Necromancy got a really good upgrade through the Anniversary edition. It really is a cool kind of magic that has big potential and could be even better when we get ES 6 .
@@xBINARYGODx Mods shouldn't be what you need to complete a game mechanic. Even the fact that with Creation Club you have to pay extra to get that experience as a powerful necromancer, or summoner in general (because Lord knows why BGS cut most of the summons from previous games), is still ass. Sure you can cheat and use exploits like the ritual stone, with the Atherium crown and Azra's ring of Necromancy (if your game survives it) but that doesn't make up for the lack of spells. Hopefully BGS takes some inspiration from modders and implements that arcane diversity in the BASE GAME of the next TES.
Necromancy was always the way in Skyrim. It was the only Elderscrolls game to actually let you do actual necromancy by reviving dead enemies. Too few games do necromancy properly. Its all about making use of the lives you take. The ability to customize your minions based on who you kill and even give them gear is the difference between necromancy and basic summoning schools of magic.
You could do what he's saying in vanilla, just in a janky ways. I think you could put items on dead bodies so that they equip them as thralls. And there were always certain dead thralls that were better than others. Don't get me wrong though, mods are definitely the way to go if you want to do necromancy
I think shadow of war has the best necromancy system in any game. There's plenty of minions to resurrect and there's no upper limit on the number you can have. I usually end up with builds where i have a chance to passively resurrect enemies i kill and gear to buff those resurrected soldiers so in a large fight i end up snowballing quickly so a 1 v 100 could turn into a 25 stronger bois v 50 then into a 40 v 10 until every enemy is dead or resurrected. In my opinion, necromancy is hamstringed in skyrim with the 1 or 2 limit on summons. Most atronachs are far more powerful than resurrected enemies so it makes sense for them, not so much for the undead. Personally, i think the system would be better if there was a higher upper limit for raised undead and they only die when they run out of health (no timer and they can't be healed). A dispel spell would also be useful to instantly kill all of your zombies, once they die they turn to ash so they can't be resurrected, except for dead thralls
@@SkaterBlades perhaps summoning and controlling the undead is taxing. More so than an element, something that is pure magic to begin with. Just a thought.
@@codeninja1 I think the limit is for sanity reasons and balance overall. If I have 5+ summons with me at all times then enemies will be easily overwhelmed. Which is what I think they were trying to avoid.
I stopped playing skyrim back in 2018 when my pc broke at the 3.5k hours mark. I always came back here and watched your guys videos which kept my connection with the game alive for so much longer. thank you ❤
I like the comment on roleplaying over difficulty I remember doing a religious character who only used shields and restoration and I had a great time! (On novice)
A suprise to be sure but a welcome one. More necromancy is always appreciated! I always want to control more undead at once and give them orders like the necromancers in dungeons are presumably doing behind the scenes. Something like "Guard this area" or "Go there and fight while I sneak past" I know the crown stone combo allows to raise countless zombies as many times as you want but using exploits just isn’t the same
Once I was playing a necromancer. I killed a bunch of wolves in The Rift, piled them up, and raised the entire pack with The Ritual Stone. It was epic!
Heck yeah, necromancy! I do love all the new summons added and how each has its own special gimmick. I hope it gets its own special skill branch in ES6!
You can raise the dead in Oblivion. Mannimarco’s staff as well as the spell rewarded in Shivering Isles for completing the unmarked quest at the Hill of Suicides do *exactly* that
You're right but the spell can only be used once a day which isn't the greatest and you only get the staff by completing the Mage's Guild so if you want to do any necromancer roleplay besides good mage gone bad then it feels a little weird for your character to become a high ranking Mage's Guild member. You can be a necromancer in Oblivion but its very limited compared to Skyrim
The issue with Manninarco's staff is that it feels silly from a roleplay perspective. Like I want to play a necromancer so to become a necromancer I need to rise to the top of an organisation that is incredibly anti necromancy and kill the strongest necromancer so that I can then be a necromancer. It just feels wrong from an RP point of view in my opinion
Something that would be really sweet for elder scrolls 6 is having a kind of longevity to your thrall, like imagine resurrecting a enemy that you hate, or a companion that you love and the longer that you have them enthralled the more they start to deteriorate and say after a certain amount of time eventually all you have is a skeleton wearing the clothing of your resurrection
I hope they really go all in on the different magic playstlyes rather then just pure mage or battle mage in the next elder scrolls like necromancer paladin things like that I know you can do it but it's very limited I just want magic to be vastly expanded on without relying on mods
Magic in general needs a big rework. Skyrim is the only rpg i can think of where mages are decent at early/mid game and get outscaled in the late game by warriors , fantasy laws dictate that it should be the opposite!
I think implementing rituals for some spells would be a good idea. Like high level necromancy requiring certain ingredients to execute or having to enter a plane of oblivion to get top tier conjunction.
1 thing thatd revolutionize magic in elder scrolls is being able to use spells without equipping them, so like a hotkey system so you actually have to cast the spell in stead of just holding it on standby until you want to use it, but itd be hard to implement to controller but other games have done it so idk
I don't know if you guys have covered this idea in a previous video or podcast, but I'd love to hear your thoughts on the different kinds of Essential NPCs and what happens when they would die. For example Morrowind would let you kill them, but give you a warning text afterwards saying a quest chain will be broken if you don't return to a previous save. Whereas they're flat out unkillable in Skyrim. My personal take is that I prefer Morrowind's as it allows you to roleplay your character more, if you planned on having a certain character or guild be your enemy. I also just can't stand that Skyrim's are invincible. Forgive me, I haven't played Oblivion since it came out, so I forget how BG dealt with this issue in the game.
Oblivion was the same as Skyrim in that essential NPCs couldn't die. This likely being due to the radiant systems put in that have NPCs do a lot more than just walk a couple of steps here and there and to prevent important storyline characters dying whilst you're on the other side of the world because they fell off something or clipped into a broken object and died from Bethesda. I think the best way would be to make essential NPCs unkillable by anything but the player
I love necromancy in game as a concept and in gameplay. Some jank is inevitable but it’s an amazing experience in a way, having undead minions about. However, dremora lords are simply better.
Eh I prefer the tide of flesh angle. Playing as a Death knight with destruction magic necromancy and swords is an experience especially using the undead as distractions while you are the heavy hitter.
Respectfully disagree. Even in the base game, dead thralls had the potential to be stronger than daedric lords, simply because you could give them crafted gear. Now with all the new spells, necromancy offers many stronger options than the (still very good) lords.
"you can't play a necromancer in oblivion" Staff of worms or the power from the hill of suicides. Hell, you can even take over the house of an old lich, I loved my Oblivion Necro...
If I was to change the necromancy rather than using it directly on corpses, the spells would search a small area around you if you meet the number of corpses needed you summon the undead. The number of corpses needed are then disintegrated based. It would be short range so you would either have to move from area to area, or drag the corpses to a single area where its treated almost like a necromancy ritual. Additionally civilians won't take necromancy too well and you will be arrested for summoning in view of the public. You could also take it in the direction of ESO where corpses can be used to buff the player or their summoned undead.
