Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Does any variation of the Necromancer occupy a place as a "top tier" build?

BackLotBasher
BackLotBasher
✭✭
I'm not even sure I'm asking this question the right way, but is this new class ideal for any of the three roles (healer, dps, tank), or are there better classes for each of these roles. For instance, I have a Templar healer, so I'm wondering whether the Necromancer brings anything to the table that makes it worth building as a replacement. Or is the Templar always going to be better in that role than the Necro. Same question about tanks, etc.

  • Danksta
    Danksta
    ✭✭✭✭✭
    ✭✭✭
    You want necro DPS for major vulnerability, even if they aren't top tier. As far as stam DPS they are top, and near top for mag DPS. As healers they are good, probably not top tier but maybe depends on your group comp. I've never ran with a necro tank so kinda makes me think they aren't too good but that's just an assumption.
    BawKinTackWarDs PS4/NA

  • katorga
    katorga
    ✭✭✭✭✭
    ✭✭
    Basic stamina dps is about it for anything advanced - primarily for major vulnerability from ultimate.
  • Iskiab
    Iskiab
    ✭✭✭✭✭
    ✭✭✭
    I made a Necro tank, it’s actually really strong. I think in pve trials Necros dps is overshadowing them, but you’ll have no issue in vets.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Aelorin
    Aelorin
    ✭✭✭✭✭
    As said before. They quite good at stamina DPS, and even magicka DPS. They can heal pretty well, although I think that Templar and Warden still beat them. They are pretty decent tanks. A good allround class that can fit any role.

    Edit: I have 18 characters and have a Necro for every role.
    Edited by Aelorin on January 10, 2020 8:55AM
    And so the Elder Scrolls foretold.You will be shy, and I will be bold.
  • Grianasteri
    Grianasteri
    ✭✭✭✭✭
    I'm not even sure I'm asking this question the right way, but is this new class ideal for any of the three roles (healer, dps, tank), or are there better classes for each of these roles. For instance, I have a Templar healer, so I'm wondering whether the Necromancer brings anything to the table that makes it worth building as a replacement. Or is the Templar always going to be better in that role than the Necro. Same question about tanks, etc.

    I think this is quite a subjective topic. Good players will maintain peak meta performance whatever class they use. I know that Necromancers are hitting extremely high dps and are making very good healers and tanks.

    But with that said I would say, objectively, Templars make the best healers due to the skills their class provides, these do some of the jobs, purging for instance, easier than other skills. I would say DKs make the best tanks, again due to the skill set they have available. But that doesnt mean other classes cannot match or compete with these classes in the same role - it very much depends on build, skill selection/rotation and play style and above all, player ability.

    Specifically regarding Necromancers, in all of ESO, resurrecting an entire group and therefore saving a wipe, (either as a tank or healer) is one of the most satisfying experiences I have had in years. Applying the major debuff to both spell and physical resistance with an aoe skill, is also OP, I love it.
    .

    Edited by Grianasteri on January 10, 2020 11:25AM
  • BackLotBasher
    BackLotBasher
    ✭✭
    Specifically regarding Necromancers, in all of ESO, resurrecting an entire group and therefore saving a wipe, (either as a tank or healer) is one of the most satisfying experiences I have had in years. Applying the major debuff to both spell and physical resistance with an aoe skill, is also OP, I love it.

    Honestly, these are some of the skills that grabbed my interest. I have a Templar High Elf healer that is really effective, but when I recently got the content that included a Necromancer I decided to give a Breton an audition. Was surprised at the nice set of healing tools in the kit, so I've stuck with it up to level 30 (my account CP is 290 so I want to keep with it until it makes that jump). I've always been a huge fan of any healer/support skill that allows you to bring a team back from the brink (the Warlock had one of these skills in Destiny).

    Out of curiosity, what are the rest of your key skills in rotation on the Necro? Do you mix in the Resto staff as well? So far I seem to be leaning a lot on the Unnerving Boneyard, Spirit Mender and the Blood Sacrifice for a burst heal. I've been running a healing staff on that bar, and destruction on the other, just to level both.

    Also, which morph is better for the re-animate Ultimate?

