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your thoughts on the necromancer class?

  • 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).

    Responding to the bold:

    An Alteration staff is *exactly* how staff tanking should work in this game, not that ice staff non-sense.

    As far as the thread in general goes:

    I am a fan of necromancers, in any RPG or fantasy game I play. My very first MMO was EverQuest, and my very first character was a Druid, but I also created a Necromancer alt, because I loved the pet dynamic. Later, it became a Shadow Knight. Diablo 2; Necromancer. Magic: The Gathering; a green / black reanimation deck that was necro-druidic themed. Morrowind; necro-assassin. Oblivion; 2 handed necro-warrior. Skyrim; dual-wielding necro-warrior. Give me an RPG to play, and I will play the necro style character. Necromancers are my favorite RPG class forever and always.

    When ESO first came out, I was disappointed that there was no necromancer class (or that there were only desto and resto staves, and no Alteration or Conjuration or Illusion, as you pointed out), so I ended up with the Nightblade, as their sap and drain abilities, cloaking, and shade abilities were the closest thing in the game to a necromancer (and in some ways, still more of a true necromancer than the actual necromancer). I played ESO off and on until Elsweyr came out with an actual Necromancer class, and I came back at the end of 2019 to make my necro and test it out.

    The first thing I will say is that the Necromancer *is* my favorite class...

    The next this I will say is that... it's kinda by default.

    For one, I don't really like the class system in this game to begin with. The way the game is designed, even with the "open" class system, if you're doing group content, all builds end up pretty much the same anyways. You are expected to run specific effects based on your role, and whatever your class doesn't have, you just supplement with weapon abilities. So outside of the graphics effects of the specific class, there is really no variety in builds. For example, my main is a necro tank that I built after Elsweyr, and even if I'm not using the Puncture taunt, I'm still getting the same Breach / Fracture effect from Unnerving Graveyard. I might not use Shield Slash, but I'm getting the same Minor Maim effect from Grave Grasp. I still am using CC, its effect is just a totem. I'm still using Major Resolve, the effect is just bones that come out of my back. I'm still using sustains and self heals and damage mitigation, the effect is just a little ghost floating next to me, or a magical rope from me to a nearby corpse. There might be some minor individual aspects of each class - for example, my Necromancer has a Major Vulnerability debuff, or a massive health buff in the form of Goliath, but again, these really act as generic effects. The only real unique gameplay elements of the necro class is the ult generation from Bitter Harvest and its morphs, or the group res.

    All classes suffer from this, so it's not really a Necromancer exclusive complaint. It's my complaint about ESO in general. There is a lot of talk of "open" classes, but really, the openness comes down to cosmetics and aesthetics. In practice, every character within a certain role plays the same way.

    As far as the Necromancer itself? Well, it's my favorite class because thematically, I get to be a necromancer. But as has been pointed out, it's a pretty underwhelming incarnation of a necromancer. To this day, I'll never understand how, in a game with permanent pets, Necromancers aren't among those with perma-pets. The summons that we do have, being temporary, are just glorified buff effects, and one is a very underwhelming DOT. Too many of the abilities are taken directly out of Diablo 3 (Scythe, Blast Bones, Bone Armor, corpse mechanics), and as has been said in here many times, so much of the abilities that the class does have resort to very cheesy, corny graphical displays that cheapen the actual aura of darkness of a necromancer.

    I don't want a giant colossus. I want an ult that allows me to res fallen enemies to fight for me, even if it's temporary. This would greatly forgive the temporary summons we already have if the Colossus ult was instead an aoe res ability that would res fallen enemies to fight for us, with buffs if you wanted to have the same Major Vulnerability effect of the colossus.

    I have 3 necros - a tank (my main character), a healer, and a mag dps. I do enjoy the class, and I do enjoy all 3 of my necromancers, but in the end, not really significantly more than I enjoy any of my other class characters, because at the end of the day, regardless of the graphics effects the abilities have, or the cosmetic aesthetic I give my characters through style pages and motifs, they all end up playing the same with within their roles anyways, and any of the "open" class potential this game claims is ultimately wasted by needing to slot the same stuff in the end anyways.