Its crazy that people are still making videos on skyrim.. I started playing again about a month ago and can't stop. The modding community really put in some great work on this game
To have the perfect necromancer experience is this creation addon and the following mods Undeath Undeath immersive lichdom The path of transcendence Undead FX The vile art of necromancy The dark arts Ordinator - conjuration skill tree Spells Mihail Bonelords (adds summon bonelord spells) Apocalypse Odin Mysticism Mihail Necromaster skills
I'm on the process of modding my game in this way, so far it's been great. The hardest part was getting them in the correct order so they wouldn't crash, but I'm not mod savvy. I wish the creator of undeath ported it to SE, but they actually don't want to ;
My go to now role to play as is a morally grey necromancer who uses dark magic to fight other dark characters and becomes an all powerful Lich to be an immortal guardian who’ll never die. Using the mod Undeath really helps with that feel!
If you do, I'd suggest a few mods you're probably already aware of; Undeath remastered, Wintersun (to follow mannimarco), Apocalypse and ordinator. Some of the most fun I had on Skyrim on a necromancer build with those mods
I would love for you guys to come up with a new Necromancer build with all the new content that's been added and maybe even another playthrough with it?
My biggest issue with necromancer and summoner builds in general in Skyrim is that a lot of the gameplay is done in dungeons, which are really cramped. - And I do personally love that caves and crypts and basements feel appropriately claustrophobic, none of that MMO syndrome where "this random peasant burial site is a 75 acre mausoleum with 15 foot high vaulted ceilings and the cave itself is wide enough to fit a four lane motorway", but it makes summons be very fucking annoying. I play with Ordinator, and the best thing that added is a "Make way for your King" perk that literally lets you unsummon your minions for 20 seconds. But it only works on one specific type of minion added in by one specific perk line. It's why I play without followers, too, and it's honestly annoying... Last time I played Skyrim I got infuriated 'cuz I was playing a vampire necromancer type character, and in a tomb I had a perk trigger that summons 3 undead skeevers around you when you enter combat, but I got thrown into combat while in a tunnel full of oil puddles, and my rats not only triggered a trip wire that made the oil ignite, but they also got me stuck in place so I couldn't run to the safe alcove on the side. - So I literally had to sit there, stuck, unable to move, getting singed to shit by fire on the ground while my rats sat there toasting with me. And that's not even getting into how, due to positioning, your minions/followers have a tendency to just get in the way of you trying to cast spells, shooting arrows or swinging your weapon, and acting as meat shields -for the enemy-, more than they do for you. - You really end up having to run to Solstheim early to get the black book in the Bloodskaal ruin so you can start dropping AOE spells on top of the clusterfuck of minions and zombies. Otherwise it's unplayable. - Not to mention my coolest spells otherwise becoming unusable because Serana just becomes hostile from the friendly fire. It's seriously gotten to the point where I just take Serana with me, because she's lovable, but after every combat I formed a knee-jerk reaction type of habit where I run over and kill whatever NPC minion she raised because they're so obnoxious, and then go playing a sneaky dagger person just to make sure I can get to the enemy before Serana does and avoid open combat as much as possible. Biggest Quality of Life mod in the world would be one that lets you shove minions out of your way without needing to sprint into them... 'cuz 4 times out of 5, even if you do sprint into your minions they just stand there like a brick shithouse, then after 3 seconds of sprinting into them they get a stagger animation but don't actually budge an inch.
I feel like necromancy would've been way cooler if the civil war quest line had been better. Imagine if you could re-animate an entire army like in game of thrones or shadow of war
@@MatheusRodrigues-gm5tf Yeah it's decent if you use the aethereal crown with it, but it won't level your conjuration at all. Also it's a pain to transport them anywhere so you'll basically only have an army once you've killed everyone. If the ai was good enough that you could command them to attack a fort on their own it would be way cooler imo
that has massive potential. could you imagine multiple factions or kingdoms amassing armies to take the fight to you and your undead or Deadric army. Could make a Mannimarco build.
I swear the combat and magic could be extremly good in ES6. The discussion about how to balance combat and magic is to me extremly dumb. There can be done much with combat. Have racial combat styles that you could learn from different teachers or special attacks you could perform. And magic has limitless potential and could have a thousand unique and different spells. You just need to be creative and not simplify everything completly or think of the Skyrim system because Skyrim is a 10 years old game now there are ton more possibiltys. Don't limit your creativity by looking on this old game.
Unfortunately, Bethesda has been limiting the game itself at each new release. I remember Arena 1 through Daggerfall and Morrowind and even some into Oblivion where the PC had open-ended capabilities in actions and to create their own spells and magic items to a degree severely limited in Skyrim. They started with wall climbing in Daggerfall suddenly being removed in Morrowind and Oblivion. Next went levitation and the Mark/Recall effects that were in Morrowind, now no longer. They had an enchanting and spell system that were top notch in creating truly customized effects and equipment that are now, sadly, shadows of their former selves. Now the magic system just feels like buying a gizmo at the store that is the same gizmo another person has. The game itself is good, but lacks the special spark that Arena games were supposed to have from the start.
I will be honest with all of this new stuff brought in Skyrim Anniversary Edition, it's really hard to decide what kind of Necromancer build you should use. You can overrun your enemies with numbers, or use a build centered around your character aspiring to becoming a lich with Mannimarco artefacts, and spells like drain health. You guys can make a lot of roleplay builds videos with this content.
One of my favorite things is the Undying Ghost. Because it looks something like the Heroes of Sovngarde you can summon by a shout, it can be roleplayed like it's an ancestor you're calling to your aid. It takes no conjuration skill and you don't even have to raise your magic.
I can't help but think that Bethesda could've made Necromantic Grimoire even better if they added in the chance for players to become liches, like Mannimarco - in fact, that could've been a single CC mod on its own. If Skyrim does ever receive any more CC mods (which is doubtful, but a guy can dream), then I hope they add in the opportunity to turn into a lich. But knowing me, that's only one thing of many I'd like to see... but that's another comment for another day.
back to skyrim again, i love this game and it's truly a timeless classic, i go back to skyrim every couple years i reckon and i do have go to playstyles i often lean towards but role playing a character you've envisioned is so great in games like this and i agree that great gear and such that fit your build is so much more important than maximising the stats, i remember a couple of my oblivion mains, one was a cannibal argonion who would collect every single skull or bone he came across to decorate his house (the haunted one in ...anvil? west most town) even to the point of dropping enchanted gear in favour of more skulls like he was ed gein or something or a breton necromancer/summoner lass who i'd equip the staff of the everscamp so at all times she's have a small army of scamps following her around, sure it slowed down my movement i'm pretty sure and they were entirely useless but it fit the character i had envisioned and that was what was important
When I made a Barbarian, I used the Morrowind class as inspiration. So Light Armor, Axes and Hammers/Maces, Blocking, Archery, Smithing, even threw in some Alchemy to roleplay that Berserker's Rage and living off the land. I chose to use the Forsworn armor, paired with Stormcloak Officer Boots/Gauntlets, sometimes swapping for Fur Gauntlets.
