When will necro come back to life?

TDVM
TDVM
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A paid class that is bullied beyond belief. It needs a complete overhaul and rethinking. Because at the moment from the class “necromancer” remains only a name
  • H_E
    H_E
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    its not that bad when not compared to arcanist, but its still bug ridden that makes it feel bad to play
  • Deimus
    Deimus
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    When they give the class an execute (Scythe is so obvious it hurts), an instant stun (totem should fear instantly and then again every 2 seconds after), and damage that isn't killed by LoS or stepping a few feet to the right. Boneyard should've also gotten the 4.1 second sticky DoT for every tick in the circle.

    Also revert GLS to Stalking BB which won't happen so change it into something better that deals damage. I'm coping the reason they've left it so long is that they are working on something good. If not then a morph of Grim Focus, Shards, Whip, Shalks, etc needs to be changed into self buff as well. Necro gets the scraps way too often and doesn't have enough damage in it's kit to give up it's best hitting skill for a clunky buff.
  • OtarTheMad
    OtarTheMad
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    I am mixed about ZOS’ path with Necromancer. I am hoping for some big adjustments and changes in Q1 2025 but I have also kind of given up too, which is heavily affecting my playtime.

    I liked some changes this year but felt the power and crit buffs added to tether and skeletal were the wrong move. Those abilities, in my opinion, just aren’t reliable or useful enough to even slot. In PvE I use Oakensoul so I already have those buffs and in PvP I use the Mages Guild ability for that buff because although it’s damage is not great I can control it, I can pressure who I need to which is vital.
  • Urzigurumash
    Urzigurumash
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    OtarTheMad wrote: »
    I am mixed about ZOS’ path with Necromancer. I am hoping for some big adjustments and changes in Q1 2025 but I have also kind of given up too, which is heavily affecting my playtime.

    I liked some changes this year but felt the power and crit buffs added to tether and skeletal were the wrong move. Those abilities, in my opinion, just aren’t reliable or useful enough to even slot. In PvE I use Oakensoul so I already have those buffs and in PvP I use the Mages Guild ability for that buff because although it’s damage is not great I can control it, I can pressure who I need to which is vital.

    Skeleton gives you way more control over the Buff though. Optimal Alpha Strike Potential for these 2 buffs from skills with any Sets or Weapons is Skeleton and Camo Hunter.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Urzigurumash
    Urzigurumash
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    What's a complete overhaul look like OP? Totally new skills? All players with Necro experience reset to 0 hours?
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • OtarTheMad
    OtarTheMad
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    OtarTheMad wrote: »
    I am mixed about ZOS’ path with Necromancer. I am hoping for some big adjustments and changes in Q1 2025 but I have also kind of given up too, which is heavily affecting my playtime.

    I liked some changes this year but felt the power and crit buffs added to tether and skeletal were the wrong move. Those abilities, in my opinion, just aren’t reliable or useful enough to even slot. In PvE I use Oakensoul so I already have those buffs and in PvP I use the Mages Guild ability for that buff because although it’s damage is not great I can control it, I can pressure who I need to which is vital.

    Skeleton gives you way more control over the Buff though. Optimal Alpha Strike Potential for these 2 buffs from skills with any Sets or Weapons is Skeleton and Camo Hunter.

    But Skeletal damage isn’t reliable to me. Especially in PvP, it isn’t guaranteed to be hitting the same target I am fighting since it’s 3 targets (or one of you do Archer) and it’s the closest one but that might not be who you are fighting. With MG I can have that damage on who I need it to be on, I’ve even made some Scribing skills that are dots and give me those buffs just so I have more options. I just can’t rely on skeletal or Tether most game modes.

    Tether gets cancelled way too easily and since bodies at the bosses feet is harder now it makes being in the correct place harder and it just seems like a lot of micromanaging for meh damage.

