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If there will be a new class, it should be artificer

Lyserus
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^This. Not saying we must have a new class, but if we do, it should be artificer because it can cover up the currently missing "vibes"

Artificer
Intro: Learned scholars and lore masters, they travel the Nirn to expand their knowledge. The countless adventures they ran into (either willingly or not) made them very resourceful when they had to battle

Three class lines:
Dwarven constructs (tank): It would be foolish to take all the damage on one's body, especially when you know how to manipulate constructs to do the bidding for you
Rune magic (damage): One's brain can only hold so much information, to make use of the useful spells and tricks you found, best to carve them in stone for later use
Ancient lores(support): You know the forgotten lores of Nirn, many through songs and words, and you know how to use them to your advantage

Pro of the class:
1. Covers many scenes like dwarven engineer, rune, bard and even Thum
2. Pet tank (since we already have many pet class, this one need to be unique in its way)
3. songs and dragon shots for multiple buffs and debuffs (more support than heal)
4. Runes that have multiple purpose (can be adjusted to whatever type of damage you want, for example poison, ice etc)

Con:
1. low survivability on its own without constructs and groupmate and lack self heal
2. Need to find and exploit enemies' weakness and make adjustment to rune or else the damage output would be below average (but higher if you find the weakness)
  • Jeremy
    Jeremy
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    Lyserus wrote: »
    ^This. Not saying we must have a new class, but if we do, it should be artificer because it can cover up the currently missing "vibes"

    Artificer
    Intro: Learned scholars and lore masters, they travel the Nirn to expand their knowledge. The countless adventures they ran into (either willingly or not) made them very resourceful when they had to battle

    Three class lines:
    Dwarven constructs (tank): It would be foolish to take all the damage on one's body, especially when you know how to manipulate constructs to do the bidding for you
    Rune magic (damage): One's brain can only hold so much information, to make use of the useful spells and tricks you found, best to carve them in stone for later use
    Ancient lores(support): You know the forgotten lores of Nirn, many through songs and words, and you know how to use them to your advantage

    Pro of the class:
    1. Covers many scenes like dwarven engineer, rune, bard and even Thum
    2. Pet tank (since we already have many pet class, this one need to be unique in its way)
    3. songs and dragon shots for multiple buffs and debuffs (more support than heal)
    4. Runes that have multiple purpose (can be adjusted to whatever type of damage you want, for example poison, ice etc)

    Con:
    1. low survivability on its own without constructs and groupmate and lack self heal
    2. Need to find and exploit enemies' weakness and make adjustment to rune or else the damage output would be below average (but higher if you find the weakness)

    I would prefer it to be a new skill line rather than a class. But it's an interesting suggestion to have a new class based around Dwarven constructs and technology. It fits nicely into the game lore and would fill a vacant spot none of the other classes touch upon. So cool idea.
    Edited by Jeremy on 10 May 2021 20:49
  • Hexi
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    An unarmed adept would actually make sense instead of this demi-god that can do everything. We also need conjured weapons skill-line so we can have a melee-mage.
    Edited by Hexi on 10 May 2021 20:56
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    An Artificer class seems decent but then you mentioned how it would sing songs? Sorry no bards please, the whole concept of a Bard is incredibly stupid.
  • ThoughtRaven
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    As someone who mains a pets class and loves using pets:

    No, there's already too many pet classes in this game.
  • Watchdog
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    Contrary to the OP, I do not think we should be able to use Thu'um in the game. We are Vestiges, not Dragonborns.
    Member of Alith Legion: https://www.alithlegion.com
  • spekdah
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    Could do it as a class without pets, i.e. stamina morphs are more physical damage i.e. weapons with spinning blades, grenades, bombs with shrapnel. Magicka would be different... somehow :-) Could go the necromancer way and have pets as temp summons, either temp heal bots, ranged crossbows or bombers.

    Even better would be to offer it as a fully fleshed out skill line with a chapter (much like Summerset) . So dwemner, steakpunk. Some lost dwemner city with a long lost berserk AI waging a war long lost in history.

    Maybe what's his name from Clockwork city could make a reappearance. Could be a nice break from Daedric princes.
  • MasterSpatula
    MasterSpatula
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    Let's devote an entire Chapter to the inevitable, long-brewing war between Raynor Vanos and Neramo!

    Pick your side, and then lead into battle an army of automatons against an opposing army of automatons, a great clash of metal and steam with no stakes whatsoever!

    Heal with the power of sound and resonance! Damage with the power of steam! Tank by turning yourself into an actual, honest-to-Lorkhan tank!
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Hexi
    Hexi
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    Watchdog wrote: »
    Contrary to the OP, I do not think we should be able to use Thu'um in the game. We are Vestiges, not Dragonborns.

    We graduated form "Vestige" to "Demi-god" a long time ago. That's not even relevant though, you don't need to be Dragonborn to use shouts, even in Skyrim. Ulfric isn't, neither is any of the Greybeards.
  • bluebird
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    I had some ideas for class / skill lines in earlier threads, so I'll just link it here. :smiley:
    bluebird wrote: »
    ZOS should either add a new Class, or a new Weapon, or a new Guild skill line.
    Because the cycle of buffing/nerfing the same abilities over and over again isn't exactly exciting.
    WoW and GW2, ESO's closest competitors regularly add new class abilities and interactions.

    Whatever they do add, it should be 1) Lore-friendly, 2) Distinct from existing classes and 3) Interesting.
    The 'interesting' part is subjective, but here are some of my suggestions.

