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Please for the love of all that is Unholy buff necromancers

Erikx
Erikx
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This is the only class that does not have major sorcery/brutality. The passives for the class are pretty much useless considering the toolkit we have. The unique playstyle that used harmony was nerfed and made worthless for no reason. Pets were nerfed awhile back by half for no reason and same with the healing. Also please change the new class set that actually benefits the class. Being able to cast a tether on yourself does nothing for anyone.
  • IncultaWolf
    IncultaWolf
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    We've been asking for necromancer buffs for a few patches now, in several threads. It needs more than just major brutality/sorcery to fix it.

    Nice to see more and more players coming to the forums to bring up the issue with the class though.
  • Tyrant_Tim
    Tyrant_Tim
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    I mentioned it on another post, but the entire concept of being a Necromancer is watered down compared to other games.

    You don’t have minions to fight for you.

    When the class released there might not have been the necessary performance improvements to make that possible, but after seeing Arcanist I’m sure we’re at the point where it could be.

    Major Brutality and Sorcery would help the issue with damage that the class suffers from, but like someone else mentioned, it’s only part of the problem.
    Edited by Tyrant_Tim on October 1, 2023 4:56PM
  • MashmalloMan
    MashmalloMan
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    Erikx wrote: »
    The passives for the class are pretty much useless considering the toolkit we have.

    Can you explain what you mean by this because imo Necro has overall the best class passives in the game. I'd say it's the gold standard for how some class passives should be redesigned.

    Not saying I don't disagree with the sentiment, I think it's been very obvious that Necro crutched on harmony and major vuln so hard for so long that when those got nerfed, they basically lost the only things keeping them afloat.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • OtarTheMad
    OtarTheMad
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    Erikx wrote: »
    The passives for the class are pretty much useless considering the toolkit we have.

    Can you explain what you mean by this because imo Necro has overall the best class passives in the game. I'd say it's the gold standard for how some class passives should be redesigned.

    Not saying I don't disagree with the sentiment, I think it's been very obvious that Necro crutched on harmony and major vuln so hard for so long that when those got nerfed, they basically lost the only things keeping them afloat.

    Just my opinion about the class passives but here

    Reuseable Parts: the summons are really unreliable, while in PvE I’ll have BB, in PvP I don’t have any summons on my bar because they are likely to bug out and not work so this passive is then pointless for me

    Death Knell: While in PvE I may have some Grave Lord abilities, in PvP I don’t so again this passive doesn’t help me at all.

    Dismember: This would be nice is the offensive abilities were worth slotting but overall they just aren’t.

    Rapid Rot: While this helps DoTs outside of the class abilities, I assume anyway, the Necro class only has 2 DoTs and both are situational at best so this passive is meh until Necro gets more DoTs. I am not going to celebrate my Soul Trap hitting a little harder.

    The only other passive I have an issue with is Undead Confederate because again it involves pets/summons which are not reliable.



    Self synergy/harmony combo should have never been nerfed in my opinion, or at least shouldn’t have been overnerfed. Yes, I bombed with it for a little while but mostly I used it as another burst ability since BB often just got lost or bugged out and just stood there so when it was nerfed it took away my burst ability.

    Skulls is too slow to slot and clunky af, all the summons bug out and damage is very inconsistent. I just can’t rely on it in a fight. The tether is a nice idea but is only really useful in PvE as long as you’re lined up right. In IC, BGs, Cyrodiil… this ability just doesn’t work because LoS issues and players respawn quick. Boneyard is a situational ability at best.

    And honestly the reason why the skills work in PvE is because the NPC’s you’re fighting are just as stupid as your pets… not because the skills are actually good.

    Necro seems to follow the damage, tank, support class skill lines rather strictly vs other classes. Other classes can find damage outside of their damage skill line but still within the class, even Warden… necro relies on its class damage skill line a lot.

  • Urvoth
    Urvoth
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    The harmony rework was a good decision for the overall game health, but ZOS hasn’t done anything to compensate necro for losing its main pvp play style. Unfortunately, harmony bombing really was the best viable necro build and it kind of forced you to build that way if you wanted to optimally do damage. Now that it’s gone, there’s a lot more potential for build options and gameplay variation, BUT ZOS needs to rework the rest of the class so those build options can actually be decent and on par with other classes.
  • Erikx
    Erikx
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    Ive been mainly pvping lately and its just been horrible. Literally the only classes you fight are dks and nbs. The other classes that you see seem to only run procs too which is just so dumb. I just dont understand why classes like dk and nb continue to recieve buffs but necro a class that takes actual skill gets left in the dust.
  • NuarBlack
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    Skulls needs sped up and for godsake just make BB a projectile if you can't fix the AI.

