I’ve been thinking about the possibility of the necromancer coming into TESO. So this is a little bit of theory writing on what I think the necromancer class abilities should be, whenever TESO decides to incorporate this into the game.
As per usual, this class would have 3 skill lines: Corruption Magic, Dusk’s Rage and Dark Divination. Corruption Magic being a tank, CC and debuffing line; Dusk’s Rage being the healing, buffing and execute line; Dark Divination being DPS and CC line.
Corruption Magic
Ultimate: Domain of Darkness: (instant, range 20m, cost 220 ultimate, duration 12s)
• Cloud the area with a thick darkness, granting all allies within Major Expedition and Minor Evasion, increasing the movement speed by 30% and increasing their dodge chance by 5%. All enemies within the darkness suffer Major Defile and Major Maim, decreasing their healing taken and health recovery by 15% and decreasing damage done by 30%.
Morph 1 – Silent Darkness: The darkness also dispels all magical abilities.
Morph 2 – Crippling Darkness: The darkness also hinders all stamina abilities.
Active Ability:
1. Unholy Warrior: Call upon the spirits of the dead to protect you, granting you Major Resolve and Major Ward, increasing your Physical Resistance and Spell Resistance by 5280 for 30 seconds.
Morph 1 – Reaping Champion: While active, killing an enemy heals you for 2550 health. This can occur every 1 second.
Morph 2 – Unholy Warrior: While active, each time you take damage you heal for 75% of the damage done. This can occur every 2 seconds.
2. Death’s Touch: Beam an unholy light of death on an enemy, dealing 2400 Magic Damage to them over 8 seconds and reducing their movement speed by 40%. While active, the amount of damage against them is increased by 3%.
Morph 1 - Death’s Domain: When the effect ends, summon a 4m pool of decay dealing 1200 oblivion damage every 1 second for 8 seconds.
Morph 2 – Death’s Curse: This ability converts to a stamina ability and deals Physical Damage. This also applies minor mangle and minor fracture, reducing their maximum health by 10% and physical resistance by 1320.
3. Spectral Shackle: Pull your enemy’s soul to you, dealing 1900 magic damage. This also grants you minor protection, reducing the damage you take by 8%. This cannot be dodged or reflected.
Morph 1 – Spectral Fear: If the enemy cannot be pulled to you, it instead causes your enemy to flee in fear for 3 seconds. This reduces their movement speed by 40% and increases the cost of your victim’s stamina abilities by 30% for 3 seconds. This can occur every 6 seconds.
Morph 2 – Spectral Shard: If the enemy cannot be pulled to you, it instead immobilizes your enemy for 3 seconds. This reduces their movement speed by 40% and increases the cost of your victim’s magicka abilities by 30% for 3 seconds. This can occur every 6 seconds.
4. Call of the Damned: Force the spirits of Oblivion to immobilize your enemies and deal 1900 Oblivion Damage for 4 seconds, in a 6m radius.
Morph 1 – Call of the Forgotten: Each enemy hit has minor lifesteal applied to them, healing you and your allies for 600 health every 1 second for 8 seconds when damaging the enemy.
Morph 2 – Call of Suffering: Each enemy hit is afflicted with Minor Maim, reducing their damage done by 15% for 8 seconds.
5. Spectral Armor: Gather the spirits around you, creating an armor that increases your block mitigation by 20% for 3 seconds.
Morph 1 – Spectral Shield: It also absorbs 15000 damage for 3 seconds.
Morph 2 - Skeletal Shield: Increase the duration of block mitigation from 3 seconds to 10 seconds.
Passives
Reaping Rewards:
1. Whenever you kill an enemy, you restore 600 health
2. Whenever you kill an enemy, you restore 1200 health
Unholy Resistance:
1. Increase your Physical and Spell Resistance by 2% for each Corruption Magic ability slotted.
2. Increase your Physical and Spell Resistance by 4% for each Corruption Magic ability slotted.
Taunting Demise:
1. Increase the time of debilitating effects applied to enemies by 3 seconds. This can occur every 9 seconds.
2. Increase the time of debilitating effects applies to enemies by 3 seconds. This can occur every 6 seconds.
Bargain with Darkness:
1. Increase the duration of Domain of Darkness, Death’s Touch and Spectral Shackle by 1 second.
2. Increase the duration of Domain of Darkness, Death’s Touch and Spectral Shackle by 2 seconds.
Dusks Rage
Ultimate: Path of Decay (instant cast time, target ground, range 28m, radius 6m, duration 8s, cost 200 ultimate)
• Putrefy the land you walk on, leaving behind you an area of effect that reduces the movement speed of enemies within by 70% and grants you and your allies Major Protection, reducing your damage taken by 30%.
Morph 1 - Trail of Decay: The path also heals over time for 6000 health every second for those in the path and 2000 Health every 1 second for 4 seconds those who have left the path.
