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your thoughts on the necromancer class?

wolfbone
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I'm curious what people think about them, as in my experience they've been pretty buggy, with things like the flesh atronaut ultimate not working properly e.g spawning in, but not actually doing anything and vanishing. I'm curious how other people have found it as a class.
  • Goregrinder
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    Some of it's abilities can still be a little clunky to use, like totem, pet AI, etc. But Blastbones works better now than it ever has, and it has one of the highest burst potentials for a class in PVP, since BB is delayed and can be lined up with an Ult to drop a body to the floor. It also shares things with Warden like a netch-like pet and it's tankiness, but has things like BB, colossus, goliath, purge, crit bonuses, etc.

    Magcro still suffers from mobility issues, and harmony bombing experienced a slight nerf over the last few patches, but Stamcro has been doing well every single patch and meta shift. I'm actually probably going to swap my necro from a tank to full blown Stamcro for that big boy damage in PVP. It also has fast ulti gen, probably slightly faster than a NB can achieve.

    The caveat with Necro is that it has a very micro-managing playstyle, where you really have to constantly rotate all of your pets and keep your buffs up to be effective. it is definitely not a "set-it and forget-it" class like other classes tend to be like. Even when you're not in combat, you're always casting something because you sort of have to.

    One of it's main selling points though, is that while some classes really crutch on specific sets and builds to function well (Magblade with Caluurion for instance), Stamcro works well wearing anything. They're like a garbage disposal class for your gear...just take gear you have that is trash for your other classes and throw it on your Stamcro, chances are you'll be able to duct tape together a build that works well.
    Edited by Goregrinder on February 17, 2021 9:47PM
  • WhereArtThouVampires
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    Necromancer in this game is possibly THE worst interpretation of a necromancer across any medium I have ever witnessed. Even the Death Knights in WoW, which aren't necromancers, are better necromancers than the ESO ones.

    Even the infamously bad necromancy magic line from Dragon Age Inquisition still manages to get the 'can summon spirits from fallen enemies' part right.

    Meanwhile with ESO's necromancer they added in an entire corpse mechanic just for that class and didn't give them ANY SUMMONS that come from corpses or use bodies in an area. **Why**?

    The fact that this class is split up into a 6 dps/6 tank/6 heal cookie cutter design without taking any thematic approaches to the skill lines except 'this deal damage, this tank, and this heal' is quite gross.

    Also, the fact that they didn't make necromancer THE summoner class by giving them a variety of undead minions to temporarily call upon is also extremely horrid.

    In the end, the class feels more like a destruction mage with a Halloween skin pack. Because, for some reason, they decided that necromancers should deal shock, fire, and lightning damage as their main source of damage instead of utilizing minions, debuffs, and bones to deal their stuff. A necromancer's main source of damage should be their minions. Period. Everything else after that should be to help said minions, debuff enemies, or deal a bit of damage with some life steal.

    The worst part about necromancer's design isn't even all of this. It's that the normal, non-boss NPCs in the game can do things we as a class can't even dream of doing. We can't summon 1-2 melee undead to protect us. We can't summon a soul-draining shade. We can't buff our minions or even use the same CC and debuff abilities necromancers have.

    They designed the class with a 'destruction mage' in mind without looking at what makes Necromancers.....well, necromancers in their own game. The irony is here pre-elsweyr they released Dragon Bones that featured Fang Lair. AN entire DLC showcasing necromancer NPCs.

    Even in Elsweyr the basic necro NPCs are cooler than we are. They haphazardly threw some of the new necromancer skills into those NPCs to make it seem like we were the same class. But they forgot to remove the skills that we can't cast.

    Lastly, the Collossus ultimate for necromancer was going to be able to summon a giant *** SKELETAL DRAGON that breathed necrotic energy in a cone in front of it then disappeared and they removed that for the stupid fat-guy chonker we have now.

    You can actually see this skill's animation on the Orc Necromancer boss from the Elsweyr story and the Necromancer boss in Labrynthian in Greymoor.

    It's genuinely one of the coolest skills in the entire game and I will forever be salty that we didn't get it.

