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Necro Skill line

spawn10459
spawn10459
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Any idea why this game does not offer a Necro skill line?
  • rb2001
    rb2001
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    Resource management and monetization concerns.
  • lathbury
    lathbury
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    maybe because you spend most of the game fighting against necromancy ie the king of worms and the worm cult.
  • Aett_Thorn
    Aett_Thorn
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    Because the Devs thought that having only four classes was enough, and that Spell crafting would solve the rest. Of course, we still haven't gotten spellcrafting, sooo...
  • TheShadowScout
    TheShadowScout
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    Is it that time of the moth again? Well, lemme repost what I usually post when necromancer skill lines come up, current revision:

    Personally I would think the best way to add more "classes" is to give each class, say, three different "class morphs", each with its own new skill/passives line. Perhaps becoming available after completing cadwells silver/gold... to reward people who do play through that - a variation of the idea was to let them do the class morph after silver, and let them pick a cross-class skill line (basic class skills only) after gold...

    Some possibilities:

    Dragonknight
    - Berserker/Gladiator (offensive self buffs & warcries; color: red/orange)
    - Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
    - Warlord (defensive group buffs, AoE standards, color: purple/gold)

    Nightblade
    - Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
    - Monk (melee support & assorted “matrial arts” magic; color: blue/purple)
    - Ranger (animal summoning and nature magic; color: brown/green)

    Sorceror
    - Cryomancer (ice magic, color: white/clear - NPC cryomancer)
    - Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
    - Spellsword (melee support & buff magic; color: yellow/orange)

    Templar
    - Druid/Shaman (nature magic, totems, animal summons; color: green/brown)
    - Paladin (melee support and aura-style buff magic; color: white/gold)
    - Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)

    Another possible idea was to not only have an added skill line with its own flavor of visual effects, but maybe even morph the existing effects to match.
    So for example if a sorceror goes necromancer, their spells might be color-shifted to necromancer “coldfire” cyan, summons would be morphed from the daedric familiar/clannfear/twilight/storm atronarch set to necromancer stuff like skeleton, flesh atronarch, wraith, bone colossus... and if they turn cryomancer, their dark magic crystals will turn ice-ish in effects, spells will get color-shifted to white-blue or white-purple, and their summons will be something along the lines of wisps, ice wraiths and frost atronatrchs... or a nightblade going ranger would have their reddish effects recolored to something nature-ish green & brown... that sort of stuff. For more visual goodieness and varietee between classes.

    ...of course, all those quick ideas are just very rough concepts, without much consideration but character fluff. I merely tried to give some options, and went for three instead of just two "magica-specialization / stamina specialization" - It's supposed to be more for added character diversity then anything else after all.

    Thus for example with nightblades, there might be one magica-caster based with "illusionist", one stamina melee based with "monk" (Yes, a nod at the old D&D class of the name, the first "martial arts powered" class I remember in fantasy gaming) and one pet based as "ranger" since nightblades mesh very well with bow, and giving them woodland creatures for the "hunter" playstyle would seem applicable.

    Similar thoughts for the sorceror - spellsword for stamina sorcerors, cryomancer since ice staves have no matching skill line yet (while fire and lightning staves sort of have), and necromancer because all too many people really, really want that... ;)

    Templar... the druid/shaman is a very natural idea, between breton wyressess, argonian treeminders and bosmer spinners, nature magic meshes very well with Templar healing and sunlight-powered spells; paladin is for stamina templars and a nod at the old D&D class of the same name (possibly subject to TES-ification change), and my "witch-hunter" idea is kinda inspired by the spanish inquisition (Yes, I know noone expected that :smirk: ), its "warhammer" imperial counterpart and also "Dragon Age", I admit it... seems logical to set up the aedric-flavored templars as natural enemies of the more deadric-flavored sorcerors...

    Dragonknight I had the fewest ideas, since I kinda dislike that class. More fire magic for dragonknight magica-casters with pyromancer is a natural first thought... so then I went with "leader-style group play support" and "berserker-style single combatant" flavors, though there may be better ideas then those...

    In any case, since more diversity is always something I would love to see... much more fun having more choices in realizing your “perfect” character, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose anyhow, so adding more active skills only increases a characters choices, not exactly their power...

    And yes, spellcrafting might be able to cover some of those... but spellcrafting won't give you passives, which these skill lines should.

  • SanderBuraas
    SanderBuraas
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    And yes, spellcrafting might be able to cover some of those... but spellcrafting won't give you passives, which these skill lines should.

