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New class discussion: Warden and Necromancer

Lynx7386
Lynx7386
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Obviously not my own ideas entirely, but I think we're getting to the point where ESO is beginning to feel same-old-same-old to a lot of players. The DLC packs add a few passive skills and some new zones, but nothing really 'new' and no alternative playstyles. Every other MMO out there adds new classes or skill lines every couple of years to keep things fresh and re-shuffle the meta, we're getting overdue for it at this point.

Some background on the concepts:

The Warden class was intended to be in the game during early development. Wardens were based on several subgroups of people in the ESO game lore: the wyrd witches of daggerfall, the spinners of valenwood, and the keepers of blackmarsh. The warden was a nature-based class which could, presumably, manipulate plants and animals or the environment around them (possibly even weather), and had a focus on support and healing. Wardens were, at some point in development, scrapped, and had many of their abilities altered and worked into the new templar class that made it into the official release of ESO.

Necromancy has had a long and storied history in Elder scrolls games, often being the choice magic for 'bad guys'. Obviously this is a bit harder to work into the ESO storyline, being that we're fighting a necromancer as one of the primary enemies, and molag bal is one of the chief patrons of necromancy (though not the only one, obviously). However, there are more than a few instances in this game and other elder scrolls titles where necromancy is used by individuals to fight these 'bad guys', and when you really get down to it necromancy is just an expansion on the conjuration line of magic. The magic itself isnt bad, just a lot of the people who use it.

The key with tying new classes into the game at this point is to give them a unique playstyle, and a role or purpose that compliments other classes. Currently we have the dragonknight as the tank-focused class, sorceror as the magic damage dealer, nightblade as the melee damage dealer, and templars as the healing-focused class. Please note that I'm not saying every class is pigeonholed into one role, only that each class in the game was developd with one primary strength in mind, in order to give each class a unique flavor of playstyle. Both a dragonknight and a nightblade can be damage dealers, but the flavor difference is easily identifiable: the dragonknight relies on damage over time and tankiness, while the nightblade utilizes burst damage. It's all about flavor.


One thing we truly lack in this game is a proper support class. Sure, we have healing from templars and buffing all around, but in many MMO's you have a class or set of classes commonly referred to as 'controllers' who are designed with a focus on both supporting allies and hindering enemies. This kind of playstyle, to me, immediately strikes a chord with the Warden, being a nature based caster: roots and vines to tie down enemies, swarming clouds of insects to debilitate and debuff them, Animals to serve as a distraction, conjured rains to cleanse and bolster allies, so on and so forth. The warden makes perfect sense as a control-based character.

The necromancer is harder to place, but in light of giving the class a unique flavor I'd like to see them use health as a resource in much the same way that other characters use stamina or magicka. Obviously it wont be the only resource used by the class, but tying the necromancer's abilities into vitality and the manipulation of life forces (i.e. health) gives them a unique, high-risk/reward playstyle that is entirely different from other classes. The other role the necromancer would obviously fill is that of a pet-centric class. I know there will be a lot of people chiming in with the fact that sorcerors were supposed to be the 'pet class', but I think we all know how poorly that has worked out, and how ZOS has been continually tweaking the sorc pets in order to make them useful (and failing at that).

Now, I wont go into too many specific ability suggestions, but here's how I would envision the trees of each class looking:

The Warden

Skill Line 1: Plant-centric abilities
This skill line would contain abilities that have to deal with manipulating the flora of the world around the character. Key abilities would involve conjuring vine-like roots from the ground to immobilize enemies, lashing out at enemies with a whip-like vine (not unlike the DK's lava whip), Creating walls of wood or brambles to hinder enemy movement, and traveling through the earth in a similar fashion to the wilderking/aranias in greenshade quests. Ultimately, this skill line is mostly focused on control and hindering enemies.

