U50 Feedback Thread for Classes and Abilities

  • acanca
    acanca
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    Please update weapon passives to reduce both stamina and magicka of their skills.

    With the introduction of scribing i think this should have been done anyway.

    If a scribed shield throw skill costs magicka, the shield passive that reduces stamina for shield skills will not reduce it. Same story with dual wield, bow and so on.

    This feels like an oversight and updating the weapon passives to include both magicka and stamina cost would be a nice quality of life improvement for scribing.
  • acanca
    acanca
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    Arcanist

    The Spattering Disjunction set's bonus damage to status effects and the status effect chance and damage passive on Arcanist shows that the direction for the class is a more status effect centric playstyle.

    Yet there is a disconnect between that direction and the fact that the skills of the class dont exactly mesh well with status effects.

    Escalating runeblades, despite hitting for 3 individual hits for example, cant actually trigger overload more than once, this is not in line with other skills in the game and this bug has been in the game since arcanists release, severely clashing with the intended direction of the classes status effect theme.

    Furthermore arcanist doesnt have a privileged aoe skill such as with incinirate with its 15% burning proc rate or arctic blast with its higher chill rate. For a class trying to be pushed into a status effect playstyle, the abscence of such a skill is very noticeable.

    I would love to see a 15% proc rate on fatecarver similar to other classes with such abilities.
    And i would love to see the bug on Runeblades fixed.
  • acanca
    acanca
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    Heart of Flame

    This skill is currently too overloaded. It heals for 3 ticks of 15% maximum health, restores of 15% of missing resources 3 times and also does considerable damage at the end of its duration.

    Frankly, this might be fine for pve but for pvp this much value is absolutely unhealthy for the game. For context, the very best maximum health skills tend to heal around 30% maximum health, this one skill not only heals for more than that, but also offers incredible resource recovery and on top of that deals damage in an aoe.

    The resource sustain part is also strong enough to infinitely block without ever running out of stamina as long as one has around 23k stamina and casts HoF off cool down.

    As it stands, this is the single strongest sustain skill ever released, and also one of the best if not the best max hp heals in the game and also a great aoe delayed burst. This is frankly, beyond overpowered. Please consider cutting the resources restored with battle spirit active in half for both morphs of the skill.
    Edited by acanca on May 11, 2026 9:37PM
  • Firstmep
    Firstmep
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    acanca wrote: »
    Heart of Flame

    This skill is currently too overloaded. It heals for 3 ticks of 15% maximum health, restores of 15% of missing resources 3 times and also does considerable damage at the end of its duration.

    Frankly, this might be fine for pve but for pvp this much value is absolutely unhealthy for the game. For context, the very best maximum health skills tend to heal around 30% maximum health, this one skill not only heals for more than that, but also offers incredible resource recovery and on top of that deals damage in an aoe.

    The resource sustain part is also strong enough to infinitely block without ever running out of stamina as long as one has around 23k stamina and casts HoF off cool down.

    As it stands, this is the single strongest sustain skill ever released, and also one of the best if not the best max hp heals in the game and also a great aoe delayed burst. This is frankly, beyond overpowered. Please consider cutting the resources restored with battle spirit active in half for both morphs of the skill.

    I think making the skill restore the same amount over a significantly longer duration would be a decent compromise.
    I used to think rune focus was an overloaded skill with it providing healing, armor and sustain, but Heart of flame puts it to shame.

    There's nothing more fun than watching half my bgs consisting of permablocking dks knowing full well they never have to drop their block to drop 20k+ burst.
  • acanca
    acanca
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    Firstmep wrote: »
    acanca wrote: »
    Heart of Flame

    This skill is currently too overloaded. It heals for 3 ticks of 15% maximum health, restores of 15% of missing resources 3 times and also does considerable damage at the end of its duration.

    Frankly, this might be fine for pve but for pvp this much value is absolutely unhealthy for the game. For context, the very best maximum health skills tend to heal around 30% maximum health, this one skill not only heals for more than that, but also offers incredible resource recovery and on top of that deals damage in an aoe.

    The resource sustain part is also strong enough to infinitely block without ever running out of stamina as long as one has around 23k stamina and casts HoF off cool down.

    As it stands, this is the single strongest sustain skill ever released, and also one of the best if not the best max hp heals in the game and also a great aoe delayed burst. This is frankly, beyond overpowered. Please consider cutting the resources restored with battle spirit active in half for both morphs of the skill.

    I think making the skill restore the same amount over a significantly longer duration would be a decent compromise.
    I used to think rune focus was an overloaded skill with it providing healing, armor and sustain, but Heart of flame puts it to shame.

    There's nothing more fun than watching half my bgs consisting of permablocking dks knowing full well they never have to drop their block to drop 20k+ burst.

