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Please move up Necromancer rework to 2026

  • Kalthea
    Kalthea
    ✭✭✭
    The problem with this feedback is that you are mixing lore between two different franchises. Necromancers in Elder Scrolls don't raise entire armies of the dead at once. Every being in the world is limited by their Magicka, and the amount of Magicka it would take in order to summon an entire undead army is not possible for any Man nor Mer to conceivably obtain. This is the very reason that the discovery of the Eye of Magnus in Skyrim was such a big deal, it was a massive font of Magicka with untapped and unknown potential. Meanwhile, Diablo necromancers are a welcomed practice, often being respected for tending graveside and keeping the dead at peace. In times of strife, the Necromancers in Sanctuary will take their knowledge of the dead and gather up their assistance, but they don't have the same Magicka restriction that people on Nirn do. You can't compare apples and oranges.

    Now, on to some actual feedback for Necromancer in Elder Scrolls Online: I agree with the assessment that it is clunky. It lacks proper feedback, Blastbones is horrible and takes an unknowable amount of time to reach its target and then explode (I swear I have seen it disappear before even generating a corpse). The corpse system is a slog, often relying on a weird mini game to set things up before it can be used effectively. I have Blastbones set as the second skill I cast in my rotation specifically so I have enough time for it to explode by the time I get to the skill that needs a corpse on the ground (I run a weird hybrid setup, but the sentiment still applies).

    When it comes to the idea of a skeletal army though, I think having a small squad of GOOD skeletal minions is the best option to go with. They aren't great, they aren't weak, just middle of the road. Give us maybe 2 or 3 skills with the ability to keep a skeleton buddy around. Make it so you can swap out the gravestones for a skeletal warrior, blastbones for a wizard and another skill for an archer.

    But MOST IMPORTANTLY: ALL minions, from skills and armor effects and whatever else, NEED to share a common tag for boosting their damage. This way things like the Sorcerer passive that boosts Conjured Pet damage can affect all of your minions. It would also help to give them a bit more presence on the field, because man, minions barely contribute anything to DPS. Let the folks have their minion fun!
    May your crops be sun-blessed, sweet soul.
  • Silvains_Demon
    Silvains_Demon
    ✭✭✭
    Kalthea wrote: »
    The problem with this feedback is that you are mixing lore between two different franchises. Necromancers in Elder Scrolls don't raise entire armies of the dead at once. Every being in the world is limited by their Magicka, and the amount of Magicka it would take in order to summon an entire undead army is not possible for any Man nor Mer to conceivably obtain. This is the very reason that the discovery of the Eye of Magnus in Skyrim was such a big deal, it was a massive font of Magicka with untapped and unknown potential. Meanwhile, Diablo necromancers are a welcomed practice, often being respected for tending graveside and keeping the dead at peace. In times of strife, the Necromancers in Sanctuary will take their knowledge of the dead and gather up their assistance, but they don't have the same Magicka restriction that people on Nirn do. You can't compare apples and oranges.

    Now, on to some actual feedback for Necromancer in Elder Scrolls Online: I agree with the assessment that it is clunky. It lacks proper feedback, Blastbones is horrible and takes an unknowable amount of time to reach its target and then explode (I swear I have seen it disappear before even generating a corpse). The corpse system is a slog, often relying on a weird mini game to set things up before it can be used effectively. I have Blastbones set as the second skill I cast in my rotation specifically so I have enough time for it to explode by the time I get to the skill that needs a corpse on the ground (I run a weird hybrid setup, but the sentiment still applies).

    When it comes to the idea of a skeletal army though, I think having a small squad of GOOD skeletal minions is the best option to go with. They aren't great, they aren't weak, just middle of the road. Give us maybe 2 or 3 skills with the ability to keep a skeleton buddy around. Make it so you can swap out the gravestones for a skeletal warrior, blastbones for a wizard and another skill for an archer.

    But MOST IMPORTANTLY: ALL minions, from skills and armor effects and whatever else, NEED to share a common tag for boosting their damage. This way things like the Sorcerer passive that boosts Conjured Pet damage can affect all of your minions. It would also help to give them a bit more presence on the field, because man, minions barely contribute anything to DPS. Let the folks have their minion fun!

    I understand what you mean for being against "an army of the undead" but having squads should be fine. Hell, I know for sure that the action economy of a whole minion setup from Diablo IV (which is not as bad as Diablo III as a Necromancer when you wear sets like Bones of Rathma). I did try to fix the issue with 2 different solutions. Hopefully, ZOS finds an actual solution for this that makes the Necromancer less of a mini-game and more of a class that fits the title.
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