Skill Line 2: Animal-centric abilities
This skill line might include summoning animals to your aid temporarily, in tribute to the animal control abilities bosmer once had in other elder scrolls titles. Summoning a wolf, tiger, bear, etc. for a short duration to attack and hinder enemies as an example. Other abilities might include sending swarms of stinging insects at a target to deal damage and maim or snare them; perhaps the swarm could jump from one enemy to another in aoe situations. Lastly, an animal/fauna centric skill line could include either the transformation into animals in order to gain new combat abilities (might be a good ultimate), or taking on the 'aspect' of certain animals to improve the warden's combat abilities: i.e. you take on the aspect of a bear to bolster your health and defense, or you take on the aspect of a tiger to boost your weapon damage and stamina, or the aspect of a serpent to improve magicka and spell power.

Skill Line 3: Healing/buffing abilities
While this does take away somewhat from the templar, it would certainly be nice to have more options for healing-focused characters; though I imagine a warden's healing abilities would be more based on conjuring rain, wellsprings, or plants to heal allies, rather than 'the light'. Abilities similar to warhorn which bolster allies around the warden would also fit well with the class theme of support and control.


The Necromancer

Skill Line 1: Reanimation
This skill line would focus on raising the dead as 'pets'. Now, due to the corpse-despawning issue that any werewolf player knows well, I think it's a better idea to have necromancy work on the basis of conjuration rather than actual reanimation, so you dont need dead bodies around to use your skills.
Unlike sorceror pets, I'd rather see necromancy utilize short-duration summoning: these dont need to be a toggle that remains active all the time, but rather an ability you activate that has a more powerful, more immediate effect. For example, a raise skeletons spell would conjure a small group of skeletal warriors and archers to attack your enemies: each would be individually weak, but as a group provide a fair amount of damage output and act as a sort of damage-over-time effect that can be dispelled by killing the skeletons.
The line could also include zombies, flesh atronachs, and bone walls/cages.

Skill Line 2: Blood magic
This skill line would be based around the concept of using your health as a resource. Blood magic skills would either spend your health to deal damage, or steal back health from enemies. Ideally, the idea is that you'd want to strike a balance between using your health to fuel powerful damage spells (making sure you dont kill yourself in the process) and regaining health through leeching. Additionally, there could be spells that sacrafice your active minions to regain health, or spells that restore health from enemy corpses in the area, quite similar to repentance for templars.

Skill line 3: Buffing
This third skill line would focus on empowering yourself, your minions, and nearby allies with dark magic: Bone shields, unholy strength, so on and so forth. It might also include debuffing enemies by releasing plague/disease against them. Would also be interesting to see something in this line based on Namiira, whereby the necromancer can cannibalize corpses to gain power.


Now, Discuss =P
Edited by Lynx7386 on May 28, 2016 10:52PM
PS4 / NA
M'asad - Khajiit Nightblade - Healer
Pakhet - Khajiit Dragonknight - Tank
Raksha - Khajiit Sorcerer - Stamina DPS
Bastet - Khajiit Templar - Healer
Leonin - Khajiit Warden - Tank
  • Lynx7386
    Lynx7386
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    Hm... screwed up the BB code. Why is it you cant edit your own topics...
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Ch4mpTW
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    Would love a "proper" necromancer class. That would be delightful! I could be like Ains from the anime Overlord, and have skeletons and zombies fight for me. I'd be a true lich then.
  • Dahkoht
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    Necromancer true pet class is always my favorite , would love it also.
  • Tryxus
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    The Warden didn't get retconned to Templar: it was an actual 5th class besides the Templar, another healer class. However, unlike the Templar, the Warden practiced Nature Magicks and Shamanism instead of worshipping the Divines and the Light. I think it was designed as an alternative for RP reasons, a class to those who don't follow the ways of the 8.