My favourite build is the necrodancer. I spend my days reanimating dead creatures for nefarious purposes and spend my nights boogying hard on the dance floors of Riften.
2 tings about skyrim necromancy i dont like 1) theres no option to summon skeletons/zombies thats come out of the ground. Seems like a given. 2) no decay. They look like regular humans/animals….but glowing.
Would absolutely adore a fresh necromancy build from you guys, specially considering the extra content and your new build vid style. I shall pray to Mannimarco for the hypothetical build coming in the future 🙏
Loving this new video format guys. On one hand, it as though you two are just talking together, but you still keep it engaging for the audience. Keep up the great content
I've noticed a slight trend with some the bigger game companies starting to bring back higher difficulty or more complex games. Hopefully Bethesda will put more options in ES6 instead of the dreadful oversimplification of skyrim.
I think I have a theory as to why Necromancy throughout the games has gotten stronger since Daggerfall. In Plague of the Dead, zombies have risen from their graves throughout Skyrim, and while many of them are soldiers from the civil war, others might be from graves normally protected by Arkay's warding. There might be a reason as to why the wards are failing: Arkay is dying from the Necromancer's Moon, and in a future game, Mannimarco will kill him and take his place as one of the Divines. I'm starting to believe that the Necromancer's Moon is not a moon, but an asteroid designed to collide with the planet Arkay, kind of like Baar Dau but on a much bigger scale. You can see the effects of the Necromancer's Moon in Oblivion with the Worm Cult using it's light to make Black Soul Gems. By the events of Skyrim, undead are running rampant. Vampires tried to enforce a dominion, necromancers tried to bind Queen Potama onto Nirn, and zombies are roaming the earth threatening to plunge the land into a zombie apocalypse. Since Mannimarco was not the biggest fan of Arkay, it seems odd that his entire plan is to orbit around Arkay just to make Black Soul Gems easier to create. Arkay the Enemy makes it abundantly clear that Mannimarco wants to destroy and replace Arkay, and it looks like the Necromancer's Moon might be that instrument to enact that promise. I think that his end goal is to collide with Arkay, and use his remains to corrupt and devour Arkay until Mannimarco takes his place as one of the Nine Divines. It wouldn't be the first time Mannimarco tried to replace a god, he did attempt to use the Amulet of Kings to trap Molag Bal's soul and take his place as the Daedric Prince of Domination in ESO. It's scary to think that he nearly succeeded with that plan while he was a lich, now imagine what he can do after he achieved apotheosis. It's also not the first time Bethesda played the long game with certain events, the disasters that led to the Red Year originated from the events of Morrowind's main quest. As a side not, Bethesda kind of hinted that the next game will not have Restoration since it's implied that mages in the College of Winterhold dismiss it as a school of magic. I think Restoration will be axed off, and it'll be replaced with Necromancy by basing parts of its magic on the Necromancer class from ESO.
Why would they axe Restoration? That doesn't even make sense. Colette is just a bitch, the only one that thinks Restoration isn't being taken seriously is her. She just has an awful personality and that's why people avoid her. She's just delusional and thinks it's her work that makes people avoid her and not her personality. Of all the magic schools no one complains about Restoration, guards will says skyrim needs more healers, religious figures still use the healing aspects of Restoration, and very importantly Restoration is still widely used by all kinds of magic users, wards and healing are common tricks used by enemies and allies alike. One of the spells Faralda might have you use is Healing Hands and Tolfdir's first lesson to the new batch of students is about using Wards to protect yourself despite his specialty being in Alteration.
My fav thrall is Ancano, he does nice lightning magic and he gets to suffer by being my thrall. Win win! I used "Recurring nightmare" which allows me to transform any humanoid corpse into Ancano from T3nd0's Perkus Maximus SSE
One thing I'd love to see added to the aesthetic is texture changes as your thralls decay more and more. Maybe there is a mod out there for that. I think a phylactery feature and lich modifier (kind of like how vampire is handled) would be cool so that you can be undead and when you are killed return to your phylactery, find new body, voila!
I'm currently running 3 role-playing build each unique and lore friendly. 1st is a Dunmer champion of the Reclamations inspired actually by your video. With AE I expanded upon it by using Ebony Blade and Mail along with azuras star then adding Goldbrand and Ring of Kahjiit. Having Dremora minions and horse and using strong fire magic. Destroying the cult of almalexia and volkihar as they are the true enemies. Added also a hobby of collecting dwemer Artifacts going along with heart of lorkhan. Really in depth Second is essentially a Death Knight , Breton seemed the most viable option. Necromancer with heavy armor and umbra commanding legions of Undead, Skeletal Colossus and Deathpriest and making true to the cult of the worm 3rd is an Argonian shadowscale. I think with the addition of bow of Shadows and grey Cowl making them a follower of nocturnal as he sees the Shadows as part of the void and in such considers her a matron to Sithis as well as using fenriks Welcome to unlock doors and touch of death as another tool to kill alongside deadly poisons
Excited for this guide to oblivion as someone who has basically just checked the major boxes on it. I enjoy it but haven’t done the dlcs just mains quest.
One thing I always felt was really limiting was that you could only raise one or at most two undead at a time. Unless you had the Ritual Stone of course (which you could exploit with the aetherial crown bug, but this wasn't like a normal feature, and personally I found that it didn't work properly if you tried to raise too many at once; like some would disappear if you went through a loading screen). But normally you could only raise one or two undead. I always wanted to be able to be like the necromancer NPCs that have their little forts where they can have as many skeletons and whatnot as they please. It would be cool to have, like, a limit on the undead you can raise, but the limit goes up as your magical skill increases. So eventually you can have three, four, or five undead or more, but it's tied somehow to your skill level. Also it's frustrating that you can't normally raise animals or creatures, or even draugr, on any kind of permanent basis as thralls. So if you want a permanent undead polar bear by your side, you're out of luck (unless you have the ritual stone and aetherial crown, but then you have to just keep doing it over and over and it's kind of a pain).