    THE DWEMERMANCER - class (name subject to change :tongue:)
    This could be a skill line too, not just a class itself. It would be a Dwemer researcher/tinkerer person which is possible in ESO and would fulfil the 'engineer' archetype from other games (just as Warden was a 'druid/hunter' archetype addition). Some skill ideas include:
    tumblr_pgjviiUsDs1v9i19yo2_500.jpg
    • Dwemervamidium: based on the memento of the same name, this would be your class-specific shield. Manifesting a mechanical body-armor and doing general class-shield-type things (like Obsidian Shield, Bone Armor, Frost Cloak, etc).
    • Steam Blast: frontal Cone AoE spammable for damage
    • Focus Lens: laser beam attack, could be single target or pierce everything in a line.
    • Dwemer Sphere: Launch a Dwemer Sphere in a straight line, knocking down the first target hit
    • March of Spiders: Command your squad of Dwemer Spiders to use their claws to tunnel up and create uneven ground. Ground-targeted AoE damage over time with a snare or offbalance component. If your Dwemer Sphere hits targets in your March of Spiders, your constructs will short-circuit, stunning everything in the area.
    • Centurion: Ultimate, summons a Dwemer Centurion that starts spinning after 3 seconds, knocking back everything in the area for 5 seconds. (Imagine the possibilites in PvP!!! :smiley: During the 3 seconds arming phase, it can be CC-ed or pull-chained away, but afterwards it becomes immune.)
    THE SPELLFOCUS - weapon
    Magicka specs are really boring with only staves, so finally we could use a different Magicka weapon! It would be classified as a 'two-hander' in terms of stats and set bonuses, but you'd have a magical focus floating next to you, and you'd use your free hands to cast spells. Alternatively, it could be a guild skill line too.
    afcbd7a4f757426428c650043faaf7ae.jpg
    • Light Attack: would use the Force Pulse visuals, you'd shoot an elemental blast from your hand. Enchantments on the focus affect the damage and visuals of the LA (Fire damage Glyph will make it a fireblast, etc).
    • Heavy Attack: would use the Vampire Drain visual, casting with two hands
    • Combust: single target spammable, you make your target erupt with Magicka dealing damage to them, and splashing minor damage to enemies around it too.
    • Echo of Magicka: enemies in the ground AoE take damage over time, with a different morph that regens resources for you instead
    • Incantation: You raise both hands and cast a cone of magic. AoE spammable, but channelled like Jabs.
    • Spellwave: Ult, release a wide wave of magic that travels froward, dealing minor damage while applying a random status effect to each (burning, concussed, chilled), and leaving a powerful DoT on your targets for major damage
    THE ELDER SCHOLAR- guild skill line
    We come across a group of Moth Priests who study the Elder Scrolls, and join their order to learn some long-forgotten techniques. We only get brief glimpses of the parts they deem safe, but we learn more about the prophecies in the scrolls.
    300?cb=20120114045230
    • Prophecy of Resurrection: Foretell Mannimarco's return, resurrecting your allies (like Reanimate from Necro).
    • Prophecy of Disappearance: Foretell the Dwemer's disappearance (a bit late :lol:), causing you to phase out of existence and be immune to damage.
    • Prophecy of Destruction: Foretell Vvardenfell's destruction, opening a rift in the sky to rain down rocks and magma on the target area.
    • Prophecy of Portals: Foretell Mehrunes Dagon's invasion, creating an Oblivion Gate at the target area and at your location. Allies near the Gates can use the Synergy to teleport to the other gate (like Frozen Gate from Warden).
    • Prophecy of Dragons: Foretell the rise of Dragons, invoking the shout of Alduin which quickly spreads from your location to cover a circular area around you then causes all enemies caught in the thuum to tremble in fear.
  • Hexi
    Hexi
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    Please stop with the Dwemer ***, it's a race that should be shrouded in mystery. Just because the players have a lot of meta knowledge gathered over the years doesn't mean every random hobo knows anything about Dwemer. Even Sotha Sil knows next to nothing, and he fought them!
    Edited by Hexi on 10 May 2021 23:02
  • bluebird
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    Hexi wrote: »
    Please stop with the Dwemer ***, it's a race that should be shrouded in mystery. Just because the players have a lot of meta knowledge gathered over the years doesn't mean every random hobo knows anything about Dwemer. Even Sotha Sil knows next to nothing, and he fought them!
    Dwemer technology has nothing to do with the race. This thread isn't asking for a Dwemer race, it's asking for a class / skill line that utilizes Dwemer technology, which we can clearly see ingame like with Neramo or Tharayya, and Sotha Sil's CW creations are pretty close to that level of complexity too. :smile:
  • Hexi
    Hexi
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    bluebird wrote: »
    Hexi wrote: »
    Please stop with the Dwemer ***, it's a race that should be shrouded in mystery. Just because the players have a lot of meta knowledge gathered over the years doesn't mean every random hobo knows anything about Dwemer. Even Sotha Sil knows next to nothing, and he fought them!
    Dwemer technology has nothing to do with the race. This thread isn't asking for a Dwemer race, it's asking for a class / skill line that utilizes Dwemer technology, which we can clearly see ingame like with Neramo or Tharayya, and Sotha Sil's CW creations are pretty close to that level of complexity too. :smile:

    No they aren't. Sotha Sil's stuff is powered by his own essence and magic. and the Clockword City is tiny, you just become miniaturized to access it.

    No one has any idea how the Dwemer constructs are built, or even how to make the metal they are made out of.

  • bluebird
    bluebird
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    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    Please stop with the Dwemer ***, it's a race that should be shrouded in mystery. Just because the players have a lot of meta knowledge gathered over the years doesn't mean every random hobo knows anything about Dwemer. Even Sotha Sil knows next to nothing, and he fought them!
    Dwemer technology has nothing to do with the race. This thread isn't asking for a Dwemer race, it's asking for a class / skill line that utilizes Dwemer technology, which we can clearly see ingame like with Neramo or Tharayya, and Sotha Sil's CW creations are pretty close to that level of complexity too. :smile:
    No they aren't. Sotha Sil's stuff is powered by his own essence and magic. and the Clockword City is tiny, you just become miniaturized to access it.

    No one has any idea how the Dwemer constructs are built, or even how to make the metal they are made out of.
    "Some researchers, such as Neramo and Aicantar, have managed to control automatons by reverse-engineering and readjusting them. The Tribunal god Sotha Sil was also known to have tinkered with Dwemer constructs, beyond the capabilities of even the most talented individuals.His mechanical creations, known as Fabricants and Factotums, are similar" - UESP

    We don't need to make Dwemer Brass, we regularly use it already in our crafting. :smile: We craft armors and furniture from them regularly. We don't need to smelt it from scratch, there are plenty lying around. Same with the constructs. We don't need to make new ones, when we can command existing ones.
  • ArchMikem
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    Hexi wrote: »
    An unarmed adept would actually make sense instead of this demi-god that can do everything. We also need conjured weapons skill-line so we can have a melee-mage.

    Unarmed Magic WHEN? I've seen the NPCs and their skill sets. I'd pay money for that to be available to players.
    CP1,900+ Master Explorer - AvA One Star General - Console Peasant - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Hydra9268
    Hydra9268
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    Isn't a
    bluebird wrote: »
    I had some ideas for class / skill lines in earlier threads, so I'll just link it here. :smiley:
    bluebird wrote: »
    ZOS should either add a new Class, or a new Weapon, or a new Guild skill line.
    Because the cycle of buffing/nerfing the same abilities over and over again isn't exactly exciting.
    WoW and GW2, ESO's closest competitors regularly add new class abilities and interactions.

    Whatever they do add, it should be 1) Lore-friendly, 2) Distinct from existing classes and 3) Interesting.
    The 'interesting' part is subjective, but here are some of my suggestions.

    THE DWEMERMANCER - class (name subject to change :tongue:)
    This could be a skill line too, not just a class itself. It would be a Dwemer researcher/tinkerer person which is possible in ESO and would fulfil the 'engineer' archetype from other games (just as Warden was a 'druid/hunter' archetype addition). Some skill ideas include:
    tumblr_pgjviiUsDs1v9i19yo2_500.jpg
    • Dwemervamidium: based on the memento of the same name, this would be your class-specific shield. Manifesting a mechanical body-armor and doing general class-shield-type things (like Obsidian Shield, Bone Armor, Frost Cloak, etc).
    • Steam Blast: frontal Cone AoE spammable for damage
    • Focus Lens: laser beam attack, could be single target or pierce everything in a line.
    • Dwemer Sphere: Launch a Dwemer Sphere in a straight line, knocking down the first target hit
    • March of Spiders: Command your squad of Dwemer Spiders to use their claws to tunnel up and create uneven ground. Ground-targeted AoE damage over time with a snare or offbalance component. If your Dwemer Sphere hits targets in your March of Spiders, your constructs will short-circuit, stunning everything in the area.
    • Centurion: Ultimate, summons a Dwemer Centurion that starts spinning after 3 seconds, knocking back everything in the area for 5 seconds. (Imagine the possibilites in PvP!!! :smiley: During the 3 seconds arming phase, it can be CC-ed or pull-chained away, but afterwards it becomes immune.)
    THE SPELLFOCUS - weapon
    Magicka specs are really boring with only staves, so finally we could use a different Magicka weapon! It would be classified as a 'two-hander' in terms of stats and set bonuses, but you'd have a magical focus floating next to you, and you'd use your free hands to cast spells. Alternatively, it could be a guild skill line too.
    afcbd7a4f757426428c650043faaf7ae.jpg
    • Light Attack: would use the Force Pulse visuals, you'd shoot an elemental blast from your hand. Enchantments on the focus affect the damage and visuals of the LA (Fire damage Glyph will make it a fireblast, etc).
    • Heavy Attack: would use the Vampire Drain visual, casting with two hands
    • Combust: single target spammable, you make your target erupt with Magicka dealing damage to them, and splashing minor damage to enemies around it too.
    • Echo of Magicka: enemies in the ground AoE take damage over time, with a different morph that regens resources for you instead
    • Incantation: You raise both hands and cast a cone of magic. AoE spammable, but channelled like Jabs.
    • Spellwave: Ult, release a wide wave of magic that travels froward, dealing minor damage while applying a random status effect to each (burning, concussed, chilled), and leaving a powerful DoT on your targets for major damage
    THE ELDER SCHOLAR- guild skill line
    We come across a group of Moth Priests who study the Elder Scrolls, and join their order to learn some long-forgotten techniques. We only get brief glimpses of the parts they deem safe, but we learn more about the prophecies in the scrolls.
    300?cb=20120114045230
    • Prophecy of Resurrection: Foretell Mannimarco's return, resurrecting your allies (like Reanimate from Necro).
    • Prophecy of Disappearance: Foretell the Dwemer's disappearance (a bit late :lol:), causing you to phase out of existence and be immune to damage.
    • Prophecy of Destruction: Foretell Vvardenfell's destruction, opening a rift in the sky to rain down rocks and magma on the target area.
    • Prophecy of Portals: Foretell Mehrunes Dagon's invasion, creating an Oblivion Gate at the target area and at your location. Allies near the Gates can use the Synergy to teleport to the other gate (like Frozen Gate from Warden).
    • Prophecy of Dragons: Foretell the rise of Dragons, invoking the shout of Alduin which quickly spreads from your location to cover a circular area around you then causes all enemies caught in the thuum to tremble in fear.