    However, it was cut from the final game. And ZOS continued with only 4 classes. Traces of the Warden can still be found in the game however: Shaman NPCs can throw green bats and set up totems, whereas Mystic NPCs could also be based on this class

    With the barber shop announced expected, I think it's time for ZOS to actually work on and finish the lost 5th class of this game. Class Balance is impossible to attain anyway, but we're a huge step forward with the DB update. Plus it would be a fresh breeze for this game: access to a new class. And to which we can switch with the barber shop.

    I imagine the Warden being based on the Wyresses from High Rock, the Spinners of Valenwood and possibly the Reachmages from the Reach as well.

    My personal concept of the Warden Class :p

    Skill line 1: Kynareth's Grace (Support/Healing)
    This skill line provides the Warden with healing spells, purges,...

    Skill line 2: Nature's Bounty (Defensive/Tanking)
    The defensive skills, could have the Totem from the Shaman NPCs in it as well as shields and familiars (like the Daedric Summoning from the Sorcerer)

    Skill line 3: Frost (Offensive/DPS)
    An Ice skill line, since we alrdy have Fire (DK) and Lightning (Sorc). Ice is solidified water, and water nourishes life... (?)
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • Aidence
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    Both ideas are quite cool. I'd be interested in both but particularly the warden (as reanimation is not my cup of tea). I also agree that new classes are need at one point or another to shake up the meta.
    For a new dawn under Covenant rule!!!
  • phaneub17_ESO
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    Lynx7386 wrote: »
    Hm... screwed up the BB code. Why is it you cant edit your own topics...

    You can, it's just the author's edit button is at the top instead of the right, it's in the same line as your name next to the Bookmark star.
  • Skayaq
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    Would love to have a warden class.
    Kazari-Dar, Khajiit Nightblade..........Jarkyr Storm-Blade, Nord Sorcerer .......... Dunric Amedain, Breton Templar

    Araniwen, Altmer Sorcerer..................Llirasa Andralu, Dunmer Templar...................Marzug gro-Borgaz, Orc Warden

    Calinchel, Bosmer Warden...................Jahrel-Xei, Argonian Nightblade....................Cienri Maraeud, Breton Sorcerer

    Inara Savicci, Imperial Templar...................Garoric Attilus, Imperial Dragonknight............ Maevina Tallian, Imperial Nightblade

    Ravanni-Ko, Khajiit Dragonknight..........Faevyn Ice-Heart, Nord Warden..........Nazran al-Taneth, Redguard Dragonknight
  • Anzriel
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    While I like the idea of adding a necromancer class or skill line it'd be nice to see them balance and fix the classes they have first before adding new ones.
  • TX12001rwb17_ESO
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    I don't think you know what Blood Magic in ES is, Blood Magic is simply magic that siphons the lifeforce from another and grants it to you, It costs regular magicka to maintain, there is no shedding of ones own blood to use it, also the Sorcerer already has a passive called "Blood Magic".

    This is what I would do for the Necromancer

    Winter's Chill - This will focus on Frost Magic and spells that enhances cold-effects, one spell in particular could be a frost-wall similar to the ones that enemy cyromancers utilize, a morph of it could even reflect projectiles at the enemy, the ultimate for this ability would most likely be an AoE Blizzard spell, I could also picture some Generic Ice Bolt spells which could also act as Executes that deal say 3500 damage per bolt while also slowing the enemy down by 20% for 4, will also deal 100% extra damage on enemies with 25% health and under.

    Necromancy - This will focus on Necrotic Magic such as throwing those Burning Skulls at enemies that you see Necromancer and Lich enemies utilize, the spell where a seal appears on the ground and hands come out of the ground, Its ultimate could be similar to repentance which is more effective the more dead bodies that are around however what would be different is the spell will summon a ghost for every dead person in the area up to a maximum number for a short time (It could be called "Necromantic Ritual" or you could have a bone colossus spell instead), you would also have your generic summon skeleton spells which could be morphed into more skeletons per summon or a flesh atronach and perhaps a gap closer like that teleport spell you see Mannimarco and varies Necromancer bosses use where you briefly turn into an orb.

