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Just putting my vote of disappointment in for the Necro

  • StormeReigns
    StormeReigns
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    Permanent pets? No.
    Alternatively though, shambling/decaying zombies, basic skeletons and lingering ancestry spirit summons that last for at most 2-3seconds should be baked into the skill line passives for necro.

    Zombies for AoEs dps - leaves behind Decayed Soil, deals XX% damage every 0.5 secs for 1.5 seconds (Bow, 2H, Lightning staff)

    Skeleton for melee/tanking - attacks the lowest health foe for for 3 seconds, dealing XX% damage every 1 second for 3 seconds. (SnB, DW, Fire/Frost Staff)

    Spirits for healing - Gathers up all overhealing done and bursts, leaving behind a Soul Mist that heals for XX% for 2seconds. (Resto staff)

    Each one triggering off of critical hits / heals. Summon is based and scaled from Front Bar weapon. Passive summons do not leave a corpse. Can have up to 3 at once.
  • LegacyDM
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    Agree with OP. And they didn’t even attempt to make a dot damage skill line for those that wanted an alternative to summoning.
    Legacy of Kain
    Vicious Carnage
    ¥ampire Lord of the South
  • Michaelkeir
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    I guess I'm in the middle ground here. I wanted perma summons when the class was first announced. I was team perma pets all the way. But as time went on and more details about the class skills became available, i knew perma pets would make the class too similar to sorcs.

    But short duration summons suck too. 15 freaking secs for mage/skeleton archer, really??? So after researching summon times from all elder scrolls games i realized that the average summon for most elder scrolls games was between 30-60 secs.

    30 secs would be preferable to 15 secs. Heck 60 secs would be a dream. That's a true definition of fire and forget. As it is now, it's not a fire and forget spell. I fire it and with all the chaos on the screen in trails or dungeons I'm constantly watching for it to drop so i can resummon it again. Not ideal.
  • Grandma
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    not sorry for sounding harsh, but if you wanted permanent pets go play sorc or warden. They said from the start this is how they would design necro. and they did exactly what they said. not sure what else there is to *** on the floor about. I really enjoy necro the way they are.
    GH / 3/04/2021 / Elemental Catalyst Necromancer
  • Finedaible
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    Too many peeps are hung up on the idea of permanent pets from other games, but they forget how cumbersome perma-pets are in this game on Warden and Sorceror. Sure, Warden and Sorc have toggle pets, but this comes at the cost of 2 whole skill slots (one on each bar), which severely limits build diversity and which skills can be used in combat. If op was asking for an increase in pet lifetime, sure whatever, but Necro revolves around having corpses nearby to boost its abilities, which is why their pets have limited life-span. This is also why one of the pet morphs actually decreases its life-time, to generate corpses in the circumstance that there aren't any enemy corpses around. This isn't Skyrim folks - which only had one permanent Dead Thrall anyway - so get over it and move on. Skyrim wasn't even the best Elder Scrolls game.

    Just think of how performance in Cyrodiil would be now if every Necro had perma-pets running around along with Sorcerer and Warden. It'd be an even worse lag-fest than it already is.
  • Perashim
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    I would've liked at least one permanent pet, like a zombie or a skeleton, with the requirement of having to raise it from a corpse and the option to morph it into a flesh atronach or skeletal goliath. Just something at the end of the Grave Lord skill tree instead of an ultimate or the beginning skill.

    One thing that really irritates me is the Grave Lord skill line's description about unleashing "hordes" of undead upon your enemies. We get one skeleton bomber and one mage in the entire skill line and that's it. The only skill that summons more than one pet in the entire necro class is Animate Blastbones which is in the Living Death tree.... Don't get me wrong, I absolutely love the idea behind it but... It just seems to be in the wrong tree. Imagine if it was one of the morphs for the Summon Blastbones skill in the Grave Lord tree, that would be awesome!

