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Anyone else feel that Necros are kinda..meh?

PieMaster1
PieMaster1
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Magicka Necro, felt I should say this before people tell me I should spec into that :smiley:

I tried to play it as long as possible but I gave up after today after hitting 50 lol. Too much micromanaging, keeping up with the tethers/consume corpses/summoning temporary monsters, just to stay on par with the other classes that are straightforward and don't have to juggle 7 skills. Damage doesn't seem to be enough, attacks just feel slow, corpses mechanic is ugh and this class has 3 main attacks? Slow as hell skulls, crappy blastbone pathing, scythe is the only half decent one but it's close quarters.

Was thinking of playing a DK, I haven't played one in a few years since my Xbox days but either that or Templar are better suited, tempo or speed wise. I tried nightblade but the main gimmick of that class is kinda taken away by stage 4 vamp and it's really good for pvp burst ganking type stuff, though that's it. Sorcerer, it's so and so.

That reminds me..why does a necromancer not have permanent combat fighters like the sorc does with the twilights? It seems to me this class isn't really a necromancer, more like a halloween based sorcerer.
Edited by PieMaster1 on July 31, 2023 12:38AM
  • wilykcat
    wilykcat
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    Yes
  • Aggrovious
    Aggrovious
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    One of the only classes in the game were you need to use all of the utility passives and abilities to perform such as Fighter's Guild, Mage Guild, Psijic Guild, and Vampire (mostly for PVP, but now more viable in PVE). This class usually uses the least amount of its own skill line because they do less damage, and I am ignoring Blastbones because it's a requirement to run this guy (who wouldn't want to run him anyways).

    Spammable has to be Silver Shards and the tethering skills are weak. One can argue the Scythe is good, but not really. It needs a buff. Buff this class.

    Lack of summoning undead followers as a Necromancer is a joke. If the Warden can have the Wild Guardian or the Sorcerer have two daedric pets, why must our "pet," only last for 20 seconds? Not to mention, the Archer and Mage are useless.
    Major Vulenablarity isn't that needed thanks to Arch Druid and Turning Tide. Granted, Necromancer tanks are one of the viable options for this class. If you look at trial groups, most of them do not have Necromancer DPS, and this is telling to the number of players that would rather play DK, Templar, Sorcerer, Warden, or Arcanist.

    Thank you for making Glacial Colossus's cooldown to 170 and the changes to Beckoning Armor plus Ruinous Scythe's hemorrhaging, but we need more. The nerfing of Rapid Rot has hurt this class a lot and at least two classes receive buffs to their damage output (Dk and Sorc).

    My suggestion would be to either increase Rapid Rot back to 15% or change the passive to 5% disease damage and 5% frost damage. Or simply making Flame Skull more effective over Silver Shards. You can also just give us a pet as an ultimate by revisiting the Reanimate>Renewing Animation. Would like to see a permanent "pet" that necromancers can resurrect. Using the environment would be a plus, but that's asking for too much from this game.

    Making a game fun should be a priority. Making a game balanced should not come at the expense of fun.
  • OtarTheMad
    OtarTheMad
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    Magcro is pretty bad, yeah.

    Skeletal summons really should be a permanent pet and have some special attack that make it worth slotting because it’s targeting is crap unless it’s 1v1.

    I’ve mentioned it before but I will here:

    Skulls needs to be sped up, by a lot.

    Skeletal summons needs to be permanent with a special attack. My idea was a special attack but also the summons has a fire cloak around it doing X damage to people within X meters. Keeping with the corpse mechanic every time it dies it still creates a corpse but also every X seconds a body part “falls off” creating a corpse.

    Blastbones- magicka morph now also does dot damage to enemies hit

    Graveyard- I doubt ZOS will increase damage but I would choose that or players hit by the self synergy also take dot damage as well as the synergy damage

    Tether- this ability is changed where you tether to what I call a Flesh Totem, you still need a corpse to attach to but you guarantee the full duration of the ability because you attach to a totem and not the corpse, so a player respawning doesn’t mess things up. Same change for heal totem.

    Fear totem- fears instantly and then pulses every 2 seconds after.
  • StarOfElyon
    StarOfElyon
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    Another problem with the tethers is that you can break them if you line of sight them.
  • p00tx
    p00tx
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    They really are a little meh right now outside of support roles. That being said, everything is pretty meh compared to Arcanists right now, understandably since they're the newest class.

    #freeZanshii
    PC/Xbox NA Mindmender|Swashbuckler Supreme|Planes Breaker|Dawnbringer|Godslayer|Immortal Redeemer|Gryphon Heart|Tick-tock Tormentor|Dro-m'Athra Destroyer|Stormproof|Grand Overlord|Grand Mastercrafter|Master Grappler|Tamriel Hero
  • Utt of the Freezing Tomb
    Magicka Necro, felt I should say this before people tell me I should spec into that :smiley:

    I tried to play it as long as possible but I gave up after today after hitting 50 lol. Too much micromanaging, keeping up with the tethers/consume corpses/summoning temporary monsters, just to stay on par with the other classes that are straightforward and don't have to juggle 7 skills. Damage doesn't seem to be enough, attacks just feel slow, corpses mechanic is ugh and this class has 3 main attacks? Slow as hell skulls, crappy blastbone pathing, scythe is the only half decent one but it's close quarters.