    I've honestly been taking ardent flame on every single pvp build i play since dk's rework. Even if you ignore whip and go for a ranged build at least its infinite sustain + a great hot with cauterize and great passives and the skill line is even better in melee.

    You know how we used to say Animal Companions, Assasination, Storm calling etc were S tier skill lines for pvp? This is probably the first tier 0 we had and its genuinely surprising that they went ahead with considerably buffing its most problematic skill.
    Edited by acanca on May 12, 2026 5:47AM
  • Grandsheba
    Grandsheba
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    @ZOS_Kevin @ZOS_GinaBruno With Update 50 introducing Class Mastery, Necromancer is in a strong position to receive a class refresh that strengthens its core identity without moving the class away from corpse management, summons, decay, disease, and battlefield control.

    The purpose of this proposal is not to turn Necromancer into a generic damage class. The purpose is to make Necromancer’s existing class mechanics more reliable, more rewarding, and more competitive with the direction of modern ESO combat.

    Necromancer should be powerful when it successfully creates, consumes, and weaponizes corpses. That is the class fantasy. That is also where many of the current gameplay issues exist.

    Proposal Focus
    • Improving corpse based ability reliability.
    • Strengthening Necromancer’s damage over time identity.
    • Giving Blastbones and its morphs more consistent combat delivery.
    • Updating the Necromancer spammable so it better supports the class rotation.
    • Expanding Class Mastery into a deeper pure class progression system.
    • Using Infinite Archive Visions and Verses as earned Class Mastery unlocks.
    Class Mastery System Expansion
    Class Mastery Points
    Class Mastery currently grants 2 Class Mastery Points.
    Proposal: Increase the total number of Class Mastery Points from 2 to 3.
    This gives pure class characters more meaningful mastery expression while still requiring selection and tradeoffs.
    Because Class Mastery is only available to characters using all three native class skill lines, this gives players a stronger incentive to remain committed to their original class identity instead of subclassing.
    Skill Mastery Slots
    In addition to passive Class Mastery choices, pure class characters should gain access to skill specific mastery upgrades.
    Proposal: A pure class character may equip 1 Skill Mastery upgrade per native class skill line.
    For Necromancer, this would allow:
    • 1 Grave Lord Skill Mastery
    • 1 Bone Tyrant Skill Mastery
    • 1 Living Death Skill Mastery
    These upgrades would be disabled and refunded when subclassing is activated, following the same rules as existing Class Mastery.
    This allows each class to preserve its native gameplay identity while adding deeper progression for players who choose not to subclass.
    Class Mastery: Malevolent Promise
    Proposed Revision
    Malevolent Promise
    Upgrades rank 2 of Corpse Consumption.
    Whenever you consume a corpse, you mark the closest non player enemy with Death’s Touch for 6 seconds, allowing corpse consuming abilities to be used against them.
    This effect can occur once every 2 seconds.
    Consuming or replacing Death’s Touch triggers rank 2 of Death Gleaning.
    Death’s Touch can only affect a target at or below 40% Health.
    This effect can occur once every 10 seconds per target, once per attack.
    Playtester Note: This revision keeps Malevolent Promise functional while addressing the concern around repeated corpse consumption interactions.
    Death’s Touch remains a meaningful Necromancer Class Mastery effect because it allows corpse consuming abilities to function when traditional corpse placement is unreliable. The Health threshold and per target cooldown prevent repeated detonation abuse while preserving the core purpose of the passive.
    This keeps Necromancer’s corpse economy intact instead of removing one of the most important Class Mastery interactions from the class.
    Infinite Archive Class Mastery Unlocks
    Infinite Archive already contains Visions and Verses that strongly align with class themes. These effects can be used as earned Class Mastery unlocks.
    This gives Infinite Archive more long term reward value while giving each class additional progression tied to its own identity.
    Proposed Unlock Structure
    Certain Visions and Verses become permanent unlockable Class Mastery options after completing specific Infinite Archive milestones on that class.
    The character must complete the required Arc or unlock the required Vision or Verse while playing that class.
    The unlocked effect still requires Class Mastery access.
    The character must remain a pure class.
    The effect must still be selected through Class Mastery or Skill Mastery slots.
    This keeps these effects earned, optional, and controlled through limited mastery selection.
    Class Mastery Example: Bitter Harvest and Morphs
    Target: Self
    Cost: 1 corpse
    Skill Description
    Sap the lingering life from fresh corpses, granting you 2 Ultimate and healing 660 Health every 1 second for 2 seconds per corpse soul consumed.
    This ability scales off your Max Health.
    While slotted, your damage taken is reduced by 3%.
    Skill Mastery: Shackled Resolve
    Applies to: Bitter Harvest and morphs
    Unlock Requirement: Complete Arc 8 in the Infinite Archive as a Necromancer.
    Effect
