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A Potential Fix for Subclassing

CAB_Life
CAB_Life
Class Representative
I participated in very constructive discussions on @skinnycheeks YT channel (great CC—actually seems to care about the game and its community) and wanted to import that dialogue here. Following the refinement of expansion class lines (not base game), where skills are relatively organized into tank/ healer/ dps focused arrangements, I proposed that we give the same overhaul to the base classes and allow people to pick ONE of each type of line in TOTAL, with the same limitation of only one additional skill line of that type (Tank/ Healer/ DPS) from a class that is not your base class. So a Templar could pick Aedric Spear (Tank), Restoring Light (Healer) and Soldier of Apocrypha (DPS); or Aedric Spear (Tank), Living Death (Healer), Soldier of Apocrypha (DPS). Furthering on this idea of refinement, too, on the Templar skill lines, I don’t know why restoring light has the armor buff when that’s undoubtedly a tank skill. Many of the base skill lines are due a massive overhaul instead of the piecemeal treatment they’ve been getting each update. Regardless, this type of rebalancing would avoid situations where people essentially pick three DPS lines and break the game, or make 110K HP tanks and annoy everyone in PVP.

Now I sympathize with Skinnycheek’s contention that this limits the overall “amount” of build diversity. But do we really need 3000 or whatever combinations simply as a meaningless marketing bulletpoint if it destroys the game balance? Just like ESO has “hundreds of sets”—but few worth wearing at all. Still, I would argue that a power deflation and massive nerfstorm or rebalancing will happen in one way or another because ZOS will have to reign in powercreep somehow. We saw this happen with scribing and almost every horizontal progression system they’ve introduced. This at least keeps the essence of multiclassing alive while also encouraging (once the base game classes have refined skill trees) staying purely within your base class.
  • cuddles_with_wroble
    cuddles_with_wroble
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    I agree with this. Full reworks / overhauls of the class kits would be a massive improvement to balance and general QoL for many classes that don’t have access to many important buffs/ debuffs or have them on weird or non useful skills (breach on boneyard why lmao).

    Having each class have a dedicated tree for tanking healing and dps where all or most of the skills / passives contribute to that role is much needed imo.

    However the one thing I’ll disagree with is the ability to have all trees of the same type stacked, there is basically zero real reason to multi class if you can’t ditch your dead skill lines other than to replace your bad skills with good skills ig
  • supabicboi
    supabicboi
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    GTA 6 would be out by the time 1% of this gets implemented.
  • VixxVexx
    VixxVexx
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    Great idea, but that means actual work and pretty much unfeasable within the current timeframe. They would have to correctly redistribute and rebalance class passives to account for abilities being rearranged. Keep in mind that a simple audiofix requires at least two weeks of prep, involvement of multiple departments, and several certifications.

    For now, just limiting this whole mess to 1 skill line retains a fragment of class identity without completely dismantling the current system. Because once they push this to live, it'll be almost impossible to untangle this mess.
  • Daoin
    Daoin
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    an idea for something never going to happen is not very construcive right now for players that simply dont want subclassing. people, update 46 is coming so make actual best of what is on offer right now. it is not all doom and gloom, who knows where eso will be in another 10 years ! they already said this is just step one on the road to many changes. right now player retention should be focus until more is revealed. i already lost over half of my buddy list
    Edited by Daoin on 19 May 2025 14:30
  • mrreow
    mrreow
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    Subclassing on pts is a solution in search of a problem.

    Why suddenly one day they decide to change something that was working ok. Maybe not super great but it was usable and with arcanist it even approached pretty good class identity design. Nothing outstanding but it was ok.

    Now they just throw it all out of the window to do an experiment on a healthy patient. Will the patient survive? Will the patient die? Who knows.

    Edited by mrreow on 19 May 2025 14:37
  • CAB_Life
    CAB_Life
    Class Representative
    VixxVexx wrote: »
    Great idea, but that means actual work and pretty much unfeasable within the current timeframe. They would have to correctly redistribute and rebalance class passives to account for abilities being rearranged. Keep in mind that a simple audiofix requires at least two weeks of prep, involvement of multiple departments, and several certifications.

    For now, just limiting this whole mess to 1 skill line retains a fragment of class identity without completely dismantling the current system. Because once they push this to live, it'll be almost impossible to untangle this mess.