Oh just want to bring up an argument with the difficulty option when playing weak builds. If you intentionally weaken your build for aesthetics, you can change the difficulty to something lower and still have the difficulty be the equivalent to expert or master. Difficulty is all relative to the build and gear, running around with dragonbone gear at level 20 on master can be easy, running around with orc gear at level 30 on adept can be much harder. Just set the difficulty so the game is as hard as you want it to be for your build and point in the game
All the new necromancy stuff is honestly a bit overwhelming. There's SO much of it and a lot of the spells have massive overlap in the usefulness tiers they represent That all said, stuff like the staff of worms essentially giving you dead thrall (but better) much earlier and the disenchantable robes that let you have a third summon and the helmet of worms/bone wolf giving necromage vampires so many more options just makes necromancy so much more fun and allows for different "kinds" of necromancers For example, I have a true necromancer character that summons allies and bound weapons... But I also have a wood elf hunter that likes to have friends around for fun, so I just used the extra summon enchantment and the staff of worms to have 3 permanent thralls in addition to serana and teldryn as two followers There's also weird spells like the cursed ghost that uses all your magicka to determine the warriors strength that allow even non necros to summon a temporary meat shield, no matter the level. The variety is really nice
I love conjuration but never really used necromancy as much as i did the summons because every summon, besides the familiar, is just better than most dead npcs. Having 2 wrathmen, dremora or storm atronachs with you feels incredibly powerful. I played as the ice warrior build you guys made and added conjuration just so i could have 2 frost atronachs following me around. With necromancy you want to have few but very powerful zombies or you want to be able to create a small army as a necromancer. Shadow of war did necromancy very well and i always go into a necromancy build at the end of that game. With the right gear you can get health and damage buffs for your minions and with the right weapons you can have a 50% chance to resurrect a zombie on a stealth kill or 25% chance to do so in combat. With those 2 builds combined you can walk into a camp alone and just by fighting you'll resurrect some minions that are less numerous but more powerful than the remaining minions. As you resurrect more and more it gets to a point where you can watch the army you created from nothing tear apart their former allies. In my opinion, shadow of war has the best necromancy system I've used in a game
@@user-wr6dj4ib9o It's called variety and options. And you sound like someone who hasn't used or used properly the new grimoire spells. Some of them come with added benefits.
While I typically play the Paladin in these games, I do multiple builds of different types. I've done it all basically, though I rarely play the Necromancer/summoner as well as the stealth archer. One of my most fun characters was a modded playthrough with the Undeath lich mod as well as apocalypse spells, the Ordinator perks and finally a mod that lets you collect dead bodies as well as traps. I played an evil lich whos looks were based off of Yennefer from The Witcher series who transcended into Lichdom and collected the most powerful bodies in all of Skyrim, storing them in an infinite pocket dimension with a spell, and taking the ones she saw fit out to reanimate. Also used The Dark Arts mod to make Necromancy a little more involved.
Aesthetic wise the necromancy robes and hoods added look fantastic but the spells added just make it even more rich and now a genuine role playing option.
Is it better now? Can you raise the dead and they will use their weapons? I remember having to loot the body, take the weapon of the body, then put it back on them, or they would raise up and start punching the enemy... The Dead Thrall's would get lost ALL the time, just vanish...
I love Skyrim But when I played it, I felt like I had to play a Nord. so I'm glad they gave Necromancy a proper upgrade. I wish they did it with all magic in game.
I hope they have some scientific summoner in Starfield. A roboticist or alien beast trainer would be sweet….but scifi has its own zombies with viruses, etc that’s virtually unexplored territory in scifi rpgs…
The added necromancy spells in CC are great, but I'd still like to see something like the "spectral" spells from the Mysticism mob, where each level of conjuration gets a non- undead summons
necromancy is a pathway to many abilities some consider to be unnatural
Have you heard the tragedy of the dragon cult
@@Daan-Dovah have you ever heard the tragedy of shalidor the wise
And it's how I make all my friends!
Is it possible to learn this power?
@@Gamerzombiex not from the mages guild
Necromancy got a really good upgrade through the Anniversary edition. It really is a cool kind of magic that has big potential and could be even better when we get ES 6 .
or you know, you could have installed a mod or two years ago and had it even better
@@xBINARYGODx Mods shouldn't be what you need to complete a game mechanic. Even the fact that with Creation Club you have to pay extra to get that experience as a powerful necromancer, or summoner in general (because Lord knows why BGS cut most of the summons from previous games), is still ass.
Sure you can cheat and use exploits like the ritual stone, with the Atherium crown and Azra's ring of Necromancy (if your game survives it) but that doesn't make up for the lack of spells. Hopefully BGS takes some inspiration from modders and implements that arcane diversity in the BASE GAME of the next TES.
@@lazilycatharticone4191 Mods are better.
@@tycom9328 never said they weren't TyTy, but they shouldn't be a shield for incompetence 😁
@@lazilycatharticone4191 Not having everything you want isn't incompetence.
Necromancy is one way to raise a family
Just don't get on a necromancer's bad side or he will have a bone to pick with you.
And who says necromancers can't be comedians? They don't HAVE to be dead serious all the time!
👆🏻gold, all of it👆🏻
Not one way, the best way. No arguments, no treachery, just good old fashioned adventures
Hahahahaha hell yeah that's too good!
I hope in es6 you can pay smiths and enchanters to upgrade your gear. It feels lame having every character being a part time smith.
Yeah sucks
10 years in I don’t care anymore I just cheese it or just straight up cheat it in
Honed Metal mod fixes that.
A smithing guild quest line would be awesome though
Exactly the point OP made, it sucks lol
This really is the best part of the anniversary edition: the build variety, the more armour, weapons and spells.
Necromancy was always the way in Skyrim. It was the only Elderscrolls game to actually let you do actual necromancy by reviving dead enemies. Too few games do necromancy properly. Its all about making use of the lives you take. The ability to customize your minions based on who you kill and even give them gear is the difference between necromancy and basic summoning schools of magic.
Have you ever did a full Necromancer playthrough before?
You could do what he's saying in vanilla, just in a janky ways. I think you could put items on dead bodies so that they equip them as thralls. And there were always certain dead thralls that were better than others. Don't get me wrong though, mods are definitely the way to go if you want to do necromancy
I think shadow of war has the best necromancy system in any game. There's plenty of minions to resurrect and there's no upper limit on the number you can have. I usually end up with builds where i have a chance to passively resurrect enemies i kill and gear to buff those resurrected soldiers so in a large fight i end up snowballing quickly so a 1 v 100 could turn into a 25 stronger bois v 50 then into a 40 v 10 until every enemy is dead or resurrected.
In my opinion, necromancy is hamstringed in skyrim with the 1 or 2 limit on summons. Most atronachs are far more powerful than resurrected enemies so it makes sense for them, not so much for the undead. Personally, i think the system would be better if there was a higher upper limit for raised undead and they only die when they run out of health (no timer and they can't be healed). A dispel spell would also be useful to instantly kill all of your zombies, once they die they turn to ash so they can't be resurrected, except for dead thralls
@@SkaterBlades perhaps summoning and controlling the undead is taxing. More so than an element, something that is pure magic to begin with. Just a thought.
@@codeninja1 I think the limit is for sanity reasons and balance overall. If I have 5+ summons with me at all times then enemies will be easily overwhelmed. Which is what I think they were trying to avoid.