  • BackLotBasher
    BackLotBasher
    ✭✭
    Danksta wrote: »
    You want necro DPS for major vulnerability, even if they aren't top tier. As far as stam DPS they are top, and near top for mag DPS. As healers they are good, probably not top tier but maybe depends on your group comp. I've never ran with a necro tank so kinda makes me think they aren't too good but that's just an assumption.

    I'm still learning this class...the major vulnerability you mention, is that a debuff skill?
  • NordSwordnBoard
    NordSwordnBoard
    ✭✭✭✭✭
    ✭✭✭
    A high elf Necro in Goliath form can be in the top tier for tallest character.
    Fear is the Mindkiller
  • thadjarvis
    thadjarvis
    ✭✭✭✭
    Stamcro is top damage ST and very strong AOE too.

    Mag's are all super close ST; Magcro/Magden top AOE due to AOE semi-spam.

    Healer has a complete healing kit except no Zen proccing skill (to my knowledge), only class with two non-ultimate unique synergies, an offensive ultimate, useful progression rez ultimate, highest ultimate generation potential.

    Tank has a complete kit short only a full blown magika chain, high mitigation, highest ultimate generation, and highest synergy output. I usually bring mine when short on necro's (for Colossus), subbing into a messy prog (for rez), or if no particular class is needed in support for the group (to maximize synergy/ultimate output). Being a sloth is a downside. Though a swift jewel or steed can make lack of mobility a non-issue.

    If there is not already 3 or 4 necros (of any role) in the group, Necro is usually the best option. Since Necro DD's DPS is rather high they are popular. Thus, Necro's as a class are correspondingly less critical to have in support in many groups, but still bring other things to the table.

    A downside of Necro generally is the Blastbones/Siphon skills wonky targeting condition and path-finding. DDs must use them and Support can. On tank I rarely use it though which is probably why necro feels the most put together when tanking with one.
  • thadjarvis
    thadjarvis
    ✭✭✭✭
    Forgot two important things on MagCro:

    Boneyard
    AOE Breach/Fracture (trash/adds/tank can drop puncture for support skill)
    Gives synergy (Magsorc the only other class that pumps them out regularly assuming they use it)
    Highest damage AOE skill of any class when procced on corpse and synergy is taken

    Combined with BB's they're AOE is really powerful.
  • Danksta
    Danksta
    ✭✭✭✭✭
    ✭✭✭
    Danksta wrote: »
    You want necro DPS for major vulnerability, even if they aren't top tier. As far as stam DPS they are top, and near top for mag DPS. As healers they are good, probably not top tier but maybe depends on your group comp. I've never ran with a necro tank so kinda makes me think they aren't too good but that's just an assumption.

    I'm still learning this class...the major vulnerability you mention, is that a debuff skill?

    It comes from the ultimate in the dps tree
    BawKinTackWarDs PS4/NA

  • thadjarvis
    thadjarvis
    ✭✭✭✭
    https://eso-skillbook.com/skill/pestilent-colossus

    Essentially it increases the entire groups' damage on enemies hit by up to 30% for a short time. The cooldown of the skill makes it so that a maximum of 3 necros can essentially chain them every 20 seconds for a potential 40% uptime. That's a lot of extra damage and makes necros very powerful in groups.

    With ads having a couple more necros is nice too.

    Note the cooldown is new this patch. When necros first came out some groups would stack 7-10 necros to keep the debuff up 100%.
  • BackLotBasher
    BackLotBasher
    ✭✭
    thadjarvis wrote: »
    Stamcro is top damage ST and very strong AOE too.

    Mag's are all super close ST; Magcro/Magden top AOE due to AOE semi-spam.

    Healer has a complete healing kit except no Zen proccing skill (to my knowledge), only class with two non-ultimate unique synergies, an offensive ultimate, useful progression rez ultimate, highest ultimate generation potential.

    Tank has a complete kit short only a full blown magika chain, high mitigation, highest ultimate generation, and highest synergy output. I usually bring mine when short on necro's (for Colossus), subbing into a messy prog (for rez), or if no particular class is needed in support for the group (to maximize synergy/ultimate output). Being a sloth is a downside. Though a swift jewel or steed can make lack of mobility a non-issue.

