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[Theory Writing] Necromancer, the new class for TESO

SimensJacket
SimensJacket
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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:
  1. Force Shock (and morphs) would incorporate Oblivion damage.
  2. 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”
  3. Destructive Touch (and morphs) would be “Oblivion Reach fears the enemy”
  4. 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”
  5. 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.
  • BeefyMrTips
    BeefyMrTips
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    Love the Bone Colossus Idea with synergy summoning skeletons, really cool. Don't know how I feel about the oblivion damage lol might be too much for pvp folks to handle. Not a big deal for pve so much but of course the balance has to be there. Interesting read through to say the least.=)
    Mr. was my Father's name, just the tips is fine.
  • rexagamemnon
    rexagamemnon
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    some of the things here are OP. and would requiring more rebalancing than is already needed between the other classes. but I love the ideas you have here, the numbers on some need to be changed and not so much oblivion damage. a character that can roll that much oblivion damage would be too OP
  • Thrain
    Thrain
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    You really thought about it and for that you get an awesome

    But i have to say if the necromancer will ever be playable then i hope he get other skills

    If you think about this and pvp it cant work
    Way too much oblivion dmg, for pve it wouldnt really matter but it wont go well in pvp
    Especially an executer with oblivion dmg would be way too unbalanced compared to other classes.

    A few of the active/passives skills you wrote are nearly the same as skills we already got in other classes.

    But the balancing would be up to Zos anyways....wait Zos and balancing?
    Sean-Bean-as-Ned-Stark-giggling-in-Game-Of-Thrones-GIF.gif

    In my opinion the necromancer would fit teso as playable class very well
    We see a lot of necromancers in this game even Manimarco is one

    I would really like to play a necromancer in future^^
    Edited by Thrain on August 22, 2018 4:47PM
  • Rex-Umbra
    Rex-Umbra
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    Really well done, hope they add necromancer soon.

    Maybe make an option to hide friendly pets so you don't see undead minions all over cities.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • Crafts_Many_Boxes
    Crafts_Many_Boxes
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    Necromancer just seems too similar to Sorc IMO, especially since sorc has daedric summoner.

    I'd like to see a combat engineer / technologist first.

    Even better - a plain ol' warrior. DK doesn't really feel all that warrior-ish because of the way the specs are played. A basic brawler / fighter is the archetypal class that ESO is missing.

  • danielarvynn1
    danielarvynn1
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    I like how most of the abilities work but some of them are way too overloaded and might need some refinement, especially on the ultimates. I assume you realized that Oblivion damage is a very strong damage type that it needs to be tuned properly f this will apply to this class, as this would be an issue for Pay-to-Win situation. Also, incorporating Oblivion Damage to Destro staff won't make any sense at all since it's main focus is on the main elements (fire, ice, lightning).

    The concepts of the ultimates are the one that really interested me the most, especially the one where you could silence stamina abilities. Granted all of them are at about 200 Ult cost, there are ways of generating ultimate in such a short time (Bloodspawn, Tava's, Shalk's, etc), some of them seem to be overpowered. You can argue to me about Incap is overloaded too (stun, damage vulnerability, defile), but the stun will be at 120 Ult, and you have to plan your attack now.

    PvP balace for this class will be rough and this class would be hard to counter (in theory) especially if they're on the offensive against other classes. You're locking in an element, which is unmitigated, eats through shields and can't be easily countered. Add that to a passive which acts like Implosion, even at a very low proc rate, would be devastating. That's one of the reasons why ZOS have to adjust Sload's Semblance.

    Either way, good read.

  • BuddyAces
    BuddyAces
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    You can have a stupid necro class when I get my warrior/barbarian class
    They nerfed magsorcs so hard stamsorcs felt it,lol - Somber97866

    I'm blown away by the utter stupidity I see here on the daily. - Wrekkedd
  • Thrain
    Thrain
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    BuddyAces wrote: »
    You can have a stupid necro class when I get my warrior/barbarian class

    middle_finger_hobbit_4.gif
  • CrazYDunm3r
    CrazYDunm3r
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    This has been asked so many times before and I really hope one day it makes it into the game. But before that I would love it if they put their resources into server improvements to begin with. What also could be a good idea is making vampire a bit more like werewolf with more active and stronger abilities (could be a bit similar as a necromancer in some aspects), but also have an increased penalty so not everybody would run it.
    Edited by CrazYDunm3r on August 22, 2018 6:26PM
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  • Facefister
    Facefister
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    What about a Bard class?
  • Finviuswe
    Finviuswe
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    TESO is a great game, sure but one thing I think that's an improvement that can be made is to add more classes. Add a lot more.