    While active, nearby enemies are tethered by your soul.
    Up to 5 nearby enemies become linked to you.
    For every enemy linked, reduce your damage taken by 2%.
    Player test Note: Shackled Resolve gives Bitter Harvest a stronger defensive mastery path without changing its corpse cost.
    This keeps the ability rooted in Necromancer’s corpse economy while giving Bone Tyrant style builds a controlled mitigation option through enemy proximity and soul tethering.
    Skill Baseline: Grave Grasp
    Skill Description
    Summon three patches of skeletal claws from the ground in front of you.
    Enemies in the first area are snared by 30% for 5 seconds.
    Enemies in the second area are immobilized for 4 seconds.
    Enemies in the final area are stunned for 3 seconds.
    Each patch applies Minor Maim to enemies hit for 10 seconds, reducing their damage done by 5%.
    Skill Mastery: Grasping Limbs
    Applies to: Grave Grasp and morphs
    Unlock Requirement: Complete Arc 13 in the Infinite Archive as a Necromancer.
    Effect
    When Grave Grasp or one of its morphs is used on a corpse, the dead lend you a helping hand.
    A skeletal hand ensnares enemies within 20 meters, immobilizing them for 3 seconds.
    Each enemy ensnared restores 236 Magicka and 559 Stamina.
    Player test Note: Grasping Limbs gives Grave Grasp a stronger corpse interaction and makes the skill more valuable as a control and sustain tool.
    This improves Necromancer’s battlefield control without making the effect passive or automatic. It requires corpse use and rewards proper placement.
    Passive Rework: Death’s Merchant
    Rework: Death Gleaning
    Rank 1
    Whenever someone within 28 meters dies while you are in combat, restore 333 Magicka and Stamina.
    Rank 2
    Whenever someone within 28 meters dies while you are in combat, restore 666 Magicka and Stamina.
    Player test Note: Death Gleaning should trigger from nearby death more broadly.
    Necromancer’s class identity is built around death occurring on the battlefield. This change allows the class to benefit more consistently from its core theme in group content, PvP, add waves, and corpse heavy encounters.
    Class Mastery: Necrotic Support
    Applies to: Death’s Merchant
    Unlock Requirement: Complete Arc 10 in the Infinite Archive as a Necromancer.
    Source Type: Utility Vision
    Effect
    Fallen enemies restore your vigor.
    Whenever an enemy is slain within 28 meters while you are in combat, restore 666 Health, 666 Magicka, and 666 Stamina.
    Player test Note: Necrotic Support upgrades Necromancer’s death based sustain into a stronger pure class reward.
    The effect is limited by enemy deaths and combat state, keeping it tied to active encounters rather than passive recovery.
    Class Mastery Baseline: Bone Goliath Transformation
    Target: Self
    Cost: 250 Ultimate
    Duration: 20 seconds
    Skill Description
    Transform into a horrific Bone Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health.
    While transformed, Necromancer transformation attacks apply Disease Damage.
    Your damaging Light Attacks restore 319 Health, and fully charged Heavy Attacks restore 800 Health.
    This ability scales with your Max Health.
    Class Mastery: Undead Avatar
    Applies to: Bone Goliath Transformation and morphs
    Unlock Requirement: Complete Arc 20 in the Infinite Archive as a Necromancer.
    Source Type: Offensive Verse
    Effect
    Transform into an Avatar of the Undead.
    Slain enemies empower you, increasing your Damage Done by 5%.
    This effect stacks up to 10 times.
    Maximum bonus: 50% Damage Done.
    Once every 5 seconds, you may activate Call the Dead, creating a graveyard that calls forth undead minions.
    These minions defend you, draw enemy aggression, and cast Fear on nearby enemies when they die.
    Reduce your damage taken by 30%.
    Gain immunity to crowd control.
    Duration: 20 seconds.
    Using Call the Dead revives your minions if they died and heals the ones still alive.
    Playtester Note: Undead Avatar gives Necromancer a true undead army transformation while keeping the effect earned through Infinite Archive progression.
    The effect is powerful, but controlled by duration, Ultimate cost, kill based ramping, and mastery slot selection. It gives Necromancer a transformation identity that sits closer to the power fantasy of Werewolf while remaining distinctly Necromancer.
    Passive Baseline: Disdain Harm
    Effect
    Reduce the damage you take from damage over time abilities by 15% while you have a Bone Tyrant ability active.
    Class Mastery: Adaptive Defender
    Applies to: Disdain Harm
    Unlock Requirement: Complete Arc 12 in the Infinite Archive as a Necromancer.
    Effect
    Reinforce your defenses when you are more vulnerable.
    For every 10% missing Health, reduce your damage taken by 1%.
    Playtester Note: Adaptive Defender pairs naturally with Disdain Harm and Bone Tyrant’s defensive identity.
    The effect becomes strongest when the Necromancer is under pressure, making it a reactive durability tool rather than a permanent flat mitigation bonus.
    Update 52 Necromancer Class Refresh
    Skill Baseline: Ghastly Skull
    Replaces: Flame Skull
    Cost: 2295 Magicka
    Target: Enemy
    Base Damage: 2450 Flame Damage
    Active Limit: Maximum 3 Skulls live at once.
    Projectile Lifetime: 3 seconds.
    Skill Description
    Launch a ghastly skull that homes in on the target, dealing 2450 Flame Damage.
    The projectile ignores standard dodge rolls and pursues the target for up to 3 seconds before collapsing.
