Maintenance for the week of November 24:
• PC/Mac: No maintenance – November 24
We are currently investigating connection issues some players are having on the European PC/Mac megaserver. We will update as new information becomes available.

Class Rework? 2025

  • Xarc
    Xarc
    ✭✭✭✭✭
    ✭✭✭
    I would say, in order:
    • 1. Necromancer (complete rework needed, without subclassing it's not viable)
    • 2. Arcanist (the whole class is about beam, nerfing it includes to rework the whole class)
    • 3. Nightblade (mag version for pvp is weak as f. if you do not play bomber or méga-tank it's unplayble)
    @xarcs FR-EU-PC -
    Please visit my house ingame !
    sorry for my english, it's not my native language, I'm french
    "Death is overrated", Xarc
    Xãrc -- breton necro - DC - AvA rank50
    Xarcus -- imperial DK - DC - AvA rank50 - [pve] pureclass
    Elnaa - breton NB - DC - AvA rank50
    Xärc -- breton NB - DC - AvA rank49 - [pve] pureclass
    Isilenil - Altmer NB - AD - AvA rank41
    Felisja - Bosmer NB - DC - AvA rank41
    Glàdys - redguard templar - DC - AvA rank40 - [pve & pvp] pureclass
    Xaljaa - breton NB - now EP - AvA rank39
    Bakenecro - khajiit necro - DC - AvA rank28
    Xalisja - bosmer necro - DC - AvA ?
    Shurgha - orc warden EP - AvA rank? [pve & pvp]pureclass
    Scarlętt - breton templar DC - AvA rank?
    - in game since April 2014
    - on the forum since December 2014
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    wolfie1.0. wrote: »
    Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.

    Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.

    For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.

    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • JinKC98
    JinKC98
    ✭✭✭
    Instead of class, I would suggest reworking skill lines almost no one uses like Shadow, Living Death, Draconic Power, etc.
    Edited by JinKC98 on 24 November 2025 00:19
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    JinKC98 wrote: »
    Instead of class, I would suggest reworking skill lines almost no one uses like Shadow, Living Death, Draconic Power, etc.

    There are not enough Poll Options for that.
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭
    Gabriel_H wrote: »
    wolfie1.0. wrote: »
    Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.

    Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.

    For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.

    The 50% boost should be removed, or baked into the base WD/SD and Armor.

    Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Destai
    Destai
    ✭✭✭✭✭
    ✭✭✭✭
    Mesite wrote: »
    I always struggled to find 10 dragon knight skills that I liked. Maybe Dragonknight needs a beam. (Just joking)

    Even though you're joking, I'm kinda there. There was a time where I really liked them. They're one of those classes where there's a few really fun skills and the rest just don't vibe with me. I like Cauterize, Ash Storm, Molten Whip, and Igneous Weapons. That's really it. I love their passives, I want to use them on a bow class, but the skills feel really off for that playstyle for me.
    Edited by Destai on 24 November 2025 04:41
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    Gabriel_H wrote: »
    wolfie1.0. wrote: »
    Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.

    Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.

    For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.

    The 50% boost should be removed, or baked into the base WD/SD and Armor.

    Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.

    While controversial, I enjoy the design of the Warden Script, where it doesn’t just provide a stat bonus, it actively changes the way a Script performs. While right now it feels too strong, if other classes had their own comparable version, it wouldn’t feel anywhere near as bad.

    For example, the Templar Script, I would love to see something akin to the Meridia set, where it causes you to dodge all incoming attacks for a set amount of time, or make it function like a cheap version of Blinding Flashes.

    Either way, definitely agree with the Mastery feeling too restrictive in it’s current iteration.
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    I think the class in most need of a rework is the necromancer. It's too clunky to use compared to other classes. And all that effort isn't particularly well rewarded.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    spartaxoxo wrote: »
    I think the class in most need of a rework is the necromancer. It's too clunky to use compared to other classes. And all that effort isn't particularly well rewarded.

    Right, kind of a hard balance between Elsweyr when the class had to be strong for sales, with the justification of added mechanics to give the class it’s power, with now where all of it’s additional strength has been stripped.
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    Gabriel_H wrote: »
    wolfie1.0. wrote: »
    Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.

    Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.

    For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.

    The 50% boost should be removed, or baked into the base WD/SD and Armor.

    Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.