    If there is not already 3 or 4 necros (of any role) in the group, Necro is usually the best option. Since Necro DD's DPS is rather high they are popular. Thus, Necro's as a class are correspondingly less critical to have in support in many groups, but still bring other things to the table.

    A downside of Necro generally is the Blastbones/Siphon skills wonky targeting condition and path-finding. DDs must use them and Support can. On tank I rarely use it though which is probably why necro feels the most put together when tanking with one.

    Good info...thanks for the post. I'm still a long way from having a necro even close to being ready for hard content, but it helps knowing what I should be doing with it.
  • thadjarvis
    thadjarvis
    ✭✭✭✭
    @BackLotBasher But regarding one of your main questions: "should I replace Templar healer". My answer would be no as behind Warden they tend to still be the most desired in trials at least. That said it's usually nice to have two different classes healing and templars seem to be everywhere. Thus, if getting into harder trials eventually is a goal being able to switch to another class is a nice option to offer your group.
  • xWarbrain
    xWarbrain
    ✭✭✭✭✭
    Also if you care about vMA - Magcro is easy mode. Easiest first-time through vMA on a new class for me.
    XB1 NA
    Your nerf suggestion is dumb. Learn to counter other players instead of having the game rebuilt to your ability level.
  • BackLotBasher
    BackLotBasher
    ✭✭
    thadjarvis wrote: »
    @BackLotBasher But regarding one of your main questions: "should I replace Templar healer". My answer would be no as behind Warden they tend to still be the most desired in trials at least. That said it's usually nice to have two different classes healing and templars seem to be everywhere. Thus, if getting into harder trials eventually is a goal being able to switch to another class is a nice option to offer your group.

    So, would this be a case of being able to offer a few different skills, while retaining a strong foundation for sustained healing? For example, having the resurrect Ultimate if a group felt it might be useful in particular content.

    EDIT: Also, I was curious about what you mentioned, regarding the Warden. Are Wardens now the preferred type of healer, rather than Templars?
    Edited by BackLotBasher on January 10, 2020 5:26PM
  • BackLotBasher
    BackLotBasher
    ✭✭
    xWarbrain wrote: »
    Also if you care about vMA - Magcro is easy mode. Easiest first-time through vMA on a new class for me.

    What's vMA (sorry, I don't know a lot of the acronyms for content)?

    I certainly wouldn't mind a good damage dealing magic character. I turned my sorc into a crafting alt, and I'm leaning toward turning my dark elf DK back into a tank (and changing races).

    Just trying to wrap my head around what I like to do with this one.
  • thadjarvis
    thadjarvis
    ✭✭✭✭
    Really the Restoration Staff, Undaunted, and Alliance War skills are so good that the class does not matter until you're doing super high end-game.

    I'd try a few out and see what you like playing. Tough thing is you don't really know until you get them into something quite challenging. That's ok: you can change the character to mag DPS, make a mule, writs, PvP toon, etc.

    Warden's are desired right now because they provide a valuable group buff (+10% health) that really only a Warden tank can provide and a valuable group debuff (+8% damage) that can be obtained from other sources but not as simply or common.

    Templar's got lots of stuff going for them, but a Stamina Templar does everything they do. Stamplars used to have pretty low damage but not anymore. Plus they are easy to play. That is a recurring theme in ESO> optimal tanks/healers classes aren't really choose for what they do but what the best DD's do not. That changes with patches, the particular group, and content.

    So, you can't know what the "best" will be by the time you get to that level (99% do not anyway). So, again I wouldn't worry about it. Enjoy Templar and have fun experimenting with another class or so.
  • thadjarvis
    thadjarvis
    ✭✭✭✭
    vMA = maelstrom arena. It's a solo instance that is very hard to do the first time, but becomes easy with practice. Special weapons drop from it. A healer doesn't need to do it but it's good practice not dying and doing damage in content (which helps a healer).
  • BackLotBasher
    BackLotBasher
    ✭✭
    thadjarvis wrote: »

    Templar's got lots of stuff going for them, but a Stamina Templar does everything they do. Stamplars used to have pretty low damage but not anymore. Plus they are easy to play. That is a recurring theme in ESO> optimal tanks/healers classes aren't really choose for what they do but what the best DD's do not. That changes with patches, the particular group, and content.