    Here's a link to what it looks like for those that say 'oh it was removed cause its too big'. No, it isn't. https://www.reddit.com/r/elderscrollsonline/comments/h9rfhu/garneld_the_hollow_our_necromancers/
    Edited by WhereArtThouVampires on February 17, 2021 10:09PM
  • stewhead2ub17_ESO
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    I have 3 necros (tank, heals, & dps) & I enjoy them all. I haven't had any problems.
  • QuebraRegra
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    felt clunky to play, didn't feel much like a necromancer. Not proper undead summons/control.

    i expected to be surrounded by an undead skeleton/zombie army that i could use as a shield, or just a controlled mob to DPS, then expend their numbers, consuming them for other effects. The more I kill and gather, the stronger I would become.

    Alas, not what we got :( My MAGCORC feels more like a necromancer TBH.
  • MyKillv2.0
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    It’s a dead class.

    ...see what I did there? :D
  • Iccotak
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    @WhereArtThouVampires

    they removed the skeletal dragon because they didn't want all players running around summoning undead dragons. I agree with that design choice.
  • Goregrinder
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    MyKillv2.0 wrote: »
    It’s a dead class.

    ...see what I did there? :D

    I did, this will definitely raise spirits.
  • NotaDaedraWorshipper
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    My thoughts is that they made them way too cliché and "Hollywood spoopy" looking. Seriously, what's up with the blue-green lights, flying skulls, scythes, graveyard/tombstones and other weird things. That has never been necromancers in Elder Scrolls. Where is the flies, the rotting flesh, zombies, and other grisliness? Necromancy in TES is supposed to look gross, not "spoopy" (I'm also saying spoopy, because there's nothing spooky about it.)
    Edited by NotaDaedraWorshipper on February 17, 2021 11:32PM
    [Lie] Of course! I don't even worship Daedra!
  • TPishek
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    They should have made the scythe the main spam attack instead of the skull, and the skills are a bit wonky and sometimes don't work, but I love the way it plays.
  • gatekeeper13
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    Well, only the fact that a necromancer in ESO has no permanent zombie/skeleton pets is a HUGE letdown. They should be permanent like sorcerer pets. It's ruins all the fun to summon a skeleton only to see it die few secs later. I mean, what kind of necromancer has no undead army following him? And from what I remember, every necromancer in TES had zombies that stayed permanently and didnt vanish after a while.

    Magcro is not fun at all and looks very weak. I know there are players who do like 100k+ dps with them but that doesnt change the fact it has a weird rotation, not easy to master. With the same play-time, I do 80k on my magsorc but 60k on my magcro.

    On the other hand, stamcro is very strong and in my first parses I reached 85k.

    Another letdown in both, is the lack of brutality/savagery buff. I need to rely in potions and that costs gold.


    Edited by gatekeeper13 on February 17, 2021 11:39PM
  • StarOfElyon
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    Tethers can be unreliable in clutch times. Sometimes bodies drop and even though it's glowing I can't tether to it. Or I'll tether a corpse and it'll be gone a second later. Sometimes I'm too stubborn and continue trying to tether a corpse instead of simply fleeing a fight going sideways.
  • El_Borracho
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    TPishek wrote: »
    They should have made the scythe the main spam attack instead of the skull, and the skills are a bit wonky and sometimes don't work, but I love the way it plays.

    This is what I usually use as my spammable in pug runs where the heals are unreliable. Plus I like the pseudo-AOE attack versus the bouncing skull.

    My complaint has always been that the necro line is only at its peak for PVE DPS when run in a coordinated group. Both magicka and stamina are heavily reliant on synergies and without those the costs of the skills are artificially high when compared to something like a DK or sorc.
  • Starlock
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    "Necromancer" is a power fantasy (as the ZoS developers call it) I just do not like regardless of game system and genre. I was not at all looking forward to the class and struggled to come up with a character concept. Wouldn't have mattered how they designed it, I'm just biased against that power fantasy.

    Then I created one. And of my six characters, she's probably been the most fun I've had playing this game.

    While a lot of that is owed to myself and my own creativity as a storyteller, the way ZoS creates classes in general grants a lot of liberty in terms of interpretation. In this case, my "necromancer" isn't a necromancer, she's a psychopomp. Her story is about finding herself being able to talk to dead people and guide their spirits to rest. Her class abilities help tell that narrative. On top of that, the gameplay mechanics of the class are easily the most interesting they've developed (even if they can be annoying sometimes).