    As a fan of Necromancers in all games, card games, etc. This is very well said and summarizes how we Necromancer fans feel about the ESO version of a necromancer.

    Don't forget they make it even worse by throwing necromancer NPCs at us constantly that deal things we cant even dream of. Heck, even in the Necromancer trailer they show off NPCs summoning hoards of zombies, skeletons, and even bone colossuses.
  • LadyLethalla
    LadyLethalla
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    I levelled a magcro and never played him. Don't really like the class, but my problem is that I'd rather play my main (NB) to get those achievements. For content I struggle on, I might play my magsorc.
    Absolutely hate them in PVP though, since they're a b**** to kill.

    However, if class change tokens were available I'd consider changing my main to a necro. Most likely a sorc though.
    x-TallyCat-x // PC EU DC - For the Covenant! // ESO Platinum trophy - 16th May 2017.
    Melbourne Australia - the land of Potato Internet.WTB ESO OCEANIC SERVER
  • Ermiq
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    It seems like some people here expected a regular AFK power fantasy necromancer, but ZOS gave them a piano-keyboard necromancer.
    I'm glad that ZOS made it this way. I don't play it, but I main magwarden which is somewhat the necro's closest analogue gameplay-wise.
    However, I was strictly against necromancer class in ESO because of lore and ESO story plot reasons, and I still would like to not see them in the game.
    One of the two of us definitely has gone mad. It only remains to define whether this one is the whole world or just me.

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    Sick&tired of being kicked off from your house when you complete a dungeon? ComingBackHome addon is what you need!
    Me is russian little bad in english :b
  • Iccotak
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    Iccotak wrote: »
    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.

    From what I remember in a stream, lore reasons were absolutely one of the reasons why they did not go with Dragons.
    It made Zumogfum and Fang Lair more unique encounters, if everyone could summon undead dragons than that would have made those encounters not special.

    Dragons are supposed to be rare beasts in Tamriel that inspire awe and fear. The appearance of even one bone dragon in Fang Lair was supposed to be nuts. If every other player could just pull a dragon skeleton out of the ground, that would greatly diminish their wow factor, and not really fit with their place in ES lore.

    There is already a "Dragon themed class" let the necromancer have all the undead stuff - a Flesh colossus makes Way more sense than conjuring Dragon Bones.

    But it isn't an actual skeletal dragon. Much like the skeletal dragon pets running around, it was simply going to be a collection of bones animated in the shape of a dragon.

    The zumogfum encounter is already not special cause he dies in 10 seconds, most times before he can even cast the dragon ability.

    There is no wow factor.

    "This construct resembles a great and fearsome Bone Dragon in miniature, but it's actually a product of the Necromancer's art, assembled from modern bird and reptile bones and then reanimated. And no, you can't teach it to play “fetch."

    That's the description of the pet. It's silly to assume the breath ability with the skeletal dragon couldn't work in a similar manner.

    If they really want to preserve 'dragons' then they should also get rid of the skeletal dragon pet and bones you can put up in your house since they're so rare.

    A Dragon themed pet is not equivalent to all players being able to summon an undead dragon for combat - which is what you're asking for, just using the "it's not really a dragon" argument as a way to justify it. No that is not a good excuse for it to be there.

    You have an emote for it, let's leave it at that.
  • ZaroktheImmortal
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    MyKillv2.0 wrote: »
    It’s a dead class.

    ...see what I did there? :D

    Very punny.
  • Iccotak
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    Ermiq wrote: »
    It seems like some people here expected a regular AFK power fantasy necromancer, but ZOS gave them a piano-keyboard necromancer.
    I'm glad that ZOS made it this way. I don't play it, but I main magwarden which is somewhat the necro's closest analogue gameplay-wise.
    However, I was strictly against necromancer class in ESO because of lore and ESO story plot reasons, and I still would like to not see them in the game.

    Exactly, I am actually really glad they did not go the route of summoning a dozen undead minions.

    we already have classes with perma combat pets, certainly did not need another as we know how much players complain about those.

    I like the idea that the undead minions you summon are finite and deteriorate. There are actually tactics involved with the necromancer which I prefer. I'm glad that they tried something New instead of just doing what all the other Necromancer classes do.

