The Necromancer class is NOT an Elder Scrolls Necromancer. (Discussion)

  • Noxavian
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    TES Necromancers are inconsistent in terms of what players have been able to do,

    In Morrowind and Oblivion, they've got the summoning toolkit, able to summon temporary undead minions.

    In Skyrim, they can't summon undead anymore but they can reanimate the dead.

    So the TES player Necromancer is surprisingly flexible.

    This. Necromancy in TES is wonky as heck LOL.

    Okay, but in every ES game there has always been some form of reanimating/summoning the dead.

    the ESO version has none of this.

    No, the "pets" you can summon don't count because they don't even have health bars/can be targeted.
  • Noxavian
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    Going to be honest, I saw "Please read" and I skipped it all to say nobody cares. This is the finished product, some nerfs here or there will be the only thing bright for that classes future. Be complacent, or dont. Doesnt change anything. Good day.

    Then why comment? Get off my thread then if you and apparently nobody else cares (Which is obviously wrong since a lot of people have commented).

    This is a discussion, I'm not expecting anything to be changed.
  • ZonasArch
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    Noxavian wrote: »
    (Please read the entire post before commenting: "Well I like the class and absolutely nothing about it could be improved to fit the theme more" Also I want to clarify that ALL SUMMONS I TALK ABOUT are temporary ones, since a lot of people on here like to pull the "no more permanent pets" argument.)

    Anyone else feel like the necromancer class just isn't.....well, a necromancer? Taken straight from the Elder Scrolls wiki: "Necromancy particularly deals with enslavement and utilization of involuntary souls and their bodies." ".....animation or control of a deceased's flesh or spirit" Now I don't know about you all, but the present necromancer class doesn't feel anything like this.

    NOW don't get me wrong, I actually REALLY like how Necromancer plays. However, the thing is, it doesn't /feel/ like a necromancer. It feels like a standard mage class with necromancer ability affects, honestly. The saddest part about the class is the only 4 abilities that scream necromancer are Ghostly Mender, Skeletal mage, grave grasp and Bitter Harvest. And even then the only 2 "summons" the class has aren't real entities and can't even be targeted/have HP. At least to me and what I expect from an Elder Scrolls necromancer, I find it ABSOLUTELY silly that a necromancer class, in the elder scrolls universe, doesn't have any actual "temporary" pets or a skill line about summoning/buffing said pets. Also perhaps the most important thing: They can't summon a SINGLE zombie. The most novice of necromancy and some how you expect me to believe our guy can turn into a big bone dude, yet cant raise a simple corpse and is supposed to be called a necromancer?

    Firstly, I honestly feel like the corpse mechanic is cool, but they tried so hard to shove it into anything that doesnt involve summoning when one of the most unique aspects of necromancers in ES was basically standing there in front of them all along. The mechanic should of been about raising temporary undead minions FROM corpses, let's be honest with ourselves here. Obviously with these abilities they'd be able to affect 1 corpse at a time and maybe 2 if a morph allowed multiple summons of the undead creature. Best part is all of you people that complain about pets cluttering the bank or work stations wouldn't have to worry because they can only be summoned via corpses and don't last too long. Also they'd still be against the law ofc.

    Though, skill-wise, my only issue is with the living death skill line and /aspects/ of both the gravelord and bone tyrant line. Basically, does anyone else feel like living death would be much better if it were overhauled into a summoning skill line? Remove the healing from necromancer. Honestly, having an entire skill line about healing in a class that is supposed to be about the undead is.....very weird and off-putting and just OBVIOUSLY feels like they were trying to stretch the theme to fit dps, tank, heal. IMO the necromancer should mainly be dps/tank and has the chance to be an "off support"/healer with restoration staff skills/ a few necro ones. Don't get me wrong, they should still have healing abilities. Just less. Give them like, 1 healing spirit and the ability to use that necrotic energy beam thing most npc necromancers have to heal their summons/allies. A morph could even apply a buff.

    As for what I'd change about gravelord and bone tyrant? Make the Skeletal mage an ACTUAL temporary pet, requiring a corpse to be summoned. Extend the duration to 30 seconds and obviously remove the fact that it drops a corpse. Remove the tether skill and replace it with something else. (Perhaps a melee skeleton summon) Make Blast Bones an exploding zombie. And remove the grave stones from boneyard, make it more like they're desecrating the ground with dark magic. Also give the gravelord a SUMMONING ultimate of some kind. Perhaps summon a mini colossus to fight for you for a certain amount of time? Could even taunt.

    Bone tyrant? Keep ultimate, they kinda have to since the cinematic has it being used. Completely rework the scythe attack, IMO one of the things I loved about ES necromancers is that they were unique and didn't use scythes at all. I have literally never heard of such a thing from any necromancer in any ES game. If they wanna keep it an AoE short range "swipe" attack, go ahead, but please make it not a scythe. I feel like the animation for bone armor is kinda wack, I dont mind this skill, but the way it's animated just makes me hate it. It should like, "stack" onto your body over a second or something instead of just instantly popping up. (Like a skeleton slowly forming together, hopefully you guys can get what I mean) Could be cool. Keep bitter harvest, it's a cool skill. Rework bone totem into an undead summon that basically does a similar thing as the present skill. It could even be turned into a tanky armored skeleton that taunts and provides the aoe buff around it/the fear on enemies. Could be a slow moving temporary mob. Grave grasp is fine, maybe add a morph that causes 2 VERY WEAK melee skeletons to crawl out of the ground after 5 seconds.