    It's one way to boost the power of a pure class vs sub-class. Removing that makes the pure class even weaker.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭
    Gabriel_H wrote: »
    Gabriel_H wrote: »
    wolfie1.0. wrote: »
    Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.

    Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.

    For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.

    The 50% boost should be removed, or baked into the base WD/SD and Armor.

    Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.

    It's one way to boost the power of a pure class vs sub-class. Removing that makes the pure class even weaker.

    Then every Class Mastery should require specific skills to achieve the maximum benefit. For instance, maybe the Warden charm only happens when you have the Maturation passive active from the Green Balance skill line, or Arcanists only generate a Crux when they have the Circumvented Fate passive active from the Soldier of Apocrypha skill line.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭
    Gabriel_H wrote: »
    wolfie1.0. wrote: »
    Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.

    Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.

    For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.

    The 50% boost should be removed, or baked into the base WD/SD and Armor.

    Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.

    Alternatively, replace the Sacred Ground requirement with "while channeling an ability", since the Templar Class is full of channeled abilities, and that's reflected in the Restoring Light skill line. Just don't explicitly require specific abilities to get the maximum benefit.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • nb_rich
    nb_rich
    ✭✭✭
    I feel like the base classes need to have there skills and passives re-arranged to match new/dlc classes idea of having dps, tank and healing focused skill lines. At this current moment, most of us use the same exact skill lines for every role because only a few skill lines have both skills and passives that support a specific role.

    If the skills and passives cant be re-arranged then I think the whole class system needs to be removed and changed to a system similar to champion points. I don't see a point to classes when we have the same skill lines. For example my Templar and Arcanist have the same exact skill lines equipped (dawns wrath, herold of the tome and animal companion) so how can one be identified as a Templar and one be a Arcanist ? For people that like to play a pure class can be rewarded with a strong passive that only is applied if you decide to only use skills/passives from one class (similar to call of duty when it comes to perks). Class sets can then also be buffed and should only be useable if you are using skills/passives from one class. Once again it makes no sense I have multiple classes with the same skill lines but cannot use class sets just because I started off a specific class.

    Either way something needs to change because ever since these class changes the game has been very boring since everyone is pretty much the same build at this point.
    nb_rich
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    nb_rich wrote: »
    I feel like the base classes need to have there skills and passives re-arranged to match new/dlc classes idea of having dps, tank and healing focused skill lines. At this current moment, most of us use the same exact skill lines for every role because only a few skill lines have both skills and passives that support a specific role.

    This wouldn't work. It's not just the lines that are mixed, it's the skills too. Example: Cleansing Ritual - which line would this be in? Healing or DD - beacause it can be used in both depending on the morph. Or Rune Focus - is useful for all 3 roles. LIght Weaver passive - great for healing and tanking. The list goes on.

    A simple re-arrange would break the class. It would need a complete re-work from top to bottom, which could still end up breaking the class.



    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    Arcanist is starting to catch up to Nightblade!

    Have to say, the biggest surprise of this poll, has been that Arcanist was not #1 or #2 as the most voted for Rework.

    Then again, Consuming Darkness is pretty strange, so that makes sense too.
  • theoverseer
    theoverseer
    ✭✭✭
    Necromancer needs a complete overhaul imo.

    This. I just brought my necro out of semi-retirement for the event and she was so lacklustre in combat I had to check that I hadn't forgotten to apply her champion points.
  • Anumaril
    Anumaril
    ✭✭✭✭✭
    Easily Necromancer, but (at least in my opinion) its more to do with class fantasy than damage output. It just doesn't feel like a "necromancer" at all, rather like a dark wizard. I know ZOS was trying to be unique by creating a new take on necromancy in fantasy, but it just falls flat on its face when the existing necromancy fantasy in the Elder Scrolls series can already be seen in-game and feels 100% cooler.

    Minions need to become a bigger part of the class overall (as DD, Healer, and even Tank). I've posted at length about what this should specifically look like in other forum threads, but my god is it sorely needed with this class.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    Anumaril wrote: »
    Minions need to become a bigger part of the class overall (as DD, Healer, and even Tank). I've posted at length about what this should specifically look like in other forum threads, but my god is it sorely needed with this class.

    I never got to read your write-up, what would you change specifically?

    I have always felt that Necromancer lacked melee minions, personally.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    Man… Arcanist is really creeping up on Nightblade.