    You are 100% correct that the first thing they should have done was overhaul the class lines in say update 47, and then attempt subclassing in update 48. Instead we've put the cart before the horse as usual and the foundation for what they're attempting is an absolute mess they will be retrofitting for the next 1-2 years. What’s more annoying is that they said that they wanted to avoid rushing things out with this new type of content delivery that they've switched to. Yet it seems that they've done exactly that.
  • ItsNotLiving
    ItsNotLiving
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    It wouldn’t be as oppressive of a change if it was just one skill line but ZoS doesn’t listen to anyone who disagrees with them so it’ll go live as is.
  • Major_Toughness
    Major_Toughness
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    CAB_Life wrote: »
    VixxVexx wrote: »
    Great idea, but that means actual work and pretty much unfeasable within the current timeframe. They would have to correctly redistribute and rebalance class passives to account for abilities being rearranged. Keep in mind that a simple audiofix requires at least two weeks of prep, involvement of multiple departments, and several certifications.

    For now, just limiting this whole mess to 1 skill line retains a fragment of class identity without completely dismantling the current system. Because once they push this to live, it'll be almost impossible to untangle this mess.

    You are 100% correct that the first thing they should have done was overhaul the class lines in say update 47, and then attempt subclassing in update 48. Instead we've put the cart before the horse as usual and the foundation for what they're attempting is an absolute mess they will be retrofitting for the next 1-2 years. What’s more annoying is that they said that they wanted to avoid rushing things out with this new type of content delivery that they've switched to. Yet it seems that they've done exactly that.

    Remember they haven't actually switched to the content delivery type, that comes next year.

    All they have done this year is change the name but it doesn't actually change until next year.

    Which is so... I can't say it on the forums else the comment will get removed for Bashing or Abusing ZoS.

    It's like if Ford came out and said the new Focus is a Coupe not a Hatchback. They then unveil the new Focus which is a Hatchback called the Coupe and said "oh this is a transition period, the next Focus will be a Coupe". Just don't change the name yet?!
    MAKE AZUREBLIGHT GREAT AGAIN
    PC EU > You
  • Stamicka
    Stamicka
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    CAB_Life wrote: »
    I participated in very constructive discussions on @skinnycheeks YT channel (great CC—actually seems to care about the game and its community) and wanted to import that dialogue here. Following the refinement of expansion class lines (not base game), where skills are relatively organized into tank/ healer/ dps focused arrangements, I proposed that we give the same overhaul to the base classes and allow people to pick ONE of each type of line in TOTAL, with the same limitation of only one additional skill line of that type (Tank/ Healer/ DPS) from a class that is not your base class. So a Templar could pick Aedric Spear (Tank), Restoring Light (Healer) and Soldier of Apocrypha (DPS); or Aedric Spear (Tank), Living Death (Healer), Soldier of Apocrypha (DPS). Furthering on this idea of refinement, too, on the Templar skill lines, I don’t know why restoring light has the armor buff when that’s undoubtedly a tank skill. Many of the base skill lines are due a massive overhaul instead of the piecemeal treatment they’ve been getting each update. Regardless, this type of rebalancing would avoid situations where people essentially pick three DPS lines and break the game, or make 110K HP tanks and annoy everyone in PVP.

    Now I sympathize with Skinnycheek’s contention that this limits the overall “amount” of build diversity. But do we really need 3000 or whatever combinations simply as a meaningless marketing bulletpoint if it destroys the game balance? Just like ESO has “hundreds of sets”—but few worth wearing at all. Still, I would argue that a power deflation and massive nerfstorm or rebalancing will happen in one way or another because ZOS will have to reign in powercreep somehow. We saw this happen with scribing and almost every horizontal progression system they’ve introduced. This at least keeps the essence of multiclassing alive while also encouraging (once the base game classes have refined skill trees) staying purely within your base class.

    In my opinion there's no way to make subclassing work at all, so it's all about mitigating the damage it causes at this point.

    The idea that every class needs a tank skill line, a DPS skill line, and a healer skill line is more of a modern ZOS idea. I personally think it's kind of rigid. So in it's current state, a Templar tank for example could find use out of a skill from each of the Templar skill lines. Living Dark can scale off of health, Blazing Shield scales off of health, and so does the Rune. This allows a Templar tank to benefit from passives from each of its skill lines while still using useful skills. Also, if Aedric Spear became the tank skill line, would jabs end up in Dawn's Wrath? I think the original devs had it right to let each skill line have skills that were thematically consistent with the skill line rather than having one skill line for each role.

