Necromacer abilities aren’t working

Unit117
Unit117
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Xbox

Healer for necromancer is nigh unplayable

Render flesh doesn’t target the lowest health ally. It will someone who is at 90% health over the ally that’s almost dead. And there are times when it won’t heal any ally.

Life amid death 9 times out of 10 will activate and place no circle. Eating your magic and doing nothing.

These are serious game breaking issues that makes necromancer healer unreliable and unplayable please address asap
Edited by Unit117 on June 6, 2019 10:58AM
  • Grianasteri
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    I've not experienced any of these issues so far. Not sure what issue you are experiencing :(

    Healing is fine, fun and effective so far.
  • danara
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    Well i disagree with you, necro healer spells are working well

    i suspect that when you used Render Flesh it is because you are not facing your target (if the target with the low health is on your left, then it Will the ally with the lowest health in front of you, even if he is not the lowest health ally in your group), read the spell description

    Then lets talk about Life amid Death, i suspect that it is not working because the corpse you consume has to be in the aoe in order to be consummed (this is à bad design in my opinion), but i dont understznd why People are using this spell, it s expansive, not heal so much... (the purge morph can be strong in pvp thought...), in my opinion it Will never replace Healing Springs

    Hope it Will help you
  • Unit117
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    @danara I am clearly facing my target when I’m using the first one. It’s straight up not working for it for me

    Edited by Unit117 on June 6, 2019 11:32AM
  • danara
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    Then i dont really know what issue you are facing cause you are the first one i hear speaking about such problems.. 🤔
  • Tasear
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    I've not experienced any of these issues so far. Not sure what issue you are experiencing :(

    Healing is fine, fun and effective so far.

    What makes you say fun?
  • Tasear
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    Kinda think render flesh accidentally got Templar treatment and have to be facing direction of ally
  • Lightspeedflashb14_ESO
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    Tasear wrote: »
    Kinda think render flesh accidentally got Templar treatment and have to be facing direction of ally

    You do have to be facing your target and the area is actually much smaller then breaths radius. 28 x 12 meters rectangle in front of you compared to breaths 28 meter "cone", which is really a semi-circle in front of you, that is 1231 square meters vs 336. Or you could say breath is 3.6 times the area that you can be in to heal.

    Also, no idea why a necro healer would use the resistant flesh morph. The other morph heals two players.
    Edited by Lightspeedflashb14_ESO on June 7, 2019 4:56AM
  • LeHarrt91
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    Are you in range of the target when using Render Flesh, maybe they are just outside of its range. its only 12 meters wide.

    And Life Amid Death will still show a ring for me and heal, but the sigil gets placed on the ground only when a corpse is consumed.
    Edited by LeHarrt91 on June 7, 2019 4:59AM
    PS NA
    Have played all classes.
    Warden Main
  • Grianasteri
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    Tasear wrote: »
    I've not experienced any of these issues so far. Not sure what issue you are experiencing :(

    Healing is fine, fun and effective so far.

    What makes you say fun?

    For me, its incredible fun, more so than the previous classes released. Fun is of course a subjective experience.

    The skill animations are fun to observe. The skills work well and bring interesting and powerful new features to the table. The class is incredibly tanky even when not set up for tanking, Ive been able to solo content I am unable to on some of my other mag dps char... and Im not even level 50 yet.

    Off the top of my head here are some of the interesting new and powerful features that are in my opinion, better than alternatives in other classes:

    -Necromancer can res an entire dungeon/battleground group, thats game changing and wipe saving.
    -Can apply debuffs to physical and spell resistance, with an AOE! A shorter time span than elemental drain, but its AOE and part of a powerful damaging skill on par with other classes damage AOEs.
    -Can apply a purges with another AOE and heal, this is on par with Purge from the Support line, but targeted AOE rather than around self. I prefer this as I can target it. And its part of a powefull heal easily the equal of Healing Springs - just read the tool tips - its my first healer I am not taking Healing Springs on.
    -Ulti regeneration is off the scale.
    -Death syth is significantly better than Templar jabs, far more heal available when fighting multiple targets, and it animates significantly faster (the skill is used faster in total), and it damages multiple enemies as well. Just all round Im feeling it is more useful than jabs.

    There are some excellent passives as well.

