Silvains_Demon wrote: »Personal Notes: While it is not the best idea, it is just a concept. I do think it is an interesting one to go down. I will also be fair, while I have done all 3 roles as a Tank, Healer, and DPS, I have only really DPS'd with the Necromancer in content as well as just messed around for fun. I do enjoy the class in a few other games as well, and just would love to see the Necromancer become something more in ESO. The only thing I can think of that would be a problem is minion health. I think adding a 3 to 5 second invincibility window would help from when the minion is summoned to allow the player to use the sacrifice-based effect.
nightbringer1993 wrote: »I like most of these skills in this rework as it would make Necro more pet focused. Criminal act should be removed too. But there only one thing missing. A proper stun skill, the totem is not reliable enough as other players have time to dodge the skill before the fear effect happens so PvP wise there is this stun missing. If you played vengeance you might have seen that other players could be considered as corpse and I like this idea as the siphon would remain on the player.
This is a great concept. I think sacrifice not only fits NecrC's style (a disposable army) but also prevents too many pets from affecting server performance. Even better, since pets gain additional effects after being sacrificed, they can be sacrificed when needed to avoid obstructing the tank's line of sight, making pets more controllable and not impacting DPS.