Disclaimers:- Necromancer characters have never been my predominant character build in any Elder Scrolls title. I have one on each of my accounts in ESO. I had a couple in Skyrim, one on Oblivion, and one in Morrowind.
- I do not PvP or PvE at a high level.
- This is probably irrelevant as my impression from the AUA is that Necromancer changes are probably already in the works https://old.reddit.com/r/elderscrollsonline/comments/1d3fs29/official_gold_road_update_42_aua_thread_may_29/
What are the problems in my view?When you played as a Necromancer type character in other Elder Scrolls titles, you might not be the most powerful build overall but, you were generally a powerful summoner that could do some things other builds might not be able to do.
In ESO, this doesn’t really feel like the case as you seem to generally be doing the same things that any other build does in a more awkward fashion.
You also hit the issue if you try to play with other players in even a semi-optimized fashion that the Necromancer is both rather unwieldy as they can need to put more effort in to get results and short on buffs compared to other classes. Players can mitigate the lack of buffs by using Oakensoul but, if you do so you quickly run into the question of why you are choosing to be a Necromancer at all.
World Change Suggestions:
Add some hidden Necromancer Lairs that can be accessed by using Necromancer abilities near them:
Aside from some nice dialogue options, being a Necromancer is primarily a liability at the world level due to the reaction of npcs to the usage of Necromancer abilities. Having some small areas that only your class could access could add a bit of interest. I'd suggest starting with just small areas with a bit of loot and a few minor npcs. If the areas appeal they could expand a bit and perhaps be implemented for other groups.
Skill Change Suggestions:
Living Death:
Reanimate: While slotted the ultimate number will be displayed. Reanimates a single target. Consumes only the Ultimate amount required to reanimate the target. The cost to reanimate a target depends on what the target is. Targets that for balance reasons cannot be reanimated will instead produce a Blastbones. NPC reanimation that does not produce a Blastbones will last for only 20 seconds. (If the NPC’s are too weak, they could potentially be given the buffs that companions can get.)
Extended Reanimation: Doubles the duration of NPC reanimation.
Animate Blastbones: Functions as it is now except it now also restores Magicka and Stamina for each ally you attempt to resurrect.
Explanation:
I’ll admit that it’s probably a bit of power creep to stack all of that on Animate Blastbones but, otherwise you are stuck making one of the existing morphs get wiped out which will annoy the people that use it.
Reanimate will probably not be that impressive from a functionality stand point as most NPCs aren’t very strong but, I think it can provide a significant amount of Necromancer feeling to the class.
Obviously, it's possible the engine can't handle this so it might not be doable.
Expunge: While slotted on either bar the cost of your abilities are reduced.
Explanation: This is intended to slightly increase the payoff of running a two bar setup and using the ability.
Restoring Tether: While slotted on either bar your healing is increased
Explanation: This is intended to slightly increase the payoff of running a two bar setup and using the ability.
Corpse Consumption: When you use an ability on a corpse you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629 and 5/10 Ultimate. Ultimate can only be gained once every 16 seconds.
Explanation:
The Necromancer runs on the short side buff wise. This change cuts down on the shortage in an area where the Necromancer is not unique while also leaning into an area where the Necromancer is already a bit unique and special. I realize that people would likely rather have Major Brutality and Sorcery but, that is one of the ways the Necromancer is unique as it is the only class without a source of that buff.
Undead Confederate: Also applies when you have an NPC reanimated.
Bone Tyrant:
Bone Goliath Transformation: Increase the duration by 5 seconds
Explanation:
The Bone Goliath has a high degree of similarity with Blood Sion. Changing the duration will slightly increase the differences between the two while making Bone Goliath a bit more impressive.
Grave Grasp: Produces a corpse in the third area
Ghostly Embrace: Reduces cost as the ability ranks up.
Empowering Grasp: No longer reduces cost as the ability ranks up. Always provides the caster with Empower. Always buffs your summons and now buffs reanimated npcs.
Explanation:
The Necromancer has a limited supply of abilities that quickly generate corpses. Grave Grasp thematically fits with corpse generation and can be a bit on the weaker side. Empowering Grasp is gaining more reliability when it comes to buffing yourself and your npc allies (The buff can miss you when it’s used on uneven terrain and your allies are rarely positioned where it can hit them well) at the cost of losing the reduction of cost to the other morph.
Grave Lord:
Skeletal Mage: Grants Minor Force
Explanation:
The idea here is to once again lean in on making criticals a bit stronger on the Necromancer and to make the summoning abilities feel a bit more powerful.
Ability Reordering:
Living Death:
Expunge: Move from rank 4 to rank 42.
Spirit Mender: Move from rank 30 to rank 4.
Restoring Tether: Move from rank 42 to rank 30
This will enable players to interact with summoning allies and tethering at earlier levels.
Bone Tyrant:
Bitter Harvest: Move from rank 20 to rank 30.
Bone Totem: Move from rank 30 to rank 42.
Grave Grasp: Move from rank 42 to rank 20.
As the earlier changes make Grave Grasp a corpse builder, we want to enable players to have access to it at an earlier period around the time that they get access to several of the corpse spenders.
TLDR:
Necromancer is underwhelming compared to playing similar builds in other Elder Scrolls games as well as compared to the other classes in ESO.
Suggestions for improvement:
- Add secret Necromancer Lairs
- Reanimate can res npcs
- Skills that reduce costs apply to both bars
- Corpse Consumption grants Major Prophecy and Savagery
- Grave Grasp can build corpses
- Rotate ability order to better fit combat while leveling.