    Maybe in endgame HM’s these changes help but in others modes it just doesn’t do much. Plus, like I mentioned in PvE I use Oakensoul so I’d rather take up my limited bar space with other skills, like actual sticky dots (usually other Scribing abilities)

    Edited by OtarTheMad on November 4, 2024 5:07PM
  • OtarTheMad
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    What's a complete overhaul look like OP? Totally new skills? All players with Necro experience reset to 0 hours?

    I don’t think it needs a complete overhaul but this is just what I would do:

    Flame skull- faster to match other spammables

    Blighted Blastbones- Dot added to enemies hit

    Boneyard- Self synergy damage is increased (a bit)

    Skeletal summons- If goes the full duration gain Rot which you can shoot at a target and it does X damage plus a dot (so this would be like crystal frag or spectral bow, a proc of sorts)

    I am not sure what to do with tether since it’s also tied to a set now. My original idea was to have it just attach to the ground and if you happen to hit corpses you consume them and the tether lasts longer.

    Fear totem- fears on cast and every 2 seconds after

    Animate Blastbones- still resurrects but also provides a synergy that can be a self synergy that does X damage to all in the area and all hit get Heal Absorption on them for a short time.



  • Aggrovious
    Aggrovious
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    Bring it back by allowing necromancers to have an army of the dead. Complete overhaul will delete 75% of their skills and change it with summons, thralls, minions, and pets that don't expire after 20 seconds. Yeah Archer/Arcanist should be a pet that stays until you unsummon it or it dies.
    Making a game fun should be a priority. Making a game balanced should not come at the expense of fun.
  • Urzigurumash
    Urzigurumash
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    OtarTheMad wrote: »
    OtarTheMad wrote: »
    I am mixed about ZOS’ path with Necromancer. I am hoping for some big adjustments and changes in Q1 2025 but I have also kind of given up too, which is heavily affecting my playtime.

    I liked some changes this year but felt the power and crit buffs added to tether and skeletal were the wrong move. Those abilities, in my opinion, just aren’t reliable or useful enough to even slot. In PvE I use Oakensoul so I already have those buffs and in PvP I use the Mages Guild ability for that buff because although it’s damage is not great I can control it, I can pressure who I need to which is vital.

    Skeleton gives you way more control over the Buff though. Optimal Alpha Strike Potential for these 2 buffs from skills with any Sets or Weapons is Skeleton and Camo Hunter.

    But Skeletal damage isn’t reliable to me. Especially in PvP

    It could do 0 damage and it would have the same utility in PvP. Backbarrable + any weapon + any potion + any set + alpha strike enabling Major Brutality. How else can a Necro get that?
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Urzigurumash
    Urzigurumash
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    And look. If Skulls has the speed of other spammables then it has the damage of other spammables rather than the 50% increase it has now.

    What's the point of that? Just slot Wield Soul or any of the other non class ranged spammables.

    Skulls is one of the hardest hitting spammables in the game because it's so slow.
    Edited by Urzigurumash on November 4, 2024 10:35PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • StarOfElyon
    StarOfElyon
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    TDVM wrote: »
    A paid class that is bullied beyond belief. It needs a complete overhaul and rethinking. Because at the moment from the class “necromancer” remains only a name

    Since they changed Grave Grasp morphs, I've had to update my suggestions. Since I'm on console, I haven't played with the changes but I don't think I'll like them. I believe my suggestions for the skill would be better.
    This is an updated version of my Necro ideas thread from 2023 (https://forums.elderscrollsonline.com/en/discussion/633137/suggestions-for-necromancer-changes) with adjustments accounting for the Update 43 patch notes.

    Death Scythe: (both morphs)
    Deals more damage based on the enemy's missing health.
    - Hungry Scythe: should also apply life steal to all enemies hit, in addition to healing the caster over time.

    Shocking Siphon: The AOE should remain on the ground even if the tether breaks early. (Increase the radius size too)
    - Mystic Siphon: the increased Health, Magicka, and Stamina Recovery persists even if the tether breaks early.

    Flame Skull:
    - Riccochet Skull/Venom Skull:
    applies burning/poisoned status effects. (Increase travel speed)

    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)

    Restoring Tether: the effects persist on the player character even if the tether breaks early.