    If the target dies before impact, the skull automatically shifts tracking to the nearest enemy within 8 meters.
    You can have a maximum of 3 skulls active on the battlefield at one time.
    Casting a fourth skull causes the oldest active projectile to immediately fall to the ground and become a usable corpse.
    Activating this ability grants you Major Brutality and Major Sorcery for 20 seconds, increasing your Weapon and Spell Damage by 20%.
    Tactical Note: This rebalance removes the travel time penalty unique to the old Flame Skull.
    By shifting the damage to a tracking projectile, the ability creates active delayed burst pressure. Targets can no longer break the Necromancer’s rotational math through simple movement or kiting, bringing the skill’s reliability closer to instant registering spammables like Lava Whip and Veiled Strike.
    The active skull limit also ties the spammable back into Necromancer’s corpse economy by allowing expired skulls to become usable corpses.
    Morph 1: Chaos Skull
    Replaces: Venom Skull
    Cost: 2295 Stamina
    Target: Enemy
    Base Damage: 2450 Damage
    Projectile Lifetime: 3 seconds.
    Skill Description
    Launch a cursed skull that homes in on the target, dealing 2450 Damage and applying a fixed negative status effect on impact.
    Each consecutive cast fires the next skull type in the sequence:
    1. Flame Skull deals Flame Damage and applies Burning.
    2. Poison Skull deals Poison Damage and applies Poisoned.
    3. Lightning Skull deals Shock Damage and applies Concussed, applying Minor Vulnerability.
    4. Frost Skull deals Frost Damage and applies Chilled, applying Minor Brittle.
    5. Physical Skull deals Physical Damage and applies Sundered, applying Minor Breach and granting the caster 100 Weapon and Spell Damage.
    6. Disease Skull deals Disease Damage and applies Diseased, applying Minor Defile and causing an instant area explosion.
    7. Bleed Skull deals Bleed Damage and applies Hemorrhaging, stacking up to 3 times to increase damage over time.
    8. Magic Skull deals Magic Damage and applies Overcharged, applying Minor Magickasteal.
    The projectile pursues the target for up to 3 seconds before collapsing.
    You can have a maximum of 3 skulls active on the battlefield at one time.
    Activating this ability grants you Major Brutality and Major Sorcery for 20 seconds.
    Every third cast creates a corpse at the target location upon impact.
    Tactical Note: Chaos Skull gives Necromancer a status driven spammable that works with the rest of its kit.
    Because the status effects occur in a predictable sequence rather than relying on random chance, the player can plan burst windows, corpse consumption, Stalking Legion timing, and Shocking Siphon setup around specific debuff states.
    This gives Necromancer more reliable combat rhythm while preserving a darker, chaotic identity.
    Morph 2: Wraith of Pain
    Replaces: Ricochet Skull
    Cost: 2295 Magicka
    Target: Enemy
    Base Damage: 2450 Flame Damage
    Wraith Damage: 450 Flame Damage every 1 second
    Wraith Projectile Damage: 1200 Flame Damage
    Projectile Lifetime: 3 seconds
    Wraith Duration: 6 seconds
    Target Limit: 2 active Wraiths
    Skill Description
    Launch a flaming skull that homes in on the target for up to 3 seconds, dealing 2450 Flame Damage.
    On impact, the skull manifests a Wraith that latches onto the target for 6 seconds, burning them for 450 Flame Damage every second.
    While haunting the target, the Wraith automatically fires smaller skulls at the closest secondary enemy within 8 meters every 2 seconds, dealing 1200 Flame Damage.
    You can have Wraiths active on a maximum of 2 targets at a time.
    When the Wraith expires or the target dies, the spirit disappears and leaves behind 1 usable corpse.
    Activating this ability grants you Major Brutality and Major Sorcery for 20 seconds.
    Tactical Note: This morph turns the old ricochet concept into a more reliable single target and cleave pressure tool.
    Instead of relying on inconsistent bouncing, Wraith of Pain turns the primary target into a hostile beacon that pressures nearby enemies while the Necromancer maintains focus on the main target.
    The corpse left behind at the end of the effect keeps the morph connected to the Necromancer’s resource loop.
    Skill: Shocking Siphon
    Duration: 20 seconds
    Maximum Range: 28 meters
    Radius: 5 meters
    Cost: 1 corpse
    Skill Description
    Violently drain the last spark of life from a corpse, dealing 14590 Shock Damage over 20 seconds to all enemies around the corpse and between you and the corpse.
    While slotted, your damage done is increased by 3%.
    Change Notes: This adjustment significantly enhances Shocking Siphon’s damage potential while retaining the core mechanics that require a corpse and manual targeting.
    The ability remains aligned with Necromancer’s damage over time identity while offering a more meaningful payoff for its corpse requirement, positioning requirement, and tether based targeting.
    Skill: Blastbones
    Target: Enemy or Area
    Range: 28 meters
    Cost: 2700
    Skill Description
    Within 2.5 seconds, summon a flaming skeleton from the ground.
    The skeleton pursues the target and explodes upon reaching them, dealing 3486 Flame Damage to nearby enemies.
    Using the reticle while summoning allows you to direct Blastbones toward a specific target.
    Otherwise, Blastbones autonomously follows the Necromancer and engages the nearest enemy within a 10 meter radius.