    Another difficulty is that ZOS would have to ensure that no one tank skill line is better than all of the other tank skill lines, because then no one would ever choose the others. This is hard to do while keeping things creative, but also balanced. It also goes back to the rigidity of this approach. When a single skill line has a different skills for different roles, it's easier to make it unique and balanced. So for example, how would you handle a DK skill like Inferno, it can be morphed into Cauterize which is a heal or Flames of Oblivion which is a good damage skill. Would you take away the heal morph, the damage morph? It makes things more boring.

    So let's look at Nightblade cause it's a good example for this. Surprise Attack used to be a Shadow skill, but it was swapped to the Assassination skill line and Blur was moved to Shadow to make it so that Shadow was the tank skill line. This was actually a disaster change for subclassing, cause before this, Assassination might be tempting for access to the spectral bow in PvP. It definitely wasn't a no brainer because the skill line didn't have a spammable though. Now that Assassination has Surprise Attack however, Assassination is a ridiculous skill line and it's an easy choice for me if I wanted a damage skill line for PvP.
    Edited by Stamicka on 19 May 2025 16:28
    PC NA and Xbox NA
  • Cominfordatoothbrush
    Imo this wouldn't just require a rearrangement of skills/passives but an entire rework of the skills themselves as even a lot of individual skills have morphs that are better for one role or another or are just flat out good for multiple roles
    Edited by Cominfordatoothbrush on 19 May 2025 17:05
  • tomofhyrule
    tomofhyrule
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    Stamicka wrote: »
    CAB_Life wrote: »
    I participated in very constructive discussions on @skinnycheeks YT channel (great CC—actually seems to care about the game and its community) and wanted to import that dialogue here. Following the refinement of expansion class lines (not base game), where skills are relatively organized into tank/ healer/ dps focused arrangements, I proposed that we give the same overhaul to the base classes and allow people to pick ONE of each type of line in TOTAL, with the same limitation of only one additional skill line of that type (Tank/ Healer/ DPS) from a class that is not your base class. So a Templar could pick Aedric Spear (Tank), Restoring Light (Healer) and Soldier of Apocrypha (DPS); or Aedric Spear (Tank), Living Death (Healer), Soldier of Apocrypha (DPS). Furthering on this idea of refinement, too, on the Templar skill lines, I don’t know why restoring light has the armor buff when that’s undoubtedly a tank skill. Many of the base skill lines are due a massive overhaul instead of the piecemeal treatment they’ve been getting each update. Regardless, this type of rebalancing would avoid situations where people essentially pick three DPS lines and break the game, or make 110K HP tanks and annoy everyone in PVP.

    Now I sympathize with Skinnycheek’s contention that this limits the overall “amount” of build diversity. But do we really need 3000 or whatever combinations simply as a meaningless marketing bulletpoint if it destroys the game balance? Just like ESO has “hundreds of sets”—but few worth wearing at all. Still, I would argue that a power deflation and massive nerfstorm or rebalancing will happen in one way or another because ZOS will have to reign in powercreep somehow. We saw this happen with scribing and almost every horizontal progression system they’ve introduced. This at least keeps the essence of multiclassing alive while also encouraging (once the base game classes have refined skill trees) staying purely within your base class.

    In my opinion there's no way to make subclassing work at all, so it's all about mitigating the damage it causes at this point.

    The idea that every class needs a tank skill line, a DPS skill line, and a healer skill line is more of a modern ZOS idea. I personally think it's kind of rigid. So in it's current state, a Templar tank for example could find use out of a skill from each of the Templar skill lines. Living Dark can scale off of health, Blazing Shield scales off of health, and so does the Rune. This allows a Templar tank to benefit from passives from each of its skill lines while still using useful skills. Also, if Aedric Spear became the tank skill line, would jabs end up in Dawn's Wrath? I think the original devs had it right to let each skill line have skills that were thematically consistent with the skill line rather than having one skill line for each role.

    Another difficulty is that ZOS would have to ensure that no one tank skill line is better than all of the other tank skill lines, because then no one would ever choose the others. This is hard to do while keeping things creative, but also balanced. It also goes back to the rigidity of this approach. When a single skill line has a different skills for different roles, it's easier to make it unique and balanced. So for example, how would you handle a DK skill like Inferno, it can be morphed into Cauterize which is a heal or Flames of Oblivion which is a good damage skill. Would you take away the heal morph, the damage morph? It makes things more boring.

    So let's look at Nightblade cause it's a good example for this. Surprise Attack used to be a Shadow skill, but it was swapped to the Assassination skill line and Blur was moved to Shadow to make it so that Shadow was the tank skill line. This was actually a disaster change for subclassing, cause before this, Assassination might be tempting for access to the spectral bow in PvP. It definitely wasn't a no brainer because the skill line didn't have a spammable though. Now that Assassination has Surprise Attack however, Assassination is a ridiculous skill line and it's an easy choice for me if I wanted a damage skill line for PvP.