    Lastly, for the living death, once again I think it should just be full blown replaced with a skill line about either summoning/supporting undead. Give it 2-3 support corpse summons and whatever skills don't summon something from a corpse make it a support skill without direct blatant healing. You'll have your spirits for that. (Unless it's that necromancer beam the npcs have.) The ultimate could be a mixture of both support/summoning or perhaps it could summon powerful support undead to assist you for a limited time.


    Over all, this is my mini-idea/how they could make the class more like an ES necromancer and over all what I was expecting when I thought "Man I can't wait to play a necromancer in ESO". What do you guys think?

    (I already know some of you are going to say that having this many temporary summon abilities would be "broken", but I feel like if done well, the fact that corpses are REQUIRED to summon anything could make things interesting and not too busted. And they'd be very killable. It would basically make necromancer a "summoner" class, like it should be. It can deal damage on it's own, but it's heavy hitting stuff comes from what it raises from the dead.)

    Didn't read your arguments at all, but here's what... ESO IS an elder scrolls game and the necromancer class IS, as the name says and so do the skills, a necromancer. Therefore, simple as that, a 100% lore compliant since ESO is official lore, ESO necro is TES necro.

    Deal. With. It.
  • kaisernick
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    I will say this, i dislike the dps ultimate.
    I would have preferd to transform into a litch even if it was only tempory (might be slight lore breaking but the summon of a giant smasher is quite boring and hard to use in boss fights that have a lot of movement.)
  • Noxavian
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    I know lots of folks were asking for horde mode undead army necro. Problem is the class needs to function properly within the game. The engine has many limitations and having a dozen necros each with ten or more pets would create to much lag and make the game unplayable.

    The chances of there being enough corpses to give every necro 10+ pets for 30-ish seconds (maybe less for some) is EXTREMELY low. And even if they did somehow manage to all get 10 pets, they're just skeletons and zombies. Aside from maybe 1-3 of them, they'd all die relatively easily if they get hit with a huge AoE ability or something.


    In WoW, Death Knights can have up to 12 undead summoned at once if they pop all of their abilities and that game is fine. The draw back here? Well, they don't need bodies, but instead the skills have long CDs.

  • Noxavian
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    ZonasArch wrote: »
    Noxavian wrote: »
    (Please read the entire post before commenting: "Well I like the class and absolutely nothing about it could be improved to fit the theme more" Also I want to clarify that ALL SUMMONS I TALK ABOUT are temporary ones, since a lot of people on here like to pull the "no more permanent pets" argument.)

    Anyone else feel like the necromancer class just isn't.....well, a necromancer? Taken straight from the Elder Scrolls wiki: "Necromancy particularly deals with enslavement and utilization of involuntary souls and their bodies." ".....animation or control of a deceased's flesh or spirit" Now I don't know about you all, but the present necromancer class doesn't feel anything like this.

    NOW don't get me wrong, I actually REALLY like how Necromancer plays. However, the thing is, it doesn't /feel/ like a necromancer. It feels like a standard mage class with necromancer ability affects, honestly. The saddest part about the class is the only 4 abilities that scream necromancer are Ghostly Mender, Skeletal mage, grave grasp and Bitter Harvest. And even then the only 2 "summons" the class has aren't real entities and can't even be targeted/have HP. At least to me and what I expect from an Elder Scrolls necromancer, I find it ABSOLUTELY silly that a necromancer class, in the elder scrolls universe, doesn't have any actual "temporary" pets or a skill line about summoning/buffing said pets. Also perhaps the most important thing: They can't summon a SINGLE zombie. The most novice of necromancy and some how you expect me to believe our guy can turn into a big bone dude, yet cant raise a simple corpse and is supposed to be called a necromancer?

    Firstly, I honestly feel like the corpse mechanic is cool, but they tried so hard to shove it into anything that doesnt involve summoning when one of the most unique aspects of necromancers in ES was basically standing there in front of them all along. The mechanic should of been about raising temporary undead minions FROM corpses, let's be honest with ourselves here. Obviously with these abilities they'd be able to affect 1 corpse at a time and maybe 2 if a morph allowed multiple summons of the undead creature. Best part is all of you people that complain about pets cluttering the bank or work stations wouldn't have to worry because they can only be summoned via corpses and don't last too long. Also they'd still be against the law ofc.

    Though, skill-wise, my only issue is with the living death skill line and /aspects/ of both the gravelord and bone tyrant line. Basically, does anyone else feel like living death would be much better if it were overhauled into a summoning skill line? Remove the healing from necromancer. Honestly, having an entire skill line about healing in a class that is supposed to be about the undead is.....very weird and off-putting and just OBVIOUSLY feels like they were trying to stretch the theme to fit dps, tank, heal. IMO the necromancer should mainly be dps/tank and has the chance to be an "off support"/healer with restoration staff skills/ a few necro ones. Don't get me wrong, they should still have healing abilities. Just less. Give them like, 1 healing spirit and the ability to use that necrotic energy beam thing most npc necromancers have to heal their summons/allies. A morph could even apply a buff.

    As for what I'd change about gravelord and bone tyrant? Make the Skeletal mage an ACTUAL temporary pet, requiring a corpse to be summoned. Extend the duration to 30 seconds and obviously remove the fact that it drops a corpse. Remove the tether skill and replace it with something else. (Perhaps a melee skeleton summon) Make Blast Bones an exploding zombie. And remove the grave stones from boneyard, make it more like they're desecrating the ground with dark magic. Also give the gravelord a SUMMONING ultimate of some kind. Perhaps summon a mini colossus to fight for you for a certain amount of time? Could even taunt.