    Recasting redirects the active Blastbones.
    Change Notes: This modification gives Necromancer players greater flexibility and control.
    Removing the requirement for a predefined target allows Blastbones to function more reliably in fast moving combat. Reticle targeting preserves player agency, while autonomous behavior prevents the skill from failing when no target is selected.
    Morph: Stalking Legion
    Morph of: Blastbones
    Target: Enemy or Area
    Range: 28 meters
    Limit: 3 active skeletons
    Duration: 10 seconds
    Cost: 2700
    Skill Description
    Summon a flaming skeleton from the ground.
    Within 2.5 seconds, the skeleton runs after the target and explodes when it gets close, dealing 1600 Flame Damage to all nearby enemies.
    Every second the skeleton spends chasing its target increases the damage of the explosion by 10%, up to a maximum of 50%.
    When Stalking Legion comes within 6 meters of a corpse, it consumes that corpse to summon another Stalking Legion that follows and attacks the same target.
    Up to 3 Stalking Legion skeletons can be active at a time.
    Creates a corpse on death.
    Change Notes: This rework strengthens Necromancer’s undead legion fantasy while keeping the effect tied to corpse economy.
    The lower base damage balances the ability’s ability to create multiple skeletons. The corpse requirement adds strategic depth and rewards battlefield setup.
    The skeletons can still be targeted, knocked back, killed, avoided, or controlled before reaching their targets.
    Morph: Blighted Blastbones
    Morph of: Blastbones
    Target: Enemy or Area
    Range: 28 meters
    Radius: 6 meters
    Duration: 4 seconds
    Cost: 2295
    Skill Description
    Summon a decaying skeleton from the ground within 2.5 seconds.
    The skeleton runs after the target and explodes when it gets close, dealing 3600 Disease Damage to nearby enemies and applying Major Defile for 4 seconds, reducing their healing received and Health Recovery by 16%.
    Creates a corpse on death, causing a putrid area of decay in a 6 meter radius.
    Enemies within the area suffer from a potent Disease affliction, taking 1500 Disease Damage over 4 seconds.
    Only 2 Blighted corpses may persist at a time.
    Change Notes: This gives Blighted Blastbones a stronger disease and decay identity.
    The morph becomes more than a delayed explosion by leaving behind a corpse based area of corruption. This gives Necromancer a thematic area of effect damage over time option while keeping the effect limited through the 2 corpse cap.
    Skill: Skeletal Archer
    Target: Self
    Cost: 2525
    Duration: 20 seconds
    Skill Description
    Unearth a skeletal archer from the dirt to fight by your side for 20 seconds.
    The archer attacks the closest enemy every 2 seconds, dealing 463 Physical Damage.
    Each time the archer deals damage, its next attack deals 33% more damage than the previous attack, up to 99%.
    The type of damage the archer deals depends on which corpse is summoned.
    Khajiiti Archer: Bleed Damage
    Argonian Archer: Poison Damage
    Creates a corpse on death.
    Only one Skeletal Archer can be active at a time.
    Change Notes: This change gives Necromancer summons more tactical identity.
    Different undead should provide different combat applications. This preserves the summon fantasy while giving players more buildcraft and damage type flexibility.
    Skill: Skeletal Arcanist
    Target: Area
    Cost: 2970
    Duration: 20 seconds
    Skill Description
    Unearth a skeletal mage from the dirt to fight by your side for 20 seconds.
    The mage attacks the closest enemy every 2 seconds, dealing 478 Frost Damage to them and all nearby enemies, creating a 4 meter area effect on the ground for 4 seconds.
    The type of damage the mage deals depends on which corpse is summoned.
    Khajiiti Mage: Shock Damage
    Argonian Mage: Flame Damage
    Creates a corpse on death.
    Only one Skeletal Arcanist can be active at a time.
    Change Notes: This change gives Skeletal Arcanist stronger class identity and more strategic value.
    Necromancer should feel like it commands different forms of the dead rather than temporary generic summons.
    Passive: Rapid Rot
    Rank 1
    Increases your damage done with damage over time effects by 15%.
    Rank 2
    Increases your damage done with damage over time effects by 30%.
    Change Notes: This reinforces Necromancer’s damage over time identity.
    Necromancer’s class fantasy centers on decay, disease, lingering death, and corpse manipulation. Rapid Rot should meaningfully support that role.
    Skill: Summoner’s Armor
    Target: Self
    Cost: 2700
    Radius: 4 meters
    Duration: 20 seconds
    Skill Description
    With Namira’s embrace, wrap yourself in hardened bone, granting Living Corpse and Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948.
    While active, when attacked by an enemy, 1 bone shard is summoned at the enemy’s location.
    The bone shard releases noxious fluids around itself, dealing 1800 Poison Damage in a 4 meter radius over 4 seconds.
    The damage portion of this skill scales with your highest resource.
    Also reduces the cost of Blastbones, Skeletal Mage, and Spirit Mender by 15%.
    Creates a corpse when the effect completes.
    Change Notes: This gives Summoner’s Armor a stronger purpose as a defensive and offensive corpse tool.