    Grave Grasp:
    - Empowering Grasp: Summon three patches of skeletal claws from the ground in front of you dealing 898 frost damage. Enemies in the first area are stunned for 3 seconds, immobilized in the second area for 4 seconds, and snared in the final area by 50% for 5 seconds. Each patch applies Minor Maim to enemies hit for 10 seconds, reducing their damage done by 5%. Grants Empower to your allies, and enhances the damage and healing of your summons by 1000. Each effect lasts 10 seconds.

    - Ghostly Embrace: Summon three patches of skeletal claws from the ground in front of you, dealing 1742 Frost Damage and an additional 1635 Frost Damage over 5 seconds. The initial hit applies the Chilled status effect. The final area creates a corpse if at least one enemy was hit.

    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%.

    Boneyard increase the radius to 8 meters.

    PASSIVES:
    Corpse Consumption: When you consume a corpse, you generate 10 Ultimate. This effect can occur once every 16 seconds. You also gain Major Savagery and Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.

    Undead Confederate: While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Magicka, and Stamina Recovery is increased by 200. You also gain Major Brutality and Sorcery for 20 seconds, increasing your Weapon and Spell Damage by 20%.

    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.
    Edited by StarOfElyon on November 5, 2024 12:32AM
  • OtarTheMad
    OtarTheMad
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    OtarTheMad wrote: »
    OtarTheMad wrote: »
    I am mixed about ZOS’ path with Necromancer. I am hoping for some big adjustments and changes in Q1 2025 but I have also kind of given up too, which is heavily affecting my playtime.

    I liked some changes this year but felt the power and crit buffs added to tether and skeletal were the wrong move. Those abilities, in my opinion, just aren’t reliable or useful enough to even slot. In PvE I use Oakensoul so I already have those buffs and in PvP I use the Mages Guild ability for that buff because although it’s damage is not great I can control it, I can pressure who I need to which is vital.

    Skeleton gives you way more control over the Buff though. Optimal Alpha Strike Potential for these 2 buffs from skills with any Sets or Weapons is Skeleton and Camo Hunter.

    But Skeletal damage isn’t reliable to me. Especially in PvP

    It could do 0 damage and it would have the same utility in PvP. Backbarrable + any weapon + any potion + any set + alpha strike enabling Major Brutality. How else can a Necro get that?

    The lag and skill delay in PvP makes a big difference, even with Blighted BB. The pets get confused, don't know who to attack, or attack someone else and just bug out. It's easier to slot something else, like a sticky dot, so you can control who gets it and actually apply some pressure. As for Major Brutality/Sorcery... I use Oakensoul in PvE (probably could in PvP as well) so I already have that buff, I can't double dip.

    As for skulls, the 50% increase is on the 3rd cast and probably wouldn't change just because it's faster. In PvE sure, it works fine (a little hard to weave but you could always just do Velthoi mythic) but in PvP it is hard to hit. I dodge it all the time, I could eat a sandwich while it travels to me and dodge it lol. I also already slot a different spammable if I use one... either Force Pulse or a Scribing ability but that's because I am forced to.

    I honestly just play a different style than you I think, idk. I don't use Camo Hunter either because I get both Minor Berserk and the crit buffs from Oakensoul. My Necromancer is a Magicka Oakensoul heavy attack build in PvE. In PvP I am currently searching for a good build and have a few I am going to try.
  • StarOfElyon
    StarOfElyon
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    The only reason I commit to using necromancer skills is that I want to feel like I'm actually playing the class. I paid for it and grinded the characters up. Might as well force myself to use the skills.
  • Urzigurumash
    Urzigurumash
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    OtarTheMad wrote: »
    OtarTheMad wrote: »
    OtarTheMad wrote: »
    I am mixed about ZOS’ path with Necromancer. I am hoping for some big adjustments and changes in Q1 2025 but I have also kind of given up too, which is heavily affecting my playtime.