    Pretty sure that's an engineering class. Both WOW and Guild Wars 2 have engineering classes. They work well especially in PVP.
  • Hexi
    Hexi
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    bluebird wrote: »
    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    Please stop with the Dwemer ***, it's a race that should be shrouded in mystery. Just because the players have a lot of meta knowledge gathered over the years doesn't mean every random hobo knows anything about Dwemer. Even Sotha Sil knows next to nothing, and he fought them!
    Dwemer technology has nothing to do with the race. This thread isn't asking for a Dwemer race, it's asking for a class / skill line that utilizes Dwemer technology, which we can clearly see ingame like with Neramo or Tharayya, and Sotha Sil's CW creations are pretty close to that level of complexity too. :smile:
    No they aren't. Sotha Sil's stuff is powered by his own essence and magic. and the Clockword City is tiny, you just become miniaturized to access it.

    No one has any idea how the Dwemer constructs are built, or even how to make the metal they are made out of.
    "Some researchers, such as Neramo and Aicantar, have managed to control automatons by reverse-engineering and readjusting them. The Tribunal god Sotha Sil was also known to have tinkered with Dwemer constructs, beyond the capabilities of even the most talented individuals.His mechanical creations, known as Fabricants and Factotums, are similar" - UESP

    We don't need to make Dwemer Brass, we regularly use it already in our crafting. :smile: We craft armors and furniture from them regularly. We don't need to smelt it from scratch, there are plenty lying around. Same with the constructs. We don't need to make new ones, when we can command existing ones.

    I have no idea where this "reverse-engineer" stuff comes from, [snip], but no one has ever controlled them without a control rod, and those are exceedingly rare. Sotha Sil has taken them apart, yes, but even he cannot replicate them hence he made his own. Once Sotha Sil dies, they all stop, they aren't like Dwemer constructs.

    I mean, *I* have a pretty solid theory on them, but that doesn't mean people in-universe would.

    [Edited to remove Rude Comments]
    Edited by ZOS_ConnorG on 11 May 2021 13:25
  • Hydra9268
    Hydra9268
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    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    Please stop with the Dwemer ***, it's a race that should be shrouded in mystery. Just because the players have a lot of meta knowledge gathered over the years doesn't mean every random hobo knows anything about Dwemer. Even Sotha Sil knows next to nothing, and he fought them!
    Dwemer technology has nothing to do with the race. This thread isn't asking for a Dwemer race, it's asking for a class / skill line that utilizes Dwemer technology, which we can clearly see ingame like with Neramo or Tharayya, and Sotha Sil's CW creations are pretty close to that level of complexity too. :smile:
    No they aren't. Sotha Sil's stuff is powered by his own essence and magic. and the Clockword City is tiny, you just become miniaturized to access it.

    No one has any idea how the Dwemer constructs are built, or even how to make the metal they are made out of.
    "Some researchers, such as Neramo and Aicantar, have managed to control automatons by reverse-engineering and readjusting them. The Tribunal god Sotha Sil was also known to have tinkered with Dwemer constructs, beyond the capabilities of even the most talented individuals.His mechanical creations, known as Fabricants and Factotums, are similar" - UESP

    We don't need to make Dwemer Brass, we regularly use it already in our crafting. :smile: We craft armors and furniture from them regularly. We don't need to smelt it from scratch, there are plenty lying around. Same with the constructs. We don't need to make new ones, when we can command existing ones.

    I have no idea where this "reverse-engineer" stuff comes from, [snip] but no one has ever controlled them without a control rod, and those are exceedingly rare. Sotha Sil has taken them apart, yes, but even he cannot replicate them hence he made his own. Once Sotha Sil dies, they all stop, they aren't like Dwemer constructs.

    Reverse-engineer only works when a person has an extremely high level of knowledge to reverse an object's construction. The lore issue with reverse-engineering anything Dwemer is that their race, much like the Ayleids, remains a total mystery to most in the Elder Scrolls universe.
    Edited by ZOS_ConnorG on 11 May 2021 13:25
  • bluebird
    bluebird
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    Hydra9268 wrote: »
    Isn't a
    bluebird wrote: »
    I had some ideas for class / skill lines in earlier threads, so I'll just link it here. :smiley:
    bluebird wrote: »
    ZOS should either add a new Class, or a new Weapon, or a new Guild skill line.
    Because the cycle of buffing/nerfing the same abilities over and over again isn't exactly exciting.
    WoW and GW2, ESO's closest competitors regularly add new class abilities and interactions.

    Whatever they do add, it should be 1) Lore-friendly, 2) Distinct from existing classes and 3) Interesting.
    The 'interesting' part is subjective, but here are some of my suggestions.

