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Necromancer skeletal mage

Greek_Hellspawn
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This skill (and many other necromancer skills) needs some buffs.

What i propose is a simple buff that this skill and it's morphs grant major sorcery/brutality while slotted on either bar.

It will make it worth a slot in pvp and give the class some identity by using a class skill instead of something generic like degeneration/rally.
Edited by Greek_Hellspawn on August 17, 2023 2:36PM
  • CameraBeardThePirate
    CameraBeardThePirate
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    By my count, this is the 30th "Necro Needs Help" post since the U38 PTS.

    What has ZOS done? They reduced the cost of their ultimate a bit and increased the damage of a spammable that has a myriad of functional issues. They also gave an increase to the duration of an ability that will counterintuitively reduce its own duration if recast anyways. Have fun.

    @ZOS_Kevin The state of necromancer is sad, and has been sad for months, yet despite the huge amount of feedback (over 30 posts), nothing has been done, and the team hasn't even indicated that they have any plans to fix the class, nor have they indicated that they understand just how bad the necromancer is right now.

    It's silly that they lack required named buffs that every other class has.

    It's silly that their main abilities cannot proc sets, despite not actually counting as pets and not being commandable with the pet keybind.

    It's silly that both of their class stuns are completely unusable, with one being bugged for well over 6 months now.

    It's silly that the tethers are completely useless in any sort of mobile encounter.

    Has the feedback been heard? If so, why was nothing substantial done in U39's PTS, despite much more substantial changes occurring to classes that were already in a good spot? Why was nothing substantial done in U38 despite the feedback and pleas for change dating back before that?

    We need communication on this. Necromancer is in arguably the worst place a class has been in the history of the game.
    Edited by CameraBeardThePirate on August 17, 2023 3:45PM
  • Necrotech_Master
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    whats funny is the skeletal mage/archer were actually nerfed with u35, and they were sub-par before that lol
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • CameraBeardThePirate
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    whats funny is the skeletal mage/archer were actually nerfed with u35, and they were sub-par before that lol

    Even worse - they were nerfed to fit into an arbitrary "DoT Standard" even though they are direct (pet) damage abilities.
  • IncultaWolf
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    I've even started seeing threads over on reddit about people complaining about necromancer and wanting a rework/redesign of the class. Necro really does need a LOT of help to be competitive in pvp again
  • Nser
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    Barspace is tight so id rather see the sorcery go on a skill thats mandatory on your current bar layout.
    Perhaps the armor buff base morph should get it since there is currently no skill that grants both resolve and sorcery/brutality at the same time, giving necro something unique
  • LukosCreyden
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    Maybe Q4 will finally see something happen? Or maybe they will say something like "we don't want to make big sweeping changes to class balance this update". Hm.
    Maybe... 2024 Q1? Who knows at this point. We could be waiting another whole year for anything to happen. Really, I have never let my eso plus sub drop for any length of time before, until this year.
    Struggling to find a new class to call home.Please send help.
  • Turtle_Bot
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    I like this one since iirc the mage/archer leave corpses don't they? That way its another corpse generator to allow more corpse procs of other skills.

    I will say this though for those expecting a big rework/fix for the class, don't hold your breath for it. Sorcerer was completely dead in PvP for 2 full patches (U35/36) before it got even the smallest buffs and the things it has gotten have only enabled stamsorc to run the OP proc sets (Masters DW/vate ice/maarselok/dragons appetite) that every class already runs (magsorc still struggles a lot now that mara's can't carry it anymore). Warden and NB both took months if not years to get buffs to make them playable/strong same with DK, so I doubt necro will get anything good anytime soon even though I would love to see the class get some good QoL buffs/fixes such as major sorcery/brutality, make skulls speed faster, fix blast bones AI, improve reliability of agony totem, make mage/archer count as both DoTs and pets, etc.
  • Lalothen
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    I think one of Necro's big problems is the reliance on corpse generation to do things that other classes can do without such a glitchy, handicapping hoop to jump through. It would be so much better if "corpses" were instead a counter-based buff as crux is with Arcanists. Boiling it down, Crux is basically the corpse mechanic 2.0; it's far superior, mobile, less glitchy, doesn't suffer from the problem of multiple necros inadvertently stealing each others' corpses, etc.

    If I was to do a Necro overhaul that's the first thing I'd change, but to differentiate from Arcanist I would have it so skills that currently use 1 corpse would remove 1 corpse from the counter stack rather than all of them, with multi-corpse skills using all of them - and as with arcanist you'd only be able to generate corpse stacks in combat + they'd have a 30s duration. Then I'd make it so that corpse-fuelled damage tethers tether to your tab or reticle target, and healing tethers would either become ground-targeted or tether to a friendly target.

  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    I think a fantastic buff would be to make Necromancer skills more powerful based on the amount of "Death" in the vicinity, sort of like a crux system but with corpses.

    For every corpse within 10 meters of the Necromancer certain Necromancy skills will become 10% more powerful up to a maximum of 30%
  • Poss
    Poss
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    I think a fantastic buff would be to make Necromancer skills more powerful based on the amount of "Death" in the vicinity, sort of like a crux system but with corpses.

    For every corpse within 10 meters of the Necromancer certain Necromancy skills will become 10% more powerful up to a maximum of 30%

    Huge bomb on the back flag and suddenly all necros in the vicinity enter godmode 😂
  • Turtle_Bot
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    Poss wrote: »
    I think a fantastic buff would be to make Necromancer skills more powerful based on the amount of "Death" in the vicinity, sort of like a crux system but with corpses.

    For every corpse within 10 meters of the Necromancer certain Necromancy skills will become 10% more powerful up to a maximum of 30%

    Huge bomb on the back flag and suddenly all necros in the vicinity enter godmode 😂

    Oh no, skulls will now hit for 901 instead of 900 damage and the blastbones might actually look at me now instead of running off drunk :lol:
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Poss wrote: »
    I think a fantastic buff would be to make Necromancer skills more powerful based on the amount of "Death" in the vicinity, sort of like a crux system but with corpses.

    For every corpse within 10 meters of the Necromancer certain Necromancy skills will become 10% more powerful up to a maximum of 30%

    Huge bomb on the back flag and suddenly all necros in the vicinity enter godmode 😂

    That could simply be resolved by moving away from the corpse pile, also a 30% boost is hardly Godmode.
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