    The bone shard provides area denial, but it remains limited by placement, duration, and enemy movement. The cost reduction supports Necromancer’s summon loop while the final corpse generation keeps it tied to class identity.
    Morph: Remote Decay Totem
    Morph of: Bone Totem
    Target: Ground
    Range: 28 meters
    Radius: 6 meters
    Cost: 3240
    Duration: 11 seconds
    Skill Description
    Summon an effigy of bone for 11 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%.
    Consuming a corpse causes allies within the 6 meter radius to gain an Atoning Spirit.
    Atoning Spirit maintains the totem’s defensive effect for 10 seconds after leaving the totem’s range.
    Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430.
    After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
    The totem can be summoned up to 28 meters away and costs less.
    Change Notes: Remote Decay Totem improves Necromancer’s group support and battlefield control.
    The skill protects allies, weakens enemies, and rewards corpse consumption without turning Necromancer into a generic healer. It gives tanks and support builds a stronger reason to use corpses defensively.
    Morph: Agony Totem
    Morph of: Bone Totem
    Target: Area
    Cost: 4050
    Duration: 13 seconds
    Skill Description
    Summon an effigy of bone at your feet for 13 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%.
    After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
    Consumes a corpse on cast to enable you or your allies to activate the Pure Agony synergy, causing enemies to take 2100 Magic Damage over 5 seconds and applying Minor Vulnerability to them, increasing their damage taken by 5%.
    Change Notes: This ties the Pure Agony synergy directly to corpse consumption.
    The result is more thematic and more intentional. The synergy remains powerful, but it now requires the Necromancer to manage corpses as part of the skill’s full value.
    Morph: Necrotic Pit
    Skill Line: Bone Tyrant
    Target: Ground
    Range: 28 meters
    Radius: 8 meters
    Cost: 3780 Magicka or Stamina, whichever is higher
    Duration: 12 seconds
    Masters of the battlefield, Necromancers use the pit not just to trap enemies, but to anchor their own resolve against the onslaught.
    Skill Description
    Summon an 8 meter Necrotic Pit at the target location for 12 seconds.
    Enemies inside the pit are taunted.
    While you and allies are standing inside the pit, your Block Mitigation is increased by 10%.
    Enemies within the pit are snared by 30%.
    Corpse Synergy: Casting Necrotic Pit on a corpse consumes 1 corpse to increase the snare to 50% for the remaining duration.
    Change Notes: Necrotic Pit gives Necromancer tanks stronger battlefield anchoring.
    The base effect provides taunt, snare, and group block support. The corpse synergy increases control, rewarding corpse placement and tank positioning without expanding the area beyond its base radius.
    Passive: Disdain Harm
    Effect
    Reduce the damage you take from damage over time abilities by 15% while you have a Bone Tyrant ability active.
    Change Notes: This passive supports Bone Tyrant’s defensive identity and gives Necromancer a stronger role against sustained pressure.
    Skill: Hexproof
    Target: Self
    Radius: 10 meters
    Cost: 1670 Health
    Skill Description
    Harness the touch of Namira and release a powerful wave of hex energy.
    Remove up to 4 negative effects from yourself and hex enemies within a 10 meter radius with your negative effects.
    While slotted, the cost of all your abilities is reduced by 3%.
    Change Notes: This gives Hexproof a stronger identity as both a defensive and offensive tool.
    The skill costs Health and requires the Necromancer to already be afflicted. Instead of simply cleansing, the Necromancer converts those afflictions into pressure against nearby enemies.
    This fits the class fantasy of manipulating curses, disease, corruption, and death magic.
    Ultimate: Bone Goliath Transformation
    Target: Self
    Cost: 250 Ultimate
    Duration: 20 seconds
    Skill Description
    Transform into a horrific Bone Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health.
    While transformed, Necromancer transformation attacks apply Disease Damage.
    Your damaging Light Attacks restore 319 Health, and fully charged Heavy Attacks restore 800 Health.
    This ability scales with your Max Health.
    Change Notes: Bone Goliath should have a stronger debuff identity.
    Forced Disease status application gives the transformation meaningful pressure.
    Morph: Ravenous Goliath
    Morph of: Bone Goliath Transformation
    Skill Description
    Transform into a horrific Ravenous Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health.
    While transformed, your transformation attacks apply Disease Damage.
    Your damaging Light Attacks restore 319 Health, and your fully charged Heavy Attacks restore 800 Health.
    You deal 826 Disease Damage to nearby enemies every second, applying the Disease status effect and healing for the damage caused.
    These abilities scale off your Max Health.
    Change Notes: Ravenous Goliath becomes the sustain and disease aura morph.
    It reinforces Necromancer’s identity as a transformation that survives by draining life and spreading decay.
    Morph: Pummeling Goliath
    Morph of: Bone Goliath Transformation
    Skill Description
    Transform into a destructive Pummeling Goliath, increasing your Max Health by 30000 for 20 seconds and immediately restoring 30000 Health.
    While transformed, your transformation attacks apply Disease Damage.