    THE DWEMERMANCER - class (name subject to change :tongue:)
    This could be a skill line too, not just a class itself. It would be a Dwemer researcher/tinkerer person which is possible in ESO and would fulfil the 'engineer' archetype from other games (just as Warden was a 'druid/hunter' archetype addition). Some skill ideas include:
    tumblr_pgjviiUsDs1v9i19yo2_500.jpg
    • Dwemervamidium: based on the memento of the same name, this would be your class-specific shield. Manifesting a mechanical body-armor and doing general class-shield-type things (like Obsidian Shield, Bone Armor, Frost Cloak, etc).
    • Steam Blast: frontal Cone AoE spammable for damage
    • Focus Lens: laser beam attack, could be single target or pierce everything in a line.
    • Dwemer Sphere: Launch a Dwemer Sphere in a straight line, knocking down the first target hit
    • March of Spiders: Command your squad of Dwemer Spiders to use their claws to tunnel up and create uneven ground. Ground-targeted AoE damage over time with a snare or offbalance component. If your Dwemer Sphere hits targets in your March of Spiders, your constructs will short-circuit, stunning everything in the area.
    • Centurion: Ultimate, summons a Dwemer Centurion that starts spinning after 3 seconds, knocking back everything in the area for 5 seconds. (Imagine the possibilites in PvP!!! :smiley: During the 3 seconds arming phase, it can be CC-ed or pull-chained away, but afterwards it becomes immune.)
    THE SPELLFOCUS - weapon
    Magicka specs are really boring with only staves, so finally we could use a different Magicka weapon! It would be classified as a 'two-hander' in terms of stats and set bonuses, but you'd have a magical focus floating next to you, and you'd use your free hands to cast spells. Alternatively, it could be a guild skill line too.
    afcbd7a4f757426428c650043faaf7ae.jpg
    • Light Attack: would use the Force Pulse visuals, you'd shoot an elemental blast from your hand. Enchantments on the focus affect the damage and visuals of the LA (Fire damage Glyph will make it a fireblast, etc).
    • Heavy Attack: would use the Vampire Drain visual, casting with two hands
    • Combust: single target spammable, you make your target erupt with Magicka dealing damage to them, and splashing minor damage to enemies around it too.
    • Echo of Magicka: enemies in the ground AoE take damage over time, with a different morph that regens resources for you instead
    • Incantation: You raise both hands and cast a cone of magic. AoE spammable, but channelled like Jabs.
    • Spellwave: Ult, release a wide wave of magic that travels froward, dealing minor damage while applying a random status effect to each (burning, concussed, chilled), and leaving a powerful DoT on your targets for major damage
    THE ELDER SCHOLAR- guild skill line
    We come across a group of Moth Priests who study the Elder Scrolls, and join their order to learn some long-forgotten techniques. We only get brief glimpses of the parts they deem safe, but we learn more about the prophecies in the scrolls.
    300?cb=20120114045230
    • Prophecy of Resurrection: Foretell Mannimarco's return, resurrecting your allies (like Reanimate from Necro).
    • Prophecy of Disappearance: Foretell the Dwemer's disappearance (a bit late :lol:), causing you to phase out of existence and be immune to damage.
    • Prophecy of Destruction: Foretell Vvardenfell's destruction, opening a rift in the sky to rain down rocks and magma on the target area.
    • Prophecy of Portals: Foretell Mehrunes Dagon's invasion, creating an Oblivion Gate at the target area and at your location. Allies near the Gates can use the Synergy to teleport to the other gate (like Frozen Gate from Warden).
    • Prophecy of Dragons: Foretell the rise of Dragons, invoking the shout of Alduin which quickly spreads from your location to cover a circular area around you then causes all enemies caught in the thuum to tremble in fear.
    Pretty sure that's an engineering class. Both WOW and Guild Wars 2 have engineering classes. They work well especially in PVP.
    Yeah, I do mention that it would fill the 'tinkerer / engineer' trope, but in ESO Lore the friendliest approach would be to link that to Dwemer. And yeah, engineer stuff is super fun, you can really let your creativity fly (kinda how ESO came up with the Druid/Ranger archetype Warden and started chucking birds at people because why not apparently).
    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    Please stop with the Dwemer ***, it's a race that should be shrouded in mystery. Just because the players have a lot of meta knowledge gathered over the years doesn't mean every random hobo knows anything about Dwemer. Even Sotha Sil knows next to nothing, and he fought them!
    Dwemer technology has nothing to do with the race. This thread isn't asking for a Dwemer race, it's asking for a class / skill line that utilizes Dwemer technology, which we can clearly see ingame like with Neramo or Tharayya, and Sotha Sil's CW creations are pretty close to that level of complexity too. :smile:
    No they aren't. Sotha Sil's stuff is powered by his own essence and magic. and the Clockword City is tiny, you just become miniaturized to access it.

    No one has any idea how the Dwemer constructs are built, or even how to make the metal they are made out of.
    "Some researchers, such as Neramo and Aicantar, have managed to control automatons by reverse-engineering and readjusting them. The Tribunal god Sotha Sil was also known to have tinkered with Dwemer constructs, beyond the capabilities of even the most talented individuals.His mechanical creations, known as Fabricants and Factotums, are similar" - UESP

    We don't need to make Dwemer Brass, we regularly use it already in our crafting. :smile: We craft armors and furniture from them regularly. We don't need to smelt it from scratch, there are plenty lying around. Same with the constructs. We don't need to make new ones, when we can command existing ones.
    I have no idea where this "reverse-engineer" stuff comes from, [snip] but no one has ever controlled them without a control rod, and those are exceedingly rare. Sotha Sil has taken them apart, yes, but even he cannot replicate them hence he made his own. Once Sotha Sil dies, they all stop, they aren't like Dwemer constructs.
    Exceedingly rare you say? About as rare as... a Vestige, hm? :wink: There's no reason player characters shouldn't be able to do it as a class. How many wardens do you know in the world, and in lore, really?

    If you hate the idea, that's your opinion, fine. I'm not trying to make you like it. :smile: I'm just highlighting that it wouldn't be impossible, because we wouldn't need to make new anything when it's just there. And yet, we still create new constructs from existing materials... including assembling Dwemer Theodolite, the Dwemer Scarab, a Dwarven Wolf.
    Edited by ZOS_ConnorG on 11 May 2021 13:25
  • Hexi
    Hexi
    ✭✭✭✭✭
    bluebird wrote: »
    Hydra9268 wrote: »
    Isn't a
    bluebird wrote: »
    I had some ideas for class / skill lines in earlier threads, so I'll just link it here. :smiley:
    bluebird wrote: »
    ZOS should either add a new Class, or a new Weapon, or a new Guild skill line.
    Because the cycle of buffing/nerfing the same abilities over and over again isn't exactly exciting.
    WoW and GW2, ESO's closest competitors regularly add new class abilities and interactions.

    Whatever they do add, it should be 1) Lore-friendly, 2) Distinct from existing classes and 3) Interesting.
    The 'interesting' part is subjective, but here are some of my suggestions.