    Actually, spellcrafting was planned to provide you with passives for the various skill lines such as Alteration.
  • Natjur
    Natjur
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    I hope they never add a Necro skill line to this game.
    Spellcrafting will be cool, as long as there is no raise the dead or zombie pets.

    The only good Necro's are the NPC's I can kill off.
  • PoseidonEvil
    PoseidonEvil
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    Is it that time of the moth again? Well, lemme repost what I usually post when necromancer skill lines come up, current revision:

    Personally I would think the best way to add more "classes" is to give each class, say, three different "class morphs", each with its own new skill/passives line. Perhaps becoming available after completing cadwells silver/gold... to reward people who do play through that - a variation of the idea was to let them do the class morph after silver, and let them pick a cross-class skill line (basic class skills only) after gold...

    Some possibilities:

    Dragonknight
    - Berserker/Gladiator (offensive self buffs & warcries; color: red/orange)
    - Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
    - Warlord (defensive group buffs, AoE standards, color: purple/gold)

    Nightblade
    - Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
    - Monk (melee support & assorted “matrial arts” magic; color: blue/purple)
    - Ranger (animal summoning and nature magic; color: brown/green)

    Sorceror
    - Cryomancer (ice magic, color: white/clear - NPC cryomancer)
    - Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
    - Spellsword (melee support & buff magic; color: yellow/orange)

    Templar
    - Druid/Shaman (nature magic, totems, animal summons; color: green/brown)
    - Paladin (melee support and aura-style buff magic; color: white/gold)
    - Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)

    Another possible idea was to not only have an added skill line with its own flavor of visual effects, but maybe even morph the existing effects to match.
    So for example if a sorceror goes necromancer, their spells might be color-shifted to necromancer “coldfire” cyan, summons would be morphed from the daedric familiar/clannfear/twilight/storm atronarch set to necromancer stuff like skeleton, flesh atronarch, wraith, bone colossus... and if they turn cryomancer, their dark magic crystals will turn ice-ish in effects, spells will get color-shifted to white-blue or white-purple, and their summons will be something along the lines of wisps, ice wraiths and frost atronatrchs... or a nightblade going ranger would have their reddish effects recolored to something nature-ish green & brown... that sort of stuff. For more visual goodieness and varietee between classes.

    ...of course, all those quick ideas are just very rough concepts, without much consideration but character fluff. I merely tried to give some options, and went for three instead of just two "magica-specialization / stamina specialization" - It's supposed to be more for added character diversity then anything else after all.

    Thus for example with nightblades, there might be one magica-caster based with "illusionist", one stamina melee based with "monk" (Yes, a nod at the old D&D class of the name, the first "martial arts powered" class I remember in fantasy gaming) and one pet based as "ranger" since nightblades mesh very well with bow, and giving them woodland creatures for the "hunter" playstyle would seem applicable.

    Similar thoughts for the sorceror - spellsword for stamina sorcerors, cryomancer since ice staves have no matching skill line yet (while fire and lightning staves sort of have), and necromancer because all too many people really, really want that... ;)

    Templar... the druid/shaman is a very natural idea, between breton wyressess, argonian treeminders and bosmer spinners, nature magic meshes very well with Templar healing and sunlight-powered spells; paladin is for stamina templars and a nod at the old D&D class of the same name (possibly subject to TES-ification change), and my "witch-hunter" idea is kinda inspired by the spanish inquisition (Yes, I know noone expected that :smirk: ), its "warhammer" imperial counterpart and also "Dragon Age", I admit it... seems logical to set up the aedric-flavored templars as natural enemies of the more deadric-flavored sorcerors...

    Dragonknight I had the fewest ideas, since I kinda dislike that class. More fire magic for dragonknight magica-casters with pyromancer is a natural first thought... so then I went with "leader-style group play support" and "berserker-style single combatant" flavors, though there may be better ideas then those...

    In any case, since more diversity is always something I would love to see... much more fun having more choices in realizing your “perfect” character, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose anyhow, so adding more active skills only increases a characters choices, not exactly their power...

    And yes, spellcrafting might be able to cover some of those... but spellcrafting won't give you passives, which these skill lines should.

    actually really like this idea lol.
    In-game ID: alchelvly
    Phixeon Maghi -- Breton Healer
    Harrow the Souleater -- Breton Necro Healer
    Krogyle dro-Smoketh -- Orc Stamdk
  • Xendyn
    Xendyn
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    The Necro skill line is only available on the forums :D
    Lag is ruinin' my 'mershun!
    A society grows great when old men plant trees whose shade they know they shall never sit in.
    There is only one good, knowledge, and one evil, ignorance - Socrates
    Member of the Old Guard, keepers of the game's history

    PC/NA
  • The_Sadist
    The_Sadist
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    I will finish my class concept one day, honest.

