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

  • EmEm_Oh
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    An ult I'd like to see is ability to raise 5 zombies or have it be a skill line. Aoe placement of zombies.
  • Vercingetorix
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    It's not a class, either. The toolkit is incomplete, missing several key elements that other classes have by default with nothing to make up for it. Two of the three ultimates (the only thing that is strong about the necromancer) have been nerfed and once the last ultimate is ruined, the Necro class can effectively be deleted from the game as it offers nothing worthwhile to the player.

    Between the numerous bugs with Necro abilities and the missing components of the Necro toolkit, the class is hardly a "class" and moreso a waste of time and money for the player that sadly attempts to invest in it.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Marginis
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    Eh, it's hard to argue with an opinion. I think the necromancer is pretty faithful to the lore and feels like a true TES necromancer as far as ESO game mechanics allow. Sure, they could probably tweak or improve things, and other things certainly could have been done differently, but one would have a hard time convincing me those things could have been done better. But hey, whether something feels right is almost entirely subjective, so nobody's really wrong here.

    For what it's worth though, one should remember that ESO is a very different game to the mainline TES games. The classes are set up and play very differently from the solo experience of TESV, for example. As I like to say, ESO is an MMO with an Elder Scrolls skin, not an Elder Scrolls game with multiplayer. This doesn't make either worse than the other, but it does necessarily mean they're different. A new class isn't going to change that, and overnight make ESO feel like multiplayer Skyrim, and let's face it, that's what a lot of people here actually want when they say something doesn't feel like Elder Scrolls.
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • Noxavian
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    Marginis wrote: »
    Eh, it's hard to argue with an opinion. I think the necromancer is pretty faithful to the lore and feels like a true TES necromancer as far as ESO game mechanics allow. Sure, they could probably tweak or improve things, and other things certainly could have been done differently, but one would have a hard time convincing me those things could have been done better. But hey, whether something feels right is almost entirely subjective, so nobody's really wrong here.

    For what it's worth though, one should remember that ESO is a very different game to the mainline TES games. The classes are set up and play very differently from the solo experience of TESV, for example. As I like to say, ESO is an MMO with an Elder Scrolls skin, not an Elder Scrolls game with multiplayer. This doesn't make either worse than the other, but it does necessarily mean they're different. A new class isn't going to change that, and overnight make ESO feel like multiplayer Skyrim, and let's face it, that's what a lot of people here actually want when they say something doesn't feel like Elder Scrolls.

    But what I'm saying though is that the NPC necromancers can actually summon temporary undead to attack the player. I don't understand why we, as necromancers, do not have the same abilities that are already coded into the game for the necromancer.
  • Noxavian
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    Noxavian wrote: »
    Also, what you summon as a necromancer are not pets, they are dots/heal over time. They do not have health bars and they do not count as actual entities and cannot be hit by AoEs or cc. They are, quite literally, a visual flavor animation that adds nothing more to the class except the ILLUSION that you summon the dead.

    All pets are these though.

    They are not pets by your narrow definition but they are in many other games.

    Once more, you're not reading what I am saying.

    The "pets" summoned by necromancer MIGHT AS WELL NOT EXIST, as once again, they do not have health bars or even take damage or can get CCed. No, all pets are NOT like that. Last I checked sorcerer's pets have health bars, even the storm atro has a health bar......

    So no, not all pets are like these.
  • Noxavian
    Noxavian
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    SirMewser wrote: »
    This is a topic that I've brought up any times, and time and time again it comes down to this...

    Only players who have played an Elder Scroll game would understand this.

    ESO's market is not much of that audience.

    We have players from other games here who would rather feel nostalgic having a copy/paste of Blizzard/Diablo.

    For myself personally, am disappointed in the beta testers (class representatives) who gave this class a pass.
    I will not take their words so seriously for coming content for now on.
    I will vote with my wallet better, the past is on me.

    I honestly feel like this was the template for the Warden :).

    But I do think they have kept in the theme of twisting souls and summoning/re-animating corpses so it's a Necromancer to me. I'd prefer if the graveyard was more of a magical glyph personally. It lines up pretty well to the Reachman necromancers, and the ones in The Rift.

    It has become my main because I enjoy the play-style and I like the colour though. (Magcro btw)

    With how much ult I gen, I have used the "blast bones" morph. If it hits right, that's 10k each BB for me no crit *shrugs*. It moves the corpses for me to use other abilities. But I do see it'd be a nicer morph if maybe 3 skeletons were raised that did combat temporarily.

    The only skill in the entire necromancer class that summons something from corpses is a morph of an over expensive ultimate and even then they're just suicide bombers.

    I don't really see how, with ^ that in mind, you could think they kept the theme of twisting souls and summoning/re-animating corpses? They literally have nothing to do with summoning the undead. Unless, of course, you count a suicidal skeletal as undead? The mage/archer and ghost the necromancer summons aren't even real entities in the game. They do not have health bars and cannot be killed. So I guess this makes me ask once again, how did they keep the theme of re-animating/summoning?
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