    I am not even finished levelling yet, played for two evenings so far and am about to hit level 28. But thus far, I am finding it incredibly enjoyable and while I was set on creating another healer (as this is what I prefer to main) the potential for Tanking and to a lesser extent DPS, are leaving me in a quandary.
    Edited by Grianasteri on June 7, 2019 9:14AM
  • Grianasteri
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    danara wrote: »

    Then lets talk about Life amid Death, i suspect that it is not working because the corpse you consume has to be in the aoe in order to be consummed (this is à bad design in my opinion), but i dont understznd why People are using this spell, it s expansive, not heal so much... (the purge morph can be strong in pvp thought...), in my opinion it Will never replace Healing Springs

    My Necromincer healer (provisionally a healer) is the first healer I am not slotting Healing Springs on, because Life and Death is so powerful, AND has an aoe purge. The heals are very comparable to Healing springs, tot up the heals from the tool tips, but we also get a purge. Its no contest for me, so long of course, that one is sustaining corpses on the battlefield, which is a skill in and of itself for anyone wishing to get the best out of the Necromincer class.
  • Lightspeedflashb14_ESO
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    -Necromancer can res an entire dungeon/battleground group, thats game changing and wipe saving.

    costs 335 ulti, way more then you will ever have in most cases, as you will need to use warhorn.

    -Can apply debuffs to physical and spell resistance, with an AOE! A shorter time span than elemental drain, but its AOE and part of a powerful damaging skill on par with other classes damage AOEs.

    tanks wont run this becuase it is far too valuable to be able to have your synergy, same with dps and a healers bars are going to be packed as is, you need to have other skill, more important skills on your bar, plus you don't really use eledrain as a healer for the debuff, you use it for the minor magic steal, way more important to the group then the major debuffs, that the tanks provide on the important mobs anyways.
    Can apply a purges with another AOE and heal, this is on par with Purge from the Support line, but targeted AOE rather than around self. I prefer this as I can target it. And its part of a powefull heal easily the equal of Healing Springs - just read the tool tips - its my first healer I am not taking Healing Springs on.

    purge reduces the duration of any further negative effects by 50% for 6 seconds, that is huge, well worth having 2 VS 3 purges, assuming you are talking about Renewing Undeath, plus you don't need a corpse for that. you also dont have to aim purge, it is an 18 meter aoe around you, not a modest 8 meter ground aoe. and i don't see how you are replacing springs, you can stack springs, you cant stack Renewing Undeath. they have different functions.
    Death syth is significantly better than Templar jabs, far more heal available when fighting multiple targets, and it animates significantly faster (the skill is used faster in total), and it damages multiple enemies as well. Just all round Im feeling it is more useful than jabs.


    well considering death scythe is a tank healing skill that happens to do damage and sweeps, not jabs, that is the stamina morph, is a damage skill that happens to heal, of course it is going to be better at healing, especially if you have high health and low magic/spell damage since the heal from death scythe scales with your max health and not your other stats.
    Ulti regeneration is off the scale.


    i have fully leveled tankcer, the ulti gen is not really that much more then my dk tank. what are you on about? Necrotic Potency is 6 per dead body, capped at 36 per cast of the skill, which really only show up after you need ulti. even in the best case, you can creating your own corpses every 4 seconds or so, with Intensive Mender, but that is really costly and you can't keep that up as a tank, even with the 12% cost reduction of Summoner's Armor.

    My Necromincer healer (provisionally a healer) is the first healer I am not slotting Healing Springs on, because Life and Death is so powerful, AND has an aoe purge. The heals are very comparable to Healing springs, tot up the heals from the tool tips, but we also get a purge. Its no contest for me, so long of course, that one is sustaining corpses on the battlefield, which is a skill in and of itself for anyone wishing to get the best out of the Necromincer class.


    not even close, the heal from springs is 50% stronger AND it can stack with itself. what are you on.
    Edited by Lightspeedflashb14_ESO on June 7, 2019 2:16PM
  • Grianasteri
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    "not even close, the heal from springs is 50% stronger AND it can stack with itself. what are you on."

    I am not going to comment on most of what you have written, much of it is subjective and I simply disagree with some of it, at this point.

    However I do need to correct the idea that Healing Springs is 50% better than Life amid Death. I can see why you may say that but it depends on how one views healing and on how one uses the skills.

    Quick tool tip comparison on a quickly entered random Breton Necromincer in the build editor...

    Life amid Death:
    4446 health + (4257x5) = 5297 or 1059 per second.
    Removes 3 negative effects.

    Healing Springs:
    1291 + (1291x3) = 5164 or 1721 per second.
    Returns magica for each target healed.

    Purge costs about 7k+ magica, Life amid Death is half the cost! This must be factored in.

    Clearly the two heals are not like for like, I never claimed they were, I only said they were comparable and that I was currently not slotting Healing Springs. Life amid Death is effectively taking two powerful skills from most healer builds, then combining the effects in one, slightly less powerful healing skill.

