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New Classes

filledb
filledb
4 classes are not enough. I think that we need at least six. A dedicated archer class would also be very nice. Another nice feature would be the ability to put your favourite armour in a cosmetic slot like AoC.
  • Flameheart
    Flameheart
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    No classes at all and just skill lines would be my favorite option.

    The rest is defined by the base ressource (stamina/magicka) and role (DD, tank, healer).
    Sometimes the prey turns and nips us... it's a small thing.

    So let the snow flakes and unicorns dance alone until they melt or vanish from existence, we will finish up with those smart enough to stay in the glowing circle of love.

    Selissi - CP 1k+ Redguard Stamina Nightblade (Ebonheart Pact)
    Silmerel - CP 1k+ Breton Magicka Templar (Ebonheart Pact)
    Sunja - CP 1k+ Dunmer Magicka Nightblade (Ebonheart Pact)
    Suldreni - CP 1k+ Dunmer Magicka Dragonknight (Ebonheart Pact)
    Sulhelka - CP 1k+ Altmer Magicka Sorcerer (Ebonheart Pact)
    Sylundine - CP 1k+ Breton Magicka Warden (Ebonheart Pact)







  • Volkodav
    Volkodav
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    I'd love a dedicated Archer class.OR,..an Adventured class,as in Morrowind.Where you pick what you want to be your primary skills first,then have a secondary set of skills.
  • filledb
    filledb
    Flameheart wrote: »
    No classes at all and just skill lines would be my favorite option.

    The rest is defined by the base ressource (stamina/magicka) and role (DD, tank, healer).

    that's a good idea...
  • Lenikus
    Lenikus
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    I just feel like we need 4 new skill lines.
    No classes, no nothing, just these new skill lines and weaps.

    - Illusion and Alteration staffs / magic.
    - Polearms.
    - Martial Arts / Hand - To - Hand combat.
    - Rapiers / Fencing skill line / Dedicated 1h sword.
    ... Mai cave. >:3
  • Latter
    Latter
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    Why do people keep suggesting this? It would totally ruin the balance of the game
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  • filledb
    filledb
    Latter wrote: »
    Why do people keep suggesting this? It would totally ruin the balance of the game

    Why? According to this logic there should only be one class...
  • Iduyenn
    Iduyenn
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    .
    Edited by Iduyenn on December 14, 2015 2:39PM
  • Luigi_Vampa
    Luigi_Vampa
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    Why would we have a dedicated archer class? None of the other classes are dedicated weapon classes. Also, we need more skill lines available to all classes. No to more classes, yes to more build diversity.
    PC/EU DC
  • TheShadowScout
    TheShadowScout
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    Did someone say new classes?

    It must be that time of the month... the time to repost my class morph concept! :tongue:;)

    So, lemme repost then:
    Personally I would think the best way to add more "classes" is to give each class, say, three different "class morphs", each with its own new skill/passives line. Perhaps becoming available after completing cadwells silver/gold... to reward people who do play through that – which incidentally would also give people the whole of cadwells gold to focus on making this new skill line… (a "reward" for finishing cadwells gold might be some alliance change quest, but that is another topic, to be discussed elsewhere…)
    Some possibilities:

    Dragonknight
    • Gladiator (offensive self buffs & warcries; color: red/orange)
    • Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
    • Warlord (defensive group buffs, AoE standards, color: purple/gold)

    Nightblade
    • Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
    • Monk (melee support & assorted “matrial arts” magic; color: blue/purple)
    • Ranger (animal summoning and nature magic; color: brown/green)

    Sorceror
    • Cryomancer (ice magic, color: white/clear - NPC cryomancer)
    • Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
    • Spellsword (melee support & buff magic; color: yellow/orange – golden lightning!)

    Templar
    • Shaman (nature magic, totems, summons; color: green/brown)
    • Crusader (melee support and aura-style buff magic; color: white/gold – holy light)
    • Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)


    Another possible idea was to not only have an added skill line with its own flavor of visual effects, but maybe even morph the existing effects to match.
    So for example if a sorceror goes necromancer, their spells might be color-shifted to necromancer "coldfire" cyan, and if they turn cryomancer, their dark magic crystals will turn ice-ish in effects, spells will get color-shifted to white-blue or white-purple, or a nightblade going ranger would have their reddish effects recolored to something nature-ish green & brown... that sort of stuff. For more visual goodieness and varietee between classes.
    Perhaps even morph the spell effects to some degree... like, for summoned armor might look daedric on normal sorc, worm cult / lich on necromancer, and ice armor on cryomancer, etc.
    That idea might perhaps take a bit too much coding to be viable though... I'd be happy with pure color shifts.

