Let's face it, with almost no snares or roots for enemies we can't be tanking all the time. We need to have at least 1 tanking pet to do the thing while we nuke away.
Life is very easy for Sorcerers with Encase very early in the game and the permanent Unstable Clannfear, so we Necromancers should be the best of the best at summoning undead and I really think Stalking Blastbones should be a 16-20 seconds tanking pet instead of the buggy pseudo-missile skill that it is now.
Note that I'm not asking for a permanent pet (even though I would love that to happen), but a pet that draws aggro/hate from enemies. That is the pure essence of a necromancer: summon the dead to to his bidding — yes, also tanking — while he nukes from the distance.
Lastly, why not give a resummon ability to the Skeletal Mage (just like it happens with the Unstable Clannfear)?
It's interesting to hear from both sides about how either
- all classes should be able to perform all roles
- Not all classes should be able to perform all roles
not criticizing - just think it's interesting to see these conflicting ideas unfold on the forums
Let's face it, with almost no snares or roots for enemies we can't be tanking all the time. We need to have at least 1 tanking pet to do the thing while we nuke away.
Life is very easy for Sorcerers with Encase very early in the game and the permanent Unstable Clannfear, so we Necromancers should be the best of the best at summoning undead and I really think Stalking Blastbones should be a 16-20 seconds tanking pet instead of the buggy pseudo-missile skill that it is now.
Note that I'm not asking for a permanent pet (even though I would love that to happen), but a pet that draws aggro/hate from enemies. That is the pure essence of a necromancer: summon the dead to to his bidding — yes, also tanking — while he nukes from the distance.
Lastly, why not give a resummon ability to the Skeletal Mage (just like it happens with the Unstable Clannfear)?
Let's face it, with almost no snares or roots for enemies we can't be tanking all the time. We need to have at least 1 tanking pet to do the thing while we nuke away.
A tanking pet is very necessary and this was so damn obvious. Magicka necromancers struggle a lot because as soon as the battle start, none of the available pets draw any aggro as they should. The permanent tanking pet should belong to the necromancer, NOT to the sorcerer or the Warden. It's simply hilarious.
It's interesting to hear from both sides about how either
- all classes should be able to perform all roles
- Not all classes should be able to perform all roles
not criticizing - just think it's interesting to see these conflicting ideas unfold on the forums
Carespanker wrote: »The spirit mender 10% reduced damage morph is the tank pet though. (BTW its bugged rn and does a lot more than 10% but dont tell zos)
Note that I'm not asking for a permanent pet (even though I would love that to happen), but a pet that draws aggro/hate from enemies.
Note that I'm not asking for a permanent pet (even though I would love that to happen), but a pet that draws aggro/hate from enemies.
Yes please.
Necros aren't completely unplayable without a tank pet but they'd be much better with one and also more popular. I felt especially lacking when with a bunch of players which didn't include any tanks, had my little scamp tank one of Summerset's griffon bosses.
Kept thinking - my necros really should be able to do that.
The fear component of totem functions adequately in place of a tank pet for most regular mobs but does nothing against bosses.
On the issue of permanence....
One possibility to distinguish them from sorc and warden summons would be a semi-permanent compromise.
Instead of necro summons having a timer and simply disappearing when it runs out, make their health decay a little bit every second. And make the only thing able to replenish them necromantic heals.
Players could then choose to just let them burn out and turn into corpses to use, or hit them with necro heals to maintain them.
Sorry for the late reply to you guys, I have been away for some time.
I hope the dev team come to their senses and give us a proper necromancer tanking pet, this is very necessary especially for magicka builds based on the gravelord skilltree.
We don't need the dev team to invent a new way of being a necromancer. We want to play as the necromancers we usually see in-game.
A tanking pet is very necessary and this was so damn obvious. Magicka necromancers struggle a lot because as soon as the battle start, none of the available pets draw any aggro as they should. The permanent tanking pet should belong to the necromancer, NOT to the sorcerer or the Warden. It's simply hilarious.
Yo by necro heals you mean that one channel ability that already exists for NPCs in game??? Come on man, taking abilities and mechanics from npcs would be too hard.... /s
But really though you're right. And they also need more summons in general. At least a zombie and/or melee skeleton summon
Yo by necro heals you mean that one channel ability that already exists for NPCs in game??? Come on man, taking abilities and mechanics from npcs would be too hard.... /s
No. Just these.
https://en.uesp.net/wiki/Online:Living_Death
I suggest restricting it to necro class heals a) because that makes more sense and b) it would make it easier for necros to control this.
