Please Make Necro Pets Permanent.

BewareTheSea
BewareTheSea
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Considering the playstyle of the necro it should be considered that making necro pets permanent could not only keep ned game PVE'ers/PVP'ers happy but also the role playing community since the general idea of the necromancer is to summon the dead to fight by your side, and any good necromancer should be the one in control of whether or not their "thralls" dissapear. The damage and healing from both pets could be scaled to be more in-linewith sorc pets but create that overall robustness necromancer tends to lack.
  • Mesite
    Mesite
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    I can see where you're coming from but there could be problems when you take your pets into town. Summoning necromancer pets is illegal so you'd be chased by guards.
    If that rule was removed there could be even more pets (skeletal this time) around the crafting tables.
  • amig186
    amig186
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    Mesite wrote: »
    I can see where you're coming from but there could be problems when you take your pets into town. Summoning necromancer pets is illegal so you'd be chased by guards.
    If that rule was removed there could be even more pets (skeletal this time) around the crafting tables.

    An easy workaround would be to make the undead pets invisible in towns, only appearing as semi-transparent to you and groupmates. Civilians and guards wouldn't be aware of them and they wouldn't block interactions for players. Diablo 4 has something like this.
    PC EU
  • AnduinTryggva
    AnduinTryggva
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    amig186 wrote: »
    Mesite wrote: »
    I can see where you're coming from but there could be problems when you take your pets into town. Summoning necromancer pets is illegal so you'd be chased by guards.
    If that rule was removed there could be even more pets (skeletal this time) around the crafting tables.

    An easy workaround would be to make the undead pets invisible in towns, only appearing as semi-transparent to you and groupmates. Civilians and guards wouldn't be aware of them and they wouldn't block interactions for players. Diablo 4 has something like this.

    Where is the roleplay aspect to this the OP was referring to?

    For me the only reason why to add more pets.
  • FeedbackOnly
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    They aren't sorcerers
  • OsUfi
    OsUfi
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    No. Both Skeletal Mage morphs are decent enough once every 20 seconds casts for background DoTs. Entire rotations revolve around Blastbones 3 seconds jumps. Spirit Menders being permanent would see their healing needed to nothing.

    Right now, we have three decent pets, and we're getting another. Blastbones could do with some help in PvP, but otherwise they're some of the few Necro skills that absolutely do not need touching.
  • karthrag_inak
    karthrag_inak
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    Khajiit thinks they should stay around, and the necro needs to manage his pets. Would give a delightful dangerous aspect to necro gameplay, feel like an outlaw.

    Khajiit is a scoundrel and enjoys such things 😀
    PC-NA : 19 Khajiit and 1 Fishy-cat with fluffy delusions. cp3600
    GM of Imperial Gold Reserve trading guild (started in 2017) since 2/2022
    Come visit Karth's Glitter Box, Khajiit's home. Fully stocked guild hall done in sleek Khajiit stylings, with Grand Master Stations, Transmute, Scribing, Trial Dummies, etc. Also has 2 full bowling alleys, nightclub, and floating maze over Wrothgar.(Pariah's Pinacle)
  • Artim_X
    Artim_X
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    Sorcerer: permanent pet skills and temporary pet ultimate.
    Warden: temporary pet skills and permanent pet ultimate.
    Necromancer: temporary pet skills and temporary pet ultimate.

    A Necromancer with permanent pets would be interesting. Maybe a new class set for Grave Lord skills could be added to the Infinite Archive that makes necromancer pets permanent.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
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    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
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    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
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    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
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    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
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    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
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    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
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    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
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    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
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    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • CameraBeardThePirate
    CameraBeardThePirate
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    Please no.

    Raised undead are supposed to be temporary. That's the entire point. In past TES games, permanent undead summons are exclusive to Mannimarco's Staff of Worms or the highest level master Necromancy spell in the game.

    Outside of lore... permanent pets suck. They take 2 bar slots, and Necromancer already struggles with bar space. People need to stop asking for this. It would only hurt the class further.
    Edited by CameraBeardThePirate on February 9, 2024 2:39PM
  • CameraBeardThePirate
    CameraBeardThePirate
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    OsUfi wrote: »
    No. Both Skeletal Mage morphs are decent enough once every 20 seconds casts for background DoTs. Entire rotations revolve around Blastbones 3 seconds jumps. Spirit Menders being permanent would see their healing needed to nothing.

    Right now, we have three decent pets, and we're getting another. Blastbones could do with some help in PvP, but otherwise they're some of the few Necro skills that absolutely do not need touching.

    Blastbones needs the least amount of help in PvP - it's literally their best skill in PvP. The Skeletal Archer/Arcanist is what's awful in PvP.
  • OsUfi
    OsUfi
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    Blastbones needs the least amount of help in PvP - it's literally their best skill in PvP. The Skeletal Archer/Arcanist is what's awful in PvP.

    Blastbones pathfinding in Cyro is awful. Great in PvE where nothing much moves, but in PvP it's rubbish except for more static group fights at gates. It doesn't need a buff, it just needs to be more reliable.

    Archer/Arcanist provide me with a reliable effect, whether it's good for PvP or not.
  • CameraBeardThePirate
    CameraBeardThePirate
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    OsUfi wrote: »
    Blastbones needs the least amount of help in PvP - it's literally their best skill in PvP. The Skeletal Archer/Arcanist is what's awful in PvP.

    Blastbones pathfinding in Cyro is awful. Great in PvE where nothing much moves, but in PvP it's rubbish except for more static group fights at gates. It doesn't need a buff, it just needs to be more reliable.

    Archer/Arcanist provide me with a reliable effect, whether it's good for PvP or not.

    It really isn't that bad since they added the 28m leap range. People overexaggerate the bad pathing.

    Sure, it gets a little weird with heavy elevation changes and LoS, but that's not much different than any other ranged skill in Cyrodiil.

    The Archer and Arcanist are straight up terrible in PvP. You can't even tell them who to target, they count as direct damage (and thus aren't buffed by your passives, and can be blocked/reflected), and cannot proc sets. They're a waste of bar space - the only thing they give is slightly better uptime on the penetration passive, but that's already accomplished if you're casting Blastbones as frequently as you should be.
  • OsUfi
    OsUfi
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    OsUfi wrote: »
    Blastbones needs the least amount of help in PvP - it's literally their best skill in PvP. The Skeletal Archer/Arcanist is what's awful in PvP.

    Blastbones pathfinding in Cyro is awful. Great in PvE where nothing much moves, but in PvP it's rubbish except for more static group fights at gates. It doesn't need a buff, it just needs to be more reliable.

    Archer/Arcanist provide me with a reliable effect, whether it's good for PvP or not.

    It really isn't that bad since they added the 28m leap range. People overexaggerate the bad pathing.

    I generally always defend Necros on this forum, and I don't want them changed or reworked as I like them as they are. But in my experience, Blastbones has been very unreliable in open field Cyro battles.

    That said, I lag a lot on Greyhost, and have recently made switch to Ravenwatch. Currently running a healer, and lagging a lot less. I will say I hope if I go back to DPS my Blastbones will hit more in this campaign.
    Edited by OsUfi on February 9, 2024 4:47PM
  • Jestir
    Jestir
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    While I don't like permanent pets I am annoyed that necromancer doesn't have a undead knight/melee zombie tank pet and that would work for a permanent pet
  • Palumtra
    Palumtra
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    The point of necro pets being temporary is to produce corpses for other spells that need them. That being said, a morph where they become permanent (similar to sorc pets) would be interesting, from a classical standpoint Necro is more of a minion master than Sorc if you ask me, tho both can work.
    PCEU - Tank main
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