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New classes and skill line ideas.

Thevampirenight
Thevampirenight
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Hmm I know they are busy with other stuff thats more important but I think at some point we do need new skilllines or class choices, it would make the game better and give us more options.
For example
Monk class
Necromancer class
Ice Wizard Class
Wyeress/nature affilated type class
Skill lines
Hand to hand skill line
Spear skill line
Crossbow skill line
Illuision skill line
Conjuration skill line
Alteration skill line
Mysticism skill line
As for weapons spears and crossbows would be epic now the crossbow for fighters guild skillline does not count I want in game crossbows and spears.

Also we need more abilties for each of the skilllines we have like vampire needs like two or three more abilties, for example transformation into a wolf or dire wolf summon gargoyle for a certain amount of time. Seduce should be added as a abilty to calm a person to feed on them without accouring a bounty if not seen and moving with fangs down and biting into the neck.
Werewolf needs to be a toggle, and if you attack with werewolf then you start to go on a timer but if you just want to travel around as a werewolf or stay in form for rp reasons then we should be able to do so.
PC NA
Please add Fangs to Vampires.
  • Gidorick
    Gidorick
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    HEY @TheShadowScout !! You're up mate!

    But to actually respond to the rest I agree... One of the WORST design decisions of ESO was to make everyone a mage and to split the skill lines up like they have. Deviating from the skills that were already set in the TES universe just made things... muddy.

    Destruction STAFF and Restoration STAFF should have been Destruction and Restoration and Staff should have been its own weapon skill. Of course the mages guild is still sort of new and magic use is still in its infancy so maybe the staffs are required to focus the magic.

    Anyway, I'm all for more skills! Especially ones that let me play a non-magic user more effectively.
    Edited by Gidorick on December 30, 2015 3:47AM
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • TheShadowScout
    TheShadowScout
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    Did someone call for me? Ooo, another "new classes" threat to repost my class morph idea:

    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 “martial 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.


    As for skill lines...

    Yeah, we could really use more weapon skills. Stuff like:

    Polearms
    (steal some animations from the aedric spear line, and add some new ones, to wield stuff like spears, halberds, glaives, nagianta, poleaxes, tridents, monks spades, spetums, etc.)

    One-handed and Ranged
    (offhand choices like javelins, throwing axes, shuriken, throwing knives, etc. much like the sword&javelin fighters in Wrothgar...)

    One-handed and Magic
    (offhand runestone/wand for a mix of elementally charcted melee strikes and magican AoE and mid-range attacks)

    Brawling
    (less damage then "proper weapons" even with stuff like punch daggers, brass knuckles, cresti, etc., but more CC through wrestling moves - punches won't do much against armor, but wrestling moves might...)


    We also could use more options for some existing skill lines. Like...

    - adding Crossbows to "Bow" (maybe renaming it "Archery", possibly even "Marksmanship" and also adding slings...)

    - adding flails and similar flexible weapons to One-handed and Two-handed weapon choices. Short stabbing spears might also go well as one-handed weapon (check out the fighters training near the Skywatch fighters guild!)

    - adding some alternate weapon for destruction or restoration magic. I'd love to see some "Spell Focus" type item, that has basically the same effects, but different visuals, for items like holy symbols, ornate spellbooks, gemmed skulls, meditation crystals, shamans rattles, etc.


    And finally... another guild, the Bardic Guild, which might allow people to wield musical instuments as "weapon", and use them to case continous AoE buff/debuff "song-spells"... stuff like mobility buff, offensive buff, enemy debuff, defensive buff, XP gain buff, maybe a sleep spell as ultimate... stuff like that.
  • Wollust
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    They can't even handle the classes and skill lines they have currently. Imagine the chaos with more ugh.
    Susano'o

    Zerg Squad
  • Sausage
    Sausage
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    Wollust wrote: »
    They can't even handle the classes and skill lines they have currently. Imagine the chaos with more ugh.

    More classes and weapons kills isnt necessarily bad thing. Like they could add Long Spear to kill WB's spammers. They could be counterintuitive. Take the rock-paper-scissors approach at least partly.
    Edited by Sausage on December 30, 2015 6:03AM
  • Ffastyl
    Ffastyl
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    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

    PC NA
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  • ajwest927
    ajwest927
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    They need to add skills, abilities or classes in the game eventually or people would get bored with it.
  • Thevampirenight
    Thevampirenight
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    ajwest927 wrote: »
    They need to add skills, abilities or classes in the game eventually or people would get bored with it.

    This is what I am thinking as well, what makes elderscrolls is all the abilties the weapons the spells! you can use and cast and also buffs affects deiseases, They need to start branching out new stuff now if they added so many abilties and skill lines it would most likly balance the game well not really balance it but make it where everyone is more diverse and not depended on some cookie cutter build everyone else is useing
    PC NA
    Please add Fangs to Vampires.
  • Thevampirenight
    Thevampirenight
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    Did someone call for me? Ooo, another "new classes" threat to repost my class morph idea:

    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 “martial 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.