    I liked some changes this year but felt the power and crit buffs added to tether and skeletal were the wrong move. Those abilities, in my opinion, just aren’t reliable or useful enough to even slot. In PvE I use Oakensoul so I already have those buffs and in PvP I use the Mages Guild ability for that buff because although it’s damage is not great I can control it, I can pressure who I need to which is vital.

    Skeleton gives you way more control over the Buff though. Optimal Alpha Strike Potential for these 2 buffs from skills with any Sets or Weapons is Skeleton and Camo Hunter.

    But Skeletal damage isn’t reliable to me. Especially in PvP

    It could do 0 damage and it would have the same utility in PvP. Backbarrable + any weapon + any potion + any set + alpha strike enabling Major Brutality. How else can a Necro get that?

    The lag and skill delay in PvP makes a big difference, even with Blighted BB. The pets get confused, don't know who to attack, or attack someone else and just bug out. It's easier to slot something else, like a sticky dot, so you can control who gets it and actually apply some pressure. As for Major Brutality/Sorcery... I use Oakensoul in PvE (probably could in PvP as well) so I already have that buff, I can't double dip.

    As for skulls, the 50% increase is on the 3rd cast and probably wouldn't change just because it's faster. In PvE sure, it works fine (a little hard to weave but you could always just do Velthoi mythic) but in PvP it is hard to hit. I dodge it all the time, I could eat a sandwich while it travels to me and dodge it lol. I also already slot a different spammable if I use one... either Force Pulse or a Scribing ability but that's because I am forced to.

    I honestly just play a different style than you I think, idk. I don't use Camo Hunter either because I get both Minor Berserk and the crit buffs from Oakensoul. My Necromancer is a Magicka Oakensoul heavy attack build in PvE. In PvP I am currently searching for a good build and have a few I am going to try.

    Yeah Skulls only works when you're in melee range or the target is stunned. Conditions have to be right for it to land but when it does it's worth it. The skill is what it is, to me it's appropriately balanced in isolation compared to other ranged spammables. You can't swap it out for Force Pulse and expect the same results, I guess I'd say it's more like a "Mini Meteor".

    I actually don't play really PvE but as for my affinity for Skeleton, for years to get a Brutality buffed Blastbones the second you enter within 28m of a target, and not a second after that once you've casted Degen or Venom Arrow, you either had to slot Rally or use Pots. So with Rally you're stuck with 2h as your front bar - losing other 28m skills in Destro or Bow - or 2h as your backbar, which is just flat out bad without the escape tools of Sorc and NB.

    So like I said optimal Alpha Strike while maintaining access to any set weapon or potion is Skeleton + Camo. Optimal Sustained Damage with any set weapon or potion is Siphon and Degen, I think.

    So to me both of these new buffs have their use.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • OtarTheMad
    OtarTheMad
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    OtarTheMad wrote: »
    OtarTheMad wrote: »
    OtarTheMad wrote: »
    I am mixed about ZOS’ path with Necromancer. I am hoping for some big adjustments and changes in Q1 2025 but I have also kind of given up too, which is heavily affecting my playtime.

    I liked some changes this year but felt the power and crit buffs added to tether and skeletal were the wrong move. Those abilities, in my opinion, just aren’t reliable or useful enough to even slot. In PvE I use Oakensoul so I already have those buffs and in PvP I use the Mages Guild ability for that buff because although it’s damage is not great I can control it, I can pressure who I need to which is vital.

    Skeleton gives you way more control over the Buff though. Optimal Alpha Strike Potential for these 2 buffs from skills with any Sets or Weapons is Skeleton and Camo Hunter.

    But Skeletal damage isn’t reliable to me. Especially in PvP

    It could do 0 damage and it would have the same utility in PvP. Backbarrable + any weapon + any potion + any set + alpha strike enabling Major Brutality. How else can a Necro get that?

    The lag and skill delay in PvP makes a big difference, even with Blighted BB. The pets get confused, don't know who to attack, or attack someone else and just bug out. It's easier to slot something else, like a sticky dot, so you can control who gets it and actually apply some pressure. As for Major Brutality/Sorcery... I use Oakensoul in PvE (probably could in PvP as well) so I already have that buff, I can't double dip.

