I'm not sure exactly what the warden was in the early development of the game, all we know is that it was somewhat nature-oriented and ended up being dropped as the fifth class. Now, I've always taken druid-themed classes as my preferred choice in RPGs and other MMO's, so I'd really love to see this one make a comeback. Below are my suggestions for how the class might be implemented.
The first skill tree would focus on summoning, obviously. To differ from the sorceror's daedric summoning, I'd propose that only one summon could be active at a time, but each summoning ability would have a passive effect while slotted so that you'd be able to slot several summoning spells and still benefit from them all (even though only one could be active). This would provide versatility in summoning builds, allowing you to change on the fly from a tanking pet to a damage pet to a healing pet without feeling like you're wasting all of your hotbar slots.
Summoning Skill Suggestions:
1. Summon Wolf - A versatile, hybrid damage/tank pet that is fairly middle-of-the-road as far as damage and survivability go. Cannot taunt enemies, but can take a fair beating and dish out moderate damage. Morphs could include a dire wolf, which would summon a larger wolf that can withstand more damage (more tank focused), or a pack of wolves which summons several weaker wolves instead of a single wolf, together doing more damage (thus more damage focused). The passive slotted bonus for this could be a bonus to weapon damage.
2. Summon Cat - Talking big cats here, a leopard or Lion to start with perhaps. This would be the damage pet, with lower health and damage mitigation than the wolf but much higher damage output. Morphs could include a Tiger that deals additional damage and has a higher critical chance, and a Panther that has a persistent stealth/invisibility when not in combat, and a bonus to first strike when entering combat. The passive slotted bonus for this could be a bonus to critical chance.
3. Summon Bear - The tanking pet, this one would deal less damage than the others but be significantly more durable, and include a built-in taunting mechanism. Morphs could include a grizzly bear with an aoe taunt and multi-target swipe attack, or a black bear that can stun opponents with a mauling attack for extra control potential. The passive slotted bonus for this could be an increase to maximum armor/spell resistance.
4. Summon Spriggan - The healing pet. The spriggan would create an aura that passively increases health recovery for nearby allies. Morphs could include a variant that directly heals allies when they get low on health (like the twilight matriarch, but not focused only on the Summoner), and a morph that plants down saprolings, kind of like blood wells, that heal nearby allies over time as they remain in the area. The passive slotted bonus for this could be an increase to healing received and dealt, or a bonus to health recovery for the Summoner.
The sorcerer clanfear in nice for solo questing as it does some tanking.drschplatt wrote: »It seems to be way to similar to classes we already have in the game. Pets at this point are basically a failure for Sorcerers so I'd be very hesitant to build and entire class on them. I think I reassigned my skill points away from pets at level 30 or so and that entire skill like (outside of one passive and the ultimate) has been dormant for me the whole game.
Another option is to fill this skill tree with aspect abilities, making it essentially a shapeshifter's tree. For example you could have "aspect of the wolf", which would transform you into a wolf while toggled on (not a werewolf, but a proper wolf) and give you access to new abilities while shapeshifted. As cool as that might be, though, I'm not sure it fits tamrielic lore.
I'm not sure exactly what the warden was in the early development of the game, all we know is that it was somewhat nature-oriented and ended up being dropped as the fifth class. Now, I've always taken druid-themed classes as my preferred choice in RPGs and other MMO's, so I'd really love to see this one make a comeback. Below are my suggestions for how the class might be implemented.
The first skill tree would focus on summoning, obviously. To differ from the sorceror's daedric summoning, I'd propose that only one summon could be active at a time, but each summoning ability would have a passive effect while slotted so that you'd be able to slot several summoning spells and still benefit from them all (even though only one could be active). This would provide versatility in summoning builds, allowing you to change on the fly from a tanking pet to a damage pet to a healing pet without feeling like you're wasting all of your hotbar slots.
The second skill line would focus on spellcasting and offensive abilities, with a nature-oriented focus - aka traditional druidic magic.
Some suggestions:
The final skill line could focus on a few different thinks, kind of up in the air.
drschplatt wrote: »It seems to be way to similar to classes we already have in the game. Pets at this point are basically a failure for Sorcerers so I'd be very hesitant to build and entire class on them. I think I reassigned my skill points away from pets at level 30 or so and that entire skill like (outside of one passive and the ultimate) has been dormant for me the whole game.
Kaynehusky wrote: »Aaaaaaactually, the Wyresses are commonly seen as transforming into animals, if you've done their later quests. One of which actually being a wolf, so it's very much in the lore. I think that kind of ability would be great for a "warden" class.
drschplatt wrote: »It seems to be way to similar to classes we already have in the game. Pets at this point are basically a failure for Sorcerers so I'd be very hesitant to build and entire class on them. I think I reassigned my skill points away from pets at level 30 or so and that entire skill like (outside of one passive and the ultimate) has been dormant for me the whole game.
I like the idea of a druid-like spells i wanted so much after the Wyresses quests in the DC, but enough classes already just add as a skill-line people will have access and will not be crying about nerf that class.
The game needs serious attention to its class system. right now its very rudimentary in mechanics where dps rules and staying out of red circles is the skill lvl.I'm not sure exactly what the warden was in the early development of the game, all we know is that it was somewhat nature-oriented and ended up being dropped as the fifth class. Now, I've always taken druid-themed classes as my preferred choice in RPGs and other MMO's, so I'd really love to see this one make a comeback. Below are my suggestions for how the class might be implemented.