    THE DWEMERMANCER - class (name subject to change :tongue:)
    This could be a skill line too, not just a class itself. It would be a Dwemer researcher/tinkerer person which is possible in ESO and would fulfil the 'engineer' archetype from other games (just as Warden was a 'druid/hunter' archetype addition). Some skill ideas include:
    tumblr_pgjviiUsDs1v9i19yo2_500.jpg
    • Dwemervamidium: based on the memento of the same name, this would be your class-specific shield. Manifesting a mechanical body-armor and doing general class-shield-type things (like Obsidian Shield, Bone Armor, Frost Cloak, etc).
    • Steam Blast: frontal Cone AoE spammable for damage
    • Focus Lens: laser beam attack, could be single target or pierce everything in a line.
    • Dwemer Sphere: Launch a Dwemer Sphere in a straight line, knocking down the first target hit
    • March of Spiders: Command your squad of Dwemer Spiders to use their claws to tunnel up and create uneven ground. Ground-targeted AoE damage over time with a snare or offbalance component. If your Dwemer Sphere hits targets in your March of Spiders, your constructs will short-circuit, stunning everything in the area.
    • Centurion: Ultimate, summons a Dwemer Centurion that starts spinning after 3 seconds, knocking back everything in the area for 5 seconds. (Imagine the possibilites in PvP!!! :smiley: During the 3 seconds arming phase, it can be CC-ed or pull-chained away, but afterwards it becomes immune.)
    THE SPELLFOCUS - weapon
    Magicka specs are really boring with only staves, so finally we could use a different Magicka weapon! It would be classified as a 'two-hander' in terms of stats and set bonuses, but you'd have a magical focus floating next to you, and you'd use your free hands to cast spells. Alternatively, it could be a guild skill line too.
    afcbd7a4f757426428c650043faaf7ae.jpg
    • Light Attack: would use the Force Pulse visuals, you'd shoot an elemental blast from your hand. Enchantments on the focus affect the damage and visuals of the LA (Fire damage Glyph will make it a fireblast, etc).
    • Heavy Attack: would use the Vampire Drain visual, casting with two hands
    • Combust: single target spammable, you make your target erupt with Magicka dealing damage to them, and splashing minor damage to enemies around it too.
    • Echo of Magicka: enemies in the ground AoE take damage over time, with a different morph that regens resources for you instead
    • Incantation: You raise both hands and cast a cone of magic. AoE spammable, but channelled like Jabs.
    • Spellwave: Ult, release a wide wave of magic that travels froward, dealing minor damage while applying a random status effect to each (burning, concussed, chilled), and leaving a powerful DoT on your targets for major damage
    THE ELDER SCHOLAR- guild skill line
    We come across a group of Moth Priests who study the Elder Scrolls, and join their order to learn some long-forgotten techniques. We only get brief glimpses of the parts they deem safe, but we learn more about the prophecies in the scrolls.
    300?cb=20120114045230
    • Prophecy of Resurrection: Foretell Mannimarco's return, resurrecting your allies (like Reanimate from Necro).
    • Prophecy of Disappearance: Foretell the Dwemer's disappearance (a bit late :lol:), causing you to phase out of existence and be immune to damage.
    • Prophecy of Destruction: Foretell Vvardenfell's destruction, opening a rift in the sky to rain down rocks and magma on the target area.
    • Prophecy of Portals: Foretell Mehrunes Dagon's invasion, creating an Oblivion Gate at the target area and at your location. Allies near the Gates can use the Synergy to teleport to the other gate (like Frozen Gate from Warden).
    • Prophecy of Dragons: Foretell the rise of Dragons, invoking the shout of Alduin which quickly spreads from your location to cover a circular area around you then causes all enemies caught in the thuum to tremble in fear.
    Pretty sure that's an engineering class. Both WOW and Guild Wars 2 have engineering classes. They work well especially in PVP.
    Yeah, I do mention that it would fill the 'tinkerer / engineer' trope, but in ESO Lore the friendliest approach would be to link that to Dwemer. And yeah, engineer stuff is super fun, you can really let your creativity fly (kinda how ESO came up with the Druid/Ranger archetype Warden and started chucking birds at people because why not apparently).
    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    Please stop with the Dwemer ***, it's a race that should be shrouded in mystery. Just because the players have a lot of meta knowledge gathered over the years doesn't mean every random hobo knows anything about Dwemer. Even Sotha Sil knows next to nothing, and he fought them!
    Dwemer technology has nothing to do with the race. This thread isn't asking for a Dwemer race, it's asking for a class / skill line that utilizes Dwemer technology, which we can clearly see ingame like with Neramo or Tharayya, and Sotha Sil's CW creations are pretty close to that level of complexity too. :smile:
    No they aren't. Sotha Sil's stuff is powered by his own essence and magic. and the Clockword City is tiny, you just become miniaturized to access it.

    No one has any idea how the Dwemer constructs are built, or even how to make the metal they are made out of.
    "Some researchers, such as Neramo and Aicantar, have managed to control automatons by reverse-engineering and readjusting them. The Tribunal god Sotha Sil was also known to have tinkered with Dwemer constructs, beyond the capabilities of even the most talented individuals.His mechanical creations, known as Fabricants and Factotums, are similar" - UESP

    We don't need to make Dwemer Brass, we regularly use it already in our crafting. :smile: We craft armors and furniture from them regularly. We don't need to smelt it from scratch, there are plenty lying around. Same with the constructs. We don't need to make new ones, when we can command existing ones.
    I have no idea where this "reverse-engineer" stuff comes from, [snip], but no one has ever controlled them without a control rod, and those are exceedingly rare. Sotha Sil has taken them apart, yes, but even he cannot replicate them hence he made his own. Once Sotha Sil dies, they all stop, they aren't like Dwemer constructs.
    Exceedingly rare you say? About as rare as... a Vestige, hm? :wink: There's no reason player characters shouldn't be able to do it as a class. How many wardens do you know in the world, and in lore, really?

    If you hate the idea, that's your opinion, fine. I'm not trying to make you like it. :smile: I'm just highlighting that it wouldn't be impossible, because we wouldn't need to make new anything when it's just there. And yet, we still create new constructs from existing materials... including assembling Dwemer Theodolite, the Dwemer Scarab, a Dwarven Wolf.

    Stumbling on a control rod doesn't make you an "engineer", or an expert in Dwemer constructs. Nor does it magically make you able to tinker with them. Having an item isn't a class.
    Edited by ZOS_ConnorG on 11 May 2021 13:26
  • Hexi
    Hexi
    ✭✭✭✭✭
    Hydra9268 wrote: »
    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    Please stop with the Dwemer ***, it's a race that should be shrouded in mystery. Just because the players have a lot of meta knowledge gathered over the years doesn't mean every random hobo knows anything about Dwemer. Even Sotha Sil knows next to nothing, and he fought them!
    Dwemer technology has nothing to do with the race. This thread isn't asking for a Dwemer race, it's asking for a class / skill line that utilizes Dwemer technology, which we can clearly see ingame like with Neramo or Tharayya, and Sotha Sil's CW creations are pretty close to that level of complexity too. :smile:
    No they aren't. Sotha Sil's stuff is powered by his own essence and magic. and the Clockword City is tiny, you just become miniaturized to access it.

    No one has any idea how the Dwemer constructs are built, or even how to make the metal they are made out of.
    "Some researchers, such as Neramo and Aicantar, have managed to control automatons by reverse-engineering and readjusting them. The Tribunal god Sotha Sil was also known to have tinkered with Dwemer constructs, beyond the capabilities of even the most talented individuals.His mechanical creations, known as Fabricants and Factotums, are similar" - UESP

    We don't need to make Dwemer Brass, we regularly use it already in our crafting. :smile: We craft armors and furniture from them regularly. We don't need to smelt it from scratch, there are plenty lying around. Same with the constructs. We don't need to make new ones, when we can command existing ones.

    I have no idea where this "reverse-engineer" stuff comes from, [snip], but no one has ever controlled them without a control rod, and those are exceedingly rare. Sotha Sil has taken them apart, yes, but even he cannot replicate them hence he made his own. Once Sotha Sil dies, they all stop, they aren't like Dwemer constructs.

    Reverse-engineer only works when a person has an extremely high level of knowledge to reverse an object's construction. The lore issue with reverse-engineering anything Dwemer is that their race, much like the Ayleids, remains a total mystery to most in the Elder Scrolls universe.

    Even people who've dedicated their entire lives in-universe don't realize that they are powered by soul gems of living beings and that's why they needed to degenerate the Falmer, so they would have an endless supply of lower-grade souls to power their constructs as black souls wouldn't follow commands obediently, as shown in the Azura's Star quest in Skyrim.

    But like I said earlier, that's meta-knowledge and you can't really use that when the established lore says no one knows.
    Edited by ZOS_ConnorG on 11 May 2021 13:26
  • Hydra9268
    Hydra9268
    ✭✭✭
    Hexi wrote: »
    Hydra9268 wrote: »
    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    Please stop with the Dwemer ***, it's a race that should be shrouded in mystery. Just because the players have a lot of meta knowledge gathered over the years doesn't mean every random hobo knows anything about Dwemer. Even Sotha Sil knows next to nothing, and he fought them!
    Dwemer technology has nothing to do with the race. This thread isn't asking for a Dwemer race, it's asking for a class / skill line that utilizes Dwemer technology, which we can clearly see ingame like with Neramo or Tharayya, and Sotha Sil's CW creations are pretty close to that level of complexity too. :smile:
    No they aren't. Sotha Sil's stuff is powered by his own essence and magic. and the Clockword City is tiny, you just become miniaturized to access it.