    As for skulls, the 50% increase is on the 3rd cast and probably wouldn't change just because it's faster. In PvE sure, it works fine (a little hard to weave but you could always just do Velthoi mythic) but in PvP it is hard to hit. I dodge it all the time, I could eat a sandwich while it travels to me and dodge it lol. I also already slot a different spammable if I use one... either Force Pulse or a Scribing ability but that's because I am forced to.

    I honestly just play a different style than you I think, idk. I don't use Camo Hunter either because I get both Minor Berserk and the crit buffs from Oakensoul. My Necromancer is a Magicka Oakensoul heavy attack build in PvE. In PvP I am currently searching for a good build and have a few I am going to try.

    Yeah Skulls only works when you're in melee range or the target is stunned. Conditions have to be right for it to land but when it does it's worth it. The skill is what it is, to me it's appropriately balanced in isolation compared to other ranged spammables. You can't swap it out for Force Pulse and expect the same results, I guess I'd say it's more like a "Mini Meteor".

    I actually don't play really PvE but as for my affinity for Skeleton, for years to get a Brutality buffed Blastbones the second you enter within 28m of a target, and not a second after that once you've casted Degen or Venom Arrow, you either had to slot Rally or use Pots. So with Rally you're stuck with 2h as your front bar - losing other 28m skills in Destro or Bow - or 2h as your backbar, which is just flat out bad without the escape tools of Sorc and NB.

    So like I said optimal Alpha Strike while maintaining access to any set weapon or potion is Skeleton + Camo. Optimal Sustained Damage with any set weapon or potion is Siphon and Degen, I think.

    So to me both of these new buffs have their use.

    Ah, okay so we just play differently. To me, I want to stay around 20m-28m away from the enemy since most classes like DK, NB, Templar, Warden have some sort of hard hitting up close ability and since Magcro is not the best with Recovery I don't want to be spending my Magicka on heals and armor and I also don't want to be spending my stamina on blocking and dodging, especially since my class burst costs Stamina now. Some people can do that up close/melee fighting but I am not good at it.

    So, that's where I live, far away. So for me it's Force Pulse or a Scribing ability as my spammable. Degeneration and/or Scribing abilities apply my pressure with sticky dots and buffs. I use expedition buff on a Scribing ability and also a knockback on one so that I can get some distance if people get too close. Since Fear Totem doesn't instantly fear I also rely on a stun from Scribing. I heavily rely on abilities outside of the class because the class just lacks these options for my playstyle. I do love the change to armor, Boneyard and also like the direction Grasp is going in but the Tether and Skeletal changes don't fit me. If they did to Skeletal what I said in a post above these then I'd slot it. Tether is also tough if you're a range player because you always have to reposition which sucks up most of the time. I'm glad your playstyle works for you, and the changes worked. Just for me, Necro needs more.

    I'd switch but I am just too far into this character with limited time to play cuz life so I am stuck.
  • Urzigurumash
    Urzigurumash
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    OtarTheMad wrote: »
    OtarTheMad wrote: »
    OtarTheMad wrote: »
    OtarTheMad wrote: »
    I am mixed about ZOS’ path with Necromancer. I am hoping for some big adjustments and changes in Q1 2025 but I have also kind of given up too, which is heavily affecting my playtime.

    I liked some changes this year but felt the power and crit buffs added to tether and skeletal were the wrong move. Those abilities, in my opinion, just aren’t reliable or useful enough to even slot. In PvE I use Oakensoul so I already have those buffs and in PvP I use the Mages Guild ability for that buff because although it’s damage is not great I can control it, I can pressure who I need to which is vital.

    Skeleton gives you way more control over the Buff though. Optimal Alpha Strike Potential for these 2 buffs from skills with any Sets or Weapons is Skeleton and Camo Hunter.

    But Skeletal damage isn’t reliable to me. Especially in PvP

    It could do 0 damage and it would have the same utility in PvP. Backbarrable + any weapon + any potion + any set + alpha strike enabling Major Brutality. How else can a Necro get that?