    Purge also needs used specifically in reaction to negative effects, or as part of a (expensive) rotation. Using Life amid Death, is just par for the course, as in how one would use Healing Springs, nominally, that makes for an easier (cheaper) time for the healer.
    Edited by Grianasteri on June 7, 2019 4:03PM
  • Tasear
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    Tasear wrote: »
    Kinda think render flesh accidentally got Templar treatment and have to be facing direction of ally

    You do have to be facing your target and the area is actually much smaller then breaths radius. 28 x 12 meters rectangle in front of you compared to breaths 28 meter "cone", which is really a semi-circle in front of you, that is 1231 square meters vs 336. Or you could say breath is 3.6 times the area that you can be in to heal.

    Also, no idea why a necro healer would use the resistant flesh morph. The other morph heals two players.

    They should probably mention it in tooltip for people. It makes for bad user experience when they think something should happen but doesn't.
  • Tasear
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    -Necromancer can res an entire dungeon/battleground group, thats game changing and wipe saving.

    costs 335 ulti, way more then you will ever have in most cases, as you will need to use warhorn.

    -Can apply debuffs to physical and spell resistance, with an AOE! A shorter time span than elemental drain, but its AOE and part of a powerful damaging skill on par with other classes damage AOEs.

    tanks wont run this becuase it is far too valuable to be able to have your synergy, same with dps and a healers bars are going to be packed as is, you need to have other skill, more important skills on your bar, plus you don't really use eledrain as a healer for the debuff, you use it for the minor magic steal, way more important to the group then the major debuffs, that the tanks provide on the important mobs anyways.
    Can apply a purges with another AOE and heal, this is on par with Purge from the Support line, but targeted AOE rather than around self. I prefer this as I can target it. And its part of a powefull heal easily the equal of Healing Springs - just read the tool tips - its my first healer I am not taking Healing Springs on.

    purge reduces the duration of any further negative effects by 50% for 6 seconds, that is huge, well worth having 2 VS 3 purges, assuming you are talking about Renewing Undeath, plus you don't need a corpse for that. you also dont have to aim purge, it is an 18 meter aoe around you, not a modest 8 meter ground aoe. and i don't see how you are replacing springs, you can stack springs, you cant stack Renewing Undeath. they have different functions.
    Death syth is significantly better than Templar jabs, far more heal available when fighting multiple targets, and it animates significantly faster (the skill is used faster in total), and it damages multiple enemies as well. Just all round Im feeling it is more useful than jabs.


    well considering death scythe is a tank healing skill that happens to do damage and sweeps, not jabs, that is the stamina morph, is a damage skill that happens to heal, of course it is going to be better at healing, especially if you have high health and low magic/spell damage since the heal from death scythe scales with your max health and not your other stats.
    Ulti regeneration is off the scale.


    i have fully leveled tankcer, the ulti gen is not really that much more then my dk tank. what are you on about? Necrotic Potency is 6 per dead body, capped at 36 per cast of the skill, which really only show up after you need ulti. even in the best case, you can creating your own corpses every 4 seconds or so, with Intensive Mender, but that is really costly and you can't keep that up as a tank, even with the 12% cost reduction of Summoner's Armor.

    My Necromincer healer (provisionally a healer) is the first healer I am not slotting Healing Springs on, because Life and Death is so powerful, AND has an aoe purge. The heals are very comparable to Healing springs, tot up the heals from the tool tips, but we also get a purge. Its no contest for me, so long of course, that one is sustaining corpses on the battlefield, which is a skill in and of itself for anyone wishing to get the best out of the Necromincer class.


    not even close, the heal from springs is 50% stronger AND it can stack with itself. what are you on.

    The other one can stack with it's self.
  • DKMaestro
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    Tasear wrote: »
    Kinda think render flesh accidentally got Templar treatment and have to be facing direction of ally

    You do have to be facing your target and the area is actually much smaller then breaths radius. 28 x 12 meters rectangle in front of you compared to breaths 28 meter "cone", which is really a semi-circle in front of you, that is 1231 square meters vs 336. Or you could say breath is 3.6 times the area that you can be in to heal.

    Also, no idea why a necro healer would use the resistant flesh morph. The other morph heals two players.

    Resistant Flesh is for people wanting some heals in PVP I think. Not meant as a de-facto healer ability
    Old man playing. Have a life, a job and only one character, which is grumpy (all the time)
  • erlewine
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    the fact the skills are so similar to others is precisely what could be perceived as the problem. a pseudo- springs, BoL, and purge. not very new or exciting.
    eisley the worst
  • Lightspeedflashb14_ESO
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    I am not going to comment on most of what you have written, much of it is subjective and I simply disagree with some of it, at this point.

    what are we here for if not to disagree. maybe you have thought of things i have not, let me know how you think. i have a fully leveled magcer and tankcer, i dont have a healcer, i just have a templar and warden healer, so i am basing all my healer thoughts on the 80+ in game days i have on those toons.