    The solid design of the newer classes is part of why I was disappointed we aren't getting another new class this year.
  • WhereArtThouVampires
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    Iccotak wrote: »
    @WhereArtThouVampires

    they removed the skeletal dragon because they didn't want all players running around summoning undead dragons. I agree with that design choice.

    Temporarily summoning a thing that looks like a skeletal dragon for 3 seconds isn't the end of the world in terms of lore.

    And no, that isn't why they got rid of it. They got rid of it because initially they had model issues and were afraid of it cluttering small spaces. It used to be a lot bigger in development more than likely.

    We already walk around with mini skeletal dragons anyways. How do they spin this? It's simply necrotic energy using bones to give it a shape of a dragon. The same exact thing could have been done for the ultimate and you know this.
    Edited by WhereArtThouVampires on February 18, 2021 12:42AM
  • WhereArtThouVampires
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    Starlock wrote: »
    "Necromancer" is a power fantasy (as the ZoS developers call it) I just do not like regardless of game system and genre. I was not at all looking forward to the class and struggled to come up with a character concept. Wouldn't have mattered how they designed it, I'm just biased against that power fantasy.

    Then I created one. And of my six characters, she's probably been the most fun I've had playing this game.

    While a lot of that is owed to myself and my own creativity as a storyteller, the way ZoS creates classes in general grants a lot of liberty in terms of interpretation. In this case, my "necromancer" isn't a necromancer, she's a psychopomp. Her story is about finding herself being able to talk to dead people and guide their spirits to rest. Her class abilities help tell that narrative. On top of that, the gameplay mechanics of the class are easily the most interesting they've developed (even if they can be annoying sometimes).

    The solid design of the newer classes is part of why I was disappointed we aren't getting another new class this year.

    Meanwhile if my story narrative spins me as a summoner of the undead yet I can't even raise a simple melee warrior skeleton or zombie, hopefully you can see how traditional necromancer fans are kinda being put into the dirt here? As someone who is also storyteller and focuses highly on narrative; if I don't fit into the world's classification of what a necromancer is by being completely different than even the Novice Necromancer NPCs, how am I able to get in the mood to tell a proper story with my character?

    Also, not to mention the necromancer NPCs in game have completely different skills than we do as players.

    What gameplay and mechanics of the class are exactly new and interesting and healthy for gameplay? Aside from the transformation mechanic? A lot of what we see in the necromancer class is, ironically bare-bones and basic 'this deals damage' and 'this heals' skills. There's no flavor and barely any unique thematics aside from the Halloween skin on their otherwise very normal-mage-y abilities.

    As far as Im concerned they're a mix of templar and sorc skills except they're also the only class with 0 mobility options.

    The actual necromancer class is still present on the NPCs. All they had to do was take skills from them and turn them into player ones.
    Edited by WhereArtThouVampires on February 18, 2021 12:45AM
  • WhereArtThouVampires
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    My thoughts is that they made them way too cliché and "Hollywood spoopy" looking. Seriously, what's up with the blue-green lights, flying skulls, scythes, graveyard/tombstones and other weird things. That has never been necromancers in Elder Scrolls. Where is the flies, the rotting flesh, zombies, and other grisliness? Necromancy in TES is supposed to look gross, not "spoopy" (I'm also saying spoopy, because there's nothing spooky about it.)

    Exactly. It is a destruction mage who decided to purchase the over-the-top Halloween Visual Effects pack.
  • Netheniel
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    I'm rather impartial to the Necromancer class. As others have stated, I originally expected the class to behave more like a summoner with unique skills not seen in other classes. Its tactile approach to combat is also a hit and miss with me. You need to think about where the battle is going and plan your limited available corpses wisely. Some other quirks I have with the class:

    1. I'm not a big fan of active passive skills like having to summon skeletons and spirit menders all the time, especially if you morph them to both be on different timers. I would much rather have the Necro be given the unique ability to perm summon minions on the back bar, and have them take a portion of the Necro's magicka/stamina regen so the player has to carefully manage his resources, but be given access to a full compliment of skills on the front bar. Something unique like that.