The first skill tree would focus on summoning, obviously. To differ from the sorceror's daedric summoning, I'd propose that only one summon could be active at a time, but each summoning ability would have a passive effect while slotted so that you'd be able to slot several summoning spells and still benefit from them all (even though only one could be active). This would provide versatility in summoning builds, allowing you to change on the fly from a tanking pet to a damage pet to a healing pet without feeling like you're wasting all of your hotbar slots.
Summoning Skill Suggestions:
1. Summon Wolf - A versatile, hybrid damage/tank pet that is fairly middle-of-the-road as far as damage and survivability go. Cannot taunt enemies, but can take a fair beating and dish out moderate damage. Morphs could include a dire wolf, which would summon a larger wolf that can withstand more damage (more tank focused), or a pack of wolves which summons several weaker wolves instead of a single wolf, together doing more damage (thus more damage focused). The passive slotted bonus for this could be a bonus to weapon damage.
2. Summon Cat - Talking big cats here, a leopard or Lion to start with perhaps. This would be the damage pet, with lower health and damage mitigation than the wolf but much higher damage output. Morphs could include a Tiger that deals additional damage and has a higher critical chance, and a Panther that has a persistent stealth/invisibility when not in combat, and a bonus to first strike when entering combat. The passive slotted bonus for this could be a bonus to critical chance.
3. Summon Bear - The tanking pet, this one would deal less damage than the others but be significantly more durable, and include a built-in taunting mechanism. Morphs could include a grizzly bear with an aoe taunt and multi-target swipe attack, or a black bear that can stun opponents with a mauling attack for extra control potential. The passive slotted bonus for this could be an increase to maximum armor/spell resistance.
4. Summon Spriggan - The healing pet. The spriggan would create an aura that passively increases health recovery for nearby allies. Morphs could include a variant that directly heals allies when they get low on health (like the twilight matriarch, but not focused only on the Summoner), and a morph that plants down saprolings, kind of like blood wells, that heal nearby allies over time as they remain in the area. The passive slotted bonus for this could be an increase to healing received and dealt, or a bonus to health recovery for the Summoner.
The second skill line would focus on spellcasting and offensive abilities, with a nature-oriented focus - aka traditional druidic magic.
Some suggestions:
1. Entangle - Immobilizes all nearby enemies in a mass of roots that sprout from the ground. Functionally similar to encase or talons.
2. Swarm - Casts out a swarm of stinging insects at a target, dealing damage over time. If the target dies before the duration of the swarm is up, the swarm will jump to a new nearby target. Morphs could, as an example, turn swarm into a more aoe-oriented ability by affecting numerous targets within an area, or by allowing the swarm to spread from one enemy to any others that are nearby.
3. Thorns - Encases you in a protective shell of brambles, increasing armor and spell resistance. Deals damage to any enemies that hit you with melee attacks while active.
4. Vines - not so sure on the name, but the idea is something like fiery grip, using a vine that lashes out and pulls your target back to you. One morph might wrap the target up in the vine, stunning them after they're pulled to you.
The final skill line could focus on a few different thinks, kind of up in the air. The first option is support/healing skills, which would make it very similar to the templar's restoring light line. On the plus side this gives us a second class that can heal the group without a restoration staff, but it may be a bit too redundant with the templar class. Another option is to fill this skill tree with aspect abilities, making it essentially a shapeshifter's tree. For example you could have "aspect of the wolf", which would transform you into a wolf while toggled on (not a werewolf, but a proper wolf) and give you access to new abilities while shapeshifted. As cool as that might be, though, I'm not sure it fits tamrielic lore.
My vote would be for a hybrid support tree, with more defensive spells as opposed to the second tree's offensive casting. Some suggested abilities:
1. Bramble Cage - Traps an enemy in a cage of thorns, dealing damage over time and stunning them (CC effect that lasts perhaps 12 seconds?).
2. Wall of Thorns - Summons a wall of vines and thorns, similar to the ice wall summoned by some NPC mages. The wall damages enemies that get too close to it, and also 'attracts' any projectiles and spells cast at nearby targets (so you could hide behind the wall and avoid fireballs and such).
3. Earthquake - A ground cast effect that periodically stuns, knocks down, or disorients enemies in the area. Mass AoE Crowd control.
4. Stalagmites - Erupts spikes of stone from the ground in an area, knocking enemies upward and dealing damage.
5. Acid Rain - Pours down acid rain on an area, dealing damage and applying an armor reducing debuff to affected enemies.
6. Regeneration - Wraps the caster in a protective shell, preventing all action but restoring health and stamina at the cost of magicka. Essentially a heal that functions similarly to dark exchange, restoring health and stamina at the cost of magicka instead of health and magicka at the cost of stamina.
I like the idea of a druid-like spells i wanted so much after the Wyresses quests in the DC, but enough classes already just add as a skill-line people will have access and will not be crying about nerf that class.
They're already effectively confirmed for spellcrafting. In one of the demo vids they showed animal summoning spells and a barkskin defensive spell.
FYI, at least according to some data mining, that's as much as we're gonna get. Oakflesh and Summon Familiar.