    Necromancer and Bard would be two great additions. Could be released at the same time even!
  • emilyhyoyeon
    emilyhyoyeon
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    Necromancer just seems too similar to Sorc IMO, especially since sorc has daedric summoner.

    I think the identities of daedric summoner and undead reanimator are different enough. Necromancer would need to be pushed particularly as having to do with the dead/souls, not daedra
    IGN @ emilypumpkin
    Tullanisse Starborne altmer spellsword battlemage & scholar of the ayleids
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    Seliwequen Narilata altmer necromancer & debaucher
  • LukosCreyden
    LukosCreyden
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    As always, I will support any and all posts that rally for necromancy to be added in-game.

    It is weird. Necromancy is generally a highly requested class in many videogames and yet, devs rarely see fit to add it. What are they so afraid of? Is it because necromancy is "evil"? Surely, that would only be more reason as to why it should be in eso.
    Struggling to find a new class to call home.Please send help.
  • SimensJacket
    SimensJacket
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    Its been a while since I've been on the forums so pardon my tardiness.

    Yes, if the necromancer were to be implemented into the game with oblivion being its main damage type (similar to how shock is to a sorcerer) then of course this would need to, also, be implemented into the game so you can counter it. In other words, be incorporated into CP tree, as I described in the post, so that you can defend yourself against it as one would do with any of the other elements (fire, ice, shock or magic).

    Oblivion staves wouldn't make much of an impact/difference considering we see Worm cultists use "Oblivion" staves firing darkish orbs at you - light attack with an oblivion staff. And it does fit into an element, since one can argue that life, death (oblivion), fire, water (shock), air (ice) and earth (poison) could be considered elements of nature. I do, however, see the benefits and repercussions of using an oblivion staff - great for PVE tanks, might be too OP if you use it in PVP, but Ill assume if ZOS were to implement it they would need to balance it quite well with testing (insert laugh here).

    The numbers on the abilities are a suggestion. I tried to base myself off of what you'd see on a magicka character with full CP160 gear. But when you think about it, these values are what a sorc sees on there ability description. This doesnt mean that the full damage will be applied to you, reiterating that your CP allocation will mitigate this damage to an extent, as I said before, like putting points into elemental defender (which I suggested to incorporate Oblivion damage in my post) would help prevent this damage from fully hitting you.

    I do agree that necromancer is a class that should have been in the base game, considering the main story line being your fight against a necromancer (Mannimarco) and a daedra (Molag bal) who's worshippers are all a bunch of necromancers.

    I do like the idea of a class involving dwarven (steam punk, if you will) abilities or even a class that has 80% unmorphed stamina abilities - opposed to what we currently have where all classes's skills are magicka abilities that need to be later morphed into stamina abilities. Haven't given it much thought as to how they would make this work though.

    Thanks again for all the comments. Loved reading through all of them.
  • Aluneth
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    A necro for a Necromancer thread, how fitting.

    Most of those abilities are too powerful. You've taken inspiration from other classes and improved the abilities.
  • Grind_Zilla
    Grind_Zilla
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    np its probably just going to become a "guild skill tree line"
  • todokete
    todokete
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    No.
    No.
    No.
  • Grind_Zilla
    Grind_Zilla
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    fix the game befor imprinting new stuff , ktnxbai
  • Valykc
    Valykc
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    Goes on google, types in “buffs and debuffs ESO”, gathers list, ties EVERY BUFF AND DEBUFF TO ONE CLASS, then makes the main attacks of the class do OBLIVION DAMAGE, what?!?!? That wouldn’t be Overpowered in the slightest(sarcasm)! All jokes aside, I like all the ideas you created but you gave them too many buffs and debuffs and an absurd amount of oblivion damage and healing abilities. Remember, these are things that will be abused in PvP to no end!
  • Girl_Number8
    Girl_Number8
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    Thrain wrote: »
    BuddyAces wrote: »
    You can have a stupid necro class when I get my warrior/barbarian class

    middle_finger_hobbit_4.gif

    LMAO xD That needs to be used more often. :smiley:
    Edited by Girl_Number8 on November 13, 2018 1:50PM
  • lpw
    lpw
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    Some great ideas here, but I agree too much Oblivion damage which would make it OP over other classes. Rework some numbers and damage types and it'd be sweet

    I heard somewhere Necromancer was in the game code from the start?
    Facefister wrote: »
    What about a Bard class?