    2. Bone Armor is a copy/paste skill from DK and Wardens. They could have done something more unique here, like distribute a portion of your damage received to your summoned minions.

    3. The Scynth is an alternate form of the Templar's Bitting Jabs. I would much rather have seen this skill do something unique, like create a "Death Sentence" DoT and/or debilitating effect on the enemy. Something cool and yet dangerous.

    4. Bone Goliath is a rather "notice me" ultimate. They also made the Vampire Scion identical to it, giving the ultimate less of a unique flavour.

    So yeah, it's a shame IMO, but it is what it is.
  • Starlock
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    Meanwhile if my story narrative spins me as a summoner of the undead yet I can't even raise a simple melee warrior skeleton or zombie, hopefully you can see how traditional necromancer fans are kinda being put into the dirt here? As someone who is also storyteller and focuses highly on narrative; if I don't fit into the world's classification of what a necromancer is by being completely different than even the Novice Necromancer NPCs, how am I able to get in the mood to tell a proper story with my character?

    You just have to work within the limits of the game system you're using. Sometimes, certain character concepts don't really work in a given game system. I tend to view that as a challenge to overcome or an opportunity to be creative and do something a little bit different. Still, issues like this are why I prefer classless systems in RPGs. Class-based systems tend to railroad you in to whatever the designer envisioned. Of the class-based RPGs I've played, ESO actually does a fairly good job in having a more open structure - mostly because there are lots of class-agnostic skill lines as well as item sets that can reinforce character theme and concept.
    Also, not to mention the necromancer NPCs in game have completely different skills than we do as players.

    Presuming I'm not mistaken, isn't it broadly the case that NPCs share some (but not all) of the PC skills? NPC necromancer has something like grave grasp, for example, but NPC necromancer has nothing like Bitter Harvest.

    There are definitely some NPC abilities I wish were PC abilities. The NPC alchemist throw flask thing makes me really want Alchemist class!
    What gameplay and mechanics of the class are exactly new and interesting and healthy for gameplay? Aside from the transformation mechanic?
    • Clearly-defined tank/damage/heal skill lines (this is also present in Warden and has been retrofitted, albeit poorly, onto the older classes)
    • More use of "while slotted" boosts on specific skills is neat
    • Good balance of magicka and stamina morphs (again, also present in Warden and retrofitted to older classes)
    • Skills interacting with dead bodies in a way I've never seen done in an aRPG before (e.g., Boneyard)
    • Tether mechanic, which is unique to this class and used nowhere else (excepting perhaps Guard sort of?)
    • Lots of abilities that interact with the justice system which prompted a revamp of some of this in general

    Not everybody likes it, which is fine, but from a game design standpoint? It's a step up regardless of how I personally feel about it. I think it is very odd they didn't include a permanent summon for this class, though I understand why that decision was made and it was probably the right call given players would have constantly whined about getting bounties in town with their summons (that's why sorc pets aren't in the justice system yet I wager). I also don't like how a lot of abilities are tailored for PvP and worthless in PvE, but that's an ongoing problem with this game not unique to this class.

    In any case, not really posting to argue, just presenting a perspective. Take or leave as one wills.
  • propertyOfUndefined
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    I love my necromancers (both mag and stam). I really enjoy the corpse gameplay, and I love their aesthetics. I only wish ZOS would fix the stalking blastbones morph so it receives an effect on par with blighted blastbones. Been waiting a really long time for that, but sadly still nothing...
  • LostHorizon1933
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    If I’m fighting Mannimarco in a tomb, i want to be able to raise the honored dead FIRST, as MY allies. “Get em Divad Hunding!”
  • Athan1
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    Necromancy is illegal and evil. Divines please show no mercy on these outcasts... Let them burn in the cauldrons of Oblivion!
    Athan Atticus Imperial Templar of Shezarr
  • WhereArtThouVampires
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    Starlock wrote: »
    Meanwhile if my story narrative spins me as a summoner of the undead yet I can't even raise a simple melee warrior skeleton or zombie, hopefully you can see how traditional necromancer fans are kinda being put into the dirt here? As someone who is also storyteller and focuses highly on narrative; if I don't fit into the world's classification of what a necromancer is by being completely different than even the Novice Necromancer NPCs, how am I able to get in the mood to tell a proper story with my character?