I stopped playing skyrim back in 2018 when my pc broke at the 3.5k hours mark. I always came back here and watched your guys videos which kept my connection with the game alive for so much longer. thank you ❤
You gotta restart 💪🏼
Play a different way than the last
I like the comment on roleplaying over difficulty I remember doing a religious character who only used shields and restoration and I had a great time! (On novice)
A suprise to be sure but a welcome one. More necromancy is always appreciated!
I always want to control more undead at once and give them orders like the necromancers in dungeons are presumably doing behind the scenes. Something like "Guard this area" or "Go there and fight while I sneak past"
I know the crown stone combo allows to raise countless zombies as many times as you want but using exploits just isn’t the same
Once I was playing a necromancer. I killed a bunch of wolves in The Rift, piled them up, and raised the entire pack with The Ritual Stone. It was epic!
The Atherial crown let's you use the ritual stone indefinitely, instead of once a day
We all saw the video lol
Really like the buff lumberjack thing you guys have both got going on.
Jokes aside, love the videos, I’ll have to try this play style at some point.
do or do not there's no try
These boys are looking wide recently might just be the new aspect ratio lmao
Right they look hella good
@@tatwood93 they have always been pretty stocky. They used to do workout vlogs in 2013. I initially subbed when they was around 15k give or take
Heck yeah, necromancy! I do love all the new summons added and how each has its own special gimmick. I hope it gets its own special skill branch in ES6!
You can raise the dead in Oblivion. Mannimarco’s staff as well as the spell rewarded in Shivering Isles for completing the unmarked quest at the Hill of Suicides do *exactly* that
You're right but the spell can only be used once a day which isn't the greatest and you only get the staff by completing the Mage's Guild so if you want to do any necromancer roleplay besides good mage gone bad then it feels a little weird for your character to become a high ranking Mage's Guild member. You can be a necromancer in Oblivion but its very limited compared to Skyrim
@@conmereth oh god is that pfp who I think it is?
Ah you know your stuff. Flesh magic is just as good though. Good ol flesh atronach's.
Ah I should have granted the ability to rase flesh atronach's! Missed opportunity I suppose. What? Who is this Frankenstein you speak of?
The issue with Manninarco's staff is that it feels silly from a roleplay perspective. Like I want to play a necromancer so to become a necromancer I need to rise to the top of an organisation that is incredibly anti necromancy and kill the strongest necromancer so that I can then be a necromancer. It just feels wrong from an RP point of view in my opinion
Something that would be really sweet for elder scrolls 6 is having a kind of longevity to your thrall, like imagine resurrecting a enemy that you hate, or a companion that you love and the longer that you have them enthralled the more they start to deteriorate and say after a certain amount of time eventually all you have is a skeleton wearing the clothing of your resurrection
You can literally mod all of that in. Real shit the necro mods have everything
You sure can, im saying it would be great in the future elders scrolls if you didn't have too :P
@@LadWithNoDad fair enough, honestly I just wish there was an rpg that didn't treat necromancy as glorified summoning
8:30 BRO WTF IS HAPPENING TO THAT SKELETON ON THE ROOF LMAO
I hope they really go all in on the different magic playstlyes rather then just pure mage or battle mage in the next elder scrolls like necromancer paladin things like that I know you can do it but it's very limited I just want magic to be vastly expanded on without relying on mods
plague doctor playstyle with poisons is one my wishlist
Magic in general needs a big rework. Skyrim is the only rpg i can think of where mages are decent at early/mid game and get outscaled in the late game by warriors , fantasy laws dictate that it should be the opposite!
I think implementing rituals for some spells would be a good idea. Like high level necromancy requiring certain ingredients to execute or having to enter a plane of oblivion to get top tier conjunction.
1 thing thatd revolutionize magic in elder scrolls is being able to use spells without equipping them, so like a hotkey system so you actually have to cast the spell in stead of just holding it on standby until you want to use it, but itd be hard to implement to controller but other games have done it so idk
and it really doesnt make sense that you can just hold the continuous essence of a spell in your hand without it costing anything to the player
Fudgemuppet: finally now we can play the necromancy game
Me: *has been playing a necromancer since I got ordinator*
I don't know if you guys have covered this idea in a previous video or podcast, but I'd love to hear your thoughts on the different kinds of Essential NPCs and what happens when they would die.
For example Morrowind would let you kill them, but give you a warning text afterwards saying a quest chain will be broken if you don't return to a previous save. Whereas they're flat out unkillable in Skyrim. My personal take is that I prefer Morrowind's as it allows you to roleplay your character more, if you planned on having a certain character or guild be your enemy. I also just can't stand that Skyrim's are invincible. Forgive me, I haven't played Oblivion since it came out, so I forget how BG dealt with this issue in the game.
Oblivion was the same as Skyrim in that essential NPCs couldn't die. This likely being due to the radiant systems put in that have NPCs do a lot more than just walk a couple of steps here and there and to prevent important storyline characters dying whilst you're on the other side of the world because they fell off something or clipped into a broken object and died from Bethesda.
I think the best way would be to make essential NPCs unkillable by anything but the player
8:22 uh whatcha doing up there bud…
I love necromancy in game as a concept and in gameplay. Some jank is inevitable but it’s an amazing experience in a way, having undead minions about. However, dremora lords are simply better.
Eh I prefer the tide of flesh angle. Playing as a Death knight with destruction magic necromancy and swords is an experience especially using the undead as distractions while you are the heavy hitter.
There are some fantastic thralls though. Just gotta do a little homework. Forget the hyper agro named guy but Bandit Chiefs get pretty crazy.
Also, the cringe of dremora lord voices at this point is like unhearing crickets. Maaaaadening
Respectfully disagree. Even in the base game, dead thralls had the potential to be stronger than daedric lords, simply because you could give them crafted gear. Now with all the new spells, necromancy offers many stronger options than the (still very good) lords.
@@RyuKaguya This is almost my build!
Anciend Nordic Armor + Jagged Crown + Vampirism + Pale Blade = Most Lich look character
"you can't play a necromancer in oblivion"
Staff of worms or the power from the hill of suicides. Hell, you can even take over the house of an old lich, I loved my Oblivion Necro...
Gotta love the glitchy roof skeleton at 8:20
If I was to change the necromancy rather than using it directly on corpses, the spells would search a small area around you if you meet the number of corpses needed you summon the undead. The number of corpses needed are then disintegrated based. It would be short range so you would either have to move from area to area, or drag the corpses to a single area where its treated almost like a necromancy ritual. Additionally civilians won't take necromancy too well and you will be arrested for summoning in view of the public. You could also take it in the direction of ESO where corpses can be used to buff the player or their summoned undead.
I'm really liking these new formats. I resisted to change at first, but now I believe!!! lol good work guys!