    Good to know. I'm generally looking for a class and role that's not too complicated, easy to play. I've been around games long enough to have played the Atari 2600 when it was sold new, so my twitch skills aren't quite as sharp anymore. I guess that's why healing seemed to be a good fit - the chaos of dungeons can get a bit overwhelming, but I find it easier to just keep my eye on teammates and keep giving them resources.

    Thanks again for the feedback.
  • thadjarvis
    thadjarvis
    ✭✭✭✭
    O I meant Stamplar is easy to play, but doesn't matter. Sorc imo are the simplest by far yet highly effective healers to play. Honestly I prefer using them to focus on spamming combat prayer or damage.
  • Grianasteri
    Grianasteri
    ✭✭✭✭✭

    Specifically regarding Necromancers, in all of ESO, resurrecting an entire group and therefore saving a wipe, (either as a tank or healer) is one of the most satisfying experiences I have had in years. Applying the major debuff to both spell and physical resistance with an aoe skill, is also OP, I love it.

    Honestly, these are some of the skills that grabbed my interest. I have a Templar High Elf healer that is really effective, but when I recently got the content that included a Necromancer I decided to give a Breton an audition. Was surprised at the nice set of healing tools in the kit, so I've stuck with it up to level 30 (my account CP is 290 so I want to keep with it until it makes that jump). I've always been a huge fan of any healer/support skill that allows you to bring a team back from the brink (the Warlock had one of these skills in Destiny).

    Out of curiosity, what are the rest of your key skills in rotation on the Necro? Do you mix in the Resto staff as well? So far I seem to be leaning a lot on the Unnerving Boneyard, Spirit Mender and the Blood Sacrifice for a burst heal. I've been running a healing staff on that bar, and destruction on the other, just to level both.

    Also, which morph is better for the re-animate Ultimate?

    YES, use the resto staff skills, these are the bread and butter of any healer and some of the most powerful support skills in the game.

    Combat Prayer and Healing Springs are more or less standard requirements. Regeneration is also one of the most powerful heal over times in the game, I use Radiating morph as this is more efficient for healing groups. Personally I also like to use Ward Ally, though many dont slot this, I find it highly effective at keeping me and others alive in more demanding content.

    I only slot two Necro healz. The ultimate Renewing Animation - this morph seems more reliable and helps with the groups sustain. You shouldnt have to use it that often, but when its needed, it can save a wipe (its actually more powerful on a tank, since its the tank that is usually last one standing). The 2nd skill I use is a bit of a flex slot, but I often like to slot Renewing Undeath, since it removes negative effects - I use this instead of Efficient Purge, but it depends, you need a steady supply of corpses for Renewing Undeath to work, so its great in scenarios with Add enemies, and/or when playing with another Necromancer supplying corpses! Or you need to slot Blastbones to generate your own corpses, which is difficult with limited skill slots.

    Other healz... The standard Energy Orb, which is really an essential sustain tool for the group, using this is built into my rotation without fail. Many groups like the healer to slot Elemental Drain, but I am not a fan and feel its a bit of a waste for how this character is build, I mean I am providing Energy Orbs non stop, usually that is more than enough. Instead I like to slot Overflowing Alter, but this is a bit of a flex slot. The alter provides an absolutely massive heal when synergised, if players are aware of it and actively seek to use it when needed, it can keep them alive as an "oh ***" save.

    Note that this character is wearing Worms Raiment, reducing the magica cost of the group as well, so again, Ele Drain just seems overkill and a waste of a slot in most content. I pair this with Olorime, which is fairly standard for a lot of healers. I use Bogdan Nighflame monster set, but may farm for Symphony of Blades in due course to give that a try. Im also currently farming for Hollowfang Thirst, to give that a try paired with Olorime.