    You just have to work within the limits of the game system you're using. Sometimes, certain character concepts don't really work in a given game system. I tend to view that as a challenge to overcome or an opportunity to be creative and do something a little bit different. Still, issues like this are why I prefer classless systems in RPGs. Class-based systems tend to railroad you in to whatever the designer envisioned. Of the class-based RPGs I've played, ESO actually does a fairly good job in having a more open structure - mostly because there are lots of class-agnostic skill lines as well as item sets that can reinforce character theme and concept.
    Also, not to mention the necromancer NPCs in game have completely different skills than we do as players.

    Presuming I'm not mistaken, isn't it broadly the case that NPCs share some (but not all) of the PC skills? NPC necromancer has something like grave grasp, for example, but NPC necromancer has nothing like Bitter Harvest.

    There are definitely some NPC abilities I wish were PC abilities. The NPC alchemist throw flask thing makes me really want Alchemist class!
    What gameplay and mechanics of the class are exactly new and interesting and healthy for gameplay? Aside from the transformation mechanic?
    • Clearly-defined tank/damage/heal skill lines (this is also present in Warden and has been retrofitted, albeit poorly, onto the older classes)
    • More use of "while slotted" boosts on specific skills is neat
    • Good balance of magicka and stamina morphs (again, also present in Warden and retrofitted to older classes)
    • Skills interacting with dead bodies in a way I've never seen done in an aRPG before (e.g., Boneyard)
    • Tether mechanic, which is unique to this class and used nowhere else (excepting perhaps Guard sort of?)
    • Lots of abilities that interact with the justice system which prompted a revamp of some of this in general

    Not everybody likes it, which is fine, but from a game design standpoint? It's a step up regardless of how I personally feel about it. I think it is very odd they didn't include a permanent summon for this class, though I understand why that decision was made and it was probably the right call given players would have constantly whined about getting bounties in town with their summons (that's why sorc pets aren't in the justice system yet I wager). I also don't like how a lot of abilities are tailored for PvP and worthless in PvE, but that's an ongoing problem with this game not unique to this class.

    In any case, not really posting to argue, just presenting a perspective. Take or leave as one wills.



    See, but the issue there is the game system Im using is telling me 'This is what a necromancer is' meanwhile me, as a necromancer, am not anything like that. It's even more silly to try and explain in lore why my character can turn into a bone goliath, one of the hardest necromancer rituals in ES, yet not summon a zombie or melee skeleton.

    I can get why you view it as a challenge to design your character a certain way, but I see it as a lack of immersion. Every other ES game players have been able to learn the same exact spells and abilities NPCs have had. I don't see why this game should be any different.


    There are certainly similarities with NPC skills, like what you mentioned with grave grasp for example. However, the issue there is while it is similar, it is so unlike the NPC variation that it becomes *uncanny*, not to mention that the NPC variation is 10000000 times more useful. I'd love to create a zone of negative energy that pulls people into the ground or locks them down and summons a couple skeletal warriors after the fact.

    You are right that NPCs often share or have something similar with the classes. However, I believe this is an issue that plagues other classes than just Necromancer. For example, NPC sorcerers can summon dark magic tornados that look really cool and would fit amazingly in the dark magic line.

