Disclaimer: the ideas and ramblings presented here can be unrevocably used by the ZOS Combat team for inspiration to raise necromancers from being a dead class (no pun intended) to being the top bone 'ead of PvE. Nonetheless, here they are, and yes, skeleton puns are appropriate as it would be kind of rotten not to. 😁
Flame Skull:
base ability rework, Lob an explosive skull at an enemy, dealing [X] flame damage. The reusable parts passive has 100% increased effectiveness for this ability. no longer has a stronger cast every 3rd cast.
Ricochet Skull:
Renamed to Chain Skull and deals less damage. Lob explosive skulls at an enemy, dealing [X] flame damage. When you have at least 1 spectral skull from reusable parts, you can command them to strike your target on cast once every 1.5 seconds, dealing [X] flame damage and another [X] flame damage every 0.3 seconds after a 0.2 second delay, damaging the target up to an additional 5 times over a total of 1.7 seconds. The reusable parts passive has 100% increased effectiveness for this ability.
Venom Skull:
slight rename to Pestilent Skull. Lob an explosive skull at an enemy, dealing [X] disease damage with a heightened chance to apply the diseased status effect, damage done by the diseased status effect from this ability is increased by 10% per spectral skull accumulated from reusable parts. The reusable parts passive has 100% increased effectiveness for this ability.
Skullstachio's Comment on the flame skull and morph reworks:
a part of the inspiration behind this comes in part from Killer Instinct 2013 from Spinal's Combat Traits, specifically "Skull stocks" where if used with at least 1-2 skill point(s) in the reworked Reusable parts passive, allows the flame skull ability and it's morphs to confer slightly stronger damage and effects, or even altering the way it can be used. A shame such an idea is not used since elder scrolls online and Killer instinct are both technically a part of the Microsoft Bandwagon, but hey, Spinal is a maniacal pirate skeleton so boo cares...
Blastbones:
Reworked, name changed to Infernal Bone Flayer. Assemble an infernal bone flayer over 2.5 seconds to fight for you for 20 seconds, chasing your chosen target and dealing two hits of [X] flame damage every 2 seconds to the target, the Infernal Bone flayer leaves a corpse upon death.
Stalking Blastbones: Reworked into Volatile Bone Flayer: assemble an unstable bone flayer over 2.5 seconds to fight for you for 20 seconds, chasing your chosen target and dealing two hits of [X] flame damage every 2 seconds, the Volatile Bone flayer explodes upon death or recast, dealing [X] Flame Damage in a 6 meter radius and leaving a corpse. This explosion deals 7% bonus damage for every 2 seconds remaining upon death. (Enemies destroy it at your own peril.)
Note: "recast" means you summon another Volatile Bone Flayer which also detonates any of your currently active volatile bone flayers prematurely. And yes, volatile blastbones raised from reanimate blastbones can be "rebonely" detonated if you catch my meanin.
blighted blastbones: Rename to Infested bone Flayer: assemble an infested bone flayer over 2.5 seconds to fight for you for 20 seconds, chasing your target and dealing [X] disease damage every 2 seconds to the target and enemies in a 6 meter radius. the Infested flayer leaves a corpse upon death that arms after 1.5 seconds and lasts 20 seconds, when triggered, explodes in a 6 meter radius for [X] disease damage and applies major defile to affected enemies for 10 seconds.
Shocking Siphon and morphs:
Added functionality and passive synergy: in addition to the abilities original effects, the abilities themselves can now be used on your Infernal bone flayer, Skeletal Mage and spirit mender to enhance their damage and healing output by 200 for each skull present when the ability was activated. (it cannot be used on the skulls from the reworked reusable parts passive though as it would be kind of boneheaded and bugs would rear their ugly mugs.)
Note: A similar treatment for restoring tether and its morphs being usable on the infernal bone flayer, skeletal mage and spirit mender should be a thing too, but more focused on summon longevity, making said summons last longer by adding 12 seconds to targeted necromancer summons, but only once per summon as it would be unwise to permanently keep up said summons for no cost (unless a cost were to be introduced that only consumes resources when used on a summon while being a free cast on corpses present.
reusable parts I/II: Reworked:
Your dabbling in the undying arts of Necromancy have allowed you to tap into the animus, Causing your direct damaging Gravelord abilities to generate spectral skulls while in combat.
a spectral skull can only be gained once per 0.5 seconds, up to 5 spectral skulls can be held for 5/10 seconds, spectral skulls increases the damage done of your necromancer abilities used by 1%/2% and increases up to a maximum of 5%/10% bonus damage done. every 2 spectral skulls in your possession count as a corpse usable for corpse consuming abilities alongside any bodies present on the battlefield.
Note: The bonus damage done from this passive is magnified for flame skull in a similar fashion to how percentage increases are applied to Status effect chance.
An example of this: The 1%/2% base per spectral skull for the new flame skull ability rework would increase from 1%/2% to 3%/4% if amped by 100% and increasing the spectral skull bonus damage cap from 5%/10% to 10%/20% at the 5 skull limit specifically for that ability.
Also, see my comment below flame skull and its reworks for more insight and how the referenced "skull stocks" notion partly makes sense. At the same time, the way this version of reusable parts works is to make it somewhat easier to play into the necromancers Corpse mechanic tool kit while also making it more reliably useful upfront and making necromancer abilities more deadly for a DPS role, even moreso in some back-to-back engagements. Whether it ends up being "overpowered" or not is debatable since in the current state, necromancers are kind of, shall we say, "Dead."
Death Knell:
Altered: your knowledge on the bodily anatomy of your "subjects" Increases your Critical Strike chance against your enemies by 1%/2% for each grave lord ability slotted.
The critical strike chance bonus is doubled against enemies under 75% Health.
The critical strike chance bonus is Tripled against enemies under 50% Health.
The critical strike chance bonus is Quadrupled against enemies under 25% health.
Skullstachio's Comment on the Death Knell alteration: as the death knell passive is akin to the 5th piece bonus of the craftable kvatch gladiator set (which increases weapon and spell damage by 1475 against enemies under 25% health) but for critical strike chance, I honestly think and know that death knell should be usable at any % of health but ramps up as the target draws closer to death.
Dismember
New addition: Months of fastening together different parts, reinforcing strategic points and anatomical preperation grants you knowledge of critical weakpoints in enemy armor. increasing your armor penetration by 750/1500 while a gravelord ability is active.
Anytime one of your Grave Lord Summons deals damage to an enemy, gain minor brutality and minor sorcery for 5/10 seconds, increasing your weapon damage and spell damage by 10%.
Rapid rot:
Rework: Research in funerary burial rights has yielded knowledge of bodily preservation and how it can be reversed for "more research." Dealing Flame, Disease or Poison Damage applies the rapid rot debuff for 2/5 seconds to affected enemies, increasing their damage taken from all Damage Over Time effect sources by 5/10%. an enemy can only be affected by one instance of rapid rot.
Your thoughts? And also, if necessary (it is.) crack a few skeleton jokes while your at it, I just know they are quite humerus when it involves tickling someones funny bone.
If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...
If a game does not respect your time, best thing to do is move on from it and find something else.