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Just putting my vote of disappointment in for the Necro

  • CaptainBones
    CaptainBones
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    Doesn't need perma pets because we already have sorc for that but it would have been cool to have a melee skeleton at least or a mage that used whatever element you have. Or maybe just the ability to use a reaninate corpse spell brings the target you just killed back as a temporary pet. That way there would be more variety and it wouldn't feel as boring running around with the same skeletal mage all the time or the same suicide skeleton.

    Ability to ressurect fallen NPC's and a dps buff to some of the spammables and this would be my favourite class in the game by a large margin. As it stands there us just no point in maining it when i have a sorc that melts everything in seconds and feels powerful. I don't wanna feel useless as a necromancer, i want to feel powerful and it just doesn't do that as well as my sorcerer which is a shame. Hope it gets some good tweaks in the future because as far as I'm concerned it is still not up to par with builds like magsorc and magplar.
  • Daemonai
    Daemonai
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    I still want a flesh golem pet. Every time I replay the main story quest where you make the flesh golem for Abnur I get a little sad at the missed opportunity.
  • 7788b14_ESO
    7788b14_ESO
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    Necro is more suited as a skill line like Mage Guild or Psijic rather then the none traditional class which they created. A dedicated class should be able to do what NPC Necros in the wild can do, imo.
  • Perashim
    Perashim
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    Daemonai wrote: »
    I still want a flesh golem pet. Every time I replay the main story quest where you make the flesh golem for Abnur I get a little sad at the missed opportunity.

    I just imagine the flesh colossus as us making him better.

    Though it would be nice if we could keep him around longer.

    That being said, anybody notice the enemy necros aren't utilizing corpses anymore and just chucking zombies at you?
    "...and storms shall sunder the skies, and war will tear the world apart, and the dead shall rule the lands."
  • theyancey
    theyancey
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    I abandoned mine at lvl 43. Caused me to not play the game at all for a couple of months. Recently fired up my former main warden back up, switched her to a vamp, and am letting her go through Elsewhere. Was having much more fun until the current craphole IC event. Between the necro and IC I am so disappointed in the game's direction that I may take a vacation when my current sub runs out in November.
  • rager82b14_ESO
    rager82b14_ESO
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    Agree this game has the WORSE necromancer of any mmo.
  • Lenox
    Lenox
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    Nogawd wrote: »
    Permanent? No way. They should make the Sorcs and Wardens temporary as well.

    Permanent is annoying, if anything. Screams newb player as well.

    (Yes, I say this as a necro/sorc/warden player)

    Agreed. I decided to play the class specifically after learning that they had no permanent pets. I was under the incorrect impression that they had permanent pets. I'm glad for threads like these. I might have found out much later.
    Nord TankCro
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  • sivistojko
    Just my personal opinion. The reason why blast bones is sometimes unresponsive is because the initial target you activated the skill with is dead, so the blast bones simply stands because it has no target to attack. I think it should be altered to attack any target in front of you.
  • Perashim
    Perashim
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    sivistojko wrote: »
    Just my personal opinion. The reason why blast bones is sometimes unresponsive is because the initial target you activated the skill with is dead, so the blast bones simply stands because it has no target to attack. I think it should be altered to attack any target in front of you.

    Not entirely untrue, but I think what most people are talking about (and what I've experienced) is that the blastbones reaches the still living target, but sits there for a few seconds and doesn't explode, instead preferring to follow the target around.
    Lenox wrote: »
    Nogawd wrote: »
    Permanent? No way. They should make the Sorcs and Wardens temporary as well.

    Permanent is annoying, if anything. Screams newb player as well.

    (Yes, I say this as a necro/sorc/warden player)

    Agreed. I decided to play the class specifically after learning that they had no permanent pets. I was under the incorrect impression that they had permanent pets. I'm glad for threads like these. I might have found out much later.

    They aren't really pets, more like DoTS, but I completely agree that nonpermanent pets work much better on Necro. Sometimes I wish they had a bit longer duration, but I'm still happy with my Skeleton Arcanist.
    "...and storms shall sunder the skies, and war will tear the world apart, and the dead shall rule the lands."
  • SocialAssassin
    SocialAssassin
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    SkerKro wrote: »
    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.

    If you find it such a "disappointment" then tell ESO what they could do to improve it? Or suggest how you would design the class?
    “I’m The Best There Is At What I Do. But What I Do Isn't Very Nice…” - Wolverine/Logan/James Howlett
  • mocap
    mocap
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    Agree this game has the WORSE necromancer of any mmo.
    Dragon Age Inquisition. Not mmo, but that necro doesn't have pets at all.

    Though i agree, ESO necro is super boring, wierd clumsy skills with "stop right there you criminal scum" BS, crazy brain-breaking healing skills and corpse mechanics is ok or even fun for RP/questing, but not for endgame.
  • OtarTheMad
    OtarTheMad
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    I don't want perma pet like sorcs but I just hope that the next class does not have fire and forget pets and they go some unique route.