    Was thinking of playing a DK, I haven't played one in a few years since my Xbox days but either that or Templar are better suited, tempo or speed wise. I tried nightblade but the main gimmick of that class is kinda taken away by stage 4 vamp and it's really good for pvp burst ganking type stuff, though that's it. Sorcerer, it's so and so.

    That reminds me..why does a necromancer not have permanent combat fighters like the sorc does with the twilights? It seems to me this class isn't really a necromancer, more like a halloween based sorcerer.

    garbage class, i'm doing all with my necromancer, i tryharded this class its fake tank, fake heal, fake dd, fake pvp char
  • exoib
    exoib
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    "Halloween based sorcerer" best way to describe the class, well done. If you ask me the class needs a complete rework, for tanking this class is good, but other than that, all other roles are too tedious, for PvP this class is just too weak. 99% of the community will agree with me.
  • BasP
    BasP
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    OtarTheMad wrote: »
    Skeletal summons really should be a permanent pet and have some special attack that make it worth slotting because it’s targeting is crap unless it’s 1v1.

    Personally, I'd really not like having the Skeletal Mage and its morphs be permanent pets (because that would probably mean that they would have to be double-barred like the Sorcerer's pets and Warden's bear).

    To make the summon more reliable, I'm wondering if the skill would work better if it was similar to a Single Target DOT with a 22 or 28 meter range though? Meaning you'd have to cast it at an enemy and it continues to shoot arrows/spells at that target every 2 seconds for the duration. Though the summon would still move with the player, as it does now, instead of being stationary.

    I suppose the skill could still be broken by using LOS or moving out of its distance, but at least it will attack the player/monster you want to instead (as it does not appear to attack the closest enemy all the time).
  • OtarTheMad
    OtarTheMad
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    BasP wrote: »
    OtarTheMad wrote: »
    Skeletal summons really should be a permanent pet and have some special attack that make it worth slotting because it’s targeting is crap unless it’s 1v1.

    Personally, I'd really not like having the Skeletal Mage and its morphs be permanent pets (because that would probably mean that they would have to be double-barred like the Sorcerer's pets and Warden's bear).

    To make the summon more reliable, I'm wondering if the skill would work better if it was similar to a Single Target DOT with a 22 or 28 meter range though? Meaning you'd have to cast it at an enemy and it continues to shoot arrows/spells at that target every 2 seconds for the duration. Though the summon would still move with the player, as it does now, instead of being stationary.

    I suppose the skill could still be broken by using LOS or moving out of its distance, but at least it will attack the player/monster you want to instead (as it does not appear to attack the closest enemy all the time).

    Skeletal summons is so tricky because while I do agree about the permanent pet thing I don’t know how to make this ability better. Your idea isn’t bad, like the summons needs a target in order to be used.

    For fun I am trying to come up with “my version of Necromancer.” One way I did skeletal was this: everything was basically the same except the duration was 30 seconds, upon summoning the skeletal and the caster gain a Flame Cloak which would do DoT damage to all around both for the duration it’s alive. I also thought maybe every 5 seconds you can active a special ability on a target that does additional damage. Another idea was the same as this one but instead of 30 seconds, the duration would be 2 minutes.
  • Twohothardware
    Twohothardware
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    Necromancer could easily be one of the most interesting and fun classes to play in the game but several of the skills like the slow throwing skulls are clunky and need to be reworked and dead bodies should work more like Crux's do with Arcanist to build up your damage. Necro needs another burst damage skill after what they did to Graveyard. Using a bunch of low damage dot skills isn't fun.
  • BasP
    BasP
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    Necromancer could easily be one of the most interesting and fun classes to play in the game but several of the skills like the slow throwing skulls are clunky and need to be reworked and dead bodies should work more like Crux's do with Arcanist to build up your damage. Necro needs another burst damage skill after what they did to Graveyard. Using a bunch of low damage dot skills isn't fun.

    Hm, I do wonder what a Crux-system with corpses would look like. Perhaps the Dismember passive could be changed into something like this (and the increased Penetration could be added to Rapid Rot instead)?

    "When you create a corpse, you increase your Weapon and Spell Damage by 2% for 30 seconds, stacking up to 3 times. When you gain three stacks, the next Necromancer ability you cast consumes all stacks and deals 25% more damage or heals for 25% more."
  • BasP
    BasP
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    OtarTheMad wrote: »
    BasP wrote: »
    OtarTheMad wrote: »
    Skeletal summons really should be a permanent pet and have some special attack that make it worth slotting because it’s targeting is crap unless it’s 1v1.

    Personally, I'd really not like having the Skeletal Mage and its morphs be permanent pets (because that would probably mean that they would have to be double-barred like the Sorcerer's pets and Warden's bear).