    The lag and skill delay in PvP makes a big difference, even with Blighted BB. The pets get confused, don't know who to attack, or attack someone else and just bug out. It's easier to slot something else, like a sticky dot, so you can control who gets it and actually apply some pressure. As for Major Brutality/Sorcery... I use Oakensoul in PvE (probably could in PvP as well) so I already have that buff, I can't double dip.

    As for skulls, the 50% increase is on the 3rd cast and probably wouldn't change just because it's faster. In PvE sure, it works fine (a little hard to weave but you could always just do Velthoi mythic) but in PvP it is hard to hit. I dodge it all the time, I could eat a sandwich while it travels to me and dodge it lol. I also already slot a different spammable if I use one... either Force Pulse or a Scribing ability but that's because I am forced to.

    I honestly just play a different style than you I think, idk. I don't use Camo Hunter either because I get both Minor Berserk and the crit buffs from Oakensoul. My Necromancer is a Magicka Oakensoul heavy attack build in PvE. In PvP I am currently searching for a good build and have a few I am going to try.

    Yeah Skulls only works when you're in melee range or the target is stunned. Conditions have to be right for it to land but when it does it's worth it. The skill is what it is, to me it's appropriately balanced in isolation compared to other ranged spammables. You can't swap it out for Force Pulse and expect the same results, I guess I'd say it's more like a "Mini Meteor".

    I actually don't play really PvE but as for my affinity for Skeleton, for years to get a Brutality buffed Blastbones the second you enter within 28m of a target, and not a second after that once you've casted Degen or Venom Arrow, you either had to slot Rally or use Pots. So with Rally you're stuck with 2h as your front bar - losing other 28m skills in Destro or Bow - or 2h as your backbar, which is just flat out bad without the escape tools of Sorc and NB.

    So like I said optimal Alpha Strike while maintaining access to any set weapon or potion is Skeleton + Camo. Optimal Sustained Damage with any set weapon or potion is Siphon and Degen, I think.

    So to me both of these new buffs have their use.

    Ah, okay so we just play differently. To me, I want to stay around 20m-28m away from the enemy since most classes like DK, NB, Templar, Warden have some sort of hard hitting up close ability and since Magcro is not the best with Recovery I don't want to be spending my Magicka on heals and armor and I also don't want to be spending my stamina on blocking and dodging, especially since my class burst costs Stamina now. Some people can do that up close/melee fighting but I am not good at it.

    Yes I think that definitely could be related to how I've found Skulls worthwhile - I play StamCro, usually BowCro. So I've got the speed to cast a bones, run in and hit the skull and run out. A high speed Bow playstyle probably also makes Skeleton's Brutality better, again i want that fully buffed Bones the very second I get in range, not a second later.

    Really I encourage everyone to think of Skulls as a Mini Meteor or Mini Colossus rather than a proper spammable. On par with C Frags? Maybe not. But much stronger than Wield Soul.
    Edited by Urzigurumash on November 5, 2024 11:13AM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Turtle_Bot
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    Deimus wrote: »
    Also revert GLS to Stalking BB which won't happen so change it into something better that deals damage. I'm coping the reason they've left it so long is that they are working on something good. If not then a morph of Grim Focus, Shards, Whip, Shalks, etc needs to be changed into self buff as well. Necro gets the scraps way too often and doesn't have enough damage in it's kit to give up it's best hitting skill for a clunky buff.

    Technically speaking crystal weapon (stam morph of crystal shards that replaced the old crystal blast morph that was 90% of sorcs cleave damage and the best PvE morph of shards that was actually worth running even with the cast time) is a self buff that applies bonus damage to your next 2 light attacks done within 6 seconds, so that "the best morph replaced with a wonky self buff" already happened to sorc, long before necro got that treatment.