    Bone tyrant? Keep ultimate, they kinda have to since the cinematic has it being used. Completely rework the scythe attack, IMO one of the things I loved about ES necromancers is that they were unique and didn't use scythes at all. I have literally never heard of such a thing from any necromancer in any ES game. If they wanna keep it an AoE short range "swipe" attack, go ahead, but please make it not a scythe. I feel like the animation for bone armor is kinda wack, I dont mind this skill, but the way it's animated just makes me hate it. It should like, "stack" onto your body over a second or something instead of just instantly popping up. (Like a skeleton slowly forming together, hopefully you guys can get what I mean) Could be cool. Keep bitter harvest, it's a cool skill. Rework bone totem into an undead summon that basically does a similar thing as the present skill. It could even be turned into a tanky armored skeleton that taunts and provides the aoe buff around it/the fear on enemies. Could be a slow moving temporary mob. Grave grasp is fine, maybe add a morph that causes 2 VERY WEAK melee skeletons to crawl out of the ground after 5 seconds.

    Lastly, for the living death, once again I think it should just be full blown replaced with a skill line about either summoning/supporting undead. Give it 2-3 support corpse summons and whatever skills don't summon something from a corpse make it a support skill without direct blatant healing. You'll have your spirits for that. (Unless it's that necromancer beam the npcs have.) The ultimate could be a mixture of both support/summoning or perhaps it could summon powerful support undead to assist you for a limited time.


    Over all, this is my mini-idea/how they could make the class more like an ES necromancer and over all what I was expecting when I thought "Man I can't wait to play a necromancer in ESO". What do you guys think?

    (I already know some of you are going to say that having this many temporary summon abilities would be "broken", but I feel like if done well, the fact that corpses are REQUIRED to summon anything could make things interesting and not too busted. And they'd be very killable. It would basically make necromancer a "summoner" class, like it should be. It can deal damage on it's own, but it's heavy hitting stuff comes from what it raises from the dead.)

    Didn't read your arguments at all, but here's what... ESO IS an elder scrolls game and the necromancer class IS, as the name says and so do the skills, a necromancer. Therefore, simple as that, a 100% lore compliant since ESO is official lore, ESO necro is TES necro.

    Deal. With. It.

    "No, I don't think I will"

    If you can't be bothered to read my arguments at all, please kindly get the *** off my thread.
  • Michaelkeir
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    I'm with you all the way on this OP. I've been feeling the same way most of you all have felt. Like the current necro class is trying to hard to be unique and in turn sacrificed to much of it's original identity in the process. It feels...off.

    Now do I enjoy the class yes. Mostly because I've mained a necromancer in EVERY single Elderscrolls game (started with Morrowind). Controlling the dead is a passion of mine. But it still feels off.

    Do I want permanent pets? No. A hord of undead would adversely affect the game. More lag as a result of a hord of minions. No thank you. But longer lasting minions is a plus. 30 sec duration sounds about right.

    The whole corpses mechanics is backwards to me. I agree with you, why not make our summons raise up from slay enemies. Fits the theme of necromancer I'd say. And why no zombies? I mean who's dumb idea was that. And a skeleton that explodes into poison/disease??? Why not an exploding zombie who leaves a small AoE of poison/disease on the ground upon death. Seems to fit better.
    Exploding Skeleton==>> Exploding Zombie

    Just a waste. Hopefully the new Elderscrolls game gets them right.
  • robertbmilesb14_ESO
    Noxavian wrote: »
    (Please read the entire post before commenting: "Well I like the class and absolutely nothing about it could be improved to fit the theme more" Also I want to clarify that ALL SUMMONS I TALK ABOUT are temporary ones, since a lot of people on here like to pull the "no more permanent pets" argument.)

    Anyone else feel like the necromancer class just isn't.....well, a necromancer? Taken straight from the Elder Scrolls wiki: "Necromancy particularly deals with enslavement and utilization of involuntary souls and their bodies." ".....animation or control of a deceased's flesh or spirit" Now I don't know about you all, but the present necromancer class doesn't feel anything like this.

    SO your whole hang up is because the pets are temporary? And that there's healing?

    The class still fits your lore quote.

    Player Necromancers are "heroic" ones coming in a time the Worm Cult tried to make the planemeld come in to being. It actually makes sense that necromancers would be low key right now. Even in Imperial lands.

    As to your remark on healing, magicka is magicka in Tamriel. They are twisting souls to perform some of those spells and some are not.

    When are folks going to get over the whole need for a permanent pet? They essentially are because you can continuously summon them anyway.

    /can't please everyone
    Edited by robertbmilesb14_ESO on June 29, 2019 4:30PM
  • david_m_18b16_ESO
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    Those claiming ESO necro is a copy of blizzard one, WTF are you smoking ?

    Have you ever played D2 or D3 Necro ?

    Army of permanant pets and permanent golems.

  • Noxavian
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    Noxavian wrote: »
    (Please read the entire post before commenting: "Well I like the class and absolutely nothing about it could be improved to fit the theme more" Also I want to clarify that ALL SUMMONS I TALK ABOUT are temporary ones, since a lot of people on here like to pull the "no more permanent pets" argument.)

    Anyone else feel like the necromancer class just isn't.....well, a necromancer? Taken straight from the Elder Scrolls wiki: "Necromancy particularly deals with enslavement and utilization of involuntary souls and their bodies." ".....animation or control of a deceased's flesh or spirit" Now I don't know about you all, but the present necromancer class doesn't feel anything like this.

    SO your whole hang up is because the pets are temporary? And that there's healing?

    The class still fits your lore quote.

