Necromancer is a unique class and has incredible thematic potential. However, it suffers from long‑standing structural issues: inconsistent corpse mechanics, excessive bar‑space pressure, unreliable summons, lack of DoTs, too many ground‑casts, and no PvP “turn the tables skill”. This proposal aims to modernise Necromancer while strengthening its core fantasy.
I mainly play PvP these days and am currently unfamiliar with PvE requirements outside of DD corpsebuster spam (which is great). I have a general idea but would appreciate contribution from other players on this.
Class reworks need to be made with all roles and gameplay styles in mind. Necromancer requires 12–13 functional abilities to operate in PvP, but only has 10 skill bar slots; every core function is a separate skill, this needs to be addressed and skill utility needs to double up on their function.
I’m excluding passives and class masteries here just to keep this half readable. Hopefully this thread provides inspiration for ZOS to rework Necromancer in the future.
Grave Lord
Frozen Colossus
Glacial - Unchanged
Pestilent - Generate a corpse on final smash
Flame Skull (Animation refresh/ Cost scales from max resource)
Ricochet Skull - Converts into a Single target DoT, Synergising with rapid rot (Name -Blight Skull)
Venom Skull - Unchanged
Sacrificial Bones Need to be separate to accommodate for all roles
Blighted Blastbones - Unchanged
Grave Lords Sacrifice - Needs to be useful as Healer/Tank + Corpse generator/ utility tool
Boneyard increase radius 6m > 8m
Avid Boneyard - Consume Corpse for more dmg + Add slow + major breach after target leaves area
Unnerving Boneyard - Generate a corpse + Add HoT + Major protection to allies
Skeletal Mage (Major and Minor Brutality)
Skeletal Arcanist - Healing effect + 10% dmg reduction for group (Name-Skeletal Mender)
Skeletal Archer - Cast is targeted not closest enemy/ random
Shocking Siphon Major Savagery always active
Detonating Siphon - Slightly Increase dmg to make consuming corpses rewording (Amend corpsebuster later)
Mystic siphon - Sustain + Healing Morph
Bone Tyrant
Bone Goliath
Pummeling Goliath - Significantly increase damage
Ravenous Goliath - Add a group damage shield and defensive/healing utility
Death Scythe
Hungry Scythe - Unchanged
Ruinous Scythe - Single target +Drastically increase Damage (main DD spammable)
Bone Armour Add minor Resolve for group
Beckoning Armour - Add minor evasion
Summoner’s Armour - Add Minor expedition
Bitter Harvest Remove corpse requirement for cast - Add Major Expedition and CC immunity
Necrotic Potency - IF corpse present generate 5 ult. Taking dmg = gain Major Evasion
Daedan pain - IF corpse present generate 2 Ult for self and group members
Bone Totem increases radius to 8m from 6m.
Agony Totem - Instant Cast fear + Synergy
Remote Totem - Unchanged
Grave Grasp
Empowering Grasp - Taunt + Pull + Major Maim
Ghostly Embrace - Taunt + Gap closer + Minor Maim
Living Death
Reanimate
Renewing Animation - Unchanged
Animate Blastbones - Revive 1 ally + summon all Necromancer pets
Render Flesh
Blood Sacrifice - AoE Burst heal (similar to Templar Ritual of rebirth) + Cost health if ally is healed
Resistant Flesh - Remove defile + Add Major Vitality
Expunge
Expunge and Modify- Self Cast +Increased Recovery+ increase purge
Hexproof - AoE Purge + Maj mending for 4s in area
Life Amid Death Remove Burst heal + Increase Ground HoT + Add minor mending in area
Enduring Undeath - Consumes Corpse + HoT persist outside of area
Renewing Undeath - Generates corpse
Spirit Mender
Intensive Mender - Increase healing + add recovery to target healed
Spirit Guardian - Unchanged
Restoring Tether (IMO All tethers could be combined, if not - Maj Sorcery also here).
Braided Tether - Increase healing + 8m radius from 5m
Mortal Coil - unchanged