    To make the summon more reliable, I'm wondering if the skill would work better if it was similar to a Single Target DOT with a 22 or 28 meter range though? Meaning you'd have to cast it at an enemy and it continues to shoot arrows/spells at that target every 2 seconds for the duration. Though the summon would still move with the player, as it does now, instead of being stationary.

    I suppose the skill could still be broken by using LOS or moving out of its distance, but at least it will attack the player/monster you want to instead (as it does not appear to attack the closest enemy all the time).
    For fun I am trying to come up with “my version of Necromancer.” One way I did skeletal was this: everything was basically the same except the duration was 30 seconds, upon summoning the skeletal and the caster gain a Flame Cloak which would do DoT damage to all around both for the duration it’s alive. I also thought maybe every 5 seconds you can active a special ability on a target that does additional damage.

    That does sound cool. I was actually thinking of something similar when I imagined what a Witchhunter class would look like in ESO a week or two ago and I was thinking of a "mini game" that could be added to one of its skills. Though the Witchhunter would summon either a Flame Atronach or a Frost Atronach (that applied Minor Brittle), depending on the morph, and both would require a target (like my idea above for the Skeletal Mage).

    But seeing as that will never come to pass, it'd be nice for a Necromancer :) For PvE I can imagine that a skill that would ideally be activated every five seconds might make its rotation even more tricky when paired with the Blastbone rhythm, but who knows.
  • aru
    aru
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    I cannot say anything about damage because I've never hit level 50 with a Necro but magicka was really a problem. Like just two skills draining half of your magicka is ridiculous!
  • kyatos_binarini
    kyatos_binarini
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    making pets permanent will reduce sources of corpses and probably will require additional skill slots
    Edited by kyatos_binarini on August 6, 2023 12:33PM
  • JerBearESO
    JerBearESO
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    It would be nice if Necro pets could be multisummoned in some way, other than the res ult morphs, so we can have an actual army of undead
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    BasP wrote: »
    Necromancer could easily be one of the most interesting and fun classes to play in the game but several of the skills like the slow throwing skulls are clunky and need to be reworked and dead bodies should work more like Crux's do with Arcanist to build up your damage. Necro needs another burst damage skill after what they did to Graveyard. Using a bunch of low damage dot skills isn't fun.

    Hm, I do wonder what a Crux-system with corpses would look like. Perhaps the Dismember passive could be changed into something like this (and the increased Penetration could be added to Rapid Rot instead)?

    "When you create a corpse, you increase your Weapon and Spell Damage by 2% for 30 seconds, stacking up to 3 times. When you gain three stacks, the next Necromancer ability you cast consumes all stacks and deals 25% more damage or heals for 25% more."

    I would go higher then that, 2% stacks up to a maximum of 3 is not much compared to how Arcanist skills almost double in strength with full crux, something like 50 more weapon/spell power for every fresh corpse within 30 feet up to a maximum of 10 corpses would be more appropriate.
    Edited by TX12001rwb17_ESO on August 6, 2023 3:57PM
  • BasP
    BasP
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    BasP wrote: »
    Necromancer could easily be one of the most interesting and fun classes to play in the game but several of the skills like the slow throwing skulls are clunky and need to be reworked and dead bodies should work more like Crux's do with Arcanist to build up your damage. Necro needs another burst damage skill after what they did to Graveyard. Using a bunch of low damage dot skills isn't fun.

    Hm, I do wonder what a Crux-system with corpses would look like. Perhaps the Dismember passive could be changed into something like this (and the increased Penetration could be added to Rapid Rot instead)?

    "When you create a corpse, you increase your Weapon and Spell Damage by 2% for 30 seconds, stacking up to 3 times. When you gain three stacks, the next Necromancer ability you cast consumes all stacks and deals 25% more damage or heals for 25% more."

    I would go higher then that, 2% stacks up to a maximum of 3 is not much compared to how Arcanist skills almost double in strength with full crux, something like 50 more weapon/spell power for every fresh corpse within 30 feet up to a maximum of 10 corpses would be more appropriate.

    That's true, but Fatecarver hardly deals any damage if you don't have Crux while Stalking Blastbones for example is already pretty good (in PvE at least). Hence I was thinking if only increasing Weapon and Spell Damage by 6%, which is the same percentage as Templars get from their Balanced Warrior passive, along with the 25% increased damage/healing to one skill every 10 seconds or so.

    Not that I'd mind a bigger buff though :)
  • Tessitura
    Tessitura
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    I think the angle of perma summons is a bad one. Necro would feel way better with a army. It's skills should rev up damage, slowly calling more and more skeletons to the field until you have a small squad. Then you gotta keep cycling in new summons to replace the lost ones.Thats how it should work. Lot of expendable fodder. The corpse mechanic should be used to make more minions not power up *** spells no one uses.
  • KaosWarMonk
    KaosWarMonk
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    Yep.

    Why for the love of god they aren't a proper pet class boggles my mind. Ultimates should be an undead pet and some sort of lich form.

    And lose the carnival effects on their abilities whilst you're at it.
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