    If they add major Sorcery/Brutality add it to BB or something every build uses or it won't be any different than current options forcing you to use a suboptimal skill just for a mandatory buff.

    Harder option is make BB a permanent pet that focuses the target of your Skulls(same with skele archer/mage summon) with the option to sacrifice for big damage. The AI just doesn't work consistently enough to not mess up a rotation. Could even make it like Assassins will or something that it builds power from attacking then let's you detonate it. That way you are not fighting it all the time in a rotation.
    Edited by NuarBlack on October 2, 2023 12:53AM
  • Erikx
    Erikx
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    Skulls is fine if they keep it slow imo alot of people dont use the skill correctly imo. its not your normal spammable. But since it is easily dodgeable they need to baseline increase the damage by at least 20 or 30%. That would fix the skill. they need to rework our passives and make our passives worth it. Imo if they made necromancer a defile class that would really give it some class identity. During pts when necromancer came out scythe put out a baseline stacking heal absorb on people but they got rid of it because they said it was too overpowered. But i think thats what they should do is make all our skills put some type of heal absorb on people.
  • MashmalloMan
    MashmalloMan
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    If I were to redesign Necro, I'd start by making their spammable and summon Identity more impactful.

    Picture this..

    1. Change Rapid Rot passive from 10% DOT to 2% damage done per active summon.
    2. Change the Boneyard corpse consumption mechanic from 30% damage done to summoning a "Lesser" Blastbones.
    3. Change the Skull 3rd cast mechanic from 50% damage done to summoning a "Lesser" Blastbones.
    4. "Lesser" standing for a weaker version of the casted version of BB, maybe 30-50% of the damage to keep it in line. Decent damage, with the focus being improving the new Rapid Rot stacks.
    5. Fix Blastbones. Make them untargettable projectiles that don't have health, so they can't be stunned, body block, and the AI can be removed as it wouldn't be necessary for path tracking.
    6. Speed up Skulls, it is the most floaty skill in the game, only beaten out by Cliff Racer.

    Imo Necro from a class identity perspective doesn't need permanent summons, they should focus on quantity over quality to separate them from Sorc/Warden. The bonus to all damage dealt means you'll constantly want to summon as many as possible to get more stacks, becomes a more interesting minigame that you can see and feel instead of some hidden damage boost on Boneyard/Skulls. It also allows these 2 skills to do something when they inevitably fail to hit enemies since the Lesser BB would chase the enemy 2s after you procced them.

    Add brutality/sorcery somewhere.

    Add better debuff identity. Feels like they should be the debuff class in the game as @Erikx mentioned.
    Edited by MashmalloMan on October 2, 2023 9:00AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • bar_boss_A
    bar_boss_A
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    5. Fix Blastbones. Make them untargettable projectiles that don't have health, so they can't be stunned, body block, and the AI can be removed as it wouldn't be necessary for path tracking.
    .

    love this idea. Why not change it from a human skeleton into a bird/tremorscale skeleton? I do not understand the obsession of necromancers with human corpses...
    One could recycle the (much hated) cliff racer animation, which should have been a delayed burst skill animation from the start.
  • bar_boss_A
    bar_boss_A
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    1. Change Rapid Rot passive from 10% DOT to 2% damage done per active summon

    Lots of good ideas: this would open the class to some unique build variety where you would want to run pet-sets instead of the old and boring rele+nirn combo
  • OtarTheMad
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    They should put heal absorb on the rez ult, so any enemy in the area will get it. Fits the debuff design and since it’s on an ult isn’t OP.
  • OtarTheMad
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    Dekrypted wrote: »
    It's crazy how many of these threads exist and there's just nothing reciprocated from the "development" team. I have to make it a habit of putting that word in quotes only because there seems to be none of it as it relates to the class.

    If I knew it'd end up like this, I wouldn't have paid for it.

    There's just so many things involving this class that just make it painful to play.

    Guess I could just tag @ZOS_GinaBruno and @ZOS_Kevin and pray they look at this one on top of the others that are here. At this point, the class should be free and those who paid should be refunded because what even is this class?

    Agreed. It’s so weird because I’ve never seen a class so neglected and ignored before. It’s borderline odd. I’ve criticized ZOS on things but I’ve always tried to give them the benefit of the doubt because this game can’t be easy to maintain, change and upgrade. However, the lack of Necromancer buffs when their offensive skill are lacking and bugged blows my mind.