    Plague - This will focus on Disease and Pestilence, it would have things like Debuffs that cause enemies to not heal as effective and it would also have spells that degrade an enemies armor for a time and so on.
    Edited by TX12001rwb17_ESO on May 28, 2016 9:26PM
  • Korah_Eaglecry
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    Tryxus wrote: »
    The Warden didn't get retconned to Templar: it was an actual 5th class besides the Templar, another healer class. However, unlike the Templar, the Warden practiced Nature Magicks and Shamanism instead of worshipping the Divines and the Light. I think it was designed as an alternative for RP reasons, a class to those who don't follow the ways of the 8.

    However, it was cut from the final game. And ZOS continued with only 4 classes. Traces of the Warden can still be found in the game however: Shaman NPCs can throw green bats and set up totems, whereas Mystic NPCs could also be based on this class

    With the barber shop announced expected, I think it's time for ZOS to actually work on and finish the lost 5th class of this game. Class Balance is impossible to attain anyway, but we're a huge step forward with the DB update. Plus it would be a fresh breeze for this game: access to a new class. And to which we can switch with the barber shop.

    I imagine the Warden being based on the Wyresses from High Rock, the Spinners of Valenwood and possibly the Reachmages from the Reach as well.

    My personal concept of the Warden Class :p

    Skill line 1: Kynareth's Grace (Support/Healing)
    This skill line provides the Warden with healing spells, purges,...

    Skill line 2: Nature's Bounty (Defensive/Tanking)
    The defensive skills, could have the Totem from the Shaman NPCs in it as well as shields and familiars (like the Daedric Summoning from the Sorcerer)

    Skill line 3: Frost (Offensive/DPS)
    An Ice skill line, since we alrdy have Fire (DK) and Lightning (Sorc). Ice is solidified water, and water nourishes life... (?)

    Both the Warden and the Necromancer could easily be Sub-Classes. The Warden sounds a lot like a sort of Druid style class. But I really dont see why there needs to be a separation between them. Typically Necromancers are Mages/Sorcerers that decided to dabble in some darker things. Warden is pretty much a parallel to Templar.

    Penniless Sellsword Company
    Captain Paramount - Jorrhaq Vhent
    Korith Eaglecry * Enrerion Aedihle * Laerinel Rhaev * Caius Berilius * Seylina Ithvala * H'Vak the Grimjawl
    Tenarei Rhaev * Dazsh Ro Khar * Yynril Rothvani * Bathes-In-Coin * Anaelle Faerniil * Azjani Ma'Les
    Aban Shahid Bakr * Kheshna gra-Gharbuk * Gallisten Bondurant * Etain Maquier * Atsu Kalame * Faulpia Severinus
    What is better, to be born good, or to overcome your evil nature through great effort? - Paarthurnax
  • Vercingetorix
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    ZoS needs to first balance the 4 classes we already have before adding even more complexity to the problem.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Nirnrotten
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    I would love to see another class added sometime this year. I think introducing two at once would not be a good idea since we all know about the current balance issues and adding that many variables could make things much worse.

    A class that does not follow the Divines would be awesome. I like the idea of the nature based shaman/druid persona. Healer/Support would be great and maybe introduce some Stamina heals. Sharing "life force" would be physically draining and would make for a great spin on the healing class. That would also encourage those healers to go medium. Maybe add a Magicka morph for those who want to go that route?

    Overall I agree that we need a new class to reinvigorate the game. This Warden could fill that spot so nicely if done well.
  • Buffler
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    They need to balance the 4 classes they have already before commiting to a 5th
  • TX12001rwb17_ESO
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    Buffler wrote: »
    They need to balance the 4 classes they have already before commiting to a 5th
    Why wait for something that will never happen?

  • ColoursYouHave
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    I honestly really like the ideas behind both of these classes, and would absolutely love (and quite honestly, expect) to see ZOS add more classes eventually, but as it currently stands ZOS already has a lot of other stuff in the works, and still needs to work on bringing better balance to the game, before we can really expect to see any sort of new classes.

