As I understand, they meant the classes not to be significant in the gameplay and to improve this idea, they are going to make spellcraft system, that will make class less important, and only count as a skill tree not interfering in the actual role of the character. That's my view of it.
ExiledKhallisi wrote: »Class abilities provide players choices to play the way they want. If they don't use class abilities, that's fine, class doesn't exist for their characters. If they want to use class abilities they have some choices.
In my opinion if you count on class abilities a lot:
DK = melee only, dps or tank or whatever.
Templar = mostly heal, buff and debuff.
NB = Invisibility and high burst damage.
Sorcerer = range dps, summon, crowd control, just no melee.
Sorc no melee you say....
Please....
ExiledKhallisi wrote: »Without classes everyone would play the exact same FOTM build.
Not everyone chases FOTM. Without classes I would be playing the exact same characters as I have now.
As for the original question about what are classes. At their core they are simply a collection of 3 skill lines.
Nice build lol. Except that you're way above the hard cap for weapon damage, which is around 260 i think.ExiledKhallisi wrote: »Class abilities provide players choices to play the way they want. If they don't use class abilities, that's fine, class doesn't exist for their characters. If they want to use class abilities they have some choices.
In my opinion if you count on class abilities a lot:
DK = melee only, dps or tank or whatever.
Templar = mostly heal, buff and debuff.
NB = Invisibility and high burst damage.
Sorcerer = range dps, summon, crowd control, just no melee.
Sorc no melee you say....
Please....
Nice build lol. Except that you're way above the hard cap for weapon damage, which is around 260 i think.ExiledKhallisi wrote: »Class abilities provide players choices to play the way they want. If they don't use class abilities, that's fine, class doesn't exist for their characters. If they want to use class abilities they have some choices.
In my opinion if you count on class abilities a lot:
DK = melee only, dps or tank or whatever.
Templar = mostly heal, buff and debuff.
NB = Invisibility and high burst damage.
Sorcerer = range dps, summon, crowd control, just no melee.
Sorc no melee you say....
Please....
ExiledKhallisi wrote: »Class abilities provide players choices to play the way they want. If they don't use class abilities, that's fine, class doesn't exist for their characters. If they want to use class abilities they have some choices.
In my opinion if you count on class abilities a lot:
DK = melee only, dps or tank or whatever.
Templar = mostly heal, buff and debuff.
NB = Invisibility and high burst damage.
Sorcerer = range dps, summon, crowd control, just no melee.
Sorc no melee you say....
Please....
ExiledKhallisi wrote: »
Sorc no melee you say....
ExiledKhallisi wrote: »Class abilities provide players choices to play the way they want. If they don't use class abilities, that's fine, class doesn't exist for their characters. If they want to use class abilities they have some choices.
In my opinion if you count on class abilities a lot:
DK = melee only, dps or tank or whatever.
Templar = mostly heal, buff and debuff.
NB = Invisibility and high burst damage.
Sorcerer = range dps, summon, crowd control, just no melee.
Sorc no melee you say....
Please....
I meant class abilities. Of course you can use any kind of weapons you want. I have a bow and a sword and a shield not like those typical staff wielding sorcerers. But Sorcerer's class abilities are not meant for melee though you can still gain some benefits for melee.
ExiledKhallisi wrote: »Class abilities provide players choices to play the way they want. If they don't use class abilities, that's fine, class doesn't exist for their characters. If they want to use class abilities they have some choices.
In my opinion if you count on class abilities a lot:
DK = melee only, dps or tank or whatever.
Templar = mostly heal, buff and debuff.
NB = Invisibility and high burst damage.
Sorcerer = range dps, summon, crowd control, just no melee.
Sorc no melee you say....
Please....
I meant class abilities. Of course you can use any kind of weapons you want. I have a bow and a sword and a shield not like those typical staff wielding sorcerers. But Sorcerer's class abilities are not meant for melee though you can still gain some benefits for melee.
ExiledKhallisi wrote: »Class abilities provide players choices to play the way they want. If they don't use class abilities, that's fine, class doesn't exist for their characters. If they want to use class abilities they have some choices.
In my opinion if you count on class abilities a lot:
DK = melee only, dps or tank or whatever.
Templar = mostly heal, buff and debuff.
NB = Invisibility and high burst damage.
Sorcerer = range dps, summon, crowd control, just no melee.
Sorc no melee you say....
Please....
ExiledKhallisi wrote: »ExiledKhallisi wrote: »Class abilities provide players choices to play the way they want. If they don't use class abilities, that's fine, class doesn't exist for their characters. If they want to use class abilities they have some choices.
In my opinion if you count on class abilities a lot:
DK = melee only, dps or tank or whatever.
Templar = mostly heal, buff and debuff.
NB = Invisibility and high burst damage.
Sorcerer = range dps, summon, crowd control, just no melee.
Sorc no melee you say....
Please....
I meant class abilities. Of course you can use any kind of weapons you want. I have a bow and a sword and a shield not like those typical staff wielding sorcerers. But Sorcerer's class abilities are not meant for melee though you can still gain some benefits for melee.
Boundless Storm - more moability and insane armor/resists AOE procs lightning status ailment
Crit surg - with crit potion pretty much instant heals
Streak - paired with charge to stun lock people and the added benefit of best mobility in the game
Passive that reduce magic and stamina cost
I beg to differ.
mousekime111rwb17_ESO wrote: »Classes are a resource to your character - passives, and active abilities that supplement one's own build decisions. As a nightblade tank, veil, shade, siphoning attacks and several passives (restoring darkness, fortitude, magicka flood) Supplement my decision to be a tank.
By choosing a dk over a nightblade for a tank I directly forfeit the permanent 40% stamina recovery a large passive magicka boost, a significant (6%) boost to HP a targeted 15% damage shred and veil of blades in favor of talons, green dragons blood and the dragon knights equivalent passives.
Long story short, just like race - Class is all about opportunity cost and flavour - and am a firm believer that every class can fulfil every role at a 'close to optimal' level.
For instance, with healing - all 3 non - templar classes have EXTREMELY strong potential synergy with a healing staff. Sorcs with strong magicka regen and surge to overcharge weapon damage can dish out insanely strong resto staff heals (including 700+ health critical heals on the entire group with blessing of restoration) DKs with igneous shield and molten armaments bolster group damage whilst pushing out similarly powerful heals with a staff. Nightblades get a massively powerful healing ultimate that is instant cast and can thus stack with other heals, have means to boost weapon damage insanely high, get free + magicka and have a quite strong supplementary heal.
(PS hitting yourself and 3 other members with a 700 health heal using blessing of restoration does more than hitting 1 member with a 1.2k heal and 2 with a 600 damage heal with breath of life, and costs less, thus with good group coordination and positioning, blessing of restoration is optimal over bol)
TLDR: Classes are opportunity cost and flavour.
This is probably the best way of looking at it. Most people are not really min maxers, so your class is pretty much your flavour. Your role is pretty much determined by your weapon.
There are a few solid distinctions though.
Only a Sorcerer is a pet class.
Only a Templar can heal effectively without a resto staff.
Not really sure of the unique selling points of DK or NB, I have a VR 6 NB and can't think of anything, maybe stealth attack, but the others can do that, so it's not unique.
Guess Sorc or Temp give you the best options then.
mousekime111rwb17_ESO wrote: »mousekime111rwb17_ESO wrote: »Classes are a resource to your character - passives, and active abilities that supplement one's own build decisions. As a nightblade tank, veil, shade, siphoning attacks and several passives (restoring darkness, fortitude, magicka flood) Supplement my decision to be a tank.
By choosing a dk over a nightblade for a tank I directly forfeit the permanent 40% stamina recovery a large passive magicka boost, a significant (6%) boost to HP a targeted 15% damage shred and veil of blades in favor of talons, green dragons blood and the dragon knights equivalent passives.
Long story short, just like race - Class is all about opportunity cost and flavour - and am a firm believer that every class can fulfil every role at a 'close to optimal' level.
For instance, with healing - all 3 non - templar classes have EXTREMELY strong potential synergy with a healing staff. Sorcs with strong magicka regen and surge to overcharge weapon damage can dish out insanely strong resto staff heals (including 700+ health critical heals on the entire group with blessing of restoration) DKs with igneous shield and molten armaments bolster group damage whilst pushing out similarly powerful heals with a staff. Nightblades get a massively powerful healing ultimate that is instant cast and can thus stack with other heals, have means to boost weapon damage insanely high, get free + magicka and have a quite strong supplementary heal.
(PS hitting yourself and 3 other members with a 700 health heal using blessing of restoration does more than hitting 1 member with a 1.2k heal and 2 with a 600 damage heal with breath of life, and costs less, thus with good group coordination and positioning, blessing of restoration is optimal over bol)
TLDR: Classes are opportunity cost and flavour.
This is probably the best way of looking at it. Most people are not really min maxers, so your class is pretty much your flavour. Your role is pretty much determined by your weapon.
There are a few solid distinctions though.
Only a Sorcerer is a pet class.
Only a Templar can heal effectively without a resto staff.
Not really sure of the unique selling points of DK or NB, I have a VR 6 NB and can't think of anything, maybe stealth attack, but the others can do that, so it's not unique.
Guess Sorc or Temp give you the best options then.
selling point on Nighblades: resource management and veil.
selling point on DKS: resource management and control.