I literally was just starting to make a Necromancer character and wanted to find a video to listen to and here this video is. Good timing 😂
Its crazy that people are still making videos on skyrim.. I started playing again about a month ago and can't stop. The modding community really put in some great work on this game
To have the perfect necromancer experience is this creation addon and the following mods
Undeath
Undeath immersive lichdom
The path of transcendence
Undead FX
The vile art of necromancy
The dark arts
Ordinator - conjuration skill tree
Spells
Mihail Bonelords (adds summon bonelord spells)
Apocalypse
Odin
Mysticism
Mihail Necromaster skills
I'm on the process of modding my game in this way, so far it's been great. The hardest part was getting them in the correct order so they wouldn't crash, but I'm not mod savvy. I wish the creator of undeath ported it to SE, but they actually don't want to ;
@@LiterallyScarecrow i would undeath to the very top of your load order. Because it is a quest mod and the broker has custom dialogue
@@LiterallyScarecrow what system are you playing on?
@@nurrakugy5126 I'm playing on PC, Legendary Edition from an old CD
I really like playing necromancers...
A good necromancy system is always great (I include absolutely broken in your favor as good)
My go to now role to play as is a morally grey necromancer who uses dark magic to fight other dark characters and becomes an all powerful Lich to be an immortal guardian who’ll never die. Using the mod Undeath really helps with that feel!
I've never tried a necromancer build, I think I'll give it a shot.
Necromancer is always fun to play
If you do, I'd suggest a few mods you're probably already aware of; Undeath remastered, Wintersun (to follow mannimarco), Apocalypse and ordinator. Some of the most fun I had on Skyrim on a necromancer build with those mods
the build is all about waiting for your army finish off everything, might be boring for someone who wants to kill all by himself
@@lfcmike12 Ok, thanks.
@@Hepheat75 You're welcome, have fun :)
I would love for you guys to come up with a new Necromancer build with all the new content that's been added and maybe even another playthrough with it?
Necromancy may be legal in cyrodiil, but few will admit to practicing it now that the mages guild has banned it.
My biggest issue with necromancer and summoner builds in general in Skyrim is that a lot of the gameplay is done in dungeons, which are really cramped. - And I do personally love that caves and crypts and basements feel appropriately claustrophobic, none of that MMO syndrome where "this random peasant burial site is a 75 acre mausoleum with 15 foot high vaulted ceilings and the cave itself is wide enough to fit a four lane motorway", but it makes summons be very fucking annoying.
I play with Ordinator, and the best thing that added is a "Make way for your King" perk that literally lets you unsummon your minions for 20 seconds. But it only works on one specific type of minion added in by one specific perk line.
It's why I play without followers, too, and it's honestly annoying... Last time I played Skyrim I got infuriated 'cuz I was playing a vampire necromancer type character, and in a tomb I had a perk trigger that summons 3 undead skeevers around you when you enter combat, but I got thrown into combat while in a tunnel full of oil puddles, and my rats not only triggered a trip wire that made the oil ignite, but they also got me stuck in place so I couldn't run to the safe alcove on the side. - So I literally had to sit there, stuck, unable to move, getting singed to shit by fire on the ground while my rats sat there toasting with me.
And that's not even getting into how, due to positioning, your minions/followers have a tendency to just get in the way of you trying to cast spells, shooting arrows or swinging your weapon, and acting as meat shields -for the enemy-, more than they do for you. - You really end up having to run to Solstheim early to get the black book in the Bloodskaal ruin so you can start dropping AOE spells on top of the clusterfuck of minions and zombies. Otherwise it's unplayable. - Not to mention my coolest spells otherwise becoming unusable because Serana just becomes hostile from the friendly fire.
It's seriously gotten to the point where I just take Serana with me, because she's lovable, but after every combat I formed a knee-jerk reaction type of habit where I run over and kill whatever NPC minion she raised because they're so obnoxious, and then go playing a sneaky dagger person just to make sure I can get to the enemy before Serana does and avoid open combat as much as possible.
Biggest Quality of Life mod in the world would be one that lets you shove minions out of your way without needing to sprint into them... 'cuz 4 times out of 5, even if you do sprint into your minions they just stand there like a brick shithouse, then after 3 seconds of sprinting into them they get a stagger animation but don't actually budge an inch.
Fudgemuppet about to have me make a new build every week
I feel like necromancy would've been way cooler if the civil war quest line had been better. Imagine if you could re-animate an entire army like in game of thrones or shadow of war
Just use the Ritual Stone and you have an army
@@MatheusRodrigues-gm5tf Yeah it's decent if you use the aethereal crown with it, but it won't level your conjuration at all. Also it's a pain to transport them anywhere so you'll basically only have an army once you've killed everyone. If the ai was good enough that you could command them to attack a fort on their own it would be way cooler imo
that has massive potential. could you imagine multiple factions or kingdoms amassing armies to take the fight to you and your undead or Deadric army. Could make a Mannimarco build.
Imagine if Skyrim had skill checks like Fallout and you could summon a bunch of skeletons or some really powerful undead in a dungeon
@@LandStrider23 Or a Potema one would be good for female characters
I swear the combat and magic could be extremly good in ES6. The discussion about how to balance combat and magic is to me extremly dumb. There can be done much with combat. Have racial combat styles that you could learn from different teachers or special attacks you could perform. And magic has limitless potential and could have a thousand unique and different spells. You just need to be creative and not simplify everything completly or think of the Skyrim system because Skyrim is a 10 years old game now there are ton more possibiltys. Don't limit your creativity by looking on this old game.
Unfortunately, Bethesda has been limiting the game itself at each new release. I remember Arena 1 through Daggerfall and Morrowind and even some into Oblivion where the PC had open-ended capabilities in actions and to create their own spells and magic items to a degree severely limited in Skyrim. They started with wall climbing in Daggerfall suddenly being removed in Morrowind and Oblivion. Next went levitation and the Mark/Recall effects that were in Morrowind, now no longer. They had an enchanting and spell system that were top notch in creating truly customized effects and equipment that are now, sadly, shadows of their former selves. Now the magic system just feels like buying a gizmo at the store that is the same gizmo another person has. The game itself is good, but lacks the special spark that Arena games were supposed to have from the start.
I will be honest with all of this new stuff brought in Skyrim Anniversary Edition, it's really hard to decide what kind of Necromancer build you should use. You can overrun your enemies with numbers, or use a build centered around your character aspiring to becoming a lich with Mannimarco artefacts, and spells like drain health. You guys can make a lot of roleplay builds videos with this content.
One of my favorite things is the Undying Ghost. Because it looks something like the Heroes of Sovngarde you can summon by a shout, it can be roleplayed like it's an ancestor you're calling to your aid. It takes no conjuration skill and you don't even have to raise your magic.
I do wish they add some more nightblade kind of spells. For example teleporting attacks, ghost walks, summoning an assassins blade etc etc
Triumvirate & apocalypse
I can't help but think that Bethesda could've made Necromantic Grimoire even better if they added in the chance for players to become liches, like Mannimarco - in fact, that could've been a single CC mod on its own. If Skyrim does ever receive any more CC mods (which is doubtful, but a guy can dream), then I hope they add in the opportunity to turn into a lich.
But knowing me, that's only one thing of many I'd like to see... but that's another comment for another day.