    There are a few decent Necromancer skill line threads out there but eh, no idea why this wasn't a class or at least a skill line from the beginning.
    "Each event is preceded by Prophecy. But without the hero, there is no Event." ― Zurin Arctus, the Underking.
    Tragrim - How do I work this thing?
    Casually stalking the forums
  • Nichordius
    Nichordius
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    I'll tell you why. Because the four classes present are vague enough, and diverse enough, to accommodate all of your imaginative needs. For instance, the necromancer, can use the Templar's repentance, but will likely use the Soul Magic's tree, or the Nightblade's summon shade (zombie), major defile, swallow soul, dark cloak (invisibility, removes dots), and aspect of terror (ghosts). The moment you make vampirism a class is the moment one fourth of everyone becomes a vampire. It's better this way.
    Edited by Nichordius on July 24, 2015 10:33PM
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    These neco threads are getting ridicules right up there with adding dragons and daedric artifacts and sexist female armor.
  • Nichordius
    Nichordius
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    These neco threads are getting ridicules right up there with adding dragons and daedric artifacts and sexist female armor.

    It gets lonely making armor.
  • QueenAyrenn
    QueenAyrenn
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    Lol, how could you be a necromancer? Everything story-wise would fall apart.
    "Except the story about the bear. That one's true."

    - Queen Ayrenn
  • Nichordius
    Nichordius
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    Because choosing to follow your own path is what makes an Elder Scrolls game an Elder Scrolls game.
  • ShedsHisTail
    ShedsHisTail
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    Should add "Worm Cult" as a guild like the Mages, Fighters, or Undaunted.
    Give it Necromantic skills, and attach fines/bounties to using them in the presence of NPCs.
    "As an online discussion of Tamrielic Lore grows longer, the probability of someone blaming a Dragon Break approaches 1." -- Sheds' Law
    Have you seen the Twin Lamps?
  • QueenAyrenn
    QueenAyrenn
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    Nichordius wrote: »
    Because choosing to follow your own path is what makes an Elder Scrolls game an Elder Scrolls game.

    Hardly. You've always had somewhat of a pre-destined path. You were just able to "modify" how you went about it. We're fighting necromancers, and the practice is illegal pretty much everywhere. Necromancy, by definition, contradicts everything in the game.

    "Oh, so you're a good necromancer? Well, ok then. It is illegal, and you're supposed to be a hero fighting evil, but... the story isn't important, so whatever."

    Lmao, no.
    "Except the story about the bear. That one's true."

    - Queen Ayrenn
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Nichordius wrote: »
    Because choosing to follow your own path is what makes an Elder Scrolls game an Elder Scrolls game.

    Even as a Elder Scrolls game there isn't much about nercomancy to begin with for players the most to necromancy in any Elder Scrolls game was a reanimate corpse spell or summon skeleton that's it any thing more was a mod.
  • Nichordius
    Nichordius
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    Nichordius wrote: »
    Because choosing to follow your own path is what makes an Elder Scrolls game an Elder Scrolls game.

    Hardly. You've always had somewhat of a pre-destined path. You were just able to "modify" how you went about it. We're fighting necromancers, and the practice is illegal pretty much everywhere. Necromancy, by definition, contradicts everything in the game.

    "Oh, so you're a good necromancer? Well, ok then. It is illegal, and you're supposed to be a hero fighting evil, but... the story isn't important, so whatever."

    Lmao, no.

    (I think I need roman numerals for this.)

    I. Not everyone has to be the soulless one.

    II. There are reclusive necromancer groups. You can chill with them in Cyrodiil, or whatever, or you can keep it to yourself and interact with everyone else, maybe like a worm cultist.

    III. Life is more complex than your understanding of things, and so is TES. Necromancers can do good things, for selfish reasons, normal reasons, or sincere ones.
  • Nichordius
    Nichordius
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    Nichordius wrote: »
    Because choosing to follow your own path is what makes an Elder Scrolls game an Elder Scrolls game.

    Even as a Elder Scrolls game there isn't much about nercomancy to begin with for players the most to necromancy in any Elder Scrolls game was a reanimate corpse spell or summon skeleton that's it any thing more was a mod.

    Then no new content should be allowed. There has to be a better reason. Think about why they let us be vampires and Sithis assassins.
    Edited by Nichordius on July 24, 2015 11:06PM
  • starkerealm
    starkerealm
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    spawn10459 wrote: »
    Any idea why this game does not offer a Necro skill line?

    Because all the necroing you'd ever need already happens on these boards.
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