    Player Necromancers are "heroic" ones coming in a time the Worm Cult tried to make the planemeld come in to being. It actually makes sense that necromancers would be low key right now. Even in Imperial lands.

    As to your remark on healing, magicka is magicka in Tamriel. They are twisting souls to perform some of those spells and some are not.

    When are folks going to get over the whole need for a permanent pet? They essentially are because you can continuously summon them anyway.

    /can't please everyone

    You don't understand at all. When are you folks going to learn to read?

    If you read what I said correctly you'd of read me saying that I WANT THE PETS TO BE TEMPORARY PETS. And guess what? What we have CURRENTLY ARE NOT TEMPORARY PETS as they do not even have health bars nor count as an actual entity. The definition of a temp pet is that it doesn't last forever like sorc's pets. They can be killed still, however they only last for a certain amount of time.

    For *** SAKE I LITERALLY SAID IN THE FIRST SENTENCE OF THE POST I /////WANT/////// TEMPORARY PETS. YET your *** still thinks im asking for permanent pets

    holy ***

    And as for the healing, I don't understand how someone can twist souls to heal nor is that represented thematically in what we presently have.

    I'm all up for discussing this, but when people like you BLATANTLY just don't read what I'm saying, it makes it hard to have a civilized discussion. I //literally// said I want temporary pets in the first FLIPPING LINE.
  • Noxavian
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    Those claiming ESO necro is a copy of blizzard one, WTF are you smoking ?

    Have you ever played D2 or D3 Necro ?

    Army of permanant pets and permanent golems.

    To be fair, ESO copied the bone armor, corpse explosion, and scythe ability from D3 necro.

    They aren't saying it's a full blown copy, they are saying that some elements that dont fit into ES necromancers were clearly taken from d3 necro.
  • VaranisArano
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    Something to consider when it comes to temporary pets is that ESO's pet UI is...so-so.

    There are proc sets that give temporary pets, and outside of the BG pet/meatshield meta, I've never been impressed their AI or pathing, or even ability to actually kill what I'm trying to kill.

    The classes that do have pets have pain points with directing them to move or attack properly.


    Skyrim had the same issue - I started playing a necromancer to get in the mood for Elsweyr and more than once I was like "Uh, the dude I want you to kill for me is over there. Over there. There." *sigh* "Wow, I'm such an ignominious corpse-herder."
  • Noxavian
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    Something to consider when it comes to temporary pets is that ESO's pet UI is...so-so.

    There are proc sets that give temporary pets, and outside of the BG pet/meatshield meta, I've never been impressed their AI or pathing, or even ability to actually kill what I'm trying to kill.

    The classes that do have pets have pain points with directing them to move or attack properly.


    Skyrim had the same issue - I started playing a necromancer to get in the mood for Elsweyr and more than once I was like "Uh, the dude I want you to kill for me is over there. Over there. There." *sigh* "Wow, I'm such an ignominious corpse-herder."

    I can see what you mean, but the necromancer NPCs can summon minions that attack the player all fine and stuff, so I think the same thing shouldn't be hard to apply for a zombie or skeleton, you know? I could also see it being interesting if the necromancer had an ability to mark/direct his undead to attack a certain target. Or even while they pet is out, their icons turn into "attack that" icons, so you can choose where to direct your temporary pets.

    I'd imagine if Necromancer was more pet focused, it'd bring a whole bunch of new stuff to the table in regards to pets. Which is what I was hoping for back when I still wanted it as a class. It'd be an improvement to the over all game.
  • robertbmilesb14_ESO
    Because they already are and have temporary pets.

    Just not how you'd like to see them.

    They even have a "raise army" skill like you wanted (3 Blastbones).

    I did read it, it made me wonder if you played it or looked over the skills.

    It really just looks like you have a vision and are disgruntled it didn't happen.
    Edited by robertbmilesb14_ESO on June 30, 2019 5:30PM
  • khajiitNPC
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    I feel like it’s a necromancer class, skeletal archer/mage, ghostly mender, that’s two pets whose duration is pretty long. You can use the reanimate and summon 3 blast bones. Also the single blast bone. The first two are temporary. So if you wait and fire everything off at once you’ll have like 6 (albeit 4 of them will be very temporary undead.
  • Noxavian
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    Because they already are and have temporary pets.

    Just not how you'd like to see them.

    They even have a "raise army" skill like you wanted (3 Blastbones).

    I did read it, it made me wonder if you played it or looked over the skills.

    It really just looks like you have a vision and are disgruntled it didn't happen.

    They are NOT temporary pets, though.

    They literally cannot be targeted and do not have health bars. The skill could function exactly the same if the "pet" was invisible or didn't exist. The skill could honestly be a dot and no one would know the difference. Also I don't count reanimate being a "raise army" skill. Raising 3 exploding skeletons for 300 ultimate isn't....worth at all. Now if they raised temporary skeletal warriors to fight for you, then I'd agree 100%.

    I do appreciate you reading it though, I didn't have a vision for what I wanted the class to be, I just wanted the class to be, you know, /an actual necromancer/.
  • Noxavian
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    khajiitNPC wrote: »
    I feel like it’s a necromancer class, skeletal archer/mage, ghostly mender, that’s two pets whose duration is pretty long. You can use the reanimate and summon 3 blast bones. Also the single blast bone. The first two are temporary. So if you wait and fire everything off at once you’ll have like 6 (albeit 4 of them will be very temporary undead.

    How do you feel like it's a necromancer class from such, though? I'm having a hard time seeing how anyone could see this "necromancer" class being an actual necromancer when they DO NOT raise anything from corpses....? You know, that one thing that makes necromancers, well, necromancers in ES lore.