    As for skill lines...

    Yeah, we could really use more weapon skills. Stuff like:

    Polearms
    (steal some animations from the aedric spear line, and add some new ones, to wield stuff like spears, halberds, glaives, nagianta, poleaxes, tridents, monks spades, spetums, etc.)

    One-handed and Ranged
    (offhand choices like javelins, throwing axes, shuriken, throwing knives, etc. much like the sword&javelin fighters in Wrothgar...)

    One-handed and Magic
    (offhand runestone/wand for a mix of elementally charcted melee strikes and magican AoE and mid-range attacks)

    Brawling
    (less damage then "proper weapons" even with stuff like punch daggers, brass knuckles, cresti, etc., but more CC through wrestling moves - punches won't do much against armor, but wrestling moves might...)


    We also could use more options for some existing skill lines. Like...

    - adding Crossbows to "Bow" (maybe renaming it "Archery", possibly even "Marksmanship" and also adding slings...)

    - adding flails and similar flexible weapons to One-handed and Two-handed weapon choices. Short stabbing spears might also go well as one-handed weapon (check out the fighters training near the Skywatch fighters guild!)

    - adding some alternate weapon for destruction or restoration magic. I'd love to see some "Spell Focus" type item, that has basically the same effects, but different visuals, for items like holy symbols, ornate spellbooks, gemmed skulls, meditation crystals, shamans rattles, etc.


    And finally... another guild, the Bardic Guild, which might allow people to wield musical instuments as "weapon", and use them to case continous AoE buff/debuff "song-spells"... stuff like mobility buff, offensive buff, enemy debuff, defensive buff, XP gain buff, maybe a sleep spell as ultimate... stuff like that.

    I agree with you they could do something like this as well branch out each class into a new class altogether, now this would be like morphing but with the class you are with. Well at level ten and having at least 15 in each skill line you could choose to morph into another main class type differant abilties but being able to be what you want to be rp and game wise.
    This would give us custimzation and also giving us the abilty to change the colar of certain powers would be nice and a good additiion to this.
    Edited by Thevampirenight on December 31, 2015 3:36AM
    PC NA
    Please add Fangs to Vampires.
  • Artjuh90
    Artjuh90
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    @TheShadowScout howmany times have you spammed that list on the forums already? at least 6 times.
    this game ddoesn't need need classes or morphs of them. see how already they are stuck at balancing things out. weapon skill lines i would be fne with because everybody has acces to them. furthermore people with 8 toons already will feel themself leftout
  • Thevampirenight
    Thevampirenight
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    Artjuh90 wrote: »
    @TheShadowScout howmany times have you spammed that list on the forums already? at least 6 times.
    this game ddoesn't need need classes or morphs of them. see how already they are stuck at balancing things out. weapon skill lines i would be fne with because everybody has acces to them. furthermore people with 8 toons already will feel themself leftout

    Which is why they need to give us more charater slots or allow us to buy more.

    Well whatever way they add more skilllines they need to do so in lots of abilties and skill lines.
    Balance would be still an issue but everyone would want to branch out and use cool ablities and spells and they are adding a spell crafting system or so they were that was going to add tons of new abilties.

    But yes spell crafting they would have to do it like this find the ingredients and a empty book and mix them together to create a spell tome to learn a spell tome with premade min/max damage each spell the abiltiy can cast. So people would not just make op spells.
    Edited by Thevampirenight on December 31, 2015 3:51AM
    PC NA
    Please add Fangs to Vampires.
  • ajwest927
    ajwest927
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    Artjuh90 wrote: »
    @TheShadowScout howmany times have you spammed that list on the forums already? at least 6 times.
    this game ddoesn't need need classes or morphs of them. see how already they are stuck at balancing things out. weapon skill lines i would be fne with because everybody has acces to them. furthermore people with 8 toons already will feel themself leftout

    Which is why they need to give us more charater slots or allow us to buy more.

    Well whatever way they add more skilllines they need to do so in lots of abilties and skill lines.
    Balance would be still an issue but everyone would want to branch out and use cool ablities and spells and they are adding a spell crafting system or so they where that was going to add tons of new abilties.
    But yes spell crafting they would have to do it like this find the ingredients spell tomee and mix them together and thus premade spell is made for you to play around with. So people would not just make op spells and mixing spells together with less damage from both but they are mixed together in animation.