    Your damaging Light Attacks restore 319 Health, and your fully charged Heavy Attacks restore 800 Health.
    Your Bash attacks hit multiple targets in front of you and deal 1799 Disease Damage.
    While transformed, your Bash attack scales with your offensive stats and deals damage in a cone in front of you.
    Change Notes: Pummeling Goliath becomes the offensive brawler morph.
    This gives the transformation a more active combat loop and allows offensive Necromancer builds to use the form for pressure instead of only survivability.
    Reanimate Morph 1: Death Guard/b]
    Cast Cost: 400 to 500 Ultimate
    Target: Area
    Upkeep Cost: 10 Ultimate per second while in combat
    Out of Combat Upkeep: 2 Ultimate per second
    Skill Description
    Resurrect up to 3 dead allies at the target location.
    At the same time, consume up to 3 corpses in the area to summon a powerful Death Guard. The Death Guard uses the heavily armored elite Dread Knight combat style and acts as a temporary sacrificial guardian.
    The Death Guard’s Health and Armor scale based on the number of corpses consumed.
    1 corpse consumed: Death Guard has 25000 Health and 15000 Armor.
    2 corpses consumed: Death Guard has 35000 Health and 25000 Armor.
    3 corpses consumed: Death Guard has 50000 Health and 33000 Armor.
    While the Death Guard is active, all passive and active Ultimate generation is disabled.
    The Death Guard drains 10 Ultimate per second while you are in combat and 2 Ultimate per second while you are out of combat.
    The Death Guard remains active until it is killed or until your Ultimate pool is depleted.
    Death Guard Abilities
    Grave Sweep: The Death Guard winds up a massive 180 degree frontal cleave with its greatsword, dealing moderate Disease Damage to enemies within 6 meters.
    Enemies hit are affected by Minor Aggro, causing them to prioritize the Death Guard unless overridden by a player taunt.
    Shattering Strike: The Death Guard performs a heavy overhead smash against its primary target, desecrating the ground beneath them.
    The affected area deals continuous Magic Damage and snares enemies standing within it.
    Necrotic Shield: The Death Guard takes 30% reduced damage from area of effect attacks.
    Expiration
    When the Death Guard’s Health reaches 0 or your Ultimate pool is depleted, the Death Guard collapses and becomes 1 usable corpse.
    It does not trigger an additional heal, explosion, or damage effect.
    Change Notes: Death Guard gives Reanimate a stronger recovery identity.
    The resurrected allies gain breathing room because the Death Guard immediately stabilizes the room by drawing enemy aggression, applying pressure, and absorbing damage.
    The corpse scaling keeps the morph tied to Necromancer’s class economy, while the Ultimate drain prevents indefinite uptime.
    Reanimate Morph 2: Phantasmal Aegis
    Cast Cost: 400 to 500 Ultimate
    Target: Area
    Duration: 10 seconds
    Skill Description
    Resurrect up to 3 dead allies at the target location.
    Revived allies return to life protected by a Phantasmal Damage Shield that absorbs damage equal to 50% of their Max Health for up to 10 seconds.
    While the shield is active, each direct hit absorbed grants the revived player 1 stack of Spectral Influx.
    Each stack of Spectral Influx grants 100 Health Recovery, Magicka Recovery, and Stamina Recovery.
    This effect can stack up to 10 times.
    Maximum bonus: 1000 Health Recovery, Magicka Recovery, and Stamina Recovery.
    When the shield expires or is destroyed, Spectral Influx remains on the player for 5 seconds.
    Change Notes: Phantasmal Aegis gives Reanimate a stronger immediate stabilization morph.
    The purpose of this morph is not to add damage. It protects revived allies long enough for them to recover, rebuff, reposition, and re enter combat.
    The recovery bonus requires the shield to absorb direct hits, keeping the effect tied to actual post resurrection pressure rather than granting free sustain.
    Final Design Direction
    Necromancer should remain a corpse based class.
    The goal is not to remove corpse requirements. The goal is to make those requirements worth the effort.
    This proposal strengthens Necromancer in the areas where the class needs the most functional improvement:
    • Corpse generation
    • Corpse consumption
    • Summon reliability
    • Damage over time pressure
    • Disease and decay identity
    • Battlefield control
    • Transformation impact
    • Pure class mastery progression
    • Infinite Archive class rewards
    Class Mastery is the correct system to support this direction, especially when paired with Infinite Archive unlocks and skill specific mastery upgrades.
    Necromancer does not need to become generic to become competitive. It needs its own mechanics to function with the same reliability and payoff other classes already receive.
    "The Tower touches all the mantles of Heaven and by its apex one can be as he will. Be as he was and yet changed for all else on that path for those that walk after. This is [CHIM] the secret of how mortals become makers, and makers back to mortals."
  • Spearblade
    Spearblade
    ✭✭✭✭
    Arcanist Class Mastery (and their passives) are way too tied to Crux. I understand it's the defining feature of the class, but it makes it somewhat cumbersome with Subclassing, almost worthless with Werewolf and Vampire Lord forms, and actively discourages use of many Weapon skills and the like, as they don't participate with the class and its passives.

