To be fair, Sorcerer could use some pet reworks itself, but considering that necromancer is a chapter class, and the general sentiment being it is is much worse state, I'd support necromancer overhaul before sorcerer daedric summoning overhaul.
I'll just leave my rework proposal here:
Grave Lord Tree
Flame Skull Move the GLS boost to this skill to the Flame Skull skill itself have the 3rd cast create a corpse and deal AoE damage, but I'd also tack on undodgeable to the base skill like Warden's Cliff Racer dive used to have.
Sacrificial Bones Would perform like the old skill where it runs and explodes on the target enemy. After the initial AoE blast all enemies hit will be afflicted with a 10 second DoT that will have two larger ticks. Each of the larger ticks will create a corpse and in total will deal 10800 damage over its duration which is the equivalent of 3 blastbones so over the course of 12.5 seconds you'd have 4 "blastbones" with one cast. For 10 seconds after Sacrificial Bones hits its target increase all damage from Necromancer skills and DoTs by 5%. Increased Magicka cost to 4500 and if the DoT doesn't find a target the bone fragments return to the caster restoring 1500 Magicka.
- Grave Lord's Possession This morph would also apply Minor Cowardice to targets in the AoE blast while granting the caster Minor Courage for 10 seconds. If the DoT is cleansed prematurely one of the larger ticks will automatically trigger.
Boneyard I'd keep this skill the same with one exception. Desecrate the ground at target location for 10 seconds applying "Touch of the Grave" a sticky DoT that attaches to all enemies who enter the desecrated ground dealing 3080 Frost Damage over 10 seconds. If a corpse was consumed on cast Touch of the Grave deals 30% more damage. An ally standing in the graveyard can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies in the area and healing for the damage done.
Skeletal Mage First thing I would do is increase the tooltip damage by 50% from 462 to 693Shock Damage every 2 seconds I'd do the same for both morphs. The second thing is adding Major Brutality/Sorcery to the skill in one of two ways while the minion is active, or when slotted on either bar. The final change is adding this skill to the list of controllable pets.
Shocking Siphon I like the idea of the tethers and think they are visually great, but hamper mobility immensely unless the Necromancer becomes the focal point of the skill. So I would remove this skill and replace it with:
Flesh Atronach Created to do your bidding the Flesh Atronach will deal 500 Shock Damage to an enemy (Will be controllable). If this ability is recast while active the Atronach will do a slam attack on targeted enemy dealing 1000 damage and an stunning the target for 2 seconds (unblockable). While slotted on either bar increases your damage done by 3%. Requires three corpses to cast and remains until killed or dismissed. Does not leave a usable corpse.
- Conductive Stitching This morph will turn the slam into an AoE giving a 4 second snare to additional enemies around the target, and will increases the duration of the stun and snare by 10% per corpse in the area up to 30%.
- Putrid Flesh Converts the Shock damage to 600 Poison Damage. When killed or recast instead of the stun ability the Atronach will explode for 3000 Disease Damage. The explosion can consume up to 2 corpses within 8 meters, each corpse increasing the damage by 25%. If recast you will be able to direct where the Atronach goes to explode.
Bone Tyrant Tree
Death Scythe Add a scaling execute to this skill and its morphs to deal up to 300% increased damage to enemies under 40% Health.
Summoner's Armor Increase the duration of this morph from 20 seconds up to 30 seconds. Recasting corpse generating abilities after they have been active for 10 seconds drops a corpse regardless, and Necromancer already has so many short timers to juggle. So in a minion centered playstyle it will help alleviate the feeling of being a buff simulator.
Disdain Harm While a Bone Tyrant ability is active gain Minor Resolve and reduce the damage you take from DoT abilities by 15%.
Bone Totem I would move the buff to increase your minion's damage and healing by 500 from Empowering Grasp to the Totem and its morphs while active and lower the potency from 1000 to 500. Thematically the totem is there to enhance yourself and allies while cursing your enemies so if a move is going to buff your minions this should be the one to do it. My other reason is getting your minions in the Empowering grasp effect is extremely difficult and unreliable, but taking the difficulty into account I cut the buff in half for the totem.
Grave Grasp Another really cool visual skill, but not very useful in application. I would change the ability to be placed manually, and have a larger consolidated area split into 3 zones. The Outer ring will snare, immobilize in the middle ring, and stun in the center. Applying Minor Main to enemies in all 3 zones.
- Ghostly Embrace Skeletal hands stun target for 3 seconds and immobilize enemies within 3 meters of the target. Enemies in the area are afflicted with Minor Maim and Minor Mangle. If the target is immune to cc it takes 1200 Frost Damage instead.
- Empowering Grasp Still grants Empower and reduces the cost, but the minion buff is moved to Bone Totem.