    Almost makes me think they are holding off and going to do some huge Necromancer rework as part of another update but I don’t know.
  • MerguezMan
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    May I suggest something radically different ?

    - Rework blastbones to be a close combat pet, the same as skeletal mage/archer, but without attack range.
    - Mender now heals all allies in AoE, other summons included.
    - Make Blastbones, Mage/archer and spirit mender to last 60 seconds
    - change the summon limit, so you can have up to 3 active summons of each type. Menders cannot heal each other.
    - each of those pets cost is replaced, each blastbones now reserves 20% of your stamina and 5% of your health pool, each Mage/Archer now reserves 20% of your magicka and 5% of your health pool, and each Spirit mender reserves ... let's say 10% of your health(they can still take 10% of the damage you receive), for their duration (or until killed).
    - casting Expunge now also removes your summoned pets and converts them into corpses
    - Tether/Syphon/Harvest now consumes ALL corpses, in an 8 meters radius around you.
    - Life amid death now heals your summons at the cost of your own health - increasing for each pet healed
    - Skull now adds flame/poison damage to your pets attacks if you use the skill targetting one of them
    - Summoner's armor no more reduces summon costs, but calls all your summons back to you when used while active
    - Grave grasp is now a target skill, 15s duration, summons an uncleansable spirit to haunt your target, snaring him, and attracts your other summons, on up to 3 targets. Only 1 spirit per target.
    - Rework Reusable parts, casting any ultimate ability merges all active summons into a Goliath for 30 seconds. The Goliath health, damage, and resource reserved is defined by the sum of active summons when triggered. Your ressources are still reserved while the Goliath is active. You cannot generate ultimate points while your own Bone Goliath Ultimate is up.
    - Animate blastbones ultimate no more summons blastbones (sic), but infuses all nearby allies with Minor Courage for 15s.
    - Your get Major Brutality/Sorcery for having Blastbones on either bar, and Major Savagery/Prophecy for having Mage/archer on either bar.
    - Casting Syphon on at least 5 corpses grants you minor berserk for 10s
    - Casting Tether on at least 5 corpses grants you minor mending and vitality for 10s
    - Casting Harvest on at least 5 corpses grants you minor thoughness and lifesteal for 10s
    [Edit - second thoughts]
    - Death Gleaning passive now adds resource restore per active summon (ie. 3x summons -> 3x regen)
    - Scythe cost is now defined by your highest remaining resource (max. minus the reserved part)
    - Totem cost is now defined by your lowest remaining resource
    - Undead Confederate passive now grants your GROUP major berserk AND vulnerability when you have 9 active summons.(for the lolz)
    [/Edit]

    Ofc all the above subject to adjustments. But you get the idea.
    Edited by MerguezMan on October 2, 2023 6:12PM
  • OtarTheMad
    OtarTheMad
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    Dekrypted wrote: »
    OtarTheMad wrote: »
    Dekrypted wrote: »
    It's crazy how many of these threads exist and there's just nothing reciprocated from the "development" team. I have to make it a habit of putting that word in quotes only because there seems to be none of it as it relates to the class.

    If I knew it'd end up like this, I wouldn't have paid for it.

    There's just so many things involving this class that just make it painful to play.

    Guess I could just tag @ZOS_GinaBruno and @ZOS_Kevin and pray they look at this one on top of the others that are here. At this point, the class should be free and those who paid should be refunded because what even is this class?

    Agreed. It’s so weird because I’ve never seen a class so neglected and ignored before. It’s borderline odd. I’ve criticized ZOS on things but I’ve always tried to give them the benefit of the doubt because this game can’t be easy to maintain, change and upgrade. However, the lack of Necromancer buffs when their offensive skill are lacking and bugged blows my mind.

    Almost makes me think they are holding off and going to do some huge Necromancer rework as part of another update but I don’t know.

    Given the standard turnaround time for the "development" team is about 3 to 9 months per skill, we should see a huge rework in 2025.

    Honestly wouldn’t shock me.

    Wonder what is going to happen first TES 6 or Necromancer rework. LoL

  • madmidwestmark
    madmidwestmark
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    I'd love to play necro, but it's too clunky and most skills require staying still. Not great for pvp. The passives are good. It's the skills. '"Spammable" should be a bad word for gaming. Development should be to make people combo. I'd rather see if you caste 2 other skills from this skill line, the skull aoe fears and does 30% more damage. Similar to dk whip. Further, the tether stuff is kinda meh. Rather just have skill that absorbs for a buff, extend buff with more bodies. Could easily add sorcery/brutality bonus to that as a passive for both bars.
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