    Why more character slots? 8 is enough, you can be every class as every gender as possible
  • Thevampirenight
    Thevampirenight
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    ajwest927 wrote: »
    Artjuh90 wrote: »
    @TheShadowScout howmany times have you spammed that list on the forums already? at least 6 times.
    this game ddoesn't need need classes or morphs of them. see how already they are stuck at balancing things out. weapon skill lines i would be fne with because everybody has acces to them. furthermore people with 8 toons already will feel themself leftout

    Which is why they need to give us more charater slots or allow us to buy more.

    Well whatever way they add more skilllines they need to do so in lots of abilties and skill lines.
    Balance would be still an issue but everyone would want to branch out and use cool ablities and spells and they are adding a spell crafting system or so they where that was going to add tons of new abilties.
    But yes spell crafting they would have to do it like this find the ingredients spell tomee and mix them together and thus premade spell is made for you to play around with. So people would not just make op spells and mixing spells together with less damage from both but they are mixed together in animation.

    Why more character slots? 8 is enough, you can be every class as every gender as possible

    Because simple reason eight slots are not enough to some people like us rpers like to create many alts. Some want to play as all the races, Some for banking alts, and all sorts of reasons why.
    Edited by Thevampirenight on December 31, 2015 4:03AM
    PC NA
    Please add Fangs to Vampires.
  • TheShadowScout
    TheShadowScout
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    Artjuh90 wrote: »
    howmany times have you spammed that list on the forums already? at least 6 times.
    At least that! And I will keep at it every time the topic comes up... or until I come up with a better idea for this matter, which I haven't so far...
    Artjuh90 wrote: »
    this game ddoesn't need need classes or morphs of them.
    That is your opinion.
    Mine differs.

    I would not deny you the right to your opinion. Would you kindly not try to deny me the right to mine?
    Artjuh90 wrote: »
    furthermore people with 8 toons already will feel themself leftout
    ...and that is why I always propose class morphs available for -everyone- instead of "new classes" only people who start a fresh character might be able to enjoy. Since I am one of those people with "8 toons already" (and all of them in the veteran ranks too, where rerolling isn't really all that painless when one considers all the time invested)
  • Xellos77
    Xellos77
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    We need more class options. Period.
    Ebonheart Pact/PS4/NA
  • Tryxus
    Tryxus
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    My Illusion Staff idea:

    Illusion Staff... The first thing to know about an Illusion Staff is that besides the Light and Heavy attacks, NONE OF ITS SKILLS DO ANY DAMAGE. Illusion is simple mind trickery, it can't hurt anyone directly so its skills shouldn't do any damage. However, the Skill Effects are increased by Spell Damage and the Light/Heavy Attacks do damage to an enemy so that weaving is still possible and the staff remains its usefulness from lvl1 to v16

    Skills:

    Calm: Inflict an enemy with Minor Maim, reducing the target's damage output by 15% for 20 secs
    - Morph 1 -> Harmony: Inflicts up to 3 enemies
    - Morph 2 -> Enchanted Minds: Also grants the caster Minor Protection, decreasing damage taken by 8%

    Starlight: Create a powerful ray of light that blinds enemies, making Physical Attacks unable to hurt you for 8 secs
    - Morph 1 -> Celestial Light: Increases duration to 12 secs
    - Morhp 2 -> Light Within: Also grants Minor Prophecy, increasing Spell Crit by 3%

    Rage: Boost an enemy with both Minor Brutality and Minor Sorcery, increasing their Weapon and Spell Damage by 5%, but inflicting them with Minor Mangle, reducing their Max Health by 5% for 20 secs
    - Morph 1 -> Fury: Gives the caster Minor Brutality and Minor Sorcery instead
    - Morph 2 -> Berserker Rage: Also inflicts the enemy with Major Defile, reducing their healing taken by 30%

    Silence: Silences an enemy, preventing them from using any skills for 5 secs
    - Morph 1 -> Muffle: Increases duration to 8 secs
    - Morph 2 -> Night's Silence: Increases caster's Spell Crit by 10% for 5 secs

    Courage: Grants all allies Minor Heroism, increasing Ultimate gain by 1 for 15 secs
    - Morph 1 -> Courageous Heart: Also grants Major Empower, increasing damage on the next attack by 20%
    - Morph 2 -> Call to Arms: Grants immunity to knockback and disabling effects for 5 secs as well


    Passives:
    Mind Trickery: Gives normal Light and Heavy attacks a 5/10 % chance to inflict Fear
    Hidden Magicks: Increase Spell Critical by 8/16 % while wielding an Illusion Staff
    Phantasm: Activating an Illusion Staff Skill has a 10/20 % to grant you Minor Evasion, increasing dodge chance by 5%
    Mindscan: Increase Magicka Recovery by 6/12 % while wielding an Illusion Staff
    Master of the Mind: Increases your damage by 5/10 % on an enemy that is inflicted by any Illusion Staff Skill
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
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