    The skeletal archer/mage and ghostly mender are not pets. They cannot be targeted, take no damage, and do not have health bars. They are literally just there to give the "dot" some undead representation. The skills could function exactly the same without the pets, which by definition makes the skills "not pet" skills.

    And like I responded to the other guy, I don't count blast bones. If reanimate summoned 3 skeletal warriors to fight for you temporarily then yes, I would count that 100% and be way more satisfied.
  • Nyghthowler
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    I think it's a game, not real life !

    >.>
    Really? This means I should quit trying to raise the dead from the cemetery out back, doesn't it?
    <.<

    This made me chuckle.
    Gotta ask though, how is the RL summoning working out for you @VaranisArano ? ;)
    I'm not prejudiced; I hate everyone equally !
  • VaranisArano
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    I think it's a game, not real life !

    >.>
    Really? This means I should quit trying to raise the dead from the cemetery out back, doesn't it?
    <.<

    This made me chuckle.
    Gotta ask though, how is the RL summoning working out for you @VaranisArano ? ;)

    I really do have a cemetery out back, but so far the dead have stayed dead. :)
  • LadySinflower
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    While I agree with you that the necromancer class does not have the same abilities as the NPC necromancers, I am thoroughly enjoying my necromancer. Ok, she can't make zombies or desecrate flesh. That doesn't make it any less fun for me. I like the abilities and am enjoying learning how to use them effectively. Now, if they changed the class to make its abilities more in line with NPCs, that would be fun too. I don't understand why people have to nite-pick and find fault so much that it ruins their enjoyment of the game.
  • Anhedonie
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    The only thing I don't like about necro is the graveyard skill. Summoning tombstones, really?

    Concretemancer.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • KillsAllElves
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    Eso necromancer is poopy real poopy. [removed comment]

    Edited by ZOS_JesC on June 30, 2019 11:46PM
  • Morgha_Kul
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    Noxavian wrote: »
    (Please read the entire post before commenting: "Well I like the class and absolutely nothing about it could be improved to fit the theme more" Also I want to clarify that ALL SUMMONS I TALK ABOUT are temporary ones, since a lot of people on here like to pull the "no more permanent pets" argument.)

    Anyone else feel like the necromancer class just isn't.....well, a necromancer? Taken straight from the Elder Scrolls wiki: "Necromancy particularly deals with enslavement and utilization of involuntary souls and their bodies." ".....animation or control of a deceased's flesh or spirit" Now I don't know about you all, but the present necromancer class doesn't feel anything like this.

    NOW don't get me wrong, I actually REALLY like how Necromancer plays. However, the thing is, it doesn't /feel/ like a necromancer. It feels like a standard mage class with necromancer ability affects, honestly. The saddest part about the class is the only 4 abilities that scream necromancer are Ghostly Mender, Skeletal mage, grave grasp and Bitter Harvest. And even then the only 2 "summons" the class has aren't real entities and can't even be targeted/have HP. At least to me and what I expect from an Elder Scrolls necromancer, I find it ABSOLUTELY silly that a necromancer class, in the elder scrolls universe, doesn't have any actual "temporary" pets or a skill line about summoning/buffing said pets. Also perhaps the most important thing: They can't summon a SINGLE zombie. The most novice of necromancy and some how you expect me to believe our guy can turn into a big bone dude, yet cant raise a simple corpse and is supposed to be called a necromancer?

    Firstly, I honestly feel like the corpse mechanic is cool, but they tried so hard to shove it into anything that doesnt involve summoning when one of the most unique aspects of necromancers in ES was basically standing there in front of them all along. The mechanic should of been about raising temporary undead minions FROM corpses, let's be honest with ourselves here. Obviously with these abilities they'd be able to affect 1 corpse at a time and maybe 2 if a morph allowed multiple summons of the undead creature. Best part is all of you people that complain about pets cluttering the bank or work stations wouldn't have to worry because they can only be summoned via corpses and don't last too long. Also they'd still be against the law ofc.

    Though, skill-wise, my only issue is with the living death skill line and /aspects/ of both the gravelord and bone tyrant line. Basically, does anyone else feel like living death would be much better if it were overhauled into a summoning skill line? Remove the healing from necromancer. Honestly, having an entire skill line about healing in a class that is supposed to be about the undead is.....very weird and off-putting and just OBVIOUSLY feels like they were trying to stretch the theme to fit dps, tank, heal. IMO the necromancer should mainly be dps/tank and has the chance to be an "off support"/healer with restoration staff skills/ a few necro ones. Don't get me wrong, they should still have healing abilities. Just less. Give them like, 1 healing spirit and the ability to use that necrotic energy beam thing most npc necromancers have to heal their summons/allies. A morph could even apply a buff.

    As for what I'd change about gravelord and bone tyrant? Make the Skeletal mage an ACTUAL temporary pet, requiring a corpse to be summoned. Extend the duration to 30 seconds and obviously remove the fact that it drops a corpse. Remove the tether skill and replace it with something else. (Perhaps a melee skeleton summon) Make Blast Bones an exploding zombie. And remove the grave stones from boneyard, make it more like they're desecrating the ground with dark magic. Also give the gravelord a SUMMONING ultimate of some kind. Perhaps summon a mini colossus to fight for you for a certain amount of time? Could even taunt.

    Bone tyrant? Keep ultimate, they kinda have to since the cinematic has it being used. Completely rework the scythe attack, IMO one of the things I loved about ES necromancers is that they were unique and didn't use scythes at all. I have literally never heard of such a thing from any necromancer in any ES game. If they wanna keep it an AoE short range "swipe" attack, go ahead, but please make it not a scythe. I feel like the animation for bone armor is kinda wack, I dont mind this skill, but the way it's animated just makes me hate it. It should like, "stack" onto your body over a second or something instead of just instantly popping up. (Like a skeleton slowly forming together, hopefully you guys can get what I mean) Could be cool. Keep bitter harvest, it's a cool skill. Rework bone totem into an undead summon that basically does a similar thing as the present skill. It could even be turned into a tanky armored skeleton that taunts and provides the aoe buff around it/the fear on enemies. Could be a slow moving temporary mob. Grave grasp is fine, maybe add a morph that causes 2 VERY WEAK melee skeletons to crawl out of the ground after 5 seconds.

    Lastly, for the living death, once again I think it should just be full blown replaced with a skill line about either summoning/supporting undead. Give it 2-3 support corpse summons and whatever skills don't summon something from a corpse make it a support skill without direct blatant healing. You'll have your spirits for that. (Unless it's that necromancer beam the npcs have.) The ultimate could be a mixture of both support/summoning or perhaps it could summon powerful support undead to assist you for a limited time.


    Over all, this is my mini-idea/how they could make the class more like an ES necromancer and over all what I was expecting when I thought "Man I can't wait to play a necromancer in ESO". What do you guys think?

    (I already know some of you are going to say that having this many temporary summon abilities would be "broken", but I feel like if done well, the fact that corpses are REQUIRED to summon anything could make things interesting and not too busted. And they'd be very killable. It would basically make necromancer a "summoner" class, like it should be. It can deal damage on it's own, but it's heavy hitting stuff comes from what it raises from the dead.)

    I do agree, it's really why I don't have a Necromancer character. The necromancer is kind of the template for most summoning classes in most games. It's kind of the defining ability of the necromancer that they summon/create armies of undead warriors. Being unable to DO that make the class feel rather unlike what a necromancer is "supposed" to be.
    Exploring Tamriel since 1994.
  • Lodreus0Redguard19
    Signed in just to agree with the OP. I'm lvl 42 with my Necromancer and I honestly feel nothing that is 'necromancer'. I suppose ESO has their version of it, which is this but to me it isn't what I was expecting.

    I don't suppose anyone would know if ESO has been known to change a class based on comments or is it too late? I plan on playing starting again and choosing Templar + tank.
  • Noxavian
    Noxavian
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    Morgha_Kul wrote: »
    Noxavian wrote: »
    (Please read the entire post before commenting: "Well I like the class and absolutely nothing about it could be improved to fit the theme more" Also I want to clarify that ALL SUMMONS I TALK ABOUT are temporary ones, since a lot of people on here like to pull the "no more permanent pets" argument.)

    Anyone else feel like the necromancer class just isn't.....well, a necromancer? Taken straight from the Elder Scrolls wiki: "Necromancy particularly deals with enslavement and utilization of involuntary souls and their bodies." ".....animation or control of a deceased's flesh or spirit" Now I don't know about you all, but the present necromancer class doesn't feel anything like this.

    NOW don't get me wrong, I actually REALLY like how Necromancer plays. However, the thing is, it doesn't /feel/ like a necromancer. It feels like a standard mage class with necromancer ability affects, honestly. The saddest part about the class is the only 4 abilities that scream necromancer are Ghostly Mender, Skeletal mage, grave grasp and Bitter Harvest. And even then the only 2 "summons" the class has aren't real entities and can't even be targeted/have HP. At least to me and what I expect from an Elder Scrolls necromancer, I find it ABSOLUTELY silly that a necromancer class, in the elder scrolls universe, doesn't have any actual "temporary" pets or a skill line about summoning/buffing said pets. Also perhaps the most important thing: They can't summon a SINGLE zombie. The most novice of necromancy and some how you expect me to believe our guy can turn into a big bone dude, yet cant raise a simple corpse and is supposed to be called a necromancer?

    Firstly, I honestly feel like the corpse mechanic is cool, but they tried so hard to shove it into anything that doesnt involve summoning when one of the most unique aspects of necromancers in ES was basically standing there in front of them all along. The mechanic should of been about raising temporary undead minions FROM corpses, let's be honest with ourselves here. Obviously with these abilities they'd be able to affect 1 corpse at a time and maybe 2 if a morph allowed multiple summons of the undead creature. Best part is all of you people that complain about pets cluttering the bank or work stations wouldn't have to worry because they can only be summoned via corpses and don't last too long. Also they'd still be against the law ofc.

    Though, skill-wise, my only issue is with the living death skill line and /aspects/ of both the gravelord and bone tyrant line. Basically, does anyone else feel like living death would be much better if it were overhauled into a summoning skill line? Remove the healing from necromancer. Honestly, having an entire skill line about healing in a class that is supposed to be about the undead is.....very weird and off-putting and just OBVIOUSLY feels like they were trying to stretch the theme to fit dps, tank, heal. IMO the necromancer should mainly be dps/tank and has the chance to be an "off support"/healer with restoration staff skills/ a few necro ones. Don't get me wrong, they should still have healing abilities. Just less. Give them like, 1 healing spirit and the ability to use that necrotic energy beam thing most npc necromancers have to heal their summons/allies. A morph could even apply a buff.

    As for what I'd change about gravelord and bone tyrant? Make the Skeletal mage an ACTUAL temporary pet, requiring a corpse to be summoned. Extend the duration to 30 seconds and obviously remove the fact that it drops a corpse. Remove the tether skill and replace it with something else. (Perhaps a melee skeleton summon) Make Blast Bones an exploding zombie. And remove the grave stones from boneyard, make it more like they're desecrating the ground with dark magic. Also give the gravelord a SUMMONING ultimate of some kind. Perhaps summon a mini colossus to fight for you for a certain amount of time? Could even taunt.