    ...of course, all those quick ideas are just very rough concepts, without much consideration but character fluff. I merely tried to give some options, and went for three instead of just two "magica-specialization / stamina specialization" - It's supposed to be more for added character diversity then anything else after all.

    Thus for example with nightblades, there might be one magica-caster based with "illusionist", one stamina melee based with "monk" (Yes, a nod at the old D&D class of the name, the first “martial arts” powered class I remember in fantasy gaming) and one pet based as "ranger" since nightblades mesh very well with bow, and giving them woodland creatures for the "hunter" playstyle would seem applicable.

    Similar thoughts for the sorceror - spellsword for stamina sorcerors, cryomancer since ice staves have no matching skill line yet (while fire and lightning staves sort of have), and necromancer because all too many people really, really want that... ;)

    Templar... the druid/shaman is a very natural idea, between breton wyressess, argonian treeminders and bosmer spinners, nature magic meshes very well with Templar healing and sunlight-powered spells; crusader is for stamina templars as the class name has been appearing in TES games before, despite tamrielic religions having less a focus on "cross" then where the name originated, and my "witch-hunter" idea is kinda inspired by the spanish inquisition (Yes, I know noone expected that :smirk: ), its "warhammer" imperial counterpart and also "Dragon Age", I admit it... seems logical to set up the aedric-flavored templars as natural enemies of the more deadric-flavored sorcerors...

    Dragonknight I had the fewest ideas, since I kinda dislike that class. More fire magic for dragonknight magica-casters with pyromancer is a natural first thought... so then I went with "leader-style group play support" and "berserker-style single combatant" flavors, though there may be better ideas then those...

    The skills itself are also just rough concepts - some I am quite happy with, others I feel might benefit from more thought and ideas… but it's a start I suppose, a proof of concept kind of notion, something like that… with ample room for refinement and reworking.
    (also note that many of those I "borrowed" from existing mobs without knowing the actual in-game name of the abilities, just by remembering what I could from the time some mob used them unsuccessfully against one of my characters, so please, don't get too hung up on the names I used here, all right? ;) )

    In any case, since more diversity is always something I would love to see... much more fun having more choices in realizing your "perfect" character, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose anyhow, so adding more active skills only increases a characters choices, not exactly their power...

    And yes, spellcrafting might be able to cover some of those... but spellcrafting won't give you passives, which these skill lines should.
  • filledb
    filledb
    @Typhoios Well I consider an archer as a legitimate class which deserves a separate category. This is my opinion because I feel that archery in this game is treated like an add-on which doesn't recognize the bow as the deadly weapon that it is. Don't get your knickers in a twist, like I said this is just my opinion...
  • Luigi_Vampa
    Luigi_Vampa
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    @TheShadowScout to the rescue!
    PC/EU DC
  • Luigi_Vampa
    Luigi_Vampa
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    filledb wrote: »
    @Typhoios Well I consider an archer as a legitimate class which deserves a separate category. This is my opinion because I feel that archery in this game is treated like an add-on which doesn't recognize the bow as the deadly weapon that it is. Don't get your knickers in a twist, like I said this is just my opinion...

    I'm not upset by your opinion or anything, you are absolutely entitled to it. I just don't think it is a good idea to pigeon-hole a class like that to one weapon. Every other class would have options and flexibility and then this class would be locked into a single weapon. Sounds like other MMOs where you can only equip certain weapons if you are a certain class and that just isn't ESO at all.
    PC/EU DC
  • TheShadowScout
    TheShadowScout
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    No class should ever be pigeonholed to any one weapon. It#s one of the major points for ESO that class and gear skills are seperate!

    Though some classes work better with some gear then others... nightblade archers are great for that sneak-snipe kill, while dragonknight archers are the archer-killers thanks to their flapping wings...