    Yeah, I honestly prefer the "all roles use all three lines" ideas from the basegame classes over the rigid role/line separation we got for the DLC Classes. I'd hope that - if we get a new Class coming at any point - that it would go back to themed lines instead of rigid class lines. I don't want a skill to exist for a reason like "because we need a skill in the tank line that gives Resolve." And the fact that some morphs will be good heals and other morphs are good damaging skills make both morphs relevant, as opposed to some skills where 99% of players take a given morph because one is clearly better than the other.

    My way to make pure classes relevant would be to just add a two-level passive to each Class line. But unlike other passives that activate based on the level, these are only available to be purchased for having multiple of the same Class lines - so a character with Earthen Heart, Draconic Power, and Daedric Summoning would be able to get only the first level of the passives in Earthen Heart and Draconic Power since they have two DK lines. A 'pure' class could therefore get both levels of passives in all three lines.
    These passives should just add power into the specific lines, mostly to take care of nerfs that happened because of Subclassing. For example: the Ardent Flame one could bump the resource restore from the Combustion passive back to the pre-nerf state and the like. That way instead of nerfing passives to account for OP combos, you're just moving the power so it's not able to be used with Subclassing.

    The thing people are most frustrated with is that pure Classes (which some people do like playing!) are suddenly so far behind where they were, and where the Subclassed builds are. While I get that min-maxing should definitely be more powerful, we should not have a system where the standard "I've been playing this for 11 years" is suddenly D-tier at best.
  • Cooperharley
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    I appreciate posts like this, but if you've been around for even a year or longer and experienced how ZOS does things, you already know they won't do this.

    By the time any sort of system makes it to the PTS or even their announcement, they've dumped a bunch of time into it and will NEVER re-work something foundationally. They'll only do minor tweaks at most because "they know what we want." It's just how it is.

    If you note how they do things - communication, in-game systems, events, etc. (this is not meant to be rude), but it comes off as the bare minimum at time to let things slide. We've steadily got less and less content over the years. First, they took away the Q4 zone in favor of a Q4 system. IA was a big addition, but then it steadily decreased to a change in BGs, they slotted the companions there to bolster the content, and now we have seasons, which is just a chapter cut in half and given to you throughout the year for $10 more than a chapter release.

    This is a great idea and sounds cool, but at most, they'll tweak numbers on some skills, they'll add more sets that no one is going to want to use, and they'll bolster the crown store. We're in for a wild ride with this HEAVILY unpolished version of subclassing, so buckle up butter cup :D

    I still enjoy the game, but it's just reality. You'll realize this over time as you play more and more and see their development patterns.
    PS5-NA. For The Queen!
  • BattleAxe
    BattleAxe
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    A simple fix is instead of removing a skill line you get to choose one skill line from any class even a duplicate skill line from the primary class. As this will allow pure classes to be competitive while allowing you to increase that line passives and active skills 2 more lvls. This will also allow you to still choose from another class to create for example a zoo keeper build.
  • BasP
    BasP
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    While this might seem like a reasonable fix in theory, I don’t think it would work very well in practice. Take the Sorcerer, for example - across its three skill lines, it currently has around ten different abilities that damage dealers may use (not counting utility-based skills that also deal damage like Shattering Spines, Rune Cage and Daedric Mines). To cleanly split the Sorcerer's skills into distinct DPS, tank, and healer lines would require a significant overhaul of the class, undoubtedly leading to the removal of a couple of skills/morphs that players currently use. Is that really necessary?

    Personally, I’d much rather see underperforming skill lines (like Dark Magic) brought up to par, and overperforming ones (like Herald of the Tome and Assassination) dialed back slightly. That kind of tuning could help close the gap between the different subclass setups, encourage more build diversity, reduce the power creep a little bit, and help pure builds too if done correctly - without forcing every class skill line into a rigid, role-locked framework.
  • Freelancer_ESO
    Freelancer_ESO
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    I could be mistaken but, my impression is a portion of the people that are upset about Subclassing feel that way because they are deeply attached to the build they used for years and they don't want it to be nerfed/changed for Subclassing.

    Overhauling their class is going to go over with them even worse than the current subclassing changes.

    A significant part of the appeal of subclassing is the ability to do crazy combinations. It is far more exciting to be slotting an additional skill lines to do things you actually want to do rather than to be going well the passives from healing line x is better for me than my classes heal line for dpsing/tanking so I'm going to swap.

