
- Mystic Siphon: the increased Health, Magicka, and Stamina Recovery persists even if the tether breaks early.
- Detonating Syphon: the damage AOE now sticks to you.
Flame Skull:
- Riccochet Skull/Venom Skull: applies burning/poisoned status effects. (Increase travel speed)
Spirit Mender: when active, applies minor cowardice to attackers.
Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)
- Warding Totem: (Formerly Remote Totem) grants minor protection when standing in the area of effect.
- Agony Totem: afflicts enemies in the area of effect with minor vulnerability.
Restoring Tether: the effects persist on the player even if the tether breaks early.
Render Flesh:
- Blood Sacrifice: consumes a corpse to grant you Major Courage for 10 seconds.
Expunge: reduces the cost of all your abilities by 3% while slotted on either bar.
Bitter Harvest: when slotted on either bar, reduces your damage taken by 3%.
ULTIMATES:
Frozen Colossus: Unleash a decayed Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds.
- Glacial Colossus: does frost damage and stuns enemies on the second hit instead of the third.
- Pestilent Colossus: smashes the ground only once and does disease damage. Afflicts enemies with a pestilence that does damage over time.
Animate Blastbones: instead of resurrecting allies, this ultimate summons up to three blastbones to attack the nearest opponent. Summoned Blastbones are immune to being crowd controlled (other than by another ultimate). Reduce the cost of this ultimate to 200, down from 320, to make it more usable.
StarOfElyon wrote: »Did they even see the feedback? That is the question.
- We’ve seen a lot of great feedback for the new functionality these abilities have gone through, highlighting both the good and bad that the rework provided. Things are on the right track but we’ve seen many of the short comings that came with the initial proposals. The main areas we’re hoping to improve on with this pass are the following:
- Your Area of Effect damage capabilities when not taking the Blighted morph, as sacrificing the explosive lad led to a large loss
- The disruption to the natural flow of corpse generation and consumption, as having all of your corpses spawn around you as the caster led to a highly restrictive playstyle that forced you into melee, while making tethers far more cumbersome to use than intended
- The above adjustments should help alleviate some of the issues the rework imposed, while still offering relatively familiar advantages and experiences to the original ability, but with a simpler to use and build around rotation. We’ll continue to keep an eye on this ability and its morphs as the year progresses and data comes in; we’re aware that the ability likely still hasn’t hit its perfect mark just yet, but we’re hopeful that it’s still an improvement for a large amount of players who were previously put off by how demanding the class was.
OtarTheMad wrote: »Definitely ignored. I think either ZOS has a vision for Necromancer that our feedback didn’t match or they are testing out different ideas for ability changes and while our feedback was read, aren’t sure that’s where they want to go
OtarTheMad wrote: »Definitely ignored. I think either ZOS has a vision for Necromancer that our feedback didn’t match or they are testing out different ideas for ability changes and while our feedback was read, aren’t sure that’s where they want to go
It would be nice to have a Dev post explaining ZOS ''vision'' on the Necromancer class. If the main reason for Blastbones change really was to provide an easier alternative rotation, I don't see how the latest version of Grave Lord's Sacrifice accomplishes that.
Should other classes also fear having their iconic skills reworked out of nowhere?
I have a good idea on how to improve Streak, @ZOS_Kevin. Please contact the developers.
Yes but the reason we do this is because the actual dot skills are still nerfed and underperforming in PvP since u35, or nonexistent in the case of Necro. Proc sets are a bandaid on a PvP class balance problem.Don't people just use wrath of elements or master dw for sticky dot?
xylena_lazarow wrote: »PvP Necro timers are still a disaster and its PvP class kit is still glaringly missing:
Major wd/sd buff
Major crit chance buff
Reliable instant stun
Reliable spammable
Viable sticky DoT
IncultaWolf wrote: »UNIVERSALLY known by the entire eso player base and content creators as the worst class in the game, I've been suffering on necromancer this pvp event and I literally have random people whispering me saying stuff like "props for playing necro in this time of age"
Also within like the 50+ hours I've put into cyrodiil this event, I've only seen like 5 other necromancer players, how does a class get this neglected for so long? I really don't get it. I hope the combat/class balance team is proud, happy 10 year anniversary!
StarOfElyon wrote: »
Templar’s most iconic skill destroyed. Now Necro’s. Who is next?
Templar’s most iconic skill destroyed. Now Necro’s. Who is next?
gariondavey wrote: »Templar’s most iconic skill destroyed. Now Necro’s. Who is next?
Getting 3 stacks of whip is too complicated. Molten now only gets 1 stack. The animation has been changed to a gentle, playful, flirtatious whipping motion.
Getting 5 stacks of assassin's will takes too long. Stacks remain at 5 but can only be fired every 4 seconds. Critical damage and chance increased by 15 percent. Animation has been changed to be very minute to not give away the fact that you are casting a high damage skill. Sound has been removed because assassins are supposed to be sneaky, dangit!
OtarTheMad wrote: »Definitely ignored. I think either ZOS has a vision for Necromancer that our feedback didn’t match or they are testing out different ideas for ability changes and while our feedback was read, aren’t sure that’s where they want to go
It would be nice to have a Dev post explaining ZOS ''vision'' on the Necromancer class. If the main reason for Blastbones change really was to provide an easier alternative rotation, I don't see how the latest version of Grave Lord's Sacrifice accomplishes that.
Should other classes also fear having their iconic skills reworked out of nowhere?