    Now onto your last points, though.
    • This is bad. The line being split up evenly among tank/heal/dps is not good design. Why? Because you run into the issue of the abilities behaving basically almost identically like other abilities from other classes that were meant to add flavor over 'it's a tank/dps/heal skill'. Take the damage line from Necromancer, for example. You have: Single target spammable, Delayed fireball, generic AoE skill, glorified dot, and generic but somehow worse AoE skill. Admittedly the very few skill interactions with corpses is what makes this line unique, but the corpse interactions are either very underwhelming or simply uninspired. Where as if we received a variety of minion-summoning from corpses? That'd be completely unlike anything a class has ever gotten before. You can go down each line in necromancer and do the same. There is no class flavor.
    • Agree with the 'while slotted' bonus, but that's a small thing that isn't too worthy of praise imo. It's a small, little niche. But nothing we havent seen before nor does it provide class flavor.
    • The issue with this one isn't the fact that there's a good balance of stam and mag morphs. The issue here is that Stam atm in necromancer is infinitely better than magicka and that's quite bad for a class that should function like Sorcerer. With magicka as a strong suit yet you can go stam to be a solid competitor.
    • This one I don't get why you listed as a boon as the very, very few corpse interactions Necromancer has are quite bare-bones and extremely not-cool or thematic. The example you give is boneyard. Throwing it over the corpse makes your AoE deal more damage. That isn't entirely unique and doesn't provide any thematic feel to the class. It's just a theme-less stat boost that does nothing for me as a Necromancer-lover.
    • The Tether mechanic is one of the worst mechanics introduced into this game atm as they rely on not only distance and positioning but a corpse. It's unique, but again, not necromancer-y or even thematic in the slightest. Why would I, as a necromancer, want to deal damage in a little puddle using the energy of a corpse instead of raising it? Also the tethers do very basic, bland stuff such as 'deal damage in area' and 'heal in area'. However, that's not to say I don't think they couldn't make it an actual thing that stands out really easily that would be *worthy* of your praise. What if the tethers rose the corpse they were draining and the healer one stayed close to allies and the damaging one actually went into melee to fight for the 13 seconds? (Their respective AoEs would be coming off of them for the entire duration) It'd solve the no-reanimation issue and provide an EXTREMELY unique skill. If tethers actually and did more than just 'Deal damage' and 'heal' then perhaps it'd be more thematic and unique. Also they wasted 2 skill slots on what could have easily been 1 skill with the tether.
    • I'll agree with the justice system interaction, I actually think this is extremely immersive and is one of my favorite changes. However, again, I wouldn't give all the credit for that system to the Necromancer design, though.

    I'm not trying to argue with you, @Starlock, although I would like your thoughts. I'm just trying to explain that those of us who wanted a traditional Elder Scrolls necromancer (like how we've been shown in game) got really shafted with the design of this class.

    https://www.youtube.com/watch?v=1S8GqQz6ZB4&ab_channel=CABLife

    I also recommend checking out this video by one of the class Representatives if you ever have the time. As they too don't like the design of the class and it really summarizes the feelings of those who hate the design.
    Edited by WhereArtThouVampires on February 18, 2021 2:48AM
  • GreenHere
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    Abilities & balance & whatnot aside, I'm not a fan of the overall aesthetic.

    It feels fairly tacky and kind of has a "Necromancy for edgy teenagers from the 90s" vibe. It's too much "spooky halloweeny time!" and not enough "vile magic to harness the powers of death and decay" for my tastes, personally. But I've never much been into necromancy in games in the first place, so my opinion is discounted here.



    (Sorry to any of the involved devs and artists that may see this!)
  • Kory
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    I have a stamina Necromancer, and I think that class struggles with sustain compared to Warden with bull netch. I'm not sure Mortal Coil even works to it's fullest extent outside of the healing, but maybe the stamina recovery tooltip is not good enough to even notice a difference when morphing that skill.

    Other than that, I enjoy it for what it is. I got the hang of "corpse management" and it's unique the way they designed it.
    Like others have said it can feel clunky and slow, but in my opinion that's why Necromancer needs to be one the tankier classes.
    Edited by Kory on February 18, 2021 3:04AM
  • peacenote
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    It's weird. I love this class even though many of the points here about how it isn't the greatest are valid. The tether is so annoying. I wish we had at least ONE permanent pet option. I actually dislike the justice system thing and have written multiple posts why so I won't repeat here.

    And yet, I have a necro healer, a necro tank, and a stamcro (PvP-focused) and I enjoy them all. Love the rez ulti, love throwing skulls at people and skeletons that explode, I like how the healing minion looks, the ability that steals souls to heal and generate ultimate is very satisfying, I like using my own synergies, and I like that it's a bit complex to use.

