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 addressedThe 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/SiphonTargeting 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 toolkitThis 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 itShocking 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 morphsThis 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 designThis 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.”