    No one has any idea how the Dwemer constructs are built, or even how to make the metal they are made out of.
    "Some researchers, such as Neramo and Aicantar, have managed to control automatons by reverse-engineering and readjusting them. The Tribunal god Sotha Sil was also known to have tinkered with Dwemer constructs, beyond the capabilities of even the most talented individuals.His mechanical creations, known as Fabricants and Factotums, are similar" - UESP

    We don't need to make Dwemer Brass, we regularly use it already in our crafting. :smile: We craft armors and furniture from them regularly. We don't need to smelt it from scratch, there are plenty lying around. Same with the constructs. We don't need to make new ones, when we can command existing ones.

    I have no idea where this "reverse-engineer" stuff comes from, [snip], but no one has ever controlled them without a control rod, and those are exceedingly rare. Sotha Sil has taken them apart, yes, but even he cannot replicate them hence he made his own. Once Sotha Sil dies, they all stop, they aren't like Dwemer constructs.

    Reverse-engineer only works when a person has an extremely high level of knowledge to reverse an object's construction. The lore issue with reverse-engineering anything Dwemer is that their race, much like the Ayleids, remains a total mystery to most in the Elder Scrolls universe.

    Even people who've dedicated their entire lives in-universe don't realize that they are powered by soul gems of living beings and that's why they needed to degenerate the Falmer, so they would have an endless supply of lower-grade souls to power their constructs as black souls wouldn't follow commands obediently, as shown in the Azura's Star quest in Skyrim.

    But like I said earlier, that's meta-knowledge and you can't really use that when the established lore says no one knows.

    Precisely.
    Edited by ZOS_ConnorG on 11 May 2021 13:26
  • bluebird
    bluebird
    ✭✭✭✭✭
    ✭✭✭
    Hexi wrote: »
    bluebird wrote: »
    Hydra9268 wrote: »
    Isn't a
    bluebird wrote: »
    I had some ideas for class / skill lines in earlier threads, so I'll just link it here. :smiley:
    bluebird wrote: »
    ZOS should either add a new Class, or a new Weapon, or a new Guild skill line.
    Because the cycle of buffing/nerfing the same abilities over and over again isn't exactly exciting.
    WoW and GW2, ESO's closest competitors regularly add new class abilities and interactions.

    Whatever they do add, it should be 1) Lore-friendly, 2) Distinct from existing classes and 3) Interesting.
    The 'interesting' part is subjective, but here are some of my suggestions.

    THE DWEMERMANCER - class (name subject to change :tongue:)
    This could be a skill line too, not just a class itself. It would be a Dwemer researcher/tinkerer person which is possible in ESO and would fulfil the 'engineer' archetype from other games (just as Warden was a 'druid/hunter' archetype addition). Some skill ideas include:
    tumblr_pgjviiUsDs1v9i19yo2_500.jpg
    • Dwemervamidium: based on the memento of the same name, this would be your class-specific shield. Manifesting a mechanical body-armor and doing general class-shield-type things (like Obsidian Shield, Bone Armor, Frost Cloak, etc).
    • Steam Blast: frontal Cone AoE spammable for damage
    • Focus Lens: laser beam attack, could be single target or pierce everything in a line.
    • Dwemer Sphere: Launch a Dwemer Sphere in a straight line, knocking down the first target hit
    • March of Spiders: Command your squad of Dwemer Spiders to use their claws to tunnel up and create uneven ground. Ground-targeted AoE damage over time with a snare or offbalance component. If your Dwemer Sphere hits targets in your March of Spiders, your constructs will short-circuit, stunning everything in the area.
    • Centurion: Ultimate, summons a Dwemer Centurion that starts spinning after 3 seconds, knocking back everything in the area for 5 seconds. (Imagine the possibilites in PvP!!! :smiley: During the 3 seconds arming phase, it can be CC-ed or pull-chained away, but afterwards it becomes immune.)
    THE SPELLFOCUS - weapon
    Magicka specs are really boring with only staves, so finally we could use a different Magicka weapon! It would be classified as a 'two-hander' in terms of stats and set bonuses, but you'd have a magical focus floating next to you, and you'd use your free hands to cast spells. Alternatively, it could be a guild skill line too.
    afcbd7a4f757426428c650043faaf7ae.jpg
    • Light Attack: would use the Force Pulse visuals, you'd shoot an elemental blast from your hand. Enchantments on the focus affect the damage and visuals of the LA (Fire damage Glyph will make it a fireblast, etc).
    • Heavy Attack: would use the Vampire Drain visual, casting with two hands
    • Combust: single target spammable, you make your target erupt with Magicka dealing damage to them, and splashing minor damage to enemies around it too.
    • Echo of Magicka: enemies in the ground AoE take damage over time, with a different morph that regens resources for you instead
    • Incantation: You raise both hands and cast a cone of magic. AoE spammable, but channelled like Jabs.
    • Spellwave: Ult, release a wide wave of magic that travels froward, dealing minor damage while applying a random status effect to each (burning, concussed, chilled), and leaving a powerful DoT on your targets for major damage
    THE ELDER SCHOLAR- guild skill line
    We come across a group of Moth Priests who study the Elder Scrolls, and join their order to learn some long-forgotten techniques. We only get brief glimpses of the parts they deem safe, but we learn more about the prophecies in the scrolls.
    300?cb=20120114045230
    • Prophecy of Resurrection: Foretell Mannimarco's return, resurrecting your allies (like Reanimate from Necro).
    • Prophecy of Disappearance: Foretell the Dwemer's disappearance (a bit late :lol:), causing you to phase out of existence and be immune to damage.
    • Prophecy of Destruction: Foretell Vvardenfell's destruction, opening a rift in the sky to rain down rocks and magma on the target area.
    • Prophecy of Portals: Foretell Mehrunes Dagon's invasion, creating an Oblivion Gate at the target area and at your location. Allies near the Gates can use the Synergy to teleport to the other gate (like Frozen Gate from Warden).
    • Prophecy of Dragons: Foretell the rise of Dragons, invoking the shout of Alduin which quickly spreads from your location to cover a circular area around you then causes all enemies caught in the thuum to tremble in fear.
    Pretty sure that's an engineering class. Both WOW and Guild Wars 2 have engineering classes. They work well especially in PVP.
    Yeah, I do mention that it would fill the 'tinkerer / engineer' trope, but in ESO Lore the friendliest approach would be to link that to Dwemer. And yeah, engineer stuff is super fun, you can really let your creativity fly (kinda how ESO came up with the Druid/Ranger archetype Warden and started chucking birds at people because why not apparently).
    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    Please stop with the Dwemer ***, it's a race that should be shrouded in mystery. Just because the players have a lot of meta knowledge gathered over the years doesn't mean every random hobo knows anything about Dwemer. Even Sotha Sil knows next to nothing, and he fought them!
    Dwemer technology has nothing to do with the race. This thread isn't asking for a Dwemer race, it's asking for a class / skill line that utilizes Dwemer technology, which we can clearly see ingame like with Neramo or Tharayya, and Sotha Sil's CW creations are pretty close to that level of complexity too. :smile:
    No they aren't. Sotha Sil's stuff is powered by his own essence and magic. and the Clockword City is tiny, you just become miniaturized to access it.