    If anything, we need -more- weapon choices, both skill lines, and added options for those skills that have a rather limited weapon selection right now (cough, add crossbows to archery, cough), but that's a different discussion, to be had elsewhere... ;)
  • bertenburnyb16_ESO
    bertenburnyb16_ESO
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    pls insert "how about no" meme
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  • runagate
    runagate
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    I still desperately wish I would sequence songs via a bard skill line, and use these skills to drown out anyone in a tavern playing freaking "Red Diamond" which is not the sort of thing I ever want stuck in my head for a week ever, ever again.
  • katamuro11b16_ESO
    I don't think we need more classes but more skill lines, that would make for more diversity, I for one would like a necromancer skill line, some kind of ranger/animal trainer skill line.

    Plus I think the game could accommodate a passive skill line, something that levels up from doing but doesn't give you any active skills just buffs, like increased running speed, fall distance, stuff like that which doesn't really apply to combat but would be extremely useful for exploration and questing.
  • Kaynehusky
    Kaynehusky
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    I do think adding a class based around druidic magic would be pretty beneficial at least. it would have like, a skill line for animal based magic, where you could turn into animals, summon animals, or have animal based attacks. Afterall, those things ARE already in the game. Then another skill line in the class that has a combination of CC and poison damage, as there isn't a class that really has a means of doing that yet, save for maybe like, one or two weapon abilities (And I mean the poison damage, not the CC. Anybody can do CC). The third skill tree could be like, part natural healing magic, and buff or debuff magic, which would give us another class people would be comfortable healing with, so it's not JUST Templar.
    I don't think making a single dedicated skill line for nature magic for every character to use would work though, as lore wise, using that kind of magic and being that kind of character is typically a 'for life' dedicated thing. You don't just be a Wyress on the side, or something, lol.

    I guess another nifty class option would be something based around necromancy. You could have a skill line dedicated to undead, of course. One dedicated to ice magic, as cold is usually associated with death, and then a skill line dedicated to disease damage, damage over time, and debuffs, as there isn't a class that does disease damage either, save for like, that one Werewolf claws ability. I think if implemented well, it could work. Just my thoughts on the matter really.
    Edited by Kaynehusky on December 14, 2015 3:45PM
  • TheShadowScout
    TheShadowScout
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    More skill lines are another thing we might enjoy having to make ESO more diverse, agreed. Bard et cetera...

    That's how my "class morph" idea started in the first place, with an "tack on another skill line" notion, just flavored for the existing classes instead of all skill lines freely available for everyone, with an eye towards encouraging diversity instead of people cherry-picking the "best" skills and all ending up build-clones of each other sooner or later...

    I would also love to see more guild lines, TG and DB are likely coming, Bardic guild would be another idea I would enjoy seeing in ESO, though there could be more as well...
    I also have a "guild mastery" idea, which involves making choices again - once we have mor then two guilds, pick one of them to attain "mastery" in, unlocking a second skill line... possibly with a nice little quest to complete (much like the WW/Vampire initiation in scale)... possibly with some prerequesites too (maxing the initial guild line, definitely, perhaps others... minimum attribute points in magica for mages guild? Minimum stamina/health and kill achievements for fighters? Minimum legerdemain and justice achievements for thieves? Minimum PvP kill and justice achievements for DB?)

    And then there might be religious skill lines, though I'd expect them to be merely some passives relfecting the spirit of the faith and maaaaaaybe an active skill... but with some neat faith-based interactions in-game, and blessings from shrines for buffs...

    As for an "athleticism" passive line, oh, yeah, I'd want that! Especially if coupled with some changes in the system... stamina costs for jumping (kinda lame that running in tiring, but bunny-hopping isn't, right?), encumbrance penalties and stamina cost for swimming (up to "sink like a stone" if you try to swim in full plate armor...), perhaps even some climbing mechanic...

    But all those kinda deserve their own threads to discuss I suppose. We were talking about the notion of new classes here after all... ;)
  • Lightninvash
    Lightninvash
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    filledb wrote: »
    4 classes are not enough. I think that we need at least six. A dedicated archer class would also be very nice. Another nice feature would be the ability to put your favourite armour in a cosmetic slot like AoC.

    I will say an archer class would make an impressive implement like make it a beast hunter focusing on range combat with one skill tree focused on mele combat. so you can switch between bow and mele. would be cool.
  • terrordactyl1971
    terrordactyl1971
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    Each class having a 4th specialist skill line available from vet 1 might be an idea? Maybe go on a quest to unlock it
  • TheShadowScout
    TheShadowScout
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    Each class having a 4th specialist skill line available from vet 1 might be an idea? Maybe go on a quest to unlock it
    That's what I keep saying! :tongue:;)
  • Totalitarian
    Totalitarian
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    I think if we were to have a new class, an ice-based skill line would be a good thing to add.
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  • Lightninvash
    Lightninvash
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    I think if we were to have a new class, an ice-based skill line would be a good thing to add.

    I feel like an ice based skill line would be op haha
  • Malmai
    Malmai
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    filledb wrote: »
    4 classes are not enough. I think that we need at least six. A dedicated archer class would also be very nice. Another nice feature would be the ability to put your favourite armour in a cosmetic slot like AoC.

    You want new classes and the game Lags like hell + Balance is LeL..

    900 ms in Cyrodiil, yey!
  • Sausage
    Sausage
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    I think more weapon skill trees before classes. Ive been thinking something like Short Range melee weapons like Fist weapons, Long Range melee weapons like Long Spear, Medium Range bows like Crossbow, also I think it would be fun if there was some Tower Shield skill tree. My personal favorite is though Two-Handed Flail.
    Dragonknight
    • Gladiator (offensive self buffs & warcries; color: red/orange)
    • Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
    • Warlord (defensive group buffs, AoE standards, color: purple/gold)

    Nightblade
    • Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
    • Monk (melee support & assorted “matrial arts” magic; color: blue/purple)
    • Ranger (animal summoning and nature magic; color: brown/green)

    Sorceror
    • Cryomancer (ice magic, color: white/clear - NPC cryomancer)
    • Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
    • Spellsword (melee support & buff magic; color: yellow/orange – golden lightning!)

    Templar
    • Shaman (nature magic, totems, summons; color: green/brown)
    • Crusader (melee support and aura-style buff magic; color: white/gold – holy light)
    • Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)
    .[/i]

    I think all those sub-classes should be added via Gears. Theres simply thousand of sub-class what people want to be, so gears would be most smartest way. Maybe they should just overhaul their gear system and use sub-classes for them.

    Speaking of new class, I think somekind of spiritual class based on Regeneration, first skill tree is Regeneration of Health, second Regeneration of Magicka, third Regeneration of Stamina.



    Edited by Sausage on December 14, 2015 5:11PM
  • Hiero_Glyph
    Hiero_Glyph
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    Yeah, all ESO needs is more skill trees (class-specific, weapon, guild, etc.). Things like weapon ultimates wouldn't hurt either.
  • ClockworkArc
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    The classes are all vageuly based off of lore specific fighting organisations.

    Templar = vigilants of stendarr
    Nightblade = Shadowscale, Morag Tong, DB, whatever
    Dragonknight = Akavari Dragon guard
    Sorcerer = Psijic Order, Mages guild, College of Winterhold

    What else would you base a class off of? Wanting there to be an archer class isnt very ESO. Anyone can pick up a bow. More skill trees is justified however and will soon be available (thieves guild, dark brotherhood).
  • katamuro11b16_ESO
    You know what would be cool, if those skill lines wouldn't be just given to a player but if the player had to complete a quest to get them.
  • khele23eb17_ESO
    khele23eb17_ESO
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    Flameheart wrote: »
    No classes at all and just skill lines would be my favorite option.

    The rest is defined by the base ressource (stamina/magicka) and role (DD, tank, healer).

    Youd end up with 3 cookie cutter builds everyone uses 'or gtfo'.
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • catalyst10e
    catalyst10e
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    I wouldn't mind seeing some new classes, the addition of new classes/skill lines often makes veteran players start a new character, while also opening up other options for brand new players.
    my suggestions to throw them into the hat,

    Battlemage: maybe more focus on heavy armor passives, and frost magic/crowd control (I feel like theres not enough love for frost magic)

    Witchhunter: a rogue class with some anti-magic abilities similar to the dragonknight's, with at least 1 defensive shielding ability.

    Barbarian: maybe light armor passives, more focused on sustain abilities that increase weapon damage.

    I'm sure these are all open to exploit but its just some stuff off the top of my head, that I think would be different and spice things up a bit.
    "Why settle for just stabbing your foes when you can roast them alive in a gout of arcane fire?"
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