    Tryxus wrote: »
    With the barber shop announced expected, I think it's time for ZOS to actually work on and finish the lost 5th class of this game. Class Balance is impossible to attain anyway, but we're a huge step forward with the DB update. Plus it would be a fresh breeze for this game: access to a new class. And to which we can switch with the barber shop.

    Hate to burst your bubble, but I don't think they plan on adding class change to the barber shop.
  • Abeille
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    I really want a class with an Ice Magic skill line, even if the class is a Necromancer.

    However, I would like an explanation for it to be ok for our characters to practice necromancy when it is shunned and even outlawed in most of Tamriel. Because of that, I was thinking that maybe it could be either a skill line you acquire instead of an actual class or a class that you become, as opposed to the character being created as one. Then, we could get a little explanation, which could simply be an special authorization from our faction's leader. It could be something that happens on the first city, like the Mages and Fighters guild questlines.

    It would still be weird meeting new NPCs who have no way of knowing you have special authorization and not having them freak out, but then again, the same could be said about Sorcerers using pets in the Dominion. I mean, the Mages Guild has special authorization in the Dominion to use Daedric Magic, but a random NPC that sees you controlling a Clannfear has no way of knowing you are part of the Mages Guild.

    Either way, I hope that if they ever add more classes they increase the character limit. I imagine that a lot of people will have 12 maxed-out characters by the time, since they are not talking about adding new classes yet. I really wouldn't like to have to delete characters I had for months, maybe years, to play the new class.
    Just so that everyone knows, my Altmer still can't have black hair. About a dozen of Altmer NPCs in the game have black hair. Just saying.

    Meet my characters:
    Command: Do the thing.

    Zadarri, Khajiit Fist of Thalmor: The thing was done, as commanded.
    Durza gra-Maghul, Orc blacksmith: The thing was done perfectly, in the most efficient way.
    Tegwen, Bosmer troublemaker: You can't prove I didn't do the thing.
    Sings-Many-Songs, Argonian fisher: Sure, I'll do the thing... Eventually. Maybe.
    Aerindel, Altmer stormcaller: After extensive research, I've come to the conclusion that doing the thing would be a waste of resources.
    Liliel, Dunmer pyromancer: Aerindel said I shouldn't do the thing. Something about "resources".
    Gyda Snowcaller, Nord cryomancer: I will find a way to do it that won't waste resources and make Aerindel proud of me.
    Beatrice Leoriane, Breton vampire: I persuaded someone else into doing the thing. You are welcome, dear.
    Sahima, Redguard performer: Doing the thing sounds awfully unpleasant and really not my problem.
    Ellaria Valerius, Imperial priestess: I'll pray to the Eight for the thing to be done, if it is Their will.
  • PurifedBladez
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    Necromancer would be sweet honestly.
  • shugg
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    Necromancer would be good but it needs cold harbour magic and the pet systems needs fixing as pets in pvp are just plain bad, maybe more like the witch doc spells around zombies from diablo 3 would be better .

    I think they wont add a new class tbh but go down the class morph route as alot of time is put into our mains due to no account shareing sky shards
  • AugustoCP
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    I still think Necromancers just wouldn't make sense, but I certainly would love to see the Warden class being released. Your skill ideas are indeed interesting, I'd only like to point out two things:

    1) It would be interesting if the buffing skill line was involved with daedric magic. Not Molag Bal or Mehrunes Dagon, of course, but we've seen that the Wyrds, some Bosmer priests and so on worship Hircine, for one. There could be skills like "Hircine's Blessing", that would last longer than the current Resto staff buffs, but not as long as food (think 5-10 minutes). For Hircine's, this buff could, say, increase ranged damag by 10%, or increase damage done by 15% as long as you haven't taken damage in the past 10 seconds, etc.