    "Throw a lute at the enemy for 2400 Physical Damage" :lol:
    ///// AD Master Race Since 2014 /////

    Sindri al'Atreyu | Wood Elf Templar
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    Saurmia | High Elf Magicka Templar


    PC/EU - Beta Tester
  • SimensJacket
    SimensJacket
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    Valykc wrote: »
    Goes on google, types in “buffs and debuffs ESO”, gathers list, ties EVERY BUFF AND DEBUFF TO ONE CLASS, then makes the main attacks of the class do OBLIVION DAMAGE, what?!?!? That wouldn’t be Overpowered in the slightest(sarcasm)! All jokes aside, I like all the ideas you created but you gave them too many buffs and debuffs and an absurd amount of oblivion damage and healing abilities. Remember, these are things that will be abused in PvP to no end!

    As I said before, incorporating it into the game will prevent this. If you add oblivion damage to the CP tree and consider it no different from other elements then taking damage from a light attack oblivion damage will be no different then taking a light attack from flame, for example. As for the buffs you mentioned, with the exception of minor protection and berserk, the buffs here are no different to the buffs a NB or even a warden has. Nonetheless, thanks for your feedback.

    As to other people, please, remember to stay on topic.
  • CrisXD
    CrisXD
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    lpw wrote: »
    Some great ideas here, but I agree too much Oblivion damage which would make it OP over other classes. Rework some numbers and damage types and it'd be sweet

    I heard somewhere Necromancer was in the game code from the start?


    Kinda like sorcs....until they nerfed them
    PS4 EU
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  • Aluneth
    Aluneth
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    Valykc wrote: »
    Goes on google, types in “buffs and debuffs ESO”, gathers list, ties EVERY BUFF AND DEBUFF TO ONE CLASS, then makes the main attacks of the class do OBLIVION DAMAGE, what?!?!? That wouldn’t be Overpowered in the slightest(sarcasm)! All jokes aside, I like all the ideas you created but you gave them too many buffs and debuffs and an absurd amount of oblivion damage and healing abilities. Remember, these are things that will be abused in PvP to no end!

    As I said before, incorporating it into the game will prevent this. If you add oblivion damage to the CP tree and consider it no different from other elements then taking damage from a light attack oblivion damage will be no different then taking a light attack from flame, for example. As for the buffs you mentioned, with the exception of minor protection and berserk, the buffs here are no different to the buffs a NB or even a warden has. Nonetheless, thanks for your feedback.

    As to other people, please, remember to stay on topic.

    You've taken some key abilities/passives from every class in the game. It even has the implosion passive that's unique to the sorcerer.
  • jcaceresw
    jcaceresw
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    lpw wrote: »
    Some great ideas here, but I agree too much Oblivion damage which would make it OP over other classes. Rework some numbers and damage types and it'd be sweet

    I heard somewhere Necromancer was in the game code from the start?
    Facefister wrote: »
    What about a Bard class?

    "Throw a lute at the enemy for 2400 Physical Damage" :lol:

    When toggled while standing, you Rickroll all enemies for about 45,000 Physical Damage in an area of 10 meters. Does 1,000 Physical Damage per second to any enemies that stand in the area after the initial attack. This ability can only be interrupted by rickrolling the offending player.
  • PouletRico
    PouletRico
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    Some random feedback I have :

    - Too much snares for me, snares are not fun.
    - Parasitism: would create so much lag, it's need a limit of some sort, to not make it endless obviously.
    - Drain Will: does that mean 100% uptime of minor heroism at no cost ? Sound kind of OP to me.
    - Corpse Fury: Corpses = players only or mobs corpses too ? Would ruin a lot of content in PvE: remember those mudcrab in FG1, well, infinite magicka here I am.
    - Spectral Detonation & Morphs: Best execute of the game, no questions asked. Sound too OP for me.
    - Spectral Shard/Spectral Fear: Most of the time, when an enemy cannot be pulled it's because he has CC immunity, so what happens then ? No fear or immobilization ?
    - Dark Divination: Damages sound a bit too much, need test.
    - Corpse Field: Would be a lot of fun in BGs. Capture The Relic mode especially.

    I think it miss a battle res, like the sigil in Blackrose prison (but for one player).

    Well done OP, I want this now :blush:
    Edited by PouletRico on November 13, 2018 3:07PM
    @PouletRico - EU PC Megaserver
    PouletRico - TankDK - EP
    Experimental Kamikaze - StamDK - AD

    I'm doing my best, but I'm not a native speaker
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