Morph 2 – Pure Decay: You now become the center of decay, ignoring all Spell Resistance while active.
Active Ability:
1. Infection: Force a parasite into your enemy, dealing 1500 Magic Damage every 1 second for 10 seconds.
Morph 1 – Parasitism: Each second that passes, another enemy within 10m is infected.
Morph 2 – Beneficial Infection: This ability no longer damages enemies but now heals your allies. Once cast on an ally, it will now heal for 1500 health every 1 second for 10 seconds. Each second that passes, another ally is infected with this healing parasite.
2. Binding Spirits: Bind your weapon with spectral magic, granting you major sorcery, increasing your spell damage by 20%, for 30 seconds.
Morph 1 – Binding Magic: While active, you also gain Empower, increasing the damage of your next light attack by 40%
Morph 2 – Spectral Weapons: This ability now cost stamina and grants you major brutality, increasing your weapon damage by 20% for 30 seconds.
3. Drain Will: Chanel unholy power to apply minor vulnerability to all enemies around you for 15 seconds, causing them to take 8% more damage from you and your allies’ abilities. While slotted and in combat, you gain minor heroism and minor mending, granting you 1 ultimate every 1.5 seconds and increasing your healing done by 8%. (instant, radius 12m)
Morph 1 – Damnation: increases the radius to 28m.
Morph 2 – Corpse Fury: Summon the wrath of the dead, detonating all corpses within 12m of you, dealing 2700 oblivion damage and restoring 2700 magicka to you for each corpse in the area. While slotted and in combat, you gain minor heroism and minor mending, granting you 1 ultimate every 1.5 seconds and increasing your healing done by 8%. (instant, radius 12m)
4. Resurgence: Curse the ground beneath you, causing all fallen enemies within to heal you and your allies for 800 health every 2 seconds for 16 seconds.
Morph 1 - Unlawful Resurgence: Cleanse 3 harmful effects once cast. Allies can activate the Turn Undead synergy, removing 2 more harmful effects.
Morph 2 – Extended Resurgence: Allies within the cursed grounds recover 120 magicka every 0.5s. Allies can activate the Immortality synergy, applying minor vitaly to them, increasing their healing received.
5. Spectral Detonation: Bind an enemy’s soul to explode after 3 seconds, dealing 3000 Oblivion Damage. If the enemy target falls below 20%, the explosion deals an additional 11000 Oblivion Damage to them.
Morph 1 – Spectral Wrath: Deals up to 10% more damage in proportion to your current Magicka.
Morph 2 – Killer Wraith: This ability is converted to a stamina ability and deals Physical Damage. This deals up to 10% more damage in proportion to your current Stamina.
Passives
Blight Blessings
1. Reduce Magicka and Stamina cost by 1% and health recovery by 2%.
2. Reduce Magicka and Stamina cost by 2% and health recovery by 4%.
Memories
1. Increase your Maximum Magicka and Stamina by 1%
2. Increase your Maximum Magicka and Stamina by 2%
True Undead
1. Casting a Necromancer ability, has a 3% chance of increasing the effectiveness of synergies by 15%.
2. Casting a Necromancer ability, has a 5% chance of increasing the effectiveness of synergies by 15%.
Dusk’s Peak
3. Casting a Dusk’s Rage ability grants Minor Berserk to you and your group for 10 seconds, increasing your damage done by 8%.
4. Casting a Dusk’s Rage ability grants Minor Berserk to you and your group for 20 seconds, increasing your damage done by 8%.
Dark Divination
Ultimate: Summon Bone Colossus (instant cast time, target ground, range 28m, radius 6m, duration 21s, cost 200 ultimate)
• Summon a mobile Bone Colossus at the target location. Its arrival deals 8000 oblivion damage and stuns nearby enemies for 3 seconds. The colossus deals 4000 oblivion damage every 1 second.
• An ally near the colossus can activate the Call of the Dead synergy, summoning 4 skeletons around the colossus. The skeletons deal 1000 oblivion damage every 1 second.
Morph 1 – Greater Bone Colossus: Increases the duration to 28 seconds, the damage by 5% and health by
4001. Morph 2 - Summon Deadly Colossus: The colossus has a powerful area of effect attack. All enemies within this 9-meter radius take 8000 oblivion damage every 2 seconds.
Active Ability:
1. Summon Guardian: Call on Sithis to send a barehanded guardian to fight at your side. The guardian’s attack deal 4000 Oblivion damage plus additional damage at each rank. Rank IV deal 15% more damage. Once summoned you can activate the guardian’s ability, dealing 5000 oblivion damage every 2 seconds for 8 seconds to enemies near him. The guardian remains until killed or unsummoned.
