I feel like the necro pets should function like sorcs and necro bos missing passives buffs how are you guys playing with necro ATM?
Necro also feel incomplete because many of its skills are buggy and don't function correctly. From Blastbones just standing there for no reason, to tethers breaking on the smallest incline, to a new one I just found today. The new Ghostly Embrace iteration doesn't do any bonus damage when landing a crit. I already posted a bug report you can find here if you want more details + screenshots https://forums.elderscrollsonline.com/en/discussion/664534/ghostly-embrace-doesnt-do-bonus-critical-damage#latest
It's just baffling to me that every time they change the functionality of a necro skill specifically they half-ass it completely. No other class gets this treatment.
I feel like the necro pets should function like sorcs and necro bos missing passives buffs how are you guys playing with necro ATM?
Good god, no. We have just had the pets buffed. If they were to act like sorc pets they would be nerfed into the ground. The absolute last thing necros need is a re-nerfing after our recent buffing.
As for how I play my necro, it's all I play, and I love her. She can tank, heal and DPS with ease. I like the Blastbones every 3rd cast/heavy attack rhythm. Corpse mechanic is fun. Feels a little bit different from the other classes, despite the homogenizing blandification of everything with the hybrid updates.
ESO necros are awesome.
NoireJin the Witchking wrote: »
I feel like the necro pets should function like sorcs and necro bos missing passives buffs how are you guys playing with necro ATM?
Good god, no. We have just had the pets buffed. If they were to act like sorc pets they would be nerfed into the ground. The absolute last thing necros need is a re-nerfing after our recent buffing.
As for how I play my necro, it's all I play, and I love her. She can tank, heal and DPS with ease. I like the Blastbones every 3rd cast/heavy attack rhythm. Corpse mechanic is fun. Feels a little bit different from the other classes, despite the homogenizing blandification of everything with the hybrid updates.
ESO necros are awesome.
Im glad you are enjoying the class and it works for you but the numbers and the average necro player sentiment would indicate that on the whole necros leave a lot to be desired. I am like you, i love Necros and i tried other classes but the fantasy never stuck. However the overall player experience both in my opinion and others give credance to necros feeling super clunky and without rythm. Sure you can do your heavy attack and blast bones combo with 80k dps on a one build setup but that then relegates you to a heavy attack build with a 2.5 second delayed skill. it doesnt speak to how the class /feels/
For example, arcanist have a nice rythm, build 3 cruxes and get your benefits to your damage with the bonus of cool effects. With Necro, there isnt a cadence. You have to focus on corpses which for the most part is super hard to see when bunch of skills are flying around and then your dots/healing are dependent on limited time corpses all the while you're trying to lock in your main burst ability which is a delayed one, leaving dungeon mob expereinces quite boring as by the time blastbone activates most mobs are dead. The class just feels clunky in most competetive enviroments.
The main thing is when every other class has instant damage abilities available to them, and when necros have so many skills which are delayed or dependant it seems quite contrasted. If everyone else were on the same playing field with skill cadence then yeah, necros would be fine. But that is objectively just not the case. Its less to do when how necros are and more to do with where they land in the overall arch of every other class and their access to damage and cadence. its like comparing slang to iambic pentameter. fast and accessable > slow and delayed.
StarOfElyon wrote: »We got some buffs but we also got a restriction out on corpse creation. Now we can no longer create corpses outside of combat, meaning no mortal coil for me if I'm standing on a flag or guarding a relic waiting for a nightblade to try to gank me. SMH. All I can do is sigh. It seems like only certain classes are given riches to make life easier but necromancer's must always pay a price to get anything at all.
Anyway, I adjusted some of my ideas now that some of them are not relevant anymore:
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.
StarOfElyon wrote: »You can make a Necro work if you don't use Necro skills. But whatever you can do on a Necro, you can do better on another class.StarOfElyon wrote: »We got some buffs but we also got a restriction out on corpse creation. Now we can no longer create corpses outside of combat, meaning no mortal coil for me if I'm standing on a flag or guarding a relic waiting for a nightblade to try to gank me. SMH. All I can do is sigh. It seems like only certain classes are given riches to make life easier but necromancer's must always pay a price to get anything at all.
Anyway, I adjusted some of my ideas now that some of them are not relevant anymore:
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.
IMO, Necro used to feel absolutely great and it just worked pretty well. It was OP at times, but instead of small fixes to help fix that, they just kind of... hit it with a big hammer and [snip] it up a lot instead. Really silly
LamiaCritter wrote: »Me just sitting here, hating Necromancer, because the Necromancer class does not give me the literal army of the dead that was advertised to me in the initial ads, skill advisor and such...
And somehow, for some gods forsaken reason, the IA Lich transformation is bizarrely, a better necromancer than the class literally dedicated to the black arts. I still absolutely seethe at this notion.
When I think necromancer I think 'army of the endless dead' and multiple skeletons mauling and swarming my enemies.
Not.. *Checks notes*
... a barely noticeable DPS ability, poorly reskinned as a so-called "summon" that barely even lasts .... what... 15 seconds?
And a meager little ghost whose healing I barely ever notice????????
ZOS what gives? When will my Necromancer actually feel like a necromancer? ;_;