    2) The transformation skill you suggested in the animal control tree would go against the Green Pact, as it forbids transformation. True, Bosmer players can still be werewolves, but it's against the GP anyway (I do wonder if there's an exception for lycanthropy, or if Bosmer players who are werewolves are all aposthates).
    Edited by AugustoCP on May 28, 2016 11:07PM
  • Mettaricana
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    I just want a warrior and mage class not a dragon knight with fire etc or a sorc that can't get its skills together but a real melee stamina based brawler class that can turn any weapon skill deadlier and a mage that ises fire ice and alteration or restoration magic
  • Abeille
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    AugustoCP wrote: »
    2) The transformation skill you suggested in the animal control tree would go against the Green Pact, as it forbides transformation. True, Bosmer players can still be werewolves, but it's against the GP anyway (I do wonder if there's an exception for lycanthropy, or if Bosmer players who are werewolves are all aposthates).

    I think it depends on who you ask, like a lot of things involving the Green Pact. If it is done in Valenwood, then I think most if not all Bosmer would agree that the transformation skill breaks the Green Pact.

    But it still depends on who you ask. Some Bosmer are ok with eating plants or using wooden stuff as long as the plants and wood didn't come from Valenwood, while others are not. Some just ask other people to remove the trees since they can't, while others think that breaks the Green Pact all the same. Some believe only Bosmer can break the Green Pact, while others would quickly condemn anyone to the Ooze for harming the forest, even if they are of other race. And I really doubt that all the Bosmer involved in the war will take their time to sort out and eat the enemies they killed to follow the Meat Mandate.

    I do not think lycanthropy is an exception, and I do think that all Bosmer werewolves that are caught transformed are deemed Oathbreakers and taken to the Ouze (the physical link to the Ooze, as some believe). My Bosmer, who is a werewolf, do not transform in any of Valenwood maps, ever. She is one of those Bosmer who are ok with doing whatever, as long as it is not in Valenwood.
    Just so that everyone knows, my Altmer still can't have black hair. About a dozen of Altmer NPCs in the game have black hair. Just saying.

    Meet my characters:
    Command: Do the thing.

    Zadarri, Khajiit Fist of Thalmor: The thing was done, as commanded.
    Durza gra-Maghul, Orc blacksmith: The thing was done perfectly, in the most efficient way.
    Tegwen, Bosmer troublemaker: You can't prove I didn't do the thing.
    Sings-Many-Songs, Argonian fisher: Sure, I'll do the thing... Eventually. Maybe.
    Aerindel, Altmer stormcaller: After extensive research, I've come to the conclusion that doing the thing would be a waste of resources.
    Liliel, Dunmer pyromancer: Aerindel said I shouldn't do the thing. Something about "resources".
    Gyda Snowcaller, Nord cryomancer: I will find a way to do it that won't waste resources and make Aerindel proud of me.
    Beatrice Leoriane, Breton vampire: I persuaded someone else into doing the thing. You are welcome, dear.
    Sahima, Redguard performer: Doing the thing sounds awfully unpleasant and really not my problem.
    Ellaria Valerius, Imperial priestess: I'll pray to the Eight for the thing to be done, if it is Their will.
  • attackjet
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    Very detailed.
    I hope zos sees this
    Every time I try to make a new character I always get so frustrated that there is only 4 class'

    They need to add 2 more for sure.

    It wouldn't be that hard either imo
  • phaneub17_ESO
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    I would prefer if they added more pets to existing skill lines than creating new classes such as with Vampires and Werewolves could be expanded to have extra pet options. Vampires can get Summon Thrall which gives you a persisting zombie to fight for you, that can later morph into Death Hound as a more damage oriented pet or Lesser Gargoyle a smaller version of the Gargoyle mobs that is more meat shield oriented. Werewolves can get actual wolf pets, short duration like the Nightblade's Shades and its morphs can become a pack of 3 Wolves or a single giant fecocious Wolf.