    Bone tyrant? Keep ultimate, they kinda have to since the cinematic has it being used. Completely rework the scythe attack, IMO one of the things I loved about ES necromancers is that they were unique and didn't use scythes at all. I have literally never heard of such a thing from any necromancer in any ES game. If they wanna keep it an AoE short range "swipe" attack, go ahead, but please make it not a scythe. I feel like the animation for bone armor is kinda wack, I dont mind this skill, but the way it's animated just makes me hate it. It should like, "stack" onto your body over a second or something instead of just instantly popping up. (Like a skeleton slowly forming together, hopefully you guys can get what I mean) Could be cool. Keep bitter harvest, it's a cool skill. Rework bone totem into an undead summon that basically does a similar thing as the present skill. It could even be turned into a tanky armored skeleton that taunts and provides the aoe buff around it/the fear on enemies. Could be a slow moving temporary mob. Grave grasp is fine, maybe add a morph that causes 2 VERY WEAK melee skeletons to crawl out of the ground after 5 seconds.

    Lastly, for the living death, once again I think it should just be full blown replaced with a skill line about either summoning/supporting undead. Give it 2-3 support corpse summons and whatever skills don't summon something from a corpse make it a support skill without direct blatant healing. You'll have your spirits for that. (Unless it's that necromancer beam the npcs have.) The ultimate could be a mixture of both support/summoning or perhaps it could summon powerful support undead to assist you for a limited time.


    Over all, this is my mini-idea/how they could make the class more like an ES necromancer and over all what I was expecting when I thought "Man I can't wait to play a necromancer in ESO". What do you guys think?

    (I already know some of you are going to say that having this many temporary summon abilities would be "broken", but I feel like if done well, the fact that corpses are REQUIRED to summon anything could make things interesting and not too busted. And they'd be very killable. It would basically make necromancer a "summoner" class, like it should be. It can deal damage on it's own, but it's heavy hitting stuff comes from what it raises from the dead.)

    I do agree, it's really why I don't have a Necromancer character. The necromancer is kind of the template for most summoning classes in most games. It's kind of the defining ability of the necromancer that they summon/create armies of undead warriors. Being unable to DO that make the class feel rather unlike what a necromancer is "supposed" to be.

    Likewise! I tried playing necromancer, only made it to lvl 30 before the thought of "Wait a minute, why do I have /literally/ corpse mechanics, yet none of said mechanic involves summoning dead FROM corpses?" It's literally right there, it could of made summoning very unique and interesting whilst sticking to the necromancer fantasy.

    It's why I'm taken aback by people who still think it's a necromancer, even though it doesn't raise any dead.....which is arguably what all necromancers are supposed to do?
  • Red_Feather
    Red_Feather
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    I wish there was a questline I could do to get a necromancer skill line for my other character. Unlock something like "Aspect of Necromancy" and it gets a skill line with 5 or 6 dev selected necromancy skills.
  • Noxavian
    Noxavian
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    Signed in just to agree with the OP. I'm lvl 42 with my Necromancer and I honestly feel nothing that is 'necromancer'. I suppose ESO has their version of it, which is this but to me it isn't what I was expecting.

    I don't suppose anyone would know if ESO has been known to change a class based on comments or is it too late? I plan on playing starting again and choosing Templar + tank.

    Tank Templar is pretty fun, to be honest!

    Nevertheless, I appreciate the kind comment. Once more, I'm extremely confused as to how people are getting "necromancy" feelings from the class when none of your abilities raise the dead. No, summoning a suicidal skeleton and 2 dots that aren't even real entities in the game do not count.

    What irks me most, my dude, is that the NPC necromancers feel more like necromancers than we do. They summon /actual/ undead that have hit boxes and last temporarily. So we didn't even get the ESO version of necromancer, we got a poor attempt at trying to make a completely new unique class when all they had to do was give us similar abilities to the NPC necros. It could of been that easy, tbh.

    It's depressing to go around the new zone and fight necromancers that can literally raise zombies, skeletons, etc to fight you meanwhile I'm sitting here like: "Huh, guess they're a better necromancer than me?"
  • Noxavian
    Noxavian
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    I wish there was a questline I could do to get a necromancer skill line for my other character. Unlock something like "Aspect of Necromancy" and it gets a skill line with 5 or 6 dev selected necromancy skills.

    At this point, I would of totally been fine with a necromancy skill line. Because then there would of been QUESTS based around us getting it/joining a group of necromancers as well as it'd most likely be about summoning the undead instead of....whatever it is we have now.
  • Red_Feather
    Red_Feather
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    Noxavian wrote: »
    I wish there was a questline I could do to get a necromancer skill line for my other character. Unlock something like "Aspect of Necromancy" and it gets a skill line with 5 or 6 dev selected necromancy skills.

    At this point, I would of totally been fine with a necromancy skill line. Because then there would of been QUESTS based around us getting it/joining a group of necromancers as well as it'd most likely be about summoning the undead instead of....whatever it is we have now.

    Maybe the last DLC of this year could have a system like that.
  • Lapin_Logic
    Lapin_Logic
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    Noxavian wrote: »
    (Please read the entire post before commenting: "Well I like the class and absolutely nothing about it could be improved to fit the theme more" Also I want to clarify that ALL SUMMONS I TALK ABOUT are temporary ones, since a lot of people on here like to pull the "no more permanent pets" argument.)