    No one has any idea how the Dwemer constructs are built, or even how to make the metal they are made out of.
    "Some researchers, such as Neramo and Aicantar, have managed to control automatons by reverse-engineering and readjusting them. The Tribunal god Sotha Sil was also known to have tinkered with Dwemer constructs, beyond the capabilities of even the most talented individuals.His mechanical creations, known as Fabricants and Factotums, are similar" - UESP

    We don't need to make Dwemer Brass, we regularly use it already in our crafting. :smile: We craft armors and furniture from them regularly. We don't need to smelt it from scratch, there are plenty lying around. Same with the constructs. We don't need to make new ones, when we can command existing ones.
    I have no idea where this "reverse-engineer" stuff comes from, [snip], but no one has ever controlled them without a control rod, and those are exceedingly rare. Sotha Sil has taken them apart, yes, but even he cannot replicate them hence he made his own. Once Sotha Sil dies, they all stop, they aren't like Dwemer constructs.
    Exceedingly rare you say? About as rare as... a Vestige, hm? :wink: There's no reason player characters shouldn't be able to do it as a class. How many wardens do you know in the world, and in lore, really?

    If you hate the idea, that's your opinion, fine. I'm not trying to make you like it. :smile: I'm just highlighting that it wouldn't be impossible, because we wouldn't need to make new anything when it's just there. And yet, we still create new constructs from existing materials... including assembling Dwemer Theodolite, the Dwemer Scarab, a Dwarven Wolf.
    Stumbling on a control rod doesn't make you an "engineer", or an expert in Dwemer constructs. Nor does it magically make you able to tinker with them. Having an item isn't a class.
    A control rod could easily be used by someone with the knowledge (my freshly washed up, level 3 DC character could do it on Stros M'kai :smiley:). Since a character class should have more understanding, we could assume our PC got a similar education background like Neramo (clearly, Sorcerers also learned Daedric Summoning somewhere, DKs learned Akaviri Battlespirit martial arts, etc). So literally nobody said that the class would be based on having an item alone, without understanding/study.

    This is clearly proven by Antiquities, in which our totally random characters with random classes have already re-assambled 2 functioning Dwemer constructs from component parts. A Dwemer Theodolite was reassembled without any Antiquarian study / knowledge / research group in fact, and was just put together by dungeon dwelling adventurers. All of that is possible for our characters in ESO right now. Controlling existing constructs is even less of a technical challenge.

    As for the 'meta-lore' argument, controlling existing Dwemer constructs really doesn't require solving any mysteries. You find a stick, you poke the constructs enough, with different voltages, etc, it will be enough to perform the what 6 skills you would need to get out of constructs. And the state of the lore isn't absolute. Nobody in the present knows about the Dwemer... but no lore says that nobody throghout the years managed to manipulate some constructs in basic ways... there are just no known records of it. Kinda like how all Snow Elves were supposed to be extinct (until Dawngard), or how the Dragons were supposed to be gone (except y'know a metric ton of them during Elsweyr which conveniently everybody from upcoming ages forgot about). :tongue:
    Edited by ZOS_ConnorG on 11 May 2021 13:26
  • ealdwin
    ealdwin
    ✭✭✭✭✭
    Watchdog wrote: »
    Contrary to the OP, I do not think we should be able to use Thu'um in the game. We are Vestiges, not Dragonborns.

    Agreed. Personally, I would rather not see the Thu'um usable in this game at all.
    Hexi wrote: »
    We graduated form "Vestige" to "Demi-god" a long time ago. That's not even relevant though, you don't need to be Dragonborn to use shouts, even in Skyrim. Ulfric isn't, neither is any of the Greybeards.

    Indeed, one doesn't need to be Dragonborn to use the power of the Thu'um. However, the difference between the capability of a Dragonborn vs. a non-Dragonborn to learn how to use the Thu'um is very drastic. They Greybeards spend their entire lives living in seclusion in High Hrothgar learning the Way of the Voice. The future traitor, Ulfric, was originally in training to be a Greybeard before he abandoned the Way of the Voice to fight in wars, Evgir Unslaad. This left him with only the knowledge of two shouts, and the most basic at that—Fus Ro Da (Unrelenting Shout) and Zun Haal Viik (Disarm). Comparatively, a Dragonborn has in essence an untapped Bilingual nature in regards to Dovahzul and the Thu'um, being able to learn shouts in a significantly shorter time (almost instantaneous by comparison). The Dragonblood coursing through the veins of a Dragonborn lends to a very different capability of usage of the Thu'um than even a Greybeard at the end of their life.

    So, if the power of the Thu'um were to be involved in a skill line, it would have to be in the most basic form without much power behind it. A lessened form of Fus Ro Da or Zun Hall Viik, perhaps. Anything more powerful would cheapen the training and time spent to learn and harness the power of the Thu'um, showing disregard for the lore surrounding it. The unique abilities of the Vestige are not in equal to the power conferred by the blood of the dragon, at least where the Thu'um is concerned. So, unless our Vestiges are to spend the next year in meditation on the Monahven to learn the nature of just "Fus", the Thu'um would best be left alone.
  • Hexi
    Hexi
    ✭✭✭✭✭
    bluebird wrote: »
    Hexi wrote: »
    bluebird wrote: »
    Hydra9268 wrote: »
    Isn't a
    bluebird wrote: »
    I had some ideas for class / skill lines in earlier threads, so I'll just link it here. :smiley:
    bluebird wrote: »
    ZOS should either add a new Class, or a new Weapon, or a new Guild skill line.
    Because the cycle of buffing/nerfing the same abilities over and over again isn't exactly exciting.
    WoW and GW2, ESO's closest competitors regularly add new class abilities and interactions.

    Whatever they do add, it should be 1) Lore-friendly, 2) Distinct from existing classes and 3) Interesting.
    The 'interesting' part is subjective, but here are some of my suggestions.