    Maybe they could change one of Boneyard's morphs to exploit nearby corpses to animate a few zombies/skeletons/ghosts to attack nearby enemies for a short time. It would certainly fit with the theme of unleashing "hordes" of undead (could call it Haunted Boneyard or something) and would be a much better target for Empowering Grasp (and make it a much better option when soloing imo).

    Additionally, they could change the spirit mender to where it attacks your enemies and siphons health to you or the lowest health ally nearby. The morphs could intensify the healing received or make it a short burst attack/heal.

    Don't get me wrong, I love using my skeleton arcanist pet and using Empowering Grasp to amp him up, but I'd be lying if I said I wasn't jealous of stock necros unleashing zombies/skeletons/flesh atronachs/skeletal giants/etc.
    Edited by Perashim on June 24, 2019 1:23AM
    "...and storms shall sunder the skies, and war will tear the world apart, and the dead shall rule the lands."
  • LittlePinkDot
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    I prefer temporary pets rather than permanent pets that I have to double bar. Bar space is just too precious.
  • KillsAllElves
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    Weak, underpowered, abilities that do not fit the term negromancy, hmmm reminds me of warden.

    W T F is blast bones?????????? I see no bones blasting, all i see is a few tombstones!

    Givew us a damn dead army to control. Another missed opurtunity.
  • Darkenarlol
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    how i like the comments like - you want pets go play petsorc...

    it sounds like they don't even understand the difference

    between necro and some common summoner...

    blizz have made same mistake in d3 - like c'mon we have WD

    with pets why you still want a necro?

    well... because we want NECROMANCER

    i mean when i want chocolate icecream no need

    to give me chocolate cookies or vanilla icecream

    with all that - but it is still choco (or it is still icecream)


    i know that true fans of necromancers and necromancy are minority

    (not the pvp meta cheese chasers crowd who will switch to next fotm)

    i know they will change nothing... bit i'm totally disappointed with

    this crapomancer we have instead of necro we ( necromancers fans)

    have waited so long.
  • highkingnm
    highkingnm
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    Weak, underpowered, abilities that do not fit the term negromancy, hmmm reminds me of warden.

    W T F is blast bones?????????? I see no bones blasting, all i see is a few tombstones!

    Givew us a damn dead army to control. Another missed opurtunity.

    Underpowered? You mean the top stam DPS class at the moment?
  • KillsAllElves
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    highkingnm wrote: »
    Weak, underpowered, abilities that do not fit the term negromancy, hmmm reminds me of warden.

    W T F is blast bones?????????? I see no bones blasting, all i see is a few tombstones!

    Givew us a damn dead army to control. Another missed opurtunity.

    Underpowered? You mean the top stam DPS class at the moment?

    My comment has nothing to to do stam version of negromancer.
  • KillsAllElves
    KillsAllElves
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    I prefer temporary pets rather than permanent pets that I have to double bar. Bar space is just too precious.

    It would be better if pets could be active on both bars while slotted on one bar, to activate pet abilities just swap to pet bar and press button.
  • Massacre_Wurm
    Massacre_Wurm
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    how i like the comments like - you want pets go play petsorc...

    it sounds like they don't even understand the difference

    between necro and some common summoner...

    blizz have made same mistake in d3 - like c'mon we have WD

    with pets why you still want a necro?

    well... because we want NECROMANCER

    i mean when i want chocolate icecream no need

    to give me chocolate cookies or vanilla icecream

    with all that - but it is still choco (or it is still icecream)


    i know that true fans of necromancers and necromancy are minority

    (not the pvp meta cheese chasers crowd who will switch to next fotm)

    i know they will change nothing... bit i'm totally disappointed with

    this crapomancer we have instead of necro we ( necromancers fans)

    have waited so long.

    Remind me when you was assigned as ambassador of "necro fans" ?
    "We waited", true fans... Who exactly ? You and... ?
    But i am sure ZOS should implement your vision of the class because reasons.Right ?
  • Grianasteri
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    Just putting my vote of appreciation and enjoyment in for the Necromancer.

