Also, as an alternative to having too many distinct pets running around, a crowd could be done like the warden healing thicket. For example instead of the tombstones in boneyard, it could look like a pack of bone flayers.
Yeah I understand that too. it doesn't only need to be about summoning minions. But I do think that should be a big part of it, or at least be reflected in more than just Skeletal Mage/Archer.Lazarus_Rising wrote: »A necromancer does not have to be a summoner only. If you are familar with Last Epoch you can see that a more like Death Magic Mage would also be great. Undead minions are mandatory of course but they are ways to make a necromancer more interesting. Still i do not get the vision from ZOS. Some kind you are the living corpse idk.
Also, as an alternative to having too many distinct pets running around, a crowd could be done like the warden healing thicket. For example instead of the tombstones in boneyard, it could look like a pack of bone flayers.
Gods I hate those tombstones so bloody much lol.
They are so cartoony.
Meanwhile, a skill with great visuals like Grave Grasp lingers in obscurity.
Imo necro needs to be sorcerer 2.0 make 2 summons permanent, give the morphs diffrent effects and active abilities and keep the rest as is
Make the skeletal archer and mage perma, reduce the damg to compensate, make the healing ghoul work like twilight where the heal is an active press and give it a morph that does dmg.
Imo necro needs to be sorcerer 2.0 make 2 summons permanent, give the morphs diffrent effects and active abilities and keep the rest as is
Make the skeletal archer and mage perma, reduce the damg to compensate, make the healing ghoul work like twilight where the heal is an active press and give it a morph that does dmg.
Imo necro needs to be sorcerer 2.0 make 2 summons permanent, give the morphs diffrent effects and active abilities and keep the rest as is
Make the skeletal archer and mage perma, reduce the damg to compensate, make the healing ghoul work like twilight where the heal is an active press and give it a morph that does dmg.
The necromancer needs more necromancy.
Imo necro needs to be sorcerer 2.0 make 2 summons permanent, give the morphs diffrent effects and active abilities and keep the rest as is
Make the skeletal archer and mage perma, reduce the damg to compensate, make the healing ghoul work like twilight where the heal is an active press and give it a morph that does dmg.
Lazarus_Rising wrote: »Despite every feedback they did go through with it. Nothing to be done anymore sadly.
With the new update Blastbones was changed into a self-buff ability. There are other posts already about how lacklustre it is, but I'd like to focus on class identity here. Necro was already a class barely living up to its name, with only one proper offensive pet summon (Skeletal Mage/Archer), and then one quasi-pet summon in the form of Blastbones. But now with Blastbones gone we only have the 1.
Removing a necromancer's minion summons does nothing but eviscerate the class fantasy of being a necromancer in the first place, which wasn't exactly stellar to begin with. To say I'm disappointed with this change would be putting it lightly. I simply do not feel like a necromancer anymore, as what little class identity there was is being clawed away. If ZOS wants to continue down this route, then consider renaming the class "Dark Sorcerer" instead of "Necromancer". Otherwise, I'd kindly ask to rethink the approach to playing a necromancer.
A big part of being a necromancer should be about summoning minions to serve you in combat (not even permanent ones!). The damage rotation should ideally be about (re-)summoning the minions as they expire, empowering them, and then using a spammable like Flame Skull. Additionally, I think minions should also cost corpses to summon, emphasising the fact that you're raising the dead and not just spawning them out of Oblivion the way you might do with daedric minions. It might take slightly longer to wind up your damage potential in the beginning of an encounter, but that can be offset with other corpse-generating spells.
Addressing the elephant in the room:
Yes, Blighted Blastbones remains available as an offensive morph of the ability. But I don't consider this sufficient. First of all, if I'm playing a magicka necromancer, why should I be forced to use the stamina morph of a spell just to feel a shred of class identity while playing? We're basically being told to play un-optimally if we want to enjoy our own class fantasy. Furthermore, when necromancy in the Elder Scrolls universe is constantly associated with blue, why on earth should magicka necromancers be forced to use a summon with a green theme like Blighted Blastbones? It's not thematically coherent at all, and irks me to no end when I'm using my spells.
If ZOS is adamant on leaving necromancer class identity to languish, then at least throw us a bone by having the resource cost of Blighted Blastbones be determined by your highest max quantity secondary resource (if you have more max magicka than max stamina, it costs magicka, etc). Then have the colour change accordingly as well.