    Also I am getting tired of having to link this post ZOS did on class identity because these threads almost always deteriorate into hating on the class system.
    https://www.elderscrollsonline.com/en-us/news/post/57025
  • Toanis
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    The problem is that in fantasy, including TES and ESO, necromancy is as the act of raising the dead to do your bidding, and this is what players expect. But would it really be a fun class to play? Sitting all day in a tomb, quite literally making friends?

    Necromancy is an actual term that was used in real life. In antiquity it was describing ceremonial "magic" that used the dead for divination, by either consulting with their spirits or using human remains as tools. The rasing the dead aspect as a blasphemous form of resurrection was invented by the Inquisition much later.

    ESO's Necromancer class is that classic type fom antiquity transplanted into a world of magic. They use the dead as tools, not only as animated companions. Rename them to Warlock and it would be a perfectly fine class.
  • volkeswagon
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    I like the healing ultimate skill but that's it.
    Edited by volkeswagon on February 19, 2021 7:37AM
  • Urvoth
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    It feels like it was designed in front of a parse dummy.
  • Michaelkeir
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    I’m a huge rpg necromancer fan. Always have been in every game that allows me the option. Started playing eso way back when thinking that necromancy as a skill line would be added a few patches in. Started a pet-sorc and mag-blade as a substitute.

    My thoughts on the necromancy class can be summed up as “Discount Gimmicky Necromancy”.
    I have several necromancers. Tank, magic DPS, stamina DPS, and healer. I play both pve and some pvp.

    I had high hopes for the class I really did. I was sadly let down after the class dropped. My main issues are as follows:

    -No real pets.
    I don’t even have to have permanent pets. But at least increase the duration of them and give them more than 1 or 2 attacks. As they are nothing but glorified dots and this was the devs stated intention in a live stream. Give them 60 sec duration at least.

    -No melee pet option.
    Whose idea was it to not give them a melee pet. Every and I mean EVERY npc necromancer in the game (and most all necromancers in gaming) can summon a sword swinging skeleton. Magic necromancers primarily attack from ranged. Having melee pets rush in to distract the enemy while you throw attacks at range just makes sense. Give them a charge ability to close the gap on enemies and a single target and cone attack (the 2-handed sword or axe skill line is a good example.

    -No curse or disease dots.
    It’s like a staple skill for necromancy. I’m not talking about no tether either. A curse dot. Similarly to what the sorcs have. I have to resort to the soul skill line to get my necromancy themed dot.

    -No Ultimate summon.
    Instead of summoning half a flesh atronach we should be able to summon a whole one (but smaller) that rushes a target and begins smashing them. Has a single target and AoE attack that deals physical damage. Have it cause some type of major debuff and you have yourself a decent summon.Last for 35 secs.
    Stamina morph summons a Putrid Flesh atronach instead that also deals AoE disease or poison damage around it.
    Magic morph summons a Flaming Bone Goliath instead that deals an AoE of fire around it.

    —An exploding skeleton???
    Never really understood this one. How does a skeleton explode. Change the skeleton to an exploding zombie and now you’d be cooking.

    Summon zombie - Summons a zombie that rushes your target and begins to melee them and use vomit attacks. After (x) secs or the zombie is killed, the zombie explodes leaving an AoE pool on the ground for (x) secs.
    If used on a corpse the zombie summoned is empowered with more damaging attacks and last (x) seconds longer.
    Stamina morph leaves a poison AoE pool upon death that deals (x) damage for (x) secs.
    Magic morph leaves a blueish hellfire AoE upon death that deals (x) damage for (x) secs.

    -No drain life skill?
    Draining the life from a live target is another necromancy skill I’d like to see. Not sure how the devs missed this.
    Life Drain (replaces Restoring Teather)- Attach a beam of life stealing energy that deals (x) damage on targets for (x) secs and heals the caster for (x) hp. Damage increases by (x) amount based on targets missing health. Built in class execute.
    Stamina morph also siphons stamina from the target.
    Magic morph also siphons magic from the target.

    I could go on with a whole class rework but I’d rather not waste the time. But the devs sadly tried to be unique and to me they failed. They did the same with vampire class but I’m not going to start with that.

