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Issues with the Necromancer Class

Vercingetorix
Vercingetorix
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The Necromancer, especially the magicka variant, is in need of a serious review of some of its core skills:

- Blastbones pathing and delay needs to be addressed
The most publicized issue by far. The skeleton often bugs out against a group of enemies likely because it appears that it can't decide on a target. Sometimes the skeleton also just sits there (even in front of a boss) and never explodes at all.
- Corpse ground targeting removed and replaced with a "consume nearby corpse" cost on Tether/Siphon
Targeting a corpse on the ground is clunky at best and doesn't always fire off despite having a valid target. It would be FAR more streamlined and still thematic to have a nearby corpse consumed as an additional cost and then effect be applied accordingly: Tether's heal/sustain is directly applied to you and Siphon can be placed where you want it on the ground.
- Add a class Major Sorcery buff somewhere in the Necromancer toolkit
This is a standard buff and it's really inexcusable to be missing. Templars at the very least get Minor Sorcery but Necromancers get literally nothing. Chain-chugging Spell Power potions for a basic buff is not reasonable for a majority of players. Necromancers getting their Major Sorcery buff from corpse consumption somewhere in their toolkit is VERY reasonable and goes right with the "draw power from death" theme.
- Siphon needs to return an actual net gain of resources from using it
Shocking Siphon only returns resources if you stack tons of cost reduction (crippling your build in the process) and even then, the resource net gain is negligible at best. Have it return more resources or better yet, have it also grant Major Sorcery while it restores magicka back.
- Faster casting animation and travel speed for Flaming Skull and its morphs
This is the same problem with the Warden's bird. Both are skills that try way too hard to be flashy and cool-looking, but ultimately are useless because of the delayed animations. Hasten the animation significantly and both of these skills might get some use.
- Class sustain is terrible and highly situational in design
This is perhaps one of the biggest issues (alongside Blastbones) with the Necromancer right now. The Death Gleaning passive sounds great for sustain until the player realizes that their sustain passive does nothing for them during a boss fight with little to no adds to proc it. This is the only reliable source resource return the class has. Considering the corpse requirement for Tether and Siphon, increasing the resources returned from the skills would greatly assist Necromancers in reaching their resource needs. Amending the Death Gleaning passive to include resource return upon consuming a corpse (with a REASONABLE cooldown) would also assist.

Right now, there's a bunch on Necromancer players complaining about the issues outlined above in addition to other problems I ran out of space to list. ZoS, please address these issues - we were sold a class that simply doesn't work and is essentially incomplete. @ZOS_GinaBruno please forward these issues to the dev team. Many other players along with myself want to see this class be a success. If some of these issues are more complex than they appear on the surface, I'm sure the player base would love to hear from the devs if that's the case. Knowing that the issues listed above are known and being addressed would be a great step forward. Thanks!
Edited by Vercingetorix on May 30, 2019 3:45PM
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • BalticBlues
    BalticBlues
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    Good points, as you wrote on PTS.
  • spacebandit
    spacebandit
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    All good points

    The blastbones skeleton can’t catch a target sometimes. It’s like it’s too close to the target to jump but too far away to hit and gets kited for several seconds it’s ridiculous

    If I’m going to have to stand in melee range as a Magicka necroed to be effective, why not just play stamina necro and be more effective.

    Can’t even see my corpse to cast siphon, all necros are going to have to crowd the front on the new raid.

    Edited by spacebandit on May 30, 2019 3:44PM
  • Coggage
    Coggage
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    I agree on all points. I love the class, but it needs adjusting.
  • srfrogg23
    srfrogg23
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    In the meantime, we get 10 threads a day asking Zos to make the game harder and eliminate power creep...

    Just nerf all other classes, instead of all this ;)
  • Vercingetorix
    Vercingetorix
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    All good points

    The blastbones skeleton can’t catch a target sometimes. It’s like it’s too close to the target to jump but too far away to hit and gets kited for several seconds it’s ridiculous

    If I’m going to have to stand in melee range as a Magicka necroed to be effective, why not just play stamina necro and be more effective.

    Can’t even see my corpse to cast siphon, all necros are going to have to crowd the front on the new raid.

    Stamina Necromancers have the same issue with Blastbones and its pathing, too. The sustain on either spec is also a huge burden on the player that the class simply doesn't have the tools to address right now. I love the Necromancer class as a concept, but the execution was a bit botched. If it was fixed, it would certainly be an enjoyable class to play.
    Edited by Vercingetorix on May 30, 2019 3:51PM
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • _Salty_
    _Salty_
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    Sloppy class design. I wish they spent more time coming up with a coherent design concept and less time patting themselves on the back for the season of the dragon idea.
    Psn l---Salty---l

    Patiently waiting to make a Stankcromancer.
  • spacebandit
    spacebandit
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    All good points

    The blastbones skeleton can’t catch a target sometimes. It’s like it’s too close to the target to jump but too far away to hit and gets kited for several seconds it’s ridiculous

    If I’m going to have to stand in melee range as a Magicka necroed to be effective, why not just play stamina necro and be more effective.

    Can’t even see my corpse to cast siphon, all necros are going to have to crowd the front on the new raid.

    Stamina Necromancers have the same issue with Blastbones and its pathing, too. The sustain on either spec is also a huge burden on the player that the class simply doesn't have the tools to address right now. I love the Necromancer class as a concept, but the execution was a bit botched. If it was fixed, it would certainly be an enjoyable class to play.

    At least stamina bb hit almost as soon as the cd is off. If my ex Magicka necro wasn’t stacked right on top of something it was like 4 seconds before bb could be used again.

  • LukosCreyden
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    Very well written. I hope the appropriate developers get to see this. Hopefully we can get word that this has been passed forward to them.
    Struggling to find a new class to call home.Please send help.
  • Cephusiss
    Cephusiss
    I agree with all OP points. Love the concept of the class but actualization is clunky.
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