    Arcanist needs a passive source of Crux- whether automatically generated by length of time in combat, or a mechanic in which direct damage, DOTs, HOTs, or Damage Taken generates them. At the very least as a Class Mastery mechanic. The Class Mastery 3 Crux bursts are fun, but don't work with Werewolf, Vampire Lord, or anything else that forces their skills to change.

    So then...what, you have 3 Crux floating around you as a Werewolf, etc and no way to use them. Relatively problematic at present, yes. I suggest having a scaling passive in a similar fashion to Writhing Runeblades, etc baked into a Class Mastery or passive. Or have a Mastery with a trigger upon gaining 3 Crux, it spends them and you get a heal, or a buff, etc- it would be situational, sure, because sometimes you will want to Fatecarver or something instead, but it adds more gameplay options- not just for form changes and the like, but if I wanted to use Wrecking Blow as a spam, etc...
  • Al_Ex_Andre
    Al_Ex_Andre
    ✭✭✭
    How are the new Templar masteries supposed to do anything Vs a DK? Those masteries are a joke. You can't even var swap to heal before you are power lashed to death
    I don't want to start a war just to say this is just and plain dk preference over the templar. This whole point is the reason that the templar was nerfed hard because he demolished the DK in pvp, or purged the DK's DOT;

    I am late into this because I am not playing since the beginning, but maybie someone can point me if this affirmation sounds right, or this is wrong.

    Dk are anyway the stars of ESO btw, templars are a supportive class, and better accept this. This is for sure right now. This may explains that.

    No, I want my templar to not be only melee oriented in PVP (+PVE), I see templars as half-melee/half ranged I think this is very lore-friendly, and this will give a chance to the Templar to exist over the DK, DKS are the kings in melee.

    What is ironic also maybie, is that the templars at the core, lore-wise, are magplars, the Altmers and the Bretons who are depicted as the knights in the lore, and they are maybie the worst dd templars both in PVP and group-PVE.

    Templars are not only healers lore-wise btw, they should be good dd and good tanks, that class asks totally for this.

    Well, this is my feedback for U50 and the templars I just had to reply to the post above, and nobody has responded to it. I know that U50 is not a definitive fix for the Templar. ;) And better talk about the templar before their refresh is over

    and this will happen fast......

    Peace out
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