    Templar is still my favorite but my necros make me happy. I think maybe it resonates with me because they kind of play like healers with a lot of different abilities to squeeze in. There is always something to keep up/renew.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • Lumenn
    Lumenn
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    I like them. Everyone has a different play style and they don't seem clunky to me. I DONT like the fact that I'm always wondering if some random or even quest npc will trigger a bounty. A permanent summons WOULD have been cool, and more traditional, but death is all around us, not focused on one summons. The spirit of death can help ward damage, maybe appear from nowhere to attack you then fade back to the other side. Summon the ancient dead buried at your feet to weaken you. Having the dead cross the veil from all around to aid me and hinder you just to fade back is kinda cool too.
  • WhereArtThouVampires
    WhereArtThouVampires
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    Lumenn wrote: »
    I like them. Everyone has a different play style and they don't seem clunky to me. I DONT like the fact that I'm always wondering if some random or even quest npc will trigger a bounty. A permanent summons WOULD have been cool, and more traditional, but death is all around us, not focused on one summons. The spirit of death can help ward damage, maybe appear from nowhere to attack you then fade back to the other side. Summon the ancient dead buried at your feet to weaken you. Having the dead cross the veil from all around to aid me and hinder you just to fade back is kinda cool too.

    The issue is what you just described in the latter half of your statement isn't present in the necromancer at all, though.

    You don't summon any ancient dead buried anywhere because none of your abilities raise corpses.
  • renne
    renne
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    I enjoy playing my macgro but the skills are SUPER unreliable and we still don't have a secondary effect on mag blastbones.

    On the other hand times when the server is bad that doesn't really matter because you can't raise a blastbones to save yourself, then.

    LF BLASTBONES
  • Starlock
    Starlock
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    I'm just trying to explain that those of us who wanted a traditional Elder Scrolls necromancer (like how we've been shown in game) got really shafted with the design of this class.

    That's a fair assessment. Looking at the design of the game thus far, I guess I never really expected that personally. None of the classes in ESO really conform to "traditional" Elder Scrolls when I think about it. There are many types of spells and abilities that don't have much (or any) precedent prior to ESO as far as I'm aware. That's probably because this game is fundamentally an MMO and the design philosophy was different than for any other Elder Scrolls game. If they'd gone with a classless system I think we could have seen something closer to what you wanted - we could have all the actual schools of magic properly represented instead of weirdly sort of kind of not really represented in the various class/skill lines. I'm still annoyed there's no alteration staves when that would have made so much more sense for a tanking staff than refitting frost staves.
  • WhereArtThouVampires
    WhereArtThouVampires
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    Starlock wrote: »
    I'm just trying to explain that those of us who wanted a traditional Elder Scrolls necromancer (like how we've been shown in game) got really shafted with the design of this class.

    That's a fair assessment. Looking at the design of the game thus far, I guess I never really expected that personally. None of the classes in ESO really conform to "traditional" Elder Scrolls when I think about it. There are many types of spells and abilities that don't have much (or any) precedent prior to ESO as far as I'm aware. That's probably because this game is fundamentally an MMO and the design philosophy was different than for any other Elder Scrolls game. If they'd gone with a classless system I think we could have seen something closer to what you wanted - we could have all the actual schools of magic properly represented instead of weirdly sort of kind of not really represented in the various class/skill lines. I'm still annoyed there's no alteration staves when that would have made so much more sense for a tanking staff than refitting frost staves.

    That's fair. I guess the issue with the "traditional" elder scrolls experience is that in ESO the current Necromancer's aren't even like the NPCs in their own game. That's the problem, it's not that they aren't like ES necros from Skyrim or wherever. The game is actively telling and showing us what Necromancers are and the player class is just so different from that.

    If Necromancers in this game were portrayed like their class counter part, everything would be chill because then the lived experience would be the same as the world experience.

    At the moment there is some heavy cognitive dissonance between PC Necromancers and NPC Necromancers unlike any other class. Because at least they can fit into their npc archetypes. But Necromancers? Enemies outside of Elsweyr don't even use your skills.

    A classless system with schools of magic and weapons to specialize in would have been amazing, yes. Then they could have just opened up the NPC spells to the players and just categorize them by school.

    I still hate that magic users only have 2 options to choose from when they could easily at the very least toss a staff in for Alteration (tanking) illusion (support/utility) and conjuration (damage through summons).

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