    I honestly love the class but it saddens me knowing that it could have been so much better than its current form. The sorc seems more necromancer than the necromancer class itself. The sorc pet summons should be timed based in my honest opinion and the necromancy pets not based on a timer. But we can’t go back now and the devs seemed hell bent on not budging on an idea no matter how we as the community might feel otherwise.
  • WhereArtThouVampires
    WhereArtThouVampires
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    Iccotak wrote: »
    Ermiq wrote: »
    It seems like some people here expected a regular AFK power fantasy necromancer, but ZOS gave them a piano-keyboard necromancer.
    I'm glad that ZOS made it this way. I don't play it, but I main magwarden which is somewhat the necro's closest analogue gameplay-wise.
    However, I was strictly against necromancer class in ESO because of lore and ESO story plot reasons, and I still would like to not see them in the game.

    Exactly, I am actually really glad they did not go the route of summoning a dozen undead minions.

    we already have classes with perma combat pets, certainly did not need another as we know how much players complain about those.

    I like the idea that the undead minions you summon are finite and deteriorate. There are actually tactics involved with the necromancer which I prefer. I'm glad that they tried something New instead of just doing what all the other Necromancer classes do.

    Also I am getting tired of having to link this post ZOS did on class identity because these threads almost always deteriorate into hating on the class system.
    https://www.elderscrollsonline.com/en-us/news/post/57025

    The issue isnt the necromancer's minions being finite and deteriorating. The issue is the lack of variety in summons.

    They could have easily made necromancer have a variety of undead minions and a nice ability-weave play style in combination with summoning temporary minions. At the moment there just isn't that.

    And many people would disagree with you since the people who wanted a necromancer class in the first place wanted a traditional necromancer as shown in game. One that summons undead, debuffs, etc.
  • WhereArtThouVampires
    WhereArtThouVampires
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    Ermiq wrote: »
    It seems like some people here expected a regular AFK power fantasy necromancer, but ZOS gave them a piano-keyboard necromancer.
    I'm glad that ZOS made it this way. I don't play it, but I main magwarden which is somewhat the necro's closest analogue gameplay-wise.
    However, I was strictly against necromancer class in ESO because of lore and ESO story plot reasons, and I still would like to not see them in the game.

    It seems some people here forgot that people expected to get a necromancer class like the ones in the game they're playing.

    Nobody here wanted an AFK power fantasy necromancer, but good job inserting false statements. Sorry people wanted the necromancer to play.....like a necromancer.

    People just wanted a necromancer that played like the NPCs, summoned undead, drained life, debuffed people. Not what we got.

    Also I feel like your opinion on this topic or the class in general doesn't matter since you admit in your statement that you don't even play the class and didn't even want it in the game because of lore reasons. So, like, how the heck do you even know what it's like to play the class? Why are you even here giving opinions on the design of a class you don't care about and don't play? Seems like a bait.

    And you actually have the nerve to imply the ones who are actual necromancer fans are the ones in the wrong? Lol.
  • Kory
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    When a player uses the Re-animation Alt and they raise other players from the dead, it would funny (and cool) if they were temporarily skeletal bodies for like 20 seconds. Makes it look like those players are the Necro's minions lol
  • khaoticfury
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    My thoughts on Necromancer:

    I main a magicka Sorc, and am currently running a one bar group healer setup, and other bar solo dps setup. It is extremely successful, but I wanted to try the Necro with same idea.

    For the healer bar, the necro does just as good as my sorc, EXCEPT the necro ultimate that rezzes players is far superior. Sometimes the boss has constant interupts or attacks, and rezzing can be difficult to say the least. But, in solo dps, nothing beats the sorc shield and ease of use for the abilites. I did a world boss on both characters to see difference. The necro died after a few rotations, but the sorc powered thru and killed the boss.

    I would say if you are JUST going healer, Necro is superior. If you want to solo, the Sorc is king.

    Add in the annoying "criminal act" mechanic, and it was an easy decision for me. I will be sticking with my Sorc.

  • Misty
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    My necro has great survivability and can stand toe to toe with the best, but my word it takes forever to put some things down.
  • regime211
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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.