    Hope all this rambling helps. Honestly, there are tons of viable healing sets and builds. Necro has quite a few interesting skills that I do not currently use, but it depends on how you build. Experiment, have fun :)
  • thadjarvis
    thadjarvis
    ✭✭✭✭
    @Grianasteri I haven't Necro healed very extensively so cannot commit in detail on it. But, if there are mag's in group Ele Drain is really helpful. It gives 300 mag/sec. Hollowfang gives a similar amount (if group is stacked). Worms gives maybe 80 (1500 m/s rotation * 4%). That's pretty paultry. As a starting healer, I would still collect Worms passively but wouldn't farm it.

    Ele drain also provides Major Breach. Some tanks don't provide it and if not using Boneyard (or have magcro/magden in group) on cooldown Eld Drain is essential.

    Even if there is no mag in group, Ele Drain is important because it's just one slot providing 300m/s to tank and healers. That's 600 recovery. Think of how much more powerful your heals can be by using more spell damage glyphs, a non-atronarch mundus, etc. Also that gives the tank the ability to self-heal without healer assistance more reliably.
  • Grianasteri
    Grianasteri
    ✭✭✭✭✭
    thadjarvis wrote: »
    @Grianasteri I haven't Necro healed very extensively so cannot commit in detail on it. But, if there are mag's in group Ele Drain is really helpful. It gives 300 mag/sec. Hollowfang gives a similar amount (if group is stacked). Worms gives maybe 80 (1500 m/s rotation * 4%). That's pretty paultry. As a starting healer, I would still collect Worms passively but wouldn't farm it.

    Ele drain also provides Major Breach. Some tanks don't provide it and if not using Boneyard (or have magcro/magden in group) on cooldown Eld Drain is essential.

    Even if there is no mag in group, Ele Drain is important because it's just one slot providing 300m/s to tank and healers. That's 600 recovery. Think of how much more powerful your heals can be by using more spell damage glyphs, a non-atronarch mundus, etc. Also that gives the tank the ability to self-heal without healer assistance more reliably.

    Thanks :) I tend to agree.

    I am aware of the mag regen benefits, but feel these are mitigated in part by the fact that the debuff to resistances just isnt needed on a Necro using Boneyard morphed, and mine is also wearing Worms Raiment, and regularly casting Energy Orbz. As I mentioned Ive recently looked into farming Hollowfang. When I made him (which is not that long ago), I had a spare set of Worms laying around and it seemed to fit nicely, right size and everything ;-)

    My Necrohearler is not my main healer. My main is a well used & practised Templar :)

    As a side, frankly I think more players need to build for their own sustain, outside of the high end content where scores & speed are being pushed etc. But I slot it when asked to in a trial for instance, Im not a dik about it lol.

    pps, as a tank, tanking difficult content like vet Frostvault and vet Maarselok, frankly its my stam that has a danger of running out, rather than my magica, but I do take your point.
    Edited by Grianasteri on January 13, 2020 4:29PM
  • thadjarvis
    thadjarvis
    ✭✭✭✭
    Agreed that healers need to build for their own sustain. Ele Drain is a potent option that also helps the group; I actually don't like running it either bc I want a different fun skill in it's place, but I really always should lol.

    For sure in tough stuff, stam can be the larger challenge for tanks. But as a tank too, more mag recovery really helps stamina sustain indirectly. New healers may not be aware how much it helps tanks so I'll share it with the OP:

    Sorc/DK can directly convert mag to stam
    Necro/NB can swap skills around to pretty much run no stam skills (conserves stam only for block, dodge, bash, sprint)
    All can elect to eat more damage unblocked and then heal it OR block & heal rather than the more stam costly dodge (effectively converting mag to stam)
    All can swap to all stam sustain glyphs (eg block cost sacrificing mag recovery)
    Heavy 1h&Shld's are quicker and more fluid than staff heavies so it's easier to get back stam in that regard

    Magika steal + orb (Master staff is a nice bonus) makes it much less strained to self-heal, self-purge, etc just about anything.

    Though the two you mention are the 2 hm's I have not completed yet (dabbled for fun but not complete). FV is unique with the debuff for sure. For FV non-hm meditate almost cheeses through it.
Sign In or Register to comment.