    It’s neck and neck, can’t wait to see who wins #3 spot when we reach 100 votes!
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    i think my 2 choices for this would be nightblade or necromancer

    nightblade suffers from a lot of problems (no skills that activate major buffs, major buffs that do activate dont last as long as other classes, at least 1 ultimate that is absolute pure garbage), not to mention pretty much not great to play in pve (most people will pull assassination line for dps, or siphoning maybe for tanks or heals)

    necromancers while i dont like them at least can function better i think than NBs
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Turtle_Bot
    Turtle_Bot
    ✭✭✭✭✭
    ✭✭✭
    Anumaril wrote: »
    Easily Necromancer, but (at least in my opinion) its more to do with class fantasy than damage output. It just doesn't feel like a "necromancer" at all, rather like a dark wizard. I know ZOS was trying to be unique by creating a new take on necromancy in fantasy, but it just falls flat on its face when the existing necromancy fantasy in the Elder Scrolls series can already be seen in-game and feels 100% cooler.

    Minions need to become a bigger part of the class overall (as DD, Healer, and even Tank). I've posted at length about what this should specifically look like in other forum threads, but my god is it sorely needed with this class.

    This has been a big issue I've always had with the way ZOS tried to implement Necro and how they heavily canibalised Sorc's Mage theme to do so.

    ZOS had their best opportunity when releasing Necro to untether Sorcerer from the "Summoner" sub-theme it had and allow Sorcerer to focus entirely on being ESO's main "Mage" class that has plenty of it's own sub-themes outside of Summoner (battlemage/stam version, elemental mage, arcane mage, etc), while Necro would become ESO's main "Summoner" class where the main focus is the minions, using magic to summon/empower them (Warden could still be the pseudo summoner druid class it currently can be with nature theme from the animal companions line).

    Necro has always been the typical "Summoner" or "Minion" class in fantasy games (alongside druid, but with the death theme instead of a nature theme) and Sorcerer the typical "Mage" or "Wizard" class, but it really does feel like ZOS tried to force Necro into being a dark mage instead of a necromancer, but then realised they still needed a summoner class, so forced sorcerer into that role despite sorcerer literally having a line called "Dark Magic" and Sorcerers typically only having 1 familiar at most that is there to assist the Sorcerer with their Arcane Magic rather than a whole array of summons that the Sorcerer then revolves their entire magic around.

    TL//DR:
    Agree with you that ZOS destroyed Necro class fantasy by trying to be "Unique" when creating the Necro class, but adding that they also destroyed the Sorc class fantasy in that same process.
  • Jestir
    Jestir
    ✭✭✭✭✭
    Idk what they can do at this point but necromancer still feels very rough to play

    But mainly I would want some of the individual skill lines like dark magic, draconic power, and shadow brought up to par

    I would like to see the death of the worthless "increase these skills uptime by x seconds" as they are pretty much worthless with how this should be built into in the skills themselves

    Personally I would like the aedric spear line looked at in PvE it has 1 skill actually worth casting in jabs. Spear shards and morphs has follow behind the times, the spear throw has a place in PvP but the other 2 skills just are bad + niche
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    Jestir wrote: »
    Idk what they can do at this point but necromancer still feels very rough to play

    But mainly I would want some of the individual skill lines like dark magic, draconic power, and shadow brought up to par

    I would like to see the death of the worthless "increase these skills uptime by x seconds" as they are pretty much worthless with how this should be built into in the skills themselves

    Personally I would like the aedric spear line looked at in PvE it has 1 skill actually worth casting in jabs. Spear shards and morphs has follow behind the times, the spear throw has a place in PvP but the other 2 skills just are bad + niche

    Agreed, Dark Magic, Draconic Power, and Shadow, are all extremely niché and don’t see much usage at all; I would love to see that changed.
    Edited by Radiate77 on 25 November 2025 04:05
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    Turtle_Bot wrote: »
    Anumaril wrote: »
    Easily Necromancer, but (at least in my opinion) its more to do with class fantasy than damage output. It just doesn't feel like a "necromancer" at all, rather like a dark wizard. I know ZOS was trying to be unique by creating a new take on necromancy in fantasy, but it just falls flat on its face when the existing necromancy fantasy in the Elder Scrolls series can already be seen in-game and feels 100% cooler.