    I am hugely enjoying the class in almost every way. Well done ESO/ZOS.
  • Darkenarlol
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    Remind me when you was assigned as ambassador of "necro fans" ?
    "We waited", true fans... Who exactly ? You and... ?
    But i am sure ZOS should implement your vision of the class because reasons.Right ?

    nope zos won't change anything - i know that

    it makes me disappointed but i can live with that



    you don't care or have another opinion - no problem

    no need for toxic drama - it won't impress ME

    happy now?

  • mague
    mague
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    blizz have made same mistake in d3 - like c'mon we have WD

    with pets why you still want a necro?

    well... because we want NECROMANCER

    Just to remind people. D2 Necro had no perma pets. To beat Diablo some sort of corpse management was required. A Sorc was a nightmare because she left no corpses. Only ice or soem ashes ;) Skellies and reanimated foes lastet longer then a few seconds though.
  • mikemacon
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    Man, I really wish there was a "dislike" or "disagree" or "lulz" option on posts...
  • Ozby
    Ozby
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    Delparis wrote: »
    Play Pet Sorc, best for cheesing every single content in the game

    Only people who hate pets say these sort of things and it's quite petty. I am personally disappointed with the Necromancers as well they seem very boring my biggest disappointment was the necro tank.
    Edited by Ozby on June 24, 2019 2:21PM
    PC NA
    Aurora Bravepaw (Healden), Basks in Fire (DKTank), Bran Artlion (Magplar), Brindel Seedthorne (Stamden WW), Brugo Gargak (Stamcro), Casimir Delmar (StamDK), Falco Bastion (Stamsorc), Fus Ro Dah (Stamplar), Gandalff the Gay (Petsorc), Jo-Qinan Betula (Magden), Laveera Hex (Magcro), Raine Whitestag (Stamden), Raised by Bears (Wardentank), Ralak Rotheart (Healcro), Selene Sunshadow MagDK), Shadow Mirage (NBTank), Slythe Rattlebone (Healplar), Ulfnor Dragonslayer (Tankcro).
  • Jamdarius
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    Ditronus wrote: »
    Like many others, almost every Necromancer I've met in-game, I'm disappointed that the developers couldn't find a way to make permanent or at least semi-permanent pets work. Tossing exploding floating skulls or summoning a buggy exploding (?) skeleton for 3 seconds every 3 seconds just isn't satisfying or fits what a Necromancer has been in Elder Scroll games. I would've loved having a two-handed ax-wielding zombie or skeleton by my side, cleaving enemies in its wake, that interacted with the corpse system in some way, such as picking up corpses to increase its duration/strength. Give stamina players more class-themed abilities instead of requiring Necromancers to use the same tired bow skills to do vet-viable dps; it's just bad design.

    It feels like the developers hid behind the excuse of Necromancy being frowned upon in ES lore, as if NPC townsfolk who are constantly being threatened by daedric forces, or more specifically Molag Baal, in this game are perfectly fine with the idea of scamps, clannfears, and winged twilights running around their towns. To not give Necromancers a pet for "lore" reasons is inconsistent and lame.

    The fact that the developers don't have a track record of changing or adding to class skill lines often or at all doesn't really make me want to stick around and see if they listen to feedback regarding this issue. There's a lot of feedback there. Until then, I'll keep fighting the plethora of NPC necromancers that continue to summon skeleton warriors and zombies in the Elswyer questline, and put on a happy face until I let my subscription run out for now.

    Sorry to break it to you but usually summoned "pets" like zombies, ancestor ghosts etc. etc. in Elder Scrolls Games were NOT PERMAMENT, and let us be honest most of the summoned monsters are dying when you sneeze at them anyway, few exceptions that we could see for example in Skyrim but you needed pretty much special quests to obtain them.

    As for anything else, I don't rly care for Nerdomancer... people wanted it, people got it.
    Is it finished product in my opinion: nope.
    Conclusion: Stay with your main, you will have less worries in life.
    Edited by Jamdarius on June 24, 2019 3:17PM
  • Frozen_Heart246
    Frozen_Heart246
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    I like the feeling that you constantly raising undead to the enemies but except that the class really a whole disappointment
  • Odovacar
    Odovacar
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    I like my new necromancer (stamcro). Its a fun character to play and actually to my happy surprise deals quite a powerful punch. I'm not over the moon for the class but it is a nice addition to my playable alts.

    With that being said...nothing is perfect and ZOS will absolutely never make everyone happy, so lets try and focus putting pressure on them for more QOL and performance based fixes going forward. S
    Edited by Odovacar on June 24, 2019 5:51PM
  • xaraan
    xaraan
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    Perm pets mostly annoy me. Last thing we need are more players running around with crap following them everywhere, blocking doors, chests, crafting stations, etc. because they can't be bothered to put their crap away when out of combat.

    I wouldn't mind longer duration summons. Some of the timings for the necro beasties seem oddly in between stuff like warden's netch or other long buff casts, and spammables so they feel clunky.

    Sometimes I wonder why we can't just have a pet that instead of having to be a toggle, stays on the whole time we are in combat and ends with combat ending.

    Anyway, as someone with a necro tank, magicka necro dps and stamcro dps, I'm not unhappy with necromancers other than stamcro being overtuned right now and magcro being not so great. But other than the pets feeling a bit clunky with their AI, none of my complaints about the class are because we can't permanently have a skele to follow us around that all the players will complain about for some other reason (no, your pet won't wreck stuff for you, yes, you will have to waste a bar slot on both bars for perma-pets, etc).
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Jeremy
    Jeremy
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    Ditronus wrote: »
    Like many others, almost every Necromancer I've met in-game, I'm disappointed that the developers couldn't find a way to make permanent or at least semi-permanent pets work. Tossing exploding floating skulls or summoning a buggy exploding (?) skeleton for 3 seconds every 3 seconds just isn't satisfying or fits what a Necromancer has been in Elder Scroll games. I would've loved having a two-handed ax-wielding zombie or skeleton by my side, cleaving enemies in its wake, that interacted with the corpse system in some way, such as picking up corpses to increase its duration/strength. Give stamina players more class-themed abilities instead of requiring Necromancers to use the same tired bow skills to do vet-viable dps; it's just bad design.

    It feels like the developers hid behind the excuse of Necromancy being frowned upon in ES lore, as if NPC townsfolk who are constantly being threatened by daedric forces, or more specifically Molag Baal, in this game are perfectly fine with the idea of scamps, clannfears, and winged twilights running around their towns. To not give Necromancers a pet for "lore" reasons is inconsistent and lame.

    The fact that the developers don't have a track record of changing or adding to class skill lines often or at all doesn't really make me want to stick around and see if they listen to feedback regarding this issue. There's a lot of feedback there. Until then, I'll keep fighting the plethora of NPC necromancers that continue to summon skeleton warriors and zombies in the Elswyer questline, and put on a happy face until I let my subscription run out for now.

    While it would have been cool from the necromancer's perspective - this last thing this game needs is more pets. It's already next to impossible to target sorcerers in PvP. So the thought of having to deal with yet another pet job running around would just make this issue even more obnoxious.
    Edited by Jeremy on June 24, 2019 7:40PM
  • SirMewser
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    DBZVelena wrote: »
    if you want to play a necro with permanent pets, go play an actual Elder Scrolls game.

    Fixed.
  • Perashim
    Perashim
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    xaraan wrote: »
    Perm pets mostly annoy me. Last thing we need are more players running around with crap following them everywhere, blocking doors, chests, crafting stations, etc. because they can't be bothered to put their crap away when out of combat.