    Lmao blast bones is still buggy and ever seen they changed the path it isn't doing the damage it should be done at long distance.
  • regime211
    regime211
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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.

    Animate blastbones ultimate summons blastbones.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    It is not a Necromancer, it is a parody of one and by that I mean the difference between it and a proper TES Necromancer is the same difference between an actual Witch and someone who dresses up as one for Halloween, take for example their class abilities, now tell me why is a tool used to harvest wheat a part of their abilities? that is a symbol to depict the Grim Reaper not a Necromancer and why do they in a most cartoonish fashion summon Gravestones? not to mention the Bone Goliath is kind of dumb looking, is the class supposed to be scary or is it supposed to be cute?

    If you want to be a proper Necromancer such Necromancy is already present n the form of the Soul Magic skillline, what do you think your doing when your Burning someone's soul with Soulstrike or Soul Trapping someone or resurrecting another player using a Soul Gem? that is proper Necromancy.
  • Josira
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    I can only give a pvp perspective. so uhh...
    Depends on who you ask. so many see just the stamina necromancer,and will shout without end about it being broken or overpowered....and do the thing that peeves me off the most..refer to stam necromancer as just "Necro"
    Others,who have mained both stam and mag will say that the disparity between the two is obvious,but more to do with Stamina having better weapon options that feed into the necro's skillset quite nicely.
    And then there are the Masochistic Mag Necro mains,who will tell you there is only one build that is worth running...and good too but..then its the only build that is worth running.

    Like all Classes,Necro has an abundance of "these skills are useless,or situational at best. dont slot them" however,pvp damage dealer wise,Mag Necro has quite a few. and lacks quite a few things it has to get from other sources. You will need to get Entropy at the very least. its lack of damage,reliable stun and burst, and decent spamable means its better off at a support damage role or a full healing role,one of the things I would say its best at,especially if there is cordination,allowing for the rez ult to actually function. if there is no cordination,Bone Colossus with a healing setup is rather good.

    Personally,how I found it as a class?
    Its shite. I wanted to like it so bad. Necromancers are some of my fav characters to play in any fantasy setting. Heck my favourite dnd character Ive ever made is a necromancer,and my first dive into playing a wizard in 5e.
    As some people have said above,its not like the npc's. You cant Summon Zombies,or Flesh Atronach's...you cant summon lich crystals,or anything like that.
    But its the functionality that gets to me.Playing Magicka Necromancer's without using the one meta build for them is painful. excruciatingly painful. I tried Mag Necro on the first pts they released on,before any additional pts patches,and Blastbones was...actually strong enough to give Mag Necro's decent damage in pvp. Was being the word. it was nerfed the next week of the pts. then some more the next week...then some more.
    But in reality,it shouldnt of had to rely solely on that skill to of done damage. but it did the first week of that pts.
    And some skills that are still here now,that have...been nerfed despite their uselessness, are still horrendesly badly designed. The Scythe for example. That skill is also one of the very few bad animations that the Necro has,as one thing I have liked about the Necromancer,was their art and animation. The Scythe being the exception to this.

    Tldr: The Necromancer is just a worse sorcerer. it feels like how Mag Dk's used to be before they got Coagulating Blood changed to be based of spell damage and max magicka. eccept,instead of healing being the problem,its damage.
    Just play a Mag Sorc for a better,more fun experience. Or play Skyrim or Oblivion with mods for the necromancer experience in TES.
    "BlooD FReNZy TicKS aLL thE BoXes of WhaT iT mEanS tO bE a VaMpiRe"
  • QuebraRegra
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    Kory wrote: »
    When a player uses the Re-animation Alt and they raise other players from the dead, it would funny (and cool) if they were temporarily skeletal bodies for like 20 seconds. Makes it look like those players are the Necro's minions lol

    at least from an appearance perspective, it's already in game.. How many times have I been turned into a skeleton by BLACKHEART? ;)
  • WhereArtThouVampires
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    regime211 wrote: »
    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.

    Animate blastbones ultimate summons blastbones.