Really like these thumbnails.
yup the yellow is eyecatching and simple, i like them too
back to skyrim again, i love this game and it's truly a timeless classic, i go back to skyrim every couple years i reckon and i do have go to playstyles i often lean towards but role playing a character you've envisioned is so great in games like this and i agree that great gear and such that fit your build is so much more important than maximising the stats, i remember a couple of my oblivion mains, one was a cannibal argonion who would collect every single skull or bone he came across to decorate his house (the haunted one in ...anvil? west most town) even to the point of dropping enchanted gear in favour of more skulls like he was ed gein or something or a breton necromancer/summoner lass who i'd equip the staff of the everscamp so at all times she's have a small army of scamps following her around, sure it slowed down my movement i'm pretty sure and they were entirely useless but it fit the character i had envisioned and that was what was important
When I made a Barbarian, I used the Morrowind class as inspiration. So Light Armor, Axes and Hammers/Maces, Blocking, Archery, Smithing, even threw in some Alchemy to roleplay that Berserker's Rage and living off the land. I chose to use the Forsworn armor, paired with Stormcloak Officer Boots/Gauntlets, sometimes swapping for Fur Gauntlets.
My favourite build is the necrodancer. I spend my days reanimating dead creatures for nefarious purposes and spend my nights boogying hard on the dance floors of Riften.
I like to add mods that make the game a bit more player irl skill based while still relying on perks, that way gear doesn’t factor in as much
You should re do the Dead Thrall video, adding in the AE options.
2 tings about skyrim necromancy i dont like
1) theres no option to summon skeletons/zombies thats come out of the ground. Seems like a given.
2) no decay. They look like regular humans/animals….but glowing.
You need next mods:
1. Undead summons emerge from the ground
2. Undead FX
I once found Serana necroing a dead cow after a giant attack in my hearthfire home
Scott: Anyone ever tell you that you look like young Ian Thornley (Thornley, Big Wreck)
Literally just started my first play through using a skeleton race mod.
Would absolutely adore a fresh necromancy build from you guys, specially considering the extra content and your new build vid style. I shall pray to Mannimarco for the hypothetical build coming in the future 🙏
Loving this new video format guys. On one hand, it as though you two are just talking together, but you still keep it engaging for the audience. Keep up the great content
"Ugh, that armor stinks of death. Have you been grave robbing?"
―Hold Guard
I've noticed a slight trend with some the bigger game companies starting to bring back higher difficulty or more complex games. Hopefully Bethesda will put more options in ES6 instead of the dreadful oversimplification of skyrim.
I think I have a theory as to why Necromancy throughout the games has gotten stronger since Daggerfall. In Plague of the Dead, zombies have risen from their graves throughout Skyrim, and while many of them are soldiers from the civil war, others might be from graves normally protected by Arkay's warding. There might be a reason as to why the wards are failing: Arkay is dying from the Necromancer's Moon, and in a future game, Mannimarco will kill him and take his place as one of the Divines. I'm starting to believe that the Necromancer's Moon is not a moon, but an asteroid designed to collide with the planet Arkay, kind of like Baar Dau but on a much bigger scale. You can see the effects of the Necromancer's Moon in Oblivion with the Worm Cult using it's light to make Black Soul Gems. By the events of Skyrim, undead are running rampant. Vampires tried to enforce a dominion, necromancers tried to bind Queen Potama onto Nirn, and zombies are roaming the earth threatening to plunge the land into a zombie apocalypse.
Since Mannimarco was not the biggest fan of Arkay, it seems odd that his entire plan is to orbit around Arkay just to make Black Soul Gems easier to create. Arkay the Enemy makes it abundantly clear that Mannimarco wants to destroy and replace Arkay, and it looks like the Necromancer's Moon might be that instrument to enact that promise. I think that his end goal is to collide with Arkay, and use his remains to corrupt and devour Arkay until Mannimarco takes his place as one of the Nine Divines. It wouldn't be the first time Mannimarco tried to replace a god, he did attempt to use the Amulet of Kings to trap Molag Bal's soul and take his place as the Daedric Prince of Domination in ESO. It's scary to think that he nearly succeeded with that plan while he was a lich, now imagine what he can do after he achieved apotheosis.
It's also not the first time Bethesda played the long game with certain events, the disasters that led to the Red Year originated from the events of Morrowind's main quest. As a side not, Bethesda kind of hinted that the next game will not have Restoration since it's implied that mages in the College of Winterhold dismiss it as a school of magic. I think Restoration will be axed off, and it'll be replaced with Necromancy by basing parts of its magic on the Necromancer class from ESO.
Why would they axe Restoration? That doesn't even make sense. Colette is just a bitch, the only one that thinks Restoration isn't being taken seriously is her. She just has an awful personality and that's why people avoid her. She's just delusional and thinks it's her work that makes people avoid her and not her personality. Of all the magic schools no one complains about Restoration, guards will says skyrim needs more healers, religious figures still use the healing aspects of Restoration, and very importantly Restoration is still widely used by all kinds of magic users, wards and healing are common tricks used by enemies and allies alike. One of the spells Faralda might have you use is Healing Hands and Tolfdir's first lesson to the new batch of students is about using Wards to protect yourself despite his specialty being in Alteration.
My fav thrall is Ancano, he does nice lightning magic and he gets to suffer by being my thrall. Win win!
I used "Recurring nightmare" which allows me to transform any humanoid corpse into Ancano from T3nd0's Perkus Maximus SSE
One thing I'd love to see added to the aesthetic is texture changes as your thralls decay more and more. Maybe there is a mod out there for that. I think a phylactery feature and lich modifier (kind of like how vampire is handled) would be cool so that you can be undead and when you are killed return to your phylactery, find new body, voila!
I heard anniversary edition messed up old rim.
I'm currently running 3 role-playing build each unique and lore friendly. 1st is a Dunmer champion of the Reclamations inspired actually by your video. With AE I expanded upon it by using Ebony Blade and Mail along with azuras star then adding Goldbrand and Ring of Kahjiit. Having Dremora minions and horse and using strong fire magic. Destroying the cult of almalexia and volkihar as they are the true enemies. Added also a hobby of collecting dwemer Artifacts going along with heart of lorkhan. Really in depth
Second is essentially a Death Knight , Breton seemed the most viable option. Necromancer with heavy armor and umbra commanding legions of Undead, Skeletal Colossus and Deathpriest and making true to the cult of the worm
3rd is an Argonian shadowscale. I think with the addition of bow of Shadows and grey Cowl making them a follower of nocturnal as he sees the Shadows as part of the void and in such considers her a matron to Sithis as well as using fenriks Welcome to unlock doors and touch of death as another tool to kill alongside deadly poisons
Love the necromancer build! This makes me wanna play again. Looking really good Michael, those arms are bulking up!
"Yeah necromancy is great in Skyrim right now, you've gotta play it. Just buy the game you already bought."