    Still yet to see the same treatment for grim focus, whip, fatecarver, shalks, etc. though (could argue potl sort of had it with how janky it is in PvP now after its nerf, but that's a separate issue altogether).
    Edited by Turtle_Bot on November 5, 2024 11:22AM
  • Deimus
    Deimus
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    TDVM wrote: »
    A paid class that is bullied beyond belief. It needs a complete overhaul and rethinking. Because at the moment from the class “necromancer” remains only a name

    Since they changed Grave Grasp morphs, I've had to update my suggestions. Since I'm on console, I haven't played with the changes but I don't think I'll like them. I believe my suggestions for the skill would be better.
    This is an updated version of my Necro ideas thread from 2023 (https://forums.elderscrollsonline.com/en/discussion/633137/suggestions-for-necromancer-changes) with adjustments accounting for the Update 43 patch notes.

    Death Scythe: (both morphs)
    Deals more damage based on the enemy's missing health.
    - Hungry Scythe: should also apply life steal to all enemies hit, in addition to healing the caster over time.

    Shocking Siphon: The AOE should remain on the ground even if the tether breaks early. (Increase the radius size too)
    - Mystic Siphon: the increased Health, Magicka, and Stamina Recovery persists even if the tether breaks early.

    Flame Skull:
    - Riccochet Skull/Venom Skull:
    applies burning/poisoned status effects. (Increase travel speed)

    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)

    Restoring Tether: the effects persist on the player character even if the tether breaks early.

    Grave Grasp:
    - Empowering Grasp: Summon three patches of skeletal claws from the ground in front of you dealing 898 frost damage. Enemies in the first area are stunned for 3 seconds, immobilized in the second area for 4 seconds, and snared in the final area by 50% for 5 seconds. Each patch applies Minor Maim to enemies hit for 10 seconds, reducing their damage done by 5%. Grants Empower to your allies, and enhances the damage and healing of your summons by 1000. Each effect lasts 10 seconds.

    - Ghostly Embrace: Summon three patches of skeletal claws from the ground in front of you, dealing 1742 Frost Damage and an additional 1635 Frost Damage over 5 seconds. The initial hit applies the Chilled status effect. The final area creates a corpse if at least one enemy was hit.

    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%.

    Boneyard increase the radius to 8 meters.

    PASSIVES:
    Corpse Consumption: When you consume a corpse, you generate 10 Ultimate. This effect can occur once every 16 seconds. You also gain Major Savagery and Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.

    Undead Confederate: While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Magicka, and Stamina Recovery is increased by 200. You also gain Major Brutality and Sorcery for 20 seconds, increasing your Weapon and Spell Damage by 20%.

    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.

    The new Ghostly Embrace is good for PvE, but horrible for PvP now. The stun rarely hit, but the snare or immobilize let you catch up since Necro has 0 class mobility and it helped Blastbones lock on a target to more consistently line up your burst.

    It sucks, because my PvP Necro build last patch was the best it felt in years since they killed Harmony and Boneyard and I was actually using mainly Necromancer skills (only 3 skills on both bars were from generic skill lines). Now trying to replicate the feel of that build I'm going outside the class once again shedding class identity by removing 2 skills to improve performance lost by the utility of damage and cc in one skill. It's better than before where I was only using 4-5 class skills, but it's definitely a regression on the class that has had enough setbacks.

    Sad part is similar ideas to your suggestion were echoed by many players day 1 of the PTS to be ignored the entire time.
  • Deimus
    Deimus
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    Turtle_Bot wrote: »
    Deimus wrote: »
    Also revert GLS to Stalking BB which won't happen so change it into something better that deals damage. I'm coping the reason they've left it so long is that they are working on something good. If not then a morph of Grim Focus, Shards, Whip, Shalks, etc needs to be changed into self buff as well. Necro gets the scraps way too often and doesn't have enough damage in it's kit to give up it's best hitting skill for a clunky buff.

    Technically speaking crystal weapon (stam morph of crystal shards that replaced the old crystal blast morph that was 90% of sorcs cleave damage and the best PvE morph of shards that was actually worth running even with the cast time) is a self buff that applies bonus damage to your next 2 light attacks done within 6 seconds, so that "the best morph replaced with a wonky self buff" already happened to sorc, long before necro got that treatment.