    That doesn't count and if you're using that ultimate for that morph you are quite literally trolling with your build.
  • Seraphayel
    Seraphayel
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    Most offensive skills are a joke and look horrible, specially the Scythe and other stuff from that tree. Healing skills are dope and so are the tanky ones.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • DreamsUnderStars
    DreamsUnderStars
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    It's my favourite class. I always love necro classes in games.
  • WhereArtThouVampires
    WhereArtThouVampires
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    It's my favourite class. I always love necro classes in games.

    You must be quite disappointed then since Necromancer is quite literally the worse rendition of necromancer in any video game.
  • Josira
    Josira
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    I'll say this. Summon Skeletal Mage should give major sorcery. Scythe should be an execute with a better animation,and you should be able to use the Siphon skills on enemies for a cost,removing the cost of the skill when cast on a corpse.
    Magicka Blastbones should have a better effect,even if its just more damage without any extra requirements,and Animate Blastbones Ult Morph should be less ultimate,around 75-125,but not resurrect allies anymore because of it.
    "BlooD FReNZy TicKS aLL thE BoXes of WhaT iT mEanS tO bE a VaMpiRe"
  • Tsar_Gekkou
    Tsar_Gekkou
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    They seem okayish kit-wise for tanks and dps (drunkbones is still drunk sometimes), but I hate how they ruined the endgame by making people so over-reliant on them for the atro ult. Back in the day group comp was a bit more flexible, but when necros came out, you either had a bunch of them in group, or people didn't want to join that group because necros babied people so much in content they normally couldn't clear without major vulnerability. I still think necros were the worst thing to happen for the vet trial scene, especially since a lot of people got arrogant and big-headed when they started putting up scores that they'd never reach with no necros in group and looked down on people who didn't stack their raid teams with them. I do wish the healing was less gimmicky though. I converted my magcro dps to a healer and i'm just not feeling it.
    Xbox NA healer main
    vAA HM | vHRC HM | vSO HM | vMoL HM | vHoF HM | vAS+2 | vCR+3 | vBRP | vSS HM | vKA HM | vRG HM |
    Flawless Conqueror | Spirit Slayer | Dro-mA'thra Destroyer | Tick-Tock-Tormentor | Immortal Redeemer | Gryphon Heart | Godslayer | Dawnbringer | Planesbreaker |
  • Knockmaker
    Knockmaker
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    Some nice suggestions here. Like I said earlier, the biggest issues are low class identity, and certain skills being extremely glitchy such as spirit and blastbones. blastbones is literally close to being a no-use skill since it bugs out almost 8/10 times and being extremely slow.
  • tenryuta
    tenryuta
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    We can't buff our minions or even use the same CC and debuff abilities necromancers have.

    we.. can.. buff.. them.......... with the most questionable ever conceived.. buff? cc? whatever emp grasp and its other wacky morph is(unbone is superior in debuff which in turn buffs the you and the almost always lizard skeleton)

    wish they replace colossus or goli with knight/assassin/mage perma summon(morphs wouldnt make it better, just change the summons skills and redo old mage as temp/perma/empowered reanimate(not to be mistaken with the ultimate), and i wish it would a catchem all function(collection with lock prefered summon as reanimated summon, like outfit station but for skills:))
  • tenryuta
    tenryuta
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    Starlock wrote: »
    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.

    sadly this is true for everything else too(dw seems to be the same though:/), npcs use locked animation skills, and we have very unepic hopping uppercut(bdos warrior 2h uppercut is leagues more beautiful), reverse*barf*, crit charge.. itll do, i guess, and the cleave.

    but timing every single skill to lock out animation canceling for thematic combat over MOAR meter numbers... would be awesome>:D(damage on the impact point not on skill use like it is now, im looking at you, hax imbue users, causing paradoxes by imbuing after you the attack<_<, which i see suggested when reading up on the skill in reddit and these forums, seriously just make it a toggle like mend with the same math to follow light/heavy attacks)
  • MrDenimChicken
    MrDenimChicken
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    I think the class is a pretty big disappointment. You would think they would be able to like, summon skeletons or something from mobs they kill, and then those skeletons would be your pet for a long time. Instead they have "pets" that last like 20 seconds max. Doesn't really feel all that necromancer-y
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