    Minions need to become a bigger part of the class overall (as DD, Healer, and even Tank). I've posted at length about what this should specifically look like in other forum threads, but my god is it sorely needed with this class.

    This has been a big issue I've always had with the way ZOS tried to implement Necro and how they heavily canibalised Sorc's Mage theme to do so.

    ZOS had their best opportunity when releasing Necro to untether Sorcerer from the "Summoner" sub-theme it had and allow Sorcerer to focus entirely on being ESO's main "Mage" class that has plenty of it's own sub-themes outside of Summoner (battlemage/stam version, elemental mage, arcane mage, etc), while Necro would become ESO's main "Summoner" class where the main focus is the minions, using magic to summon/empower them (Warden could still be the pseudo summoner druid class it currently can be with nature theme from the animal companions line).

    Necro has always been the typical "Summoner" or "Minion" class in fantasy games (alongside druid, but with the death theme instead of a nature theme) and Sorcerer the typical "Mage" or "Wizard" class, but it really does feel like ZOS tried to force Necro into being a dark mage instead of a necromancer, but then realised they still needed a summoner class, so forced sorcerer into that role despite sorcerer literally having a line called "Dark Magic" and Sorcerers typically only having 1 familiar at most that is there to assist the Sorcerer with their Arcane Magic rather than a whole array of summons that the Sorcerer then revolves their entire magic around.

    TL//DR:
    Agree with you that ZOS destroyed Necro class fantasy by trying to be "Unique" when creating the Necro class, but adding that they also destroyed the Sorc class fantasy in that same process.

    My favorite has been Halloween Wizard.
  • Anumaril
    Anumaril
    ✭✭✭✭✭
    Radiate77 wrote: »
    I never got to read your write-up, what would you change specifically?

    I have always felt that Necromancer lacked melee minions, personally.

    The gist of it is that being a necromancer should mean doing the necromancy we've grown accustomed to seeing in the Elder Scrolls series, which revolves around raising the dead. At the moment we have 2 "proper" minions: the Skeletal Mage/Archer and the Spirit Healer. This doesn't feel very necromancer-y. The class really needs a proper rework, not just tweaking skills.

    I'll begin with class design. The whole class should rely more on minions to do what it does. For damage-dealing this should mean summoning temporary minions to do the bulk of your damage, each being on, say, a 10–15s timer so you need to re-summon them. Multiple DD skill slots should be dedicated to minions (e.g., ranged minions + melee minions), with others consisting of one spammable and some skills to empower your minions. To boost the "undead horde" fantasy you could actually combine all this into a single ability which raises a random skeletal minion from a nearby corpse, up to a maximum of 4 minions, each with the aforementioned 10–15s lifespan.

    For healing I think it should be much the same: instead of the necromancer doing the direct healing, it's the minions. The Spirit Healer already does this surprisingly well, so we've got a workable template that can be expanded. Again, the necromancer can then focus on amplifying this healing, directing the minion who specifically to focus on (or what area), or even allowing the necromancer to force the minion to use certain special abilities like burst heals, etc.

    For tanking I'd focus on one particular minion rather than multiple, e.g., maybe a permanent minion which forces all other minions to be un-summoned (to prevent too many minions being active at once). The tank necro then uses their abilities to heal, empower, and boost the defence of their tank minion, with a lot of control over where it goes and how it behaves. An interesting ulti here could be a "possession" where the player takes direct control of the tank minion so the camera follows it, giving you a full range of new skills unique to the tank minion while your host body is given a damage shield.
    __________________________________________________________

    But apart from all that, I think something needs to change with how we use corpses. Right now we summon a minion from a portal, and actually generate a corpse from them. This just feels... wrong. We should be raising the dead, not summoning them from another dimension. It should be the other way around: our non-minion abilities or passives should in some way generate corpses, and then we consume those corpses to raise a minion. Currently the only spell that works this way is the healing line ultimate where you raise a bunch of Blastbone skeletons at once from corpses. That is the ONLY ability in the whole class that makes me feel like a proper necromancer because its the only ability where I'm properly raising the dead.

    Yes, this means the class will have a higher wind-up than others to reach its peak damage-dealing potential. But this can be alleviated in other ways by making corpse-generation possible through non-minion abilities or passives. Or it could just be an accepted part of the class (not all classes need to behave the same, after all), with the Necromancer class having a higher wind-up time but more consistent damage in the long-run.
Sign In or Register to comment.