Living Death Tree
Expunge Give the ability cost reduction of 3% the on either bar treatment for this skill and its morphs.
Spirit Mender Increase the healing of mender and both morphs by 30% and change the duration for the base skill and the Spirit Guardian morph from 16 seconds to 20 seconds.
Restoring Tether I would change how the tether works. Either it ignores LoS between the corpse and the caster as it's a spiritual construct not a physical one, or if it must break from LoS the heal will radiate from the corpse and caster each at 50% reduced potency and will automatically reconnect once LoS is established again.
Undead Confederate Increase your Health, Magicka, and Stamina Recovery by 100 for each minion you have active. Sacrificial Bones, Skeletal Mage, Spirit Mender, and Flesh Atronach each count as a minion.
ZoeliTintanie wrote: »Careful I Just posted about Wardens & Bear pet and got 25 replies of trolls telling me to go back to WoW to play a druid-pet class. (make it make sense)
Great ideas tho in this post as well gj and i hope necros get proper pet buffs.
Michaelkeir wrote: »So when the necromancer was announced, and details came out I was hurt. It’s was more like an apprentice necromancer then a full fledged one. No real pets/minions. No curses or real sticky dots. No zombies or melee skeletons in its kit. Now bone/flesh goliath pet. It was a sad day indeed. Guess I’ll have to wait until the next Elder-scrolls comes out before I can play a necromancer the proper way.
Elder Scrolls necromancers are not Diablo necromancers. The Elder Scrolls necromancers who had a large swath of undead are usually either liches, or the tiny tiny minority, such as Manimarco. The majority of Elder Scrolls necros faff around with black soul gems and such. A more in-lore necro would be something more akin to soul magic than raising the dead.
Elder Scrolls necromancers are not Diablo necromancers. The Elder Scrolls necromancers who had a large swath of undead are usually either liches, or the tiny tiny minority, such as Manimarco. The majority of Elder Scrolls necros faff around with black soul gems and such. A more in-lore necro would be something more akin to soul magic than raising the dead.
This just isn't true. Yes, TES necromancers "faff" around with black soul gems and soul magic, but they absolutely deal with raising the dead as well, and it's quite a significant part of their toolkit as seen in basically every TES game and bit of lore available. Even middling necromancers raise minions to serve them, or practice on animals.
Heck, weak NPC necromancers in ESO do this as well. They raise minions and use cool-looking channelled empower spells to help them battle us. There's zero reason for player necromancers not to be about raising the dead first and foremost (including empowering them, etc), with other soul-related spells as secondary. As opposed to how it is now, which is the reverse: generic "dark wizard" spells make up the majority of our toolkit, and we only have 1 offensive minion (Skeletal Archer/Arcanist) that doesn't immediately die like Blighted Blastbones. And even that 1 minion hits like a wet noodle. It does virtually no damage even on overland mobs.
Michaelkeir wrote: »My guy, I’ve been saying this since DAY 1. I 10000% agree with you. It’s like they mixed the class with the sorcerer class.
STORY TIME - I originally came to this game 9 or so years ago JUST to be able to play a necromancer and I was very disappointed when I found that there wasn’t one. But after looking at the sorcerer class, I noticed it had everything I wanted in a necromancer class. A dot/curse, pets/minions, and a temporary pet ultimate. So I figured I’d play that class until eventually the necromancer class gets introduced.
So when the necromancer was announced, and details came out I was hurt. It’s was more like an apprentice necromancer then a full fledged one. No real pets/minions. No curses or real sticky dots. No zombies or melee skeletons in its kit. Now bone/flesh goliath pet. It was a sad day indeed. Guess I’ll have to wait until the next Elder-scrolls comes out before I can play a necromancer the proper way.
Napalm_Death32 wrote: »
Napalm_Death32 wrote: »
I pretty much main and only play necro. Necros need minor buffs. Not a full rework. That's how we ended up with Grave lord Sacs in the first place, and I sure as heck don't want any more of that.
Napalm_Death32 wrote: »Napalm_Death32 wrote: »
I pretty much main and only play necro. Necros need minor buffs. Not a full rework. That's how we ended up with Grave lord Sacs in the first place, and I sure as heck don't want any more of that.
I'd be happy with being able to summon hordes of cheap enemies to swarm the enemy
Napalm_Death32 wrote: »Napalm_Death32 wrote: »
I pretty much main and only play necro. Necros need minor buffs. Not a full rework. That's how we ended up with Grave lord Sacs in the first place, and I sure as heck don't want any more of that.
I'd be happy with being able to summon hordes of cheap enemies to swarm the enemy
If I wanted that style of necromancer I'd play Guild Wars 1 or Diablo. Not an Elder Scrolls game.
Napalm_Death32 wrote: »