    Still yet to see the same treatment for grim focus, whip, fatecarver, shalks, etc. though (could argue potl sort of had it with how janky it is in PvP now after its nerf, but that's a separate issue altogether).

    At least that morph still does damage while also providing a unique armor reduction debuff while giving a cost reduction to other skills.

    Next to how poorly it was implemented the biggest flaw of that skill is it takes away a third of your damage to boost your other class skills by 15%. The Arcanist flail gives an immediate unique 5% damage bonus to the target on top of cc, damage, and a heal. How do they justify only a 15% damage bonus that isn't immediate, does no other damage and replaces your best damage potential? If they did it to the Skeletal Minion sure that might be ok, but for Blastbones idk how that got approval from the combat design leads.

    To clarify by self buff I mean change one morph the signature damage skill of each class to deal 0 damage. See how much backlash they receive and with their internal metrics they would see that those morphs are universally abandoned outside of new players that don't know better. Imagine if Crystal Weapons only did a unique major or minor breach and cost reduction without the additional damage to light/heavy attacks. How do you think Sorc mains would respond?
  • universal_wrath
    universal_wrath
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    Necro main playing points are death and playing with the dead aka unplayable class.
  • BasP
    BasP
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    When it comes to PvE, the (Corpseburster) Necromancer is in a pretty decent state right now though. I'm personally hoping for bug fixes and little changes/buffs rather than a complete overhaul, which is requested on these forums quite often.

    https://youtu.be/3GK69RxnGIY?si=Wst9pEdrr149WpKH

    That said, I think that it would be great if ZOS would make the class more viable in PvP without changing the way it plays in PvE too much.
  • El_Borracho
    El_Borracho
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    One thing the Necro class completely whiffed on was that they do NOT reanimate the dead. They bring up a couple silly skeletons that last a few seconds or a ghost and that is it. I've never really like this class for this reason. Their abilities are wonky, expensive, and now mostly useless in comparison to other damage classes.

    This class could easily be on par with the Arcanist if you just allowed Necros to reanimate and use adds they kill as weapons or soldiers fighting for them. I'm not even asking for "dangerous foes" but just a half dozen adds to throw at enemies. Right now, their use of corpses is no better than the Templar using them to heal.

  • KingLewie_III
    KingLewie_III
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    They aren't going to improve this class. Best we're going to get is Corpsebuster, which will become a requirement to play the class at a high level, if it isn't already.

    The recent changes they've made offer a marginal improvement, but it's not nearly enough to move the needle. In PVP especially, you're better off playing anything other than a Necro. You can find gear set up that at least feels somewhat competent, but it will always be better on another class.
  • IncultaWolf
    IncultaWolf
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    They aren't going to improve this class. Best we're going to get is Corpsebuster, which will become a requirement to play the class at a high level, if it isn't already.

    The recent changes they've made offer a marginal improvement, but it's not nearly enough to move the needle. In PVP especially, you're better off playing anything other than a Necro. You can find gear set up that at least feels somewhat competent, but it will always be better on another class.

    Corpseburster made necro fun to play again, and actually a good DPS. I'm honestly afraid it's going to get nerfed like pyrebrand. Every necro I've seen since the update is using it.
  • KingLewie_III
    KingLewie_III
    ✭✭✭
    They aren't going to improve this class. Best we're going to get is Corpsebuster, which will become a requirement to play the class at a high level, if it isn't already.

    The recent changes they've made offer a marginal improvement, but it's not nearly enough to move the needle. In PVP especially, you're better off playing anything other than a Necro. You can find gear set up that at least feels somewhat competent, but it will always be better on another class.

    Corpseburster made necro fun to play again, and actually a good DPS. I'm honestly afraid it's going to get nerfed like pyrebrand. Every necro I've seen since the update is using it.

    It's not NEARLY as busted as Pyrebrand was lol. I don't think it'll get nerfed, especially with the extra mechanic of needing a corpse around. Pyrebrand did so much more with little to no complexities.
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