Please...I'M BEGGING YOU ZOS...fix Necros.
What you're doing ain't it.
Name a class in all seriousness worse than Necros.
Sadly, I chose this class to main. I want to love it. I WANT TO, but what it is now is an abomination.
This has probably been said before, but it needs to be screamed now.
Please please please get someone to work on Necros that loves the game and Necros.
Signed,
A Necro Main still hanging on by a thread.
YandereGirlfriend wrote: »Necro buffs tied to actually using the abilities whereas Arcanist and basically all modern class buff changes provide them simply for being slotted - on either bar.
Necros still being fed scraps compared to every other class.
CameraBeardThePirate wrote: »Scrap the tethers completely. They're hot garbage outside of dummy parsing.
alpha_synuclein wrote: »CameraBeardThePirate wrote: »Scrap the tethers completely. They're hot garbage outside of dummy parsing.
Imo the concept of tethers is not terrible, but with all the fuss needed to use them, they should be much stronger than regular DoTs.
Turtle_Bot wrote: »alpha_synuclein wrote: »CameraBeardThePirate wrote: »Scrap the tethers completely. They're hot garbage outside of dummy parsing.
Imo the concept of tethers is not terrible, but with all the fuss needed to use them, they should be much stronger than regular DoTs.
Agreed, the tethers as a concept are fine, but imo they need to have a guaranteed AoE around the necro rather than just a basic numbers increase.
Have the tethers be a guaranteed melee AoE around the cro for their duration that then automatically links to the nearest corpse so that there is a guaranteed AoE melee DoT around the necro that increases its range by tethering to a corpse.
This gives the tethers a guaranteed baseline DoT/HoT around the necro that remains useful at all times that then also becomes ranged if you have corpses near a target to link the tether making it also useful in ranged encounters. This also means that if the link breaks there is still the melee AoE around the cro for the entire duration that can be extended to a new corpse if there is another corpse within range.
Tinkerhorn wrote: »There's some good for sure but the removal of corpse generation outside of combat is a bit of a nuisence. Especially when it comes to wanting to proc some sets
Will have to have a good fiddle around with my build. As has been said though, the source for the new buffs are not ideal so basically a no touch, and giving up the heal resolving vigor is a bit of a no no especially as it can proc sets like Rallying Cry etc... which minimises the new utility of summoners armour. The extension to 30 seconds is nice though. Kind of feels that ZoS finally heard us about needing buffs but didn't think too hard about where to put them. Then on top of that had to take with 1 hand (corpse generation) which has created problems in and of itself.
StarOfElyon wrote: »This is an updated version of my Necro ideas thread from 2023 (https://forums.elderscrollsonline.com/en/discussion/633137/suggestions-for-necromancer-changes) with adjustments accounting for the Update 43 patch notes.
One thing that ZOS has been doing lately, especially with the Arcanist class, is making skills require less micromanagement and loading them with multiple functions:Cephaliarch's Flail:
Infuse your arm with abyssal magic to form tentacles that lash out at your foes dealing 1939 Physical Damage, healing yourself for 969, and generating Crux. Enemies are immobilized for 3 seconds and marked with Abyssal Ink for 20 seconds. You deal 5% increased damage to enemies drenched in Abyssal Ink.
Tome-Bearer's Inspiration:
Etch a series of runes onto your weapon that pulse with power once every 5 seconds. Each pulse enhances your class abilities, and striking an enemy with one deals an additional 1161 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
My first suggestion is to give Necromancers the same treatment. My suggestions for skills follow.
Blighted Blastbones: cost determined by the highest resource.
(I have mourned the loss of Stalking Blastbones and I have accepted that fact that I'm just going to have to change my Necro)
Death Scythe: (both morphs)
Deals more damage based on the enemy's missing health. Cost determined by the highest resource.
- Hungry Scythe: should also apply life steal to all enemies hit, in addition to healing the caster over time.
Shocking Siphon: The AOE should remain on the ground even if the tether breaks early. (Increase the radius size too)
- Mystic Siphon: the increased Health, Magicka, and Stamina Recovery persists even if the tether breaks early.
Flame Skull:
- Riccochet Skull/Venom Skull: applies burning/poisoned status effects. (Increase travel speed)
Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)
- Warding Totem: (Formerly Remote Totem) grants minor protection when standing in the area of effect.
- Agony Totem: afflicts enemies in the area of effect with minor cowardice.
Restoring Tether: the effects persist on the player character even if the tether breaks early.
Render Flesh:
- Resistant Flesh: (remains unchanged)
- Blood Sacrifice: consumes a corpse to grant you Major Courage (or Major Berserk) for 10 seconds.
Expunge: reduces the cost of all your abilities by 3% while slotted on either bar.
Bitter Harvest: when slotted on either bar, reduces your damage taken by 3%.
Boneyard increase the radius to 8 meters.
ULTIMATES:
Frozen Colossus: Unleash a decayed Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds.
- Glacial Colossus: does frost damage and stuns enemies on the second hit instead of the third.
- Pestilent Colossus: smashes the ground only once and does disease damage. Afflicts enemies with a pestilence that does damage over time.
Animate Blastbones: instead of resurrecting allies, this ultimate summons up to three blastbones to attack the nearest opponent. Reduce the cost of this ultimate to 200, down from 320, to make it more usable.
CameraBeardThePirate wrote: »Necros were stealth nerfed this patch. You can no longer consume corpses while outside of combat.
Note: this is not the intended nerf of not being able to create corpses outside of combat. You can no longer consume corpses OOC even if they were created in combat.
Also, GLS is still bugged, not buffing skull if the third cast is a killing blow, and still labeled as Stalking Blastbones.
The_Isatope8 wrote: »At least they're trying to fix necro and doing something to make them better. Templar just got a small duration increase to 2 ok buffs on a skill that no one uses.
The_Isatope8 wrote: »At least they're trying to fix necro and doing something to make them better. Templar just got a small duration increase to 2 ok buffs on a skill that no one uses.