Morph 1 Summon Dark Guardian - You summon a dark guardian with a sword and shield. Once summoned, its damage and health is increased by 5% and now deal Physical damage. You can activate the guardian’s special ability to rush to an enemy and stunning them for 3 seconds.
Morph 2 Summon Sage Guardian – You summon a sage guardian with an oblivion staff. The guardian has a range attack of 28m. Once summoned, you can activate the guardian’s special healing ability, healing you or the lowest health ally 5000 health every 1 second for 8 seconds while channeling. This ability can be interrupted and has a cooldown of 3 seconds.
2. Summon Thrall: Reanimate a fallen enemy to fight along side you. The thrall deals 1000 Oblivion Damage every 1 second and has 6000 Health.
Morph 1 – Summon Bloated Thrall: When killed, the thrall deals 4000 Disease Damage to all enemies around him in a 4-meter radius.
Morph 2 – Summon Enraged Thrall: Increases the damage and health of the thrall to 1500 Oblivion Damage and 8000 Health.
3. Desecrated Grounds: Create a void at the target location 2500 oblivion damage to nearby enemies every 1 second for 6 seconds. An ally standing in the desecration can activate the void, dealing X Oblivion damage to all enemies around them.
Morph 1 – Eternal Grounds: Increases the duration from 6s to 10s.
Morph 2 – Desecrated Glut: increases the radius form 4m to 6m.
4. Corpse Field: Imbue up to 3 corpses around you with the powers of Oblivion, causing these corpses to become explosive. When triggered each corpse deals 8000 Oblivion Damage and immobilize the enemy for 1.5 seconds.
Morph 1 – Corpse Dummy: Once imbued the corpses rise, creating a target dummy with 2000 Health.
Morph 2 – Necromantic Field: You can now imbue up to 5 corpses.
5. Out-Of-Body: Leave your body behind, becoming a temporary specter for 4 seconds. In this spectral form, you remove and grant immunity to all disabling effects. Once the timer is up, you return to your body. Recasting the ability recalls your spirit to your body early.
Morph 1 – Charging Body: When you return to your body, your magicka and stamina recovery are increases by 10% for 10 seconds.
Morph 2 – Fear the Dead: When you return to your body, you fear up to 2 enemies for 4 seconds. After the fear ends, the enemy is afflicted with Minor Maim, reducing their damage done by 15%.
Passives
Dark Souls:
1. Increases the health and damage on your summoned creatures by 2%
2. Increases the health and damage on your summoned creatures by 4%
Corruption:
1. Increase your Physical and Oblivion Damage by 3%
2. Increase your Physical and Oblivion Damage by 5%
Expert Necromancy:
1. Increases your Health recovery and Magicka recovery by 10% when you have a Dark Divination ability slotted;
2. Increases your Health recovery and Magicka recovery by 20% when you have a Dark Divination ability slotted
Turn Undead:
1. Whenever you deal Oblivion Damage you have a 3% chance to instantly disintegrate enemies under 15% Health dealing 8500 Oblivion Damage. Whenever you deal Physical damage you have a 3% chance to instantly pulverize enemies under 15% health dealing 8500 Physical Damage.
2. Whenever you deal Oblivion Damage you have a 6% chance to instantly disintegrate enemies under 15% Health dealing 8500 Oblivion Damage. Whenever you deal Physical damage you have a 6% chance to instantly pulverize enemies under 15% health dealing 8500 Physical Damage.
Bringing the necromancer into ESO is well over-due. The abilities I describe give a good versatility to this new class, while giving enough group support to be considered for any role.
Of course, bringing this class into the game would entail new aspects to the game:
• Champion Points would need to finally incorporate Oblivion damage: Elemental Expert (from the Apprentice) would become “Increase your Flame, Frost, Shock, Oblivion and Magic Damage done by X%” and Elemental Defender (from the Lady) would become “Reduces your damage taken from Flame, Frost, Shock, Oblivion and Magic Damage by X%”
• Incorporating Oblivion Staves as a Destruction Staff: This also implies a new status effect called Blighted, associated with Oblivion damage. With this the destruction staff abilities and passives would be as follows:
- Force Shock (and morphs) would incorporate Oblivion damage.
- The passive that comes with you casting Wall of Elements while you have an Oblivion Staff would be “Wall of Oblivion reduces incoming damage from blighted enemies”
- Destructive Touch (and morphs) would be “Oblivion Reach fears the enemy”
- Tri Focus Passive (at maximum rank) would be “Fully-Charged Oblivion staff Heavy Attack applies Minor Fracture and Minor Breach, reducing the enemy’s Physical and Spell Resistance by 1320 for 3 seconds”
- Ancient Knowledge passive would be “Equipping an Oblivion Staff reduces your incoming damage by 8%”
With these new additions to the CP tree and destruction passives, oblivion damage would be no different then shock damage on a sorcerer or flame damage on a dragonknight.
Let me know what you think about this in the comments.