Everything looks beautifully interesting but it’s missing one thing, power of the lich and becoming a lich THAT would complete everything
Excited for this guide to oblivion as someone who has basically just checked the major boxes on it. I enjoy it but haven’t done the dlcs just mains quest.
Let's hope at least some of this transfers to ES VI. Along with sand and shadow magic, if it's in Hammerfell.
im going to play as neji use only runes and give people the hands
I really wish they'd apply this to ESVI instead of just editing Skyrim over and over
One thing I always felt was really limiting was that you could only raise one or at most two undead at a time. Unless you had the Ritual Stone of course (which you could exploit with the aetherial crown bug, but this wasn't like a normal feature, and personally I found that it didn't work properly if you tried to raise too many at once; like some would disappear if you went through a loading screen). But normally you could only raise one or two undead. I always wanted to be able to be like the necromancer NPCs that have their little forts where they can have as many skeletons and whatnot as they please. It would be cool to have, like, a limit on the undead you can raise, but the limit goes up as your magical skill increases. So eventually you can have three, four, or five undead or more, but it's tied somehow to your skill level.
Also it's frustrating that you can't normally raise animals or creatures, or even draugr, on any kind of permanent basis as thralls. So if you want a permanent undead polar bear by your side, you're out of luck (unless you have the ritual stone and aetherial crown, but then you have to just keep doing it over and over and it's kind of a pain).
Oh just want to bring up an argument with the difficulty option when playing weak builds. If you intentionally weaken your build for aesthetics, you can change the difficulty to something lower and still have the difficulty be the equivalent to expert or master. Difficulty is all relative to the build and gear, running around with dragonbone gear at level 20 on master can be easy, running around with orc gear at level 30 on adept can be much harder. Just set the difficulty so the game is as hard as you want it to be for your build and point in the game
All the new necromancy stuff is honestly a bit overwhelming. There's SO much of it and a lot of the spells have massive overlap in the usefulness tiers they represent
That all said, stuff like the staff of worms essentially giving you dead thrall (but better) much earlier and the disenchantable robes that let you have a third summon and the helmet of worms/bone wolf giving necromage vampires so many more options just makes necromancy so much more fun and allows for different "kinds" of necromancers
For example, I have a true necromancer character that summons allies and bound weapons... But I also have a wood elf hunter that likes to have friends around for fun, so I just used the extra summon enchantment and the staff of worms to have 3 permanent thralls in addition to serana and teldryn as two followers
There's also weird spells like the cursed ghost that uses all your magicka to determine the warriors strength that allow even non necros to summon a temporary meat shield, no matter the level. The variety is really nice
I love conjuration but never really used necromancy as much as i did the summons because every summon, besides the familiar, is just better than most dead npcs. Having 2 wrathmen, dremora or storm atronachs with you feels incredibly powerful. I played as the ice warrior build you guys made and added conjuration just so i could have 2 frost atronachs following me around. With necromancy you want to have few but very powerful zombies or you want to be able to create a small army as a necromancer.
Shadow of war did necromancy very well and i always go into a necromancy build at the end of that game. With the right gear you can get health and damage buffs for your minions and with the right weapons you can have a 50% chance to resurrect a zombie on a stealth kill or 25% chance to do so in combat. With those 2 builds combined you can walk into a camp alone and just by fighting you'll resurrect some minions that are less numerous but more powerful than the remaining minions. As you resurrect more and more it gets to a point where you can watch the army you created from nothing tear apart their former allies. In my opinion, shadow of war has the best necromancy system I've used in a game
I'm officially worried now: is Drew ok? Why is he not appearing in these?
Drew left the channel unfortunately 😩
he left, but has his own channel now btw. th-cam.com/users/DrewmoraYT
@@AL-nv4gk Why did he leave?
Now I'm thinking of playing a heretical Dunmer who raises the undead, just to spite their ancestors.
Imagine the Ebony Warrior's surprise when I trapped his soul in the Black Star and turned him into an Undead Thrall.
The Bloodworm Helm does go well with the Dragonplate.
The Serana dialogue mod is about to get an update soon to let you teach the new Necromancy spells to her. Looking forward to that.
serana using necromancy already all necromancy spells in the game is useless exceot dead thrall
@@user-wr6dj4ib9o It's called variety and options. And you sound like someone who hasn't used or used properly the new grimoire spells. Some of them come with added benefits.
I haven't tried it yet but I'm hoping to make a Namira cultist sometime.
8:30 I'm dead
That skeleton sperging out on the ceiling had me laughing way too hard.
Has anyone noticed the skeleton spazzing out on the roof in the house lol 😂😂
Really thinking about getting this game again for the 4th time lol
Do you have a Holy Paladin of Arkay build?
Casual necromancer playthrough streams? I'm down for that.
While I typically play the Paladin in these games, I do multiple builds of different types. I've done it all basically, though I rarely play the Necromancer/summoner as well as the stealth archer. One of my most fun characters was a modded playthrough with the Undeath lich mod as well as apocalypse spells, the Ordinator perks and finally a mod that lets you collect dead bodies as well as traps. I played an evil lich whos looks were based off of Yennefer from The Witcher series who transcended into Lichdom and collected the most powerful bodies in all of Skyrim, storing them in an infinite pocket dimension with a spell, and taking the ones she saw fit out to reanimate. Also used The Dark Arts mod to make Necromancy a little more involved.
Woah this perspective of proof that Fudgemuppet is more than one person!
Aesthetic wise the necromancy robes and hoods added look fantastic but the spells added just make it even more rich and now a genuine role playing option.
loving this type of content! really hope you guys do that video you mentioned, your favourite builds to play and rp!
I have been watching your Skyrim anniversary playthrough. It was very entertaining.
Is it better now? Can you raise the dead and they will use their weapons? I remember having to loot the body, take the weapon of the body, then put it back on them, or they would raise up and start punching the enemy... The Dead Thrall's would get lost ALL the time, just vanish...
I love Skyrim
But when I played it, I felt like I had to play a Nord.
so I'm glad they gave Necromancy a proper upgrade.
I wish they did it with all magic in game.
Really enjoying these discussion videos 🤌
I hope they have some scientific summoner in Starfield. A roboticist or alien beast trainer would be sweet….but scifi has its own zombies with viruses, etc that’s virtually unexplored territory in scifi rpgs…
i never put a point in health an get one shoted all the time on legendary still i dont care role play above all else
Can yall put these on spotify? Pretty much the only way i get to consume yalls content
Necromancy is the path I always wanted ever since I read about manni marco
Oh no Skeletor is so scary.
Wow first time ever seeing you guys!
Phyndrix Magic Evolved and Psychotik's Necromancy mods, use them together and suddenly Skyrim's Mage builds have a ton more options.
Need to get Scott a mic arm
a dark elf necromancer??!?
The added necromancy spells in CC are great, but I'd still like to see something like the "spectral" spells from the Mysticism mob, where each level of conjuration gets a non- undead summons