I wanted to give players a heads-up on what to expect from the Necromancer class since ZoS has effectively finished the PTS.
I'm going to be blunt: the class sucks as much as warden does when it comes to magicka, however unlike the warden that could at least tank or heal effectively, the Necromancer fails to do either reliably. What we're left with is an incomplete class that has had NO improvements at ALL with regards to its magicka toolkit for over a month on the PTS. Focus was instead shifted on other classes and ignoring the brand new class that the chapter was supposed to be about in the first place.
When creating the Necromancer, they pretty much copied over the warden's class structure but left in all of the mistakes. Skull is just as clunky as Bird, for example. Magicka clearly wasn't even considered when they designed this class
which is TERRIBLE because a Necromancer is a caster first and foremost. I don't know what happened over in their studio but they seem to have only pooled feedback from players who primarily use stamina. Magicka players would have immediately called out ZoS on the myriad of issues plaguing the magicka variant when they were designing the class.
So, what's wrong with the Necromancer you might ask? Here's a quick rundown:
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The sustain of the Necromancer is terrible.Mystic Siphon is a net loss in magicka and requires clunky corpse targeting to even use in the first place. Boss fights without adds means your sustain passive does nothing for you.
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The corpse consumption mechanic on cast skills is still buggy and doesn't fire off properly half the time.For example, the Tether and Siphon abilities in the toolkit are situational at best because of tying those abilities to a corpse's location instead of simply consuming a nearby corpse to directly cast the spell where you want it. The end result is a class with two essential abilities being a hassle to even fire off properly (one of which is a strong DoT for DPS)
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Necromancer lacks a class execute and has a passive that pretends to be an execute, relying on RNG to be of any benefit.The worst part is this passive exists and yet Necromancers have an existing skill that could thematically work as an execute (Scythe).
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Necromancer lacks the standard Major Sorcery/Brutality buff skill for the class.
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Necromancer has the annoying weave disruption with the spammable skull ability, just like the Warden's bird.
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Necromancer abilities have too many varying durations that make rotations overly complicated and a chore to manage.It seems you want the Necromancer to lean heavily on DoT damage which is fine, but too many different durations on abilities has a negative effect on maintaining a proper rotation.
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The crippling limit on Beckoning Armor's pull effect makes it nearly useless.If ZoS lowered the cooldown to 1.5 seconds, it might be usable and give the Necromancer some form of unique identity as a tank. The player still has to manually taunt the pulled mob so I don't understand why the cooldown was set so high. An enemy pulled by armor in PvP can be CC-immune to prevent abuse of the ability. If you still don't like being pulled, then develop a strategy to punish the opponent for pulling you into melee range - it goes both ways, the Necromancer is just as exposed as you are at close range, so capitalize on it.
The two major corpse abilities of the Necromancer Siphon and Tether could be fixed quickly:
If Siphon was based on simply consuming a nearby corpse as an additional cost and then allowing you to choose your target for the effect, the ability would actually be pretty good. Similar to Zaan or Malubeth, a beam would form between you and the target, dealing damage to them and those who cross the beam. While it holds, you'd gain magicka or the stamina morph would cause the target to have an explosion (like Daedric Curse).
As for Tether and its morphs, you could consume a corpse as an additional cost and then you simply get the effects applied to you for the duration. Simple and still thematic in line with a Necromancer without the clunky corpse-aim-on-the-ground limitation that currently exists. At the end of the day, manually targeting a corpse on the ground is clunky because it conflicts with how ESO in combat is handled. In both PvE and PvP, setting up shop with corpses on the ground is too damn slow and it adds needless micro-management to a rotation.
The PTS is over and ZoS is shipping an expansion with an incomplete class - AGAIN.
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”