    This way existing classes can get access to more pet spells than having an entirely new class for it.
  • Lynx7386
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    Lynx7386 wrote: »
    Hm... screwed up the BB code. Why is it you cant edit your own topics...

    You can, it's just the author's edit button is at the top instead of the right, it's in the same line as your name next to the Bookmark star.

    Thanks, got it fixed =)
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Lynx7386
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    While I like the idea of adding a necromancer class or skill line it'd be nice to see them balance and fix the classes they have first before adding new ones.
    ZoS needs to first balance the 4 classes we already have before adding even more complexity to the problem.
    They need to balance the 4 classes they have already before commiting to a 5th
    but as it currently stands ZOS already has a lot of other stuff in the works, and still needs to work on bringing better balance to the game, before we can really expect to see any sort of new classes.

    I see this response come up every time someone suggests a new class or skill line.

    There's something you folks need to realize: Classes will never be balanced. There is not a single MMO in existence where classes are 'perfectly' balanced, or even all that close to it. Class balance is an ongoing, ever-changing thing that will never just "be done". There will never be a point at which the developers can just throw their hands up in the air and say "whelp, we finally have the classes balanced, we're done with it".

    Much of this is because of the simple fact that classes must be unique and different from one another in order to have purpose, and in any system where one person has something that another does not, it inevitably is viewed as unfair (or, in game terms, imbalanced). This isnt a static system where, when the numbers are magically tweaked, you wind up with a perfect equation: it's more fluid than that, with class balance constantly revolving as changes are made, unmade, countered, and countered again in order to please the players (which, obviously, never ends up happening, because someone always has to whine).

    The only thing you're accomplishing by stating that things need to be 'balanced' first before anything new is added is preventing anything new from ever being added. That's how games stagnate and die off.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Korah_Eaglecry
    Korah_Eaglecry
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    Lynx7386 wrote: »
    While I like the idea of adding a necromancer class or skill line it'd be nice to see them balance and fix the classes they have first before adding new ones.
    ZoS needs to first balance the 4 classes we already have before adding even more complexity to the problem.
    They need to balance the 4 classes they have already before commiting to a 5th
    but as it currently stands ZOS already has a lot of other stuff in the works, and still needs to work on bringing better balance to the game, before we can really expect to see any sort of new classes.

    I see this response come up every time someone suggests a new class or skill line.

    There's something you folks need to realize: Classes will never be balanced. There is not a single MMO in existence where classes are 'perfectly' balanced, or even all that close to it. Class balance is an ongoing, ever-changing thing that will never just "be done". There will never be a point at which the developers can just throw their hands up in the air and say "whelp, we finally have the classes balanced, we're done with it".

    Much of this is because of the simple fact that classes must be unique and different from one another in order to have purpose, and in any system where one person has something that another does not, it inevitably is viewed as unfair (or, in game terms, imbalanced). This isnt a static system where, when the numbers are magically tweaked, you wind up with a perfect equation: it's more fluid than that, with class balance constantly revolving as changes are made, unmade, countered, and countered again in order to please the players (which, obviously, never ends up happening, because someone always has to whine).

    The only thing you're accomplishing by stating that things need to be 'balanced' first before anything new is added is preventing anything new from ever being added. That's how games stagnate and die off.