    I wouldn't mind longer duration summons. Some of the timings for the necro beasties seem oddly in between stuff like warden's netch or other long buff casts, and spammables so they feel clunky.

    Sometimes I wonder why we can't just have a pet that instead of having to be a toggle, stays on the whole time we are in combat and ends with combat ending.

    Anyway, as someone with a necro tank, magicka necro dps and stamcro dps, I'm not unhappy with necromancers other than stamcro being overtuned right now and magcro being not so great. But other than the pets feeling a bit clunky with their AI, none of my complaints about the class are because we can't permanently have a skele to follow us around that all the players will complain about for some other reason (no, your pet won't wreck stuff for you, yes, you will have to waste a bar slot on both bars for perma-pets, etc).

    My issue with this is that Necro pets would have to be dismissed/unsummoned before entering cities and towns or going into friendly NPC infested areas, unless they WANT a 24/7 bounty.

    But I agree about having the necro summons be a much longer duration, I would be happy with that too.
    "...and storms shall sunder the skies, and war will tear the world apart, and the dead shall rule the lands."
  • Cloudless
    Cloudless
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    SirMewser wrote: »
    DBZVelena wrote: »
    if you want to play a necro with permanent pets, go play Skyrim.

    Fixed.

    Fixed.
  • Ditronus
    Ditronus
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    highkingnm wrote: »
    If you want permanent pets, play petsorc. They would have felt identical and pretty much would have been reskins for almost all intents and purposes. Fire and forget gives the class its own flavour, relying on temporary pets more heavily than NB and shade, without the permanent, no bother pets a la petsorcs.

    This is before people would moan that they need corpses to buff skills, but can't create them in low mob fights (which is why they die). The duration of Mender, Skeletal Archer/Mage and blastbones (despite its faults) all fit the role they serve. A permanent healing pet? Would either be entirely OP, so weak you'd never use it or indistinguishable from Matriarch. A permanent DPS pet? How does this differ from scamp? Permanent resource pet? So perma-netch? There's no place in the game.

    In the lore, only the most powerful necromancers can have a permanent summon. In Skyrim, you had to become a conjuration master for it. Unless you want to be Mannimarco levels of power (i.e. soloing trials), there is no lore-friendly way to implement permanent pets for necromancers.

    Tl;dr: fire and forget gives it class character, creates corpses to buff skills, is more lore-friendly.

    Except you can't play a stamina pet sorc. Their pets don't scale off stamina OR spell power--so a hybrid build is also thrown out the window. If you want a pet as a stamina character, you have to play as the Warden--a character whose skills were slightly changed/renamed and put onto a Necromancer (i.e. wraith/betty,blastbones/shalk, bonearmor/ice armor, floating skulls/flying birds, etc.).

    How does a permanent scamp differ from a permanent zombie? Well, there's the simple, blatant fact that one is a scamp and one is zombie, which the latter fits the theme of every Necromancer in any ES game you can play; moreover, it would be viable in a stamina build.

    What's hard to understand about that?
  • BahometZ
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    Really glad they aren't perma pets. The necro has a good suite of skills, they just need to fix the bugs.

    If your issue is with lore-friendly aspects, hello and welcome to Elder Scrolls Online.
    Pact Magplar - Max CP (NA XB)
  • Evito
    Evito
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    highkingnm wrote: »
    Weak, underpowered, abilities that do not fit the term negromancy, hmmm reminds me of warden.

    W T F is blast bones?????????? I see no bones blasting, all i see is a few tombstones!

    Givew us a damn dead army to control. Another missed opurtunity.

    Underpowered? You mean the top stam DPS class at the moment?

    My comment has nothing to to do stam version of negromancer.

    Magcro is fine, you just put all your points in stam, wear lokke and use daggers and a bow...
    Edited by Evito on July 1, 2019 8:26AM
  • SixVoltCar
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    The only thing I like about the class is the color of the magicka animations. The rest is trash-- and I played it extensively to max with magicka and then stamina. Nothing's good.
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