    I mean they eventually made Magden pretty strong but that took years to do. Necro is frustrating at times but only needs a few skills to be tweaked to make it great.
  • Paradisius
    Paradisius
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    Personally, I enjoy necromancer, it brought me back into the game since it was a class that I was fond of, now its not a perfect image of a necromancer that I had in mind. For example Id rather the collosus be a temp summon like the other summons necro has rather than a half atronach popping out of a blue void. And the tanking ult is pretty silly to me but fun to look at. The corpse mechanic is pretty interesting to me and I enjoy it more so than I would just perm pets that wouldnt create corpses
  • Toanis
    Toanis
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    I like my stam necromancer, but admittedly he plays more like a warlock.I can't see a necromancer wandering about with zombie or skeleton pets, though. Who would do that? It's clanky, smelly, and offends people that could still be useful.

    Sure, most game settings have the insane necromancers ruling over a cemetery, raising the dead as friends and minions, but they don't last very long once the local residents figure out what's going on. Many of them are tragic figures that started to dabble in necromancy to bring a loved one back.

    The other kind of necromancer with a standing host of undead are the purposeful ones, who sit in their lair and raise an undead army to conquer a place, or create undead guards as a side product while perfecting their art in order to become undead themselves and simply "outlive" their adversaries.

    For the adventuring kind, the dead are a tool to use and throw away. Making corpses radiate energy and explode fits that as much as draining a dying opponent's soul and using that energy to recharge one's weapon enchantments. The step to temporarly raising a corpse isn't far. IMO the raised dead should stay until they're destroyed, but the sane adventuring necromancer would destroy his undead tools himself once combat is over and they outunlived their usefulness.

    Where the undead comes from is a different story, why raise some centuries old bones, when there is a fresh corpse lying around? The true terror of the necromancer is that your fallen friends will rise and fight for them.


    Edited by Toanis on December 19, 2019 9:03AM
  • Huyen
    Huyen
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    Nephthys wrote: »
    As cool as the permanent arcane skeleton & healer sounds, in a way I am happy with just casting them when I need them. I tried a pet build with my sorcerer and often found the pets got stuck on terrain or went after something I didn't want them to go after, and I had to unsummon & resummon to get control back.

    Couldnt agree more. Imagine walking into a town with a skeletal sorcerer next to you. Wouldnt go that well I imagine.
    Huyen Shadowpaw, dedicated nightblade tank - PS4 (Retired)
    Huyen Swiftpaw, nightblade dps - PC EU (Retired)
    Huyen Lightpaw, templar healer - PC EU (Retired)
    Huyen Swiftpaw, necromancer dps - PC EU (Retired)
    Huyen Swiftpaw, dragonknight (no defined role yet)

    "Failure is only the opportunity to begin again. Only this time, more wisely" - Uncle Iroh
  • wolfbone
    wolfbone
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    I find it to be pathetic that after all this time, the flesh colossus is still a laggy mess. the amount of times I've seen it spawn in where it just stands there is getting pathetic. pretty much lost all interest in necromancers on account of how badly handled they are.
  • Cerotonin
    Cerotonin
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    I like to view it this way:

    Sorcerers summon live pets from Oblivion. Pets with their own lives, but use your magic if you need their help. Necromancers pets are creations of your own magic, so it’s natural that the magic would dissipate and their “lives” would end too.

    I do think Sorcerers pets should inflict a bounty in a town. Same with the Warden bear since most (all) bears in the overworld will attack you, they’re naturally hostile in ESO — Then again, it isn’t too much of a hassle to click around a pet to reach a crafting table, but zone chat sometimes expresses their annoyance with pets. Bounties are annoying too, but lol
    Edited by Cerotonin on December 19, 2019 2:15PM
  • ImSoPro
    ImSoPro
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    Same with the Warden bear since most (all) bears in the overworld will attack you, they’re naturally hostile in ESO — Then again, it isn’t too much of a hassle to click around a pet to reach a crafting table, but zone chat sometimes expresses their annoyance with pets. Bounties are annoying too, but lol
    Except for that group of wyrd that Hircine called weak for losing to the reachmen. I forget what their home is called. Once you complete that quest all those bears are neutral towards you.
  • xWarbrain
    xWarbrain
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    Finished vMA last night with magicka necro. 3 deaths, easiest first-time through vMA with a new character. Going for Flawless later.

    Mag necro is super strong if you set it up right. I was only wearing Necro/Mother's Sorrow (front bar)/Iceheart with Maelstrom staff back bar.

    As far as pets, I don't want them to perma summon like Sorc. You'd have to double bar them which would break the class, and they create corpses to amplify your other skills when they die.
    XB1 NA
    Your nerf suggestion is dumb. Learn to counter other players instead of having the game rebuilt to your ability level.
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