    Games dont stagnate and die because they dont add new classes. Now youre just perpetuating the old "Doom" angle people love to use whenever others disagree with what they want, or think the company isnt listening to your sage advice.
    Penniless Sellsword Company
    Captain Paramount - Jorrhaq Vhent
    Korith Eaglecry * Enrerion Aedihle * Laerinel Rhaev * Caius Berilius * Seylina Ithvala * H'Vak the Grimjawl
    Tenarei Rhaev * Dazsh Ro Khar * Yynril Rothvani * Bathes-In-Coin * Anaelle Faerniil * Azjani Ma'Les
    Aban Shahid Bakr * Kheshna gra-Gharbuk * Gallisten Bondurant * Etain Maquier * Atsu Kalame * Faulpia Severinus
    What is better, to be born good, or to overcome your evil nature through great effort? - Paarthurnax
  • Lynx7386
    Lynx7386
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    Lynx7386 wrote: »
    While I like the idea of adding a necromancer class or skill line it'd be nice to see them balance and fix the classes they have first before adding new ones.
    ZoS needs to first balance the 4 classes we already have before adding even more complexity to the problem.
    They need to balance the 4 classes they have already before commiting to a 5th
    but as it currently stands ZOS already has a lot of other stuff in the works, and still needs to work on bringing better balance to the game, before we can really expect to see any sort of new classes.

    I see this response come up every time someone suggests a new class or skill line.

    There's something you folks need to realize: Classes will never be balanced. There is not a single MMO in existence where classes are 'perfectly' balanced, or even all that close to it. Class balance is an ongoing, ever-changing thing that will never just "be done". There will never be a point at which the developers can just throw their hands up in the air and say "whelp, we finally have the classes balanced, we're done with it".

    Much of this is because of the simple fact that classes must be unique and different from one another in order to have purpose, and in any system where one person has something that another does not, it inevitably is viewed as unfair (or, in game terms, imbalanced). This isnt a static system where, when the numbers are magically tweaked, you wind up with a perfect equation: it's more fluid than that, with class balance constantly revolving as changes are made, unmade, countered, and countered again in order to please the players (which, obviously, never ends up happening, because someone always has to whine).

    The only thing you're accomplishing by stating that things need to be 'balanced' first before anything new is added is preventing anything new from ever being added. That's how games stagnate and die off.

    Games dont stagnate and die because they dont add new classes. Now youre just perpetuating the old "Doom" angle people love to use whenever others disagree with what they want, or think the company isnt listening to your sage advice.

    I made a thread about that not long ago actually, and I guess i used the wrong words here. It's not the game that dies off, it's the players. Eventually the game will become boring if new things are not added to retain interest. Gamers are a fickle bunch, if a game gets stagnant and doesnt look like it's going anywhere, they'll move on to something newer and more interesting. The game doesnt technically "die off", but it fails to retain the original player base.

    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Korah_Eaglecry
    Korah_Eaglecry
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    Lynx7386 wrote: »
    Lynx7386 wrote: »
    While I like the idea of adding a necromancer class or skill line it'd be nice to see them balance and fix the classes they have first before adding new ones.
    ZoS needs to first balance the 4 classes we already have before adding even more complexity to the problem.
    They need to balance the 4 classes they have already before commiting to a 5th
    but as it currently stands ZOS already has a lot of other stuff in the works, and still needs to work on bringing better balance to the game, before we can really expect to see any sort of new classes.

    I see this response come up every time someone suggests a new class or skill line.

    There's something you folks need to realize: Classes will never be balanced. There is not a single MMO in existence where classes are 'perfectly' balanced, or even all that close to it. Class balance is an ongoing, ever-changing thing that will never just "be done". There will never be a point at which the developers can just throw their hands up in the air and say "whelp, we finally have the classes balanced, we're done with it".

    Much of this is because of the simple fact that classes must be unique and different from one another in order to have purpose, and in any system where one person has something that another does not, it inevitably is viewed as unfair (or, in game terms, imbalanced). This isnt a static system where, when the numbers are magically tweaked, you wind up with a perfect equation: it's more fluid than that, with class balance constantly revolving as changes are made, unmade, countered, and countered again in order to please the players (which, obviously, never ends up happening, because someone always has to whine).

    The only thing you're accomplishing by stating that things need to be 'balanced' first before anything new is added is preventing anything new from ever being added. That's how games stagnate and die off.

    Games dont stagnate and die because they dont add new classes. Now youre just perpetuating the old "Doom" angle people love to use whenever others disagree with what they want, or think the company isