Hello everyone!
I love the Necromancer class in Divinity Original Sins 2 and as a result when I heard ESO might be having a Necromancer class added, I decided to create my own rendition of what I would like the Necromancer class in ESO to look like. I’ve taken a few ability names from DOS2 and some inspiration, but it’s been tailored to ESO. I have tried to not come up with anything too overpowered, but create a class that would be fun for casual players with a strong Necromancer flavour, whilst also creating a viable class for competitive end game PvE and PvP (as those are what I am interested in).
New minor/major buffs and debuffs included in this:
Decay: Minor decay prevents Heals over Time, Major decay prevents any healing whatsoever.
Bloodthirst: Minor bloodthirst increases damage against enemies under 25% health. Major bloodthirst does the same only stronger (major bloodthirst isn’t given to the Necromancer below because I think it would be too strong).
Terror: Minor terror decreases the damage of an enemy player specifically when they are dealing execute damage. So for example, if you are trying to execute an enemy Necromancer who is at 20% health and they debuff you with minor (or major) terror, your execute damage is suddenly going to be a lot less effective.
Necromancers are supposed to be the class closest to death, so it makes sense that they have access to buffs and debuffs that are directly related to causing/avoiding death.
Skill line one (DPS): Dread Knight
1. Decaying Touch – melee attack that deals a magic DoT on enemies for 4 seconds.
- Stamina Morph deals disease damage and places minor defile on enemies
- Magic morph increases the duration to 6 seconds and heals user at the end for damage done.
2. Mosquito Swarm – summon a swarm of mosquitos that deal AoE magic damage to all enemies in the area.
- Stamina morph changes to single target but deals higher physical damage and places a bleed DoT on enemy for 3 seconds.
- Magical morph places a bleed on all enemy targets affected by the AOE.
3. Raise bloated corpse – raise a bloated corpse to chase after your enemies and explode, dealing AoE disease damage.
- Magic morph now deals magic damage and places minor decay on enemies caught in the AoE.
- Stamina morph: You summon additional corpses to chase after enemies and explode.
4. Totems of the Necromancer: Summon a Totem for 12 seconds that deals x magic damage per second. If the Totem is destroyed before the duration is up, restore x magicka. Once summoned, the totem cannot move unless it is resummoned in a different location.
Morph one: Summon a totem for every level (4 at max) that all deal x magic damage per second to enemy targets in the area.
Morph two: Summon a totem for every level (4 at max) that all deal physical damage per second to enemy targets in the area.
5. Blood Storm: Balls of coagulated blood fall on enemies in the area, dealing disease damage and snaring them.
- Morph one: The blood storm now deals magical damage and scales with max magicka.
- Morph two: The blood storm deals additional poison damage and scales with max stamina.
Ulti: Shackles of Pain: Chain yourself to an enemy with magical shackles for 5 seconds. Any damage you take is dealt equally to them.
Morph one: If an enemy player is killed while Shackles of Pain is on them, heal for 100% of the damage done.
Morph two: Shackles of Pain now lasts for 20 seconds and you shackle yourself to an ally instead, allowing you to sacrifice them when you take damage. Any damage you take during Shackles of Pain is transferred to the allied player. If an ally is killed while Shackles of Pain is active, gain major berserk and minor cowardice for 5 seconds.
Passives:
1. Blood Sacrifice: Whenever an ally around you takes damage, you have a 3% chance to heal for half the damage they received.
- At level 2 this increases to 5% chance.
2. Eternal Warrior: Increase physical damage dealt by 3%
- At level 2 this increases to 5%
3. Death Expert: After using any Dread Knight ability, you have a 5% chance to proc minor bloodthirst, granting you a damage boost against enemies below 25% health.
- At level 2 this increases to 7% chance.
4. Undead Understanding: Reduces the cost of all magical damage based and physical damage based abilities by 3%.
- At level 2 this increases to 5%.
Skill line two (Healing): Blood Mage
1. Blood Rain – cause blood to fall from the skies for 8 seconds and deal disease damage to any enemies hit by the rain.
- Morph one: Increases the damage done by 40% but allied players in the area are afflicted with minor defile (or maybe new debuff minor decay).
- No longer deals disease damage and instead heals allied players for 1500 health per second while standing in the area.
2. Death Wish – Curse a player for 6 seconds with major defile and major decay, reducing their healing received and preventing heals over time from affecting them.
- Morph one: Can now only cast this skill on allied players and the duration is reduced to 4 seconds, but it grants the affected player major berserk and major heroism for the duration of the skill.
- Morph two: The curse is weaker and only lasts for 2 seconds, but has a 30% chance to spread to a nearby enemy player, cursing them too.
3. Meat Shield – take the flesh from enemy corpses around you to create a shield that absorbs X damage for 6 seconds.
- Morph one: Your shield becomes stronger for every dead player/enemy corpse in the vicinity.
- Morph two: Your shield only lasts for four seconds but also grants a shield to the six nearest friendly players.
4. Black Shroud – Place a black cloud that lasts for 10 seconds and suffocates enemies dealing x magic damage per second.
Morph one: The black cloud no longer deals damage but heals allied players and grants a synergy that gives minor vitality and minor protection to all those within the cloud (cap of 12 players)
Morph two: The black cloud now only lasts for 4 seconds, but it also debuffs enemies with minor terror, reducing their execute damage.
5. Bloodsucker – heal the lowest health player in the vicinity for X, but also afflict them with minor decay, preventing them from healing from HoTs.
- Morph one: the heal is increased based on the % of their health missing and no longer afflicts the target with minor decay, however the caster is hit with a strong bleed DoT that increases with strength for every target healed using this ability within 4 seconds of each other.
- Morph two: heals an additional target but deals proportionate damage to the caster for healing done.
Ulti: Living on the Edge – Grant an ally the ability to stay alive, against all the odds, for 5 seconds. During this time, the ally cannot receive any healing but their health cannot drop below 1 hp.
- Morph: Ally gains x spell damage/weapon damage for every % of health missing. After Living on the Edge has ended, the ally is afflicted with major decay for 5 seconds, preventing them from healing.
- Morph: Ally can now be healed during Living on the Edge’s duration, but after the effect ends are afflicted with major defile and major maim for 8 seconds.
Passives:
Doctor of Death: Gain minor mending for 4 seconds after healing an ally under 70% health.
Level 2: Increases the duration of minor mending to 6 seconds.
Blood Witch: Whilst standing in your own blood rain, magicka recovery is increased by 3%
Level 2: Whilst standing in your own black cloud, stamina recovery is increased by 3%
Decaying Aura: Receive 3% less damage from undead.
Level 2: Receive 5% less damage from undead.
Spectator of Death: Gain X ultimate whenever an enemy (or ally) dies near you. This can happen every 15 seconds.
Level 2: Amount of ultimate gained increases to X.
Third line (Tanking/DPS/Support): Death Mastery
1. Grasp of the starved Hands reach up from the ground to grab enemies and root them to the ground for 3 seconds and dealing x physical damage.
- Morph: If an enemy escapes the hands they are still affected by a disease DoT that deals x amount of damage for 4 seconds afterwards.
- Morph: Enemies rooted by the hands are afflicted with major maim for 2 seconds.
2. Shattering stare: Your terrifying stare can break even magic shields. Shattering stare does x magic damage to enemy shields. If the enemy does not have a shield active they are stunned.
- Morph: Shattering Stare no longer stuns but places a magic DoT for x damage per second for 5 seconds if the enemy does not have a shield active.
- Morph: Shattering stare now deals physical damage and knocks down enemies if they do not have a shield active.
3. Bone Cage: Prevent enemies from escaping by placing them in a bone cage and dragging them towards you, dealing x physical damage.
Morph: The Bone Cage can trap a maximum of three enemies at a time, but the cost is increased for every enemy trapped.
Morph: The Bone Cage no longer drags enemies towards you and instead puts a piercing DoT on one enemy, dealing x physical damage over 5 seconds.
4. Raise Bone Dragon: Summon a bone dragon for 7 seconds that deals x magic damage.
Morph: The Dragon’s attacks afflict enemies making them more susceptible to magic damage.
Morph: The Dragon’s attacks afflict enemies making them more susceptible to disease damage.
5. Bloodstarved: Steal health from an ally to heal yourself. Will only take a maximum of 50% health from an allied player.
Morph: The heal is stronger, but costs an ally 80% of their max health.
Morph: The heal is now over time.
Ulti: Mass Corpse Explosion: cause corpses to explode dealing x disease and poison damage
Morph: Now deals magic damage and grants user major brutality for 5 seconds.
Morph: grants user major brutality for 5 seconds.
Passives:
Broken Bones: 30% chance to gain minor protection whenever a nearby ally dies.
Level 2: 40% chance to gain minor protection whenever a nearby ally dies.
Horrific Power: Using any Death Mastery ability reduces the cost of any other Necromancer skill line ability by 2%.
Level 2: Using any Death Mastery ability reduces the cost of any other Necromancer skill line ability by 4%.
Deadly Strength: Increase spell and physical resistance by X after using a Death Mastery ability.
Level 2: Increase spell and physical resistance by X after using a Death Mastery ability.
Diseased Apostacy: Whenever an enemy dies from disease or magic damage, heal for X amount of health.
Level 2: Whenever an enemy dies from disease or magic damage, heal for X amount of health.
Thank you for reading this far. I’d love to hear anyone else’s ideas for skills/passives/abilities for Necromancer classes, and whether you think the new buffs/debuffs I added would be effective 😊.
GM and raid leader of Hot Girls Play DPS, the cutest guild EU