    However I do need to correct the idea that Healing Springs is 50% better than Life amid Death. I can see why you may say that but it depends on how one views healing and on how one uses the skills.

    i was wrong too, i was just using the hot after the initial burst in my calculations.

    "4446 health + (4257x5) = 5297 or 1059 per second.""

    this is wrong, it would to be 4446+(4257/5) but you prolly just put it wrong. now really, depends when the skill starts that hot, is it on the same second as that burst or a seconds after? if is was like that it would look like this-

    (4446+4257)/6 = 1450.5 that is true hps i believe.

    springs would look like this-

    (1291+1291*3)/4 or just 1291. but the trick is you can stack them up to 4 times, so you can get a HPS of 5164. while you could spam Renewing Undeath just for the burst heal at the start and get 4446 HPS. it is also cheaper to spam springs because of the magic back. and you don't need to worry about corpses to get the hot after.

    Life amid Death is effectively taking two powerful skills from most healer builds, then combining the effects in one, slightly less powerful healing skill.

    you are talking about a morph of that skill, Renewing Undeath, and thing is, most healer builds in pve don't have puge on there most of the time, you simply don't need a purge, only time i have been asked as healer in pve, in Halls of Fabrication. that is it.
    Purge costs about 7k+ magica, Life amid Death is half the cost! This must be factored in.

    5130 is the base cost for Efficient Purge, which the morph everyone uses, the other one is literally never used. yes that is like 40% more then the 3510 base cost for Renewing Undeath but it is much easier to use and does not require a corpse for the purge mechanic to work. which on a necro healer, pretty much the only way(yes i am aware of summoner armor, to me that is no good on a healer.) you have to make one is Intensive Mender and that costs 2410 magic. so it evens out.
    The other one can stack with it's self.

    Enduring Undeath does not stack like healing springs, its HoT gets extended by having corpses, from 5 to 30 seconds at max. springs stacks with itself, you can be hit by up to 4 ticks, if you choose Illustrious Healing 5 ticks, per second. very different.

    Resistant Flesh is for people wanting some heals in PVP I think. Not meant as a de-facto healer ability

    then you might want to tell every healcer i have ran with that, cause they all have had Resistant Flesh.
    Edited by Lightspeedflashb14_ESO on June 7, 2019 7:39PM
  • Grianasteri
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    Read on for boredom...

    Well, we are here to discuss ESO in all its glory. Doing so will (or should) involve respectful discourse during which disagreement will occur. I am generally more than happy to discuss ESO in depth, I just don't always have a) the inclination or b) the time to do so at length.

    Life amid death is not a replacement for Healing Springs, this is not my contention. It is however, possible to slot instead of Healing Springs, provided you are capable of altering your play style/rotation etc to accommodate it, because it does provide essentially the same basic function, a spammable aoe heal, along with in my opinion, a really quite powerful ability to cleanse negative effects.

    The creation of corpses to buff and activate Necromancer skills, is simply par for the course. Anyone not learning to do this and incorporate it into their normal game play, may not be utilising the Necromincer to its full potential. I think its going to be an issue for some players as it will require a play style they are not comfortable with, and this is fine, not every class can be for everyone. So, with that said, criticising Necromancer skills for requiring a corpse is perfectly valid, but must be viewed in context. The Necromancer is different, a Templar or Warden healer are not going to be able to play the same way, so there is limited value in trying to compare like for like skills and rotations.

    Keeping Blast Bones up has become a part of my rotation. After firing Blastbones, I apply my self buffs and wall of elements, by which time I have a guaranteed corpse available to use for either Life amid death, or Boneyard. What I get is a regular aoe health output, that cleanses negative effects, & a regular aoe damage output, that debuffs enemy physical and spell resistance. I'm fulfilling several major requirements of the healer support role, with two skills. I like that. It presents interesting options for healing.

    What I am certainly seeing is a lot of criticism of the Necromincer class and its skills that for me, is fairly unwarranted and a lot of it stems from elite max/min type players making comments that are born of their specific sphere of gameplay/content (so not applicable for most of the player base), and/or from players who are simply not utilising or understanding the Necromincer properly.

    Is this as easy to use as other healer skills and rotations, no, I agree. Can it be effective? Yes, so far very much yes. Surprisingly for me, I am absolutely loving my Necromincer. Im not into necromancers in fantasy lore, but its just all fitting together so far to make for a really enjoyable and effective play style and character experience.

    Happy gaming.
  • godagarah5000
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    I've not experienced any of these issues so far. Not sure what issue you are experiencing :(

    Healing is fine, fun and effective so far.

    um... ure lucky then, because it happens to me as well
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