In the event that you actually don't want your pets healed you wouldn't have to worry about the mass of aoe and random healing from resto staves and other classes.But really though you're right. And they also need more summons in general. At least a zombie and/or melee skeleton summon
Definitely.
I like what they have. Enjoy them mechanically more than another class presently. But not having a melee / tank pets feels totally backwards.
rager82b14_ESO wrote: »I want a zombie pet that can hold aggro. That is fun. That is necro. This...i dont know what this is.
rager82b14_ESO wrote: »I want a zombie pet that can hold aggro. That is fun. That is necro. This...i dont know what this is.
Tanking pet would be too strong in certain PvE scenarios and would reduce the role of tanks. That is why sorc' no longer have pet that can hold an aggro. Having pet that can hold an aggro is a mediocre improvement for a tank but very high improvement for DD especially in solo and 4 man content.
I think the biggest thing people will miss from your statement is the "We want to play as the necromancers we usually see in game" statement.
Which is entirely true. The class reps agree.
The fact that necromancer NPCs play almost nothing like the class is kinda disgusting.
They're in the back summoning and buffing their minions as well as debuffing you. That is how a necro should be played.
Why did they try to re-invent their own wheel? Idk. It'd be like the guy who made tires decided the new model had to be unique so made them into a triangle.
thadjarvis wrote: »I do find necro tanking super-duper fun honestly. I often use them for ultimates in trials: rez is real nice for early progging, coloss is real nice if short on necros, and Goliath rarely used but it's a solid emergency ultimate. They have useful alternatives to Warhorn/Barrier along with a magma essentially. The ultimate generation is pretty insane in trash, dungeons, OL, and Arena's.
The only big downside as a tank I feel is the burst heal requirement to be in melee range but Guardian+Tether+Stam shield does get the job done when stuck at range. They have more self-HoT option than all save NB, but necro is cheaper to maintain than NB. Really awesome synergy skills for all content. Grasp unfortunately is not all that useful; I tried it in lots of stuff. If that changed I don't think many if any would miss it.
If a pet that doesn't actually taunt but can be controlled is a goal for some, (it's not necro) but you can at least get what you want functionally with Maw of Infernal monster helmet set on any class for the time-being.
I think the biggest thing people will miss from your statement is the "We want to play as the necromancers we usually see in game" statement.
Which is entirely true. The class reps agree.
The fact that necromancer NPCs play almost nothing like the class is kinda disgusting.
They're in the back summoning and buffing their minions as well as debuffing you. That is how a necro should be played.
Why did they try to re-invent their own wheel? Idk. It'd be like the guy who made tires decided the new model had to be unique so made them into a triangle.
Thank you. This is mostly the message I wanted to send.
We should be commanding the dead and buffing them. That's the essence of a necromancer in the Elder Scrolls lore. They did not need to reinvent anything at all.
As per some replies here and there regarding Necromancer tanking pet replacing actual tanks: NO.
- No, I'm not asking for a taunting move (it would be nice, but unnecessary). In the same way the Unstable Clannfear does, if you command your pet to attack, NPC enemies should be attacking the pet, not the caster, thus the pet would be effectively tanking to a degree/extent. This can never replace a tank's role in a dungeon or group content, because a tanking pet with similar capabilties as the Unstable Clannfear has a very limited ability to draw aggro and woulability. artically balanced and created for solo PVE purposes or low to mid tier group PVE in an auxiliary way to support when things get out of control.
And we get to the point where we see the Necromancer in a very tactical support role during group content as it should be.
People saying Necromancer is super-duper fun is the problem, making devs believe this is the right way to have a necromancer in ESO. This class was highly requested since the beta, I was there in the forum threads asking for it, and this, what we have today, was not what most people was expecting.
Grasp is an extremely useless skill.
Also the fact that necromancers make good tanks is quite frankly disgusting.
They should be support dps with summons and debuffs. Not tanks or healers. But I'd give them a pass on tanking if the healer option wasn't viable. Also if they replace grasp and the stupid looking scythe ability.