    THE DWEMERMANCER - class (name subject to change :tongue:)
    This could be a skill line too, not just a class itself. It would be a Dwemer researcher/tinkerer person which is possible in ESO and would fulfil the 'engineer' archetype from other games (just as Warden was a 'druid/hunter' archetype addition). Some skill ideas include:
    tumblr_pgjviiUsDs1v9i19yo2_500.jpg
    • Dwemervamidium: based on the memento of the same name, this would be your class-specific shield. Manifesting a mechanical body-armor and doing general class-shield-type things (like Obsidian Shield, Bone Armor, Frost Cloak, etc).
    • Steam Blast: frontal Cone AoE spammable for damage
    • Focus Lens: laser beam attack, could be single target or pierce everything in a line.
    • Dwemer Sphere: Launch a Dwemer Sphere in a straight line, knocking down the first target hit
    • March of Spiders: Command your squad of Dwemer Spiders to use their claws to tunnel up and create uneven ground. Ground-targeted AoE damage over time with a snare or offbalance component. If your Dwemer Sphere hits targets in your March of Spiders, your constructs will short-circuit, stunning everything in the area.
    • Centurion: Ultimate, summons a Dwemer Centurion that starts spinning after 3 seconds, knocking back everything in the area for 5 seconds. (Imagine the possibilites in PvP!!! :smiley: During the 3 seconds arming phase, it can be CC-ed or pull-chained away, but afterwards it becomes immune.)
    THE SPELLFOCUS - weapon
    Magicka specs are really boring with only staves, so finally we could use a different Magicka weapon! It would be classified as a 'two-hander' in terms of stats and set bonuses, but you'd have a magical focus floating next to you, and you'd use your free hands to cast spells. Alternatively, it could be a guild skill line too.
    afcbd7a4f757426428c650043faaf7ae.jpg
    • Light Attack: would use the Force Pulse visuals, you'd shoot an elemental blast from your hand. Enchantments on the focus affect the damage and visuals of the LA (Fire damage Glyph will make it a fireblast, etc).
    • Heavy Attack: would use the Vampire Drain visual, casting with two hands
    • Combust: single target spammable, you make your target erupt with Magicka dealing damage to them, and splashing minor damage to enemies around it too.
    • Echo of Magicka: enemies in the ground AoE take damage over time, with a different morph that regens resources for you instead
    • Incantation: You raise both hands and cast a cone of magic. AoE spammable, but channelled like Jabs.
    • Spellwave: Ult, release a wide wave of magic that travels froward, dealing minor damage while applying a random status effect to each (burning, concussed, chilled), and leaving a powerful DoT on your targets for major damage
    THE ELDER SCHOLAR- guild skill line
    We come across a group of Moth Priests who study the Elder Scrolls, and join their order to learn some long-forgotten techniques. We only get brief glimpses of the parts they deem safe, but we learn more about the prophecies in the scrolls.
    300?cb=20120114045230
    • Prophecy of Resurrection: Foretell Mannimarco's return, resurrecting your allies (like Reanimate from Necro).
    • Prophecy of Disappearance: Foretell the Dwemer's disappearance (a bit late :lol:), causing you to phase out of existence and be immune to damage.
    • Prophecy of Destruction: Foretell Vvardenfell's destruction, opening a rift in the sky to rain down rocks and magma on the target area.
    • Prophecy of Portals: Foretell Mehrunes Dagon's invasion, creating an Oblivion Gate at the target area and at your location. Allies near the Gates can use the Synergy to teleport to the other gate (like Frozen Gate from Warden).
    • Prophecy of Dragons: Foretell the rise of Dragons, invoking the shout of Alduin which quickly spreads from your location to cover a circular area around you then causes all enemies caught in the thuum to tremble in fear.
    Pretty sure that's an engineering class. Both WOW and Guild Wars 2 have engineering classes. They work well especially in PVP.
    Yeah, I do mention that it would fill the 'tinkerer / engineer' trope, but in ESO Lore the friendliest approach would be to link that to Dwemer. And yeah, engineer stuff is super fun, you can really let your creativity fly (kinda how ESO came up with the Druid/Ranger archetype Warden and started chucking birds at people because why not apparently).
    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    bluebird wrote: »
    Hexi wrote: »
    Please stop with the Dwemer ***, it's a race that should be shrouded in mystery. Just because the players have a lot of meta knowledge gathered over the years doesn't mean every random hobo knows anything about Dwemer. Even Sotha Sil knows next to nothing, and he fought them!
    Dwemer technology has nothing to do with the race. This thread isn't asking for a Dwemer race, it's asking for a class / skill line that utilizes Dwemer technology, which we can clearly see ingame like with Neramo or Tharayya, and Sotha Sil's CW creations are pretty close to that level of complexity too. :smile:
    No they aren't. Sotha Sil's stuff is powered by his own essence and magic. and the Clockword City is tiny, you just become miniaturized to access it.

    No one has any idea how the Dwemer constructs are built, or even how to make the metal they are made out of.
    "Some researchers, such as Neramo and Aicantar, have managed to control automatons by reverse-engineering and readjusting them. The Tribunal god Sotha Sil was also known to have tinkered with Dwemer constructs, beyond the capabilities of even the most talented individuals.His mechanical creations, known as Fabricants and Factotums, are similar" - UESP

    We don't need to make Dwemer Brass, we regularly use it already in our crafting. :smile: We craft armors and furniture from them regularly. We don't need to smelt it from scratch, there are plenty lying around. Same with the constructs. We don't need to make new ones, when we can command existing ones.
    I have no idea where this "reverse-engineer" stuff comes from, [snip] but no one has ever controlled them without a control rod, and those are exceedingly rare. Sotha Sil has taken them apart, yes, but even he cannot replicate them hence he made his own. Once Sotha Sil dies, they all stop, they aren't like Dwemer constructs.
    Exceedingly rare you say? About as rare as... a Vestige, hm? :wink: There's no reason player characters shouldn't be able to do it as a class. How many wardens do you know in the world, and in lore, really?

    If you hate the idea, that's your opinion, fine. I'm not trying to make you like it. :smile: I'm just highlighting that it wouldn't be impossible, because we wouldn't need to make new anything when it's just there. And yet, we still create new constructs from existing materials... including assembling Dwemer Theodolite, the Dwemer Scarab, a Dwarven Wolf.
    Stumbling on a control rod doesn't make you an "engineer", or an expert in Dwemer constructs. Nor does it magically make you able to tinker with them. Having an item isn't a class.
    A control rod could easily be used by someone with the knowledge (my freshly washed up, level 3 DC character could do it on Stros M'kai :smiley:). Since a character class should have more understanding, we could assume our PC got a similar education background like Neramo (clearly, Sorcerers also learned Daedric Summoning somewhere, DKs learned Akaviri Battlespirit martial arts, etc). So literally nobody said that the class would be based on having an item alone, without understanding/study.

    This is clearly proven by Antiquities, in which our totally random characters with random classes have already re-assambled 2 functioning Dwemer constructs from component parts. A Dwemer Theodolite was reassembled without any Antiquarian study / knowledge / research group in fact, and was just put together by dungeon dwelling adventurers. All of that is possible for our characters in ESO right now. Controlling existing constructs is even less of a technical challenge.

    As for the 'meta-lore' argument, controlling existing Dwemer constructs really doesn't require solving any mysteries. You find a stick, you poke the constructs enough, with different voltages, etc, it will be enough to perform the what 6 skills you would need to get out of constructs. And the state of the lore isn't absolute. Nobody in the present knows about the Dwemer... but no lore says that nobody throghout the years managed to manipulate some constructs in basic ways... there are just no known records of it. Kinda like how all Snow Elves were supposed to be extinct (until Dawngard), or how the Dragons were supposed to be gone (except y'know a metric ton of them during Elsweyr which conveniently everybody from upcoming ages forgot about). :tongue:

    You don't need a new class for that, just a World Skill line would be enough. It could even be an extention of antiquities where you have to dig up a working control rod that then unlocks a constrict skill you can slot like Sorc pets with an "jolt" ulti that makes it do something.

    In my opinion, we shouldn't have classes at all.
    Edited by ZOS_ConnorG on 11 May 2021 13:27
  • Bradyfjord
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    I think ESO would best be served by the devs creating guild and world skill lines. They don't even need to have many abilities. Some skill lines might only have two normal abilities and an ultimate, for example.
  • Lyserus
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    An Artificer class seems decent but then you mentioned how it would sing songs? Sorry no bards please, the whole concept of a Bard is incredibly stupid.

    There is actually a bard class for ESO games up until skyrim (where the entire class concept was removed)
  • FrancisCrawford
    FrancisCrawford
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    There are plenty of furnishing recipes that enable us to craft "antique" something or others, complete with weathering.

    Strict logic left a long time ago.

    Actually, as in other games with both easy resurrections and mourning of the dead -- and also with several-minute horse rides from one major city to the next -- strict logic was never present in the first place. :D
  • Bradyfjord
    Bradyfjord
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    Lyserus wrote: »
    An Artificer class seems decent but then you mentioned how it would sing songs? Sorry no bards please, the whole concept of a Bard is incredibly stupid.

    There is actually a bard class for ESO games up until skyrim (where the entire class concept was removed)

    Well, Bards were and weren't in the games. As a concept, the bard in prior Elder Scrolls games was a roguish fighter with some illusion spells. Though what I think the OP is describing is something akin to Tonal Magic like the dwemer used.
  • six2fall
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    No thanks
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Lyserus wrote: »
    An Artificer class seems decent but then you mentioned how it would sing songs? Sorry no bards please, the whole concept of a Bard is incredibly stupid.

    There is actually a bard class for ESO games up until skyrim (where the entire class concept was removed)

    And as another stated it was more a rogue who used illusion, not some kind of singer

    Think logically, a bard is more a comic relief class, while the others are fighting they are there singing and dancing and that has no place in TES.
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