    Edited by Freelancer_ESO on 19 May 2025 20:49
  • Artim_X
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    IMHO this is not a fix at all. Many of the old class skill lines and the Warden skill lines are not clearly DPS, Tank, and Healer skill lines

    Templar aedric spear skill line mentioned in the OP is the only way to play a spear based build due to no spear weapon being added into the game. Yes, there are tank features present, but making purely a tank based skill line would delete spear focused DPS build.

    Many Wardens who want to play a frost mage will definitely riot if the frost skill line became purely defensive.

    Sorcerers can play pure lightning builds for damage or have a build fully focused on pets.

    The only real fix is a straight forward class change system like in Final Fantasy and using the armory station to save your different class builds. Unfortunately, pandora's box has been open and you cannot unring a bell. Even if ZOS says they are canceling subclassing, the players have seen behind the curtain that it can be implemented and I believe there would be more complaints if ZOS decided not to implement it.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • mrreow
    mrreow
    ✭✭✭
    BasP wrote: »
    While this might seem like a reasonable fix in theory, I don’t think it would work very well in practice. Take the Sorcerer, for example - across its three skill lines, it currently has around ten different abilities that damage dealers may use (not counting utility-based skills that also deal damage like Shattering Spines, Rune Cage and Daedric Mines). To cleanly split the Sorcerer's skills into distinct DPS, tank, and healer lines would require a significant overhaul of the class, undoubtedly leading to the removal of a couple of skills/morphs that players currently use. Is that really necessary?

    Personally, I’d much rather see underperforming skill lines (like Dark Magic) brought up to par, and overperforming ones (like Herald of the Tome and Assassination) dialed back slightly. That kind of tuning could help close the gap between the different subclass setups, encourage more build diversity, reduce the power creep a little bit, and help pure builds too if done correctly - without forcing every class skill line into a rigid, role-locked framework.

    Nerfing skill lines sounds good in theory but in practice it will do the opposite and reduce build diversity. Why? Because it shrinks amount of builds that can clear higher level content efficiently to the few that are still not nerfed.

    Most likely to few skill line combinations

    However in the multiclassing system you cannot now simply buff the underperforming skill lines as you could do without it because it will just make the original overperformer stronger. Now you have to think very hard and be very clever about the buffing to enable other kinds of archetypes to shine. These archetypes were previously just classes neatly separated logically and visually. Now it is going to be a true balancing mess.

    If balancing was hard before, now it is going to become literally quantum physics

    It becomes almost impossible to make all lines powerful and viable without creating a god tier multi class that trivialises all content. Unless we restrict lines with crux generation and other such individual archetype quirks and then we go against why it was implemented in the first place.

    Edited by mrreow on 19 May 2025 22:48
  • BasP
    BasP
    ✭✭✭✭✭
    mrreow wrote: »
    BasP wrote: »
    While this might seem like a reasonable fix in theory, I don’t think it would work very well in practice. Take the Sorcerer, for example - across its three skill lines, it currently has around ten different abilities that damage dealers may use (not counting utility-based skills that also deal damage like Shattering Spines, Rune Cage and Daedric Mines). To cleanly split the Sorcerer's skills into distinct DPS, tank, and healer lines would require a significant overhaul of the class, undoubtedly leading to the removal of a couple of skills/morphs that players currently use. Is that really necessary?

    Personally, I’d much rather see underperforming skill lines (like Dark Magic) brought up to par, and overperforming ones (like Herald of the Tome and Assassination) dialed back slightly. That kind of tuning could help close the gap between the different subclass setups, encourage more build diversity, reduce the power creep a little bit, and help pure builds too if done correctly - without forcing every class skill line into a rigid, role-locked framework.

    Nerfing skill lines sounds good in theory but in practice it will do the opposite and reduce build diversity. Why? Because it shrinks amount of builds that can clear higher level content efficiently to the few that are still not nerfed.

    True. When I said that Herald of the Tome could be dialed back slightly, I didn't mean that the skills would have to be nerfed though. Some of the Arcanist's passives and/or skills could be switched around instead so that Herald of the Tome functions more like the skill lines of older classes and doesn't contain just stuff that increases DPS. It would hardly effect pure Arcanists, who can clear content right now, but it would make the skill line less good for subclassing.

    For example, these are some passives that could be swapped: And/or a skill or two could be switched as well, like:
    • The Imperfect Ring could be swapped with Rune of Eldritch Horror
    • Tome-Bearer's Inspiration could be swapped with Apocryphal Gate
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