    Anyone else feel like the necromancer class just isn't.....well, a necromancer? Taken straight from the Elder Scrolls wiki: "Necromancy particularly deals with enslavement and utilization of involuntary souls and their bodies." ".....animation or control of a deceased's flesh or spirit" Now I don't know about you all, but the present necromancer class doesn't feel anything like this.

    NOW don't get me wrong, I actually REALLY like how Necromancer plays. However, the thing is, it doesn't /feel/ like a necromancer. It feels like a standard mage class with necromancer ability affects, honestly. The saddest part about the class is the only 4 abilities that scream necromancer are Ghostly Mender, Skeletal mage, grave grasp and Bitter Harvest. And even then the only 2 "summons" the class has aren't real entities and can't even be targeted/have HP. At least to me and what I expect from an Elder Scrolls necromancer, I find it ABSOLUTELY silly that a necromancer class, in the elder scrolls universe, doesn't have any actual "temporary" pets or a skill line about summoning/buffing said pets. Also perhaps the most important thing: They can't summon a SINGLE zombie. The most novice of necromancy and some how you expect me to believe our guy can turn into a big bone dude, yet cant raise a simple corpse and is supposed to be called a necromancer?

    Firstly, I honestly feel like the corpse mechanic is cool, but they tried so hard to shove it into anything that doesnt involve summoning when one of the most unique aspects of necromancers in ES was basically standing there in front of them all along. The mechanic should of been about raising temporary undead minions FROM corpses, let's be honest with ourselves here. Obviously with these abilities they'd be able to affect 1 corpse at a time and maybe 2 if a morph allowed multiple summons of the undead creature. Best part is all of you people that complain about pets cluttering the bank or work stations wouldn't have to worry because they can only be summoned via corpses and don't last too long. Also they'd still be against the law ofc.

    Though, skill-wise, my only issue is with the living death skill line and /aspects/ of both the gravelord and bone tyrant line. Basically, does anyone else feel like living death would be much better if it were overhauled into a summoning skill line? Remove the healing from necromancer. Honestly, having an entire skill line about healing in a class that is supposed to be about the undead is.....very weird and off-putting and just OBVIOUSLY feels like they were trying to stretch the theme to fit dps, tank, heal. IMO the necromancer should mainly be dps/tank and has the chance to be an "off support"/healer with restoration staff skills/ a few necro ones. Don't get me wrong, they should still have healing abilities. Just less. Give them like, 1 healing spirit and the ability to use that necrotic energy beam thing most npc necromancers have to heal their summons/allies. A morph could even apply a buff.

    As for what I'd change about gravelord and bone tyrant? Make the Skeletal mage an ACTUAL temporary pet, requiring a corpse to be summoned. Extend the duration to 30 seconds and obviously remove the fact that it drops a corpse. Remove the tether skill and replace it with something else. (Perhaps a melee skeleton summon) Make Blast Bones an exploding zombie. And remove the grave stones from boneyard, make it more like they're desecrating the ground with dark magic. Also give the gravelord a SUMMONING ultimate of some kind. Perhaps summon a mini colossus to fight for you for a certain amount of time? Could even taunt.

    Bone tyrant? Keep ultimate, they kinda have to since the cinematic has it being used. Completely rework the scythe attack, IMO one of the things I loved about ES necromancers is that they were unique and didn't use scythes at all. I have literally never heard of such a thing from any necromancer in any ES game. If they wanna keep it an AoE short range "swipe" attack, go ahead, but please make it not a scythe. I feel like the animation for bone armor is kinda wack, I dont mind this skill, but the way it's animated just makes me hate it. It should like, "stack" onto your body over a second or something instead of just instantly popping up. (Like a skeleton slowly forming together, hopefully you guys can get what I mean) Could be cool. Keep bitter harvest, it's a cool skill. Rework bone totem into an undead summon that basically does a similar thing as the present skill. It could even be turned into a tanky armored skeleton that taunts and provides the aoe buff around it/the fear on enemies. Could be a slow moving temporary mob. Grave grasp is fine, maybe add a morph that causes 2 VERY WEAK melee skeletons to crawl out of the ground after 5 seconds.

    Lastly, for the living death, once again I think it should just be full blown replaced with a skill line about either summoning/supporting undead. Give it 2-3 support corpse summons and whatever skills don't summon something from a corpse make it a support skill without direct blatant healing. You'll have your spirits for that. (Unless it's that necromancer beam the npcs have.) The ultimate could be a mixture of both support/summoning or perhaps it could summon powerful support undead to assist you for a limited time.


    Over all, this is my mini-idea/how they could make the class more like an ES necromancer and over all what I was expecting when I thought "Man I can't wait to play a necromancer in ESO". What do you guys think?

    (I already know some of you are going to say that having this many temporary summon abilities would be "broken", but I feel like if done well, the fact that corpses are REQUIRED to summon anything could make things interesting and not too busted. And they'd be very killable. It would basically make necromancer a "summoner" class, like it should be. It can deal damage on it's own, but it's heavy hitting stuff comes from what it raises from the dead.)

    TLDR, skim read, my conclusion, go play Skyrim, this is an MMO so will generally have re-flavour of the same skills all of the other classes have, i.e 1 heal, 1 Ground AOE, 1 spammable, an armour buff yada yada yada.
    as for needing corpses to even start your rotation just for immersion... good luck completing any content or being invited to trials, we already had to endure the lamest attempt at a crime and punishment system for playing a Necromancer thanks to Lore nerds Immersion, now you are not happy because you need the whole class to be gutless just because it is more lore friendly as you sit in the salted wings tavern and RP
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