@ZOS_Kevin I have worked on ideas for the necromancer class refresh that needs to be done as soon as possible. I am proposing the introduction of the necrotic damage, a damage type unique to necromancer and would create the necrosis status effect that would deal necrotic damage over 4 seconds and would reduce the target's healing received by 5% and increase it's damage received by 5%/ This status effect can only be proc by necromancers. I was also thinking that templars could also have the radiant damage.
Grave lordFlaming skullBone spear: A bone is launched at the target dealing 1080 physical damage and 1080 necrotic damage, the third cast deals 50% more damage and places shattered soul making the target considered as a corpse. cost 2700 mag/stam based one the highest amount of mag or stam resources of the caster.
Morph 1: Exploding spear, the thirds cast of this ability explodes in a aoe.
Morph 2: Poison spear, deals poison damage instead and the third hit places the poisoned status effect
Comment: the skull was a too slow skills, the bone spear would be an idea to make this spamable faster.
Boneyard: 8m aoe that deals 2250 frost damage and 2250 necrotic damage over 15 second, necromancer summons deals 15% more damage on targets affected by the boneyard. cost 3000 mag consuming a corpse increase the damage by 30%
Morph 1: Unnerving boneyard, enemies affected by the bone yard receives major breach for for 15 seconds
Morph 2: Avid boneyard: a synergy that both allies and caster can activate dealing 3000 frost damage and healing for the damage done.
Blastbone: Summons an exploding skeleton to run to a target dealing 1800 fire damage and 1800 necrotic damage. Cost 2000 mag
Morph 1: Stalking blastbone: damage increased by up to 50% based on the distance travelled.
Morph 2: Blighted blastbone: replace fire damage to disease damage and cost stamina and applies a DoT that deals 1500 damage over 10 seconds. and applies major defile
Skeleton mage: Summons a skeleton mage to aid you for 1 minute and deals 1080 shock damage to a target every 2 seconds, grants major brutality and sorcery. cost 3500 mag
Morph 1: Skeleton arcanist: the mages deals an aoe damage.
Morph 2: Skeleton archer: the archer now deals physical damage and applies minor vulnerability to the target being shot, the archer deals 1% more damage each shot. cost stam
comment: The summons needs to be more appealing and therefore making is last 1 minute but costing more would make the gameplay easier for players;
Shocking syphon: Syphons a corpse for 3000 shock damage and 3000 necrotic damage over 20 seconds in a 8 meter radius arround the corpse and a 5 meter radius between the caster and the targeted corpse , grants 3% more damage and major savagery and prophecy while slotted on either bar. If tether breaks, the aoe damage around the corpse remains.
Morph 1: Mystic syphon: restores/drains 150 mag, health and stam while tether is active and deals 15% more damage. Drains if used on a shattered soul.
Morph 2: Detonating syphon: Deals disease damage instead of shock damage and explodes for 800 disease damage and 800 necrotic damage when ability is recast or ends.
coment: Due to problems concerning tether breaking, I had the idea where the DoT would still remain on the corpse.
Frozen colossus: Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 3096 Frost Damage with each smash. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds, increasing their damage taken by 10%.. cost 180 ultimate.
Morph 1: glacial colossus: major vulnerability last for 18 seconds and the first hit stuns enemies
Morph 2: Pestilent colossus: The second hit deals 10% more damage and the third deals 20% more damage and deals disease damage instead
Dismember: While a Grave Lord ability is active, your Spell and Physical Penetration are increased by 3271.
Death knell: while a grave lord ability is slotted Increases your Critical Strike Chance against enemies under 40% Health by 20%.
Reusable part: When your blastbone , Skeletal Mage, or Spirit Mender dies, the cost of your next Sacrificial Bones, Skeletal Mage, or Spirit Mender is reduced by 66%.
Rapid rot: Increases your damage done with damage over time effects by 10%.
Bone tyrant
Bone armor: Wrap yourself in hardened bone, granting you Major Resolve and Minor Resolve for 30 seconds, when cast, creates inner soul allowing to consider yourself as a corpse, reaplies inner souls after 15 seconds while the ability is still active. cost 2500 mag.
Morph 1: Beckoning armor: every two seconds pulls and taunts an attacker
Morph 2: Spiked bone armor: As the armor forms you blast foes around you with shattered bones, causing them to take 4785 bleed Damage over 20 seconds.
Bone totem: Summon an effigy of bone at your feet for 15 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice. The totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. Radius 8 meters cost 4050 mag.
Morph 1: Protective totem: Up to 3 allies can activate a synergy that heals for 2500 and grants them major protection for 10 seconds. no longer fears
Morph 2: Remote totem: The totem can now be placed at a targeted area.
comment: This skill needs to be buffed for tank players, and made more reliable in PvP.
Death scythe: Slice into your enemy's life force, dealing 900 Magic Damage and 900 necrotic damage. You heal for 2400 Health for the first enemy hit, and an additional 800 for each additional enemy hit, up to five times. The healing of this ability scales off your Max Health. Cost 3240 mag
Morph 1: Hungry scythe: you heal for 1000 health every 2 second over 10 second after damaging an enemy. the heal is shared to the closest lowest health ally.
Morph 2: Ruinous scythe: cost stamina and deals bleed damage and applies the hemorrhaging status effect. deals 100% more damage to target bellow 50% health
Comment: This skill can finally provide an execute ability of the class. It can also be useful for tanks in order to help allies.
Grave grasp: Summons a patch of skeleton hands to immobilize enemies for 5 second and costs 3800 mag
Morph 1: Grave claw: Only targets one enemy and stuns them, minor breach last for 10 more seconds, cannot be blocked.
Morph 2: Enemies are also afflicted with minor breach and minor vulnerability for 15 seconds, empowers you and you allies for 15 seconds
comment: This ability will now be useful and will provide a more reliable crowd control skill
Bitter harvest: Sap the lingering life from fresh corpses, granting you 4 Ultimate and healing 1000 Health every 1 second for 2 seconds per corpse consumed. This ability scales off your Max Health. While slotted on either bar, your damage taken is reduced by 5%.
Morph 1: Deaden pain: grants major protection for 5 seconds, each corpse consumed adds 5 more seconds.
Morph 2: Necrotic potency: grants 10 ultimate instead of 4 per corpse consumed.
Comment: due to the corpse limitation that was added last year, and buff per corpses has to be made.
Bone goliath transformation: Become a horrific Bone Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health. While transformed, your damaging Light Attacks restore 319 Health and your fully-charged Heavy Attacks restore 800 Health. This ability scales off your Max Health. cost 250 ultimate
Morph 1: Pummeling goliath: Bash attacks deals 1800 physical damage in an area of effect.
Morph 2: Ravenous goliath: you deal 1100 necrotic damage every one seconds and heal for that amount.
Last gasp: Increases your max health by 2000 and can block 10% more damage
Health avarice: Increase healing received by 2% per necromancer ability slotted.
Disdain harm: no change needed
Death gleaning:WITH A BONE TYRANT ABILITY SLOTTED
Whenever an enemy you are in combat with dies within 28 meters of you, restore 800 Magicka and Stamina.
Living death
Render flesh: heals you or an ally for 3600 health, up to once every 10 seconds applies inner soul, considering the target as a corpse. cost 4000 mag and 300 health.
Morph 1: Soul shield: grants a damage shield that absorb 5000 damage, this ability scales up to your max health. Heals for 1000 heath if a corpse is nearby.
Morph 2: Extended render flesh: heals the closest ally if a corpse is consumed.
Expunge: Embrace the power of death, removing up to 2 negative effects from yourself. While slotted, the cost of all your abilities are reduced by 3%.cost 2000 health
Morph 1: Expunge and modify: restores 600 stam and mag for each negative effects removed.
Morph 2: Hexproof: removes two more negative effects
Spirit mender: Summons a ghost to heal the target for 1000 health per seconds for 8 seconds, cost 3500 mag, up to two ghosts can be active at once. An inner soul is created at the end of the ability considering the target as a corpse.
Morph 1: Intensive mender: heals for 100 more health and up to three ghosts can be active at once.
Morph 2: Spirit guardian: This ability now only targets yourself, and is considered a pet, the ghost takes 10% of the damage received and last for 20 seconds.
comment: I inspired myself of the skill used by Zerith var and the one in the vengeance campaign for this, this would make the ghost more reliable. And to the exception of the spirit gardian, this would also not be considered as a pet, and therefore be more friendly of the pet limitation system.
Restoring tether: Siphon the last remnants of life from a corpse, healing for 6000 Health over 12 seconds to yourself and all allies between you and the corpse. While slotted, your healing done is increased by 5%. if tether breaks the area of effect around the corpse remains and has a radius of 7 meters
Morph 1: Mortal coil: you also restore 150 stam and mag per second
Morph 2: Braided tether: Heals for 10% more and also creates and healing area of effects of 7 meters around yourself for as long as the tether persist.
Life amid death: Release residual fragments of fallen souls at the target location, healing you and your allies for 2323 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for 2310 Health over 5 seconds. cost 3500 mag
Morph 1: Renewing undeath: Removes two negative effects on allies if a corpse is consume.
Morph 2: Enduring undeath: this ability last for 15 seconds if a corpse is consumed.
comment: Once again, we need to consider the corpse limitation system that was introduced and make it so that necromancer abilities require less corpses.
Reanimate: Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. cost 300 ultimate
Morph 1: Animate blastbone: a corpse is consumed to summon three blastbone (blastbone summoned depends on the blastbone morph chosen), costs 200 ultimates, but no longer reanimate allies.
Morph 2: renewing animation: you and your grouped allies are restored 5000 mag and stam per allies resurrected.
Comment: Animate blastbone is simply too expensive right now and I believe that removing the allies resurrection from the skill can be a good excuse to seriously reduce the cost of this skill.
Undead confederate: While you have a blastbone, Skeletal Mage, or Spirit Mender active, your Health, Magicka, and Stamina Recovery is increased by 180.
Near death experience: While you have a Living Death ability slotted, your Critical Strike Chance with all healing abilities is increased by up to 20% in proportion to the severity of the target's wounds.
Curative curse: Target with negative effects receive 10% more healing
Corpse consumption: When you consume a corpse, you generate 10 Ultimate. This effect can occur once every 10 seconds.
Class masteries proposal
Master summoner: The skeleton mage skill now summons an additional skeleton, and up to to blastbone can be active at once, a blastbone can be created every 3 seconds
Scribing class script should also be doubled due to the corpse limitation system.
These are off course ideas, and some might need buffs or nerfs, but It could still be used to save the class. It is once again vital that this class is refreshed this year due to the state it has today.
I believe that other players might also have good ideas to share.
That class is the one that brought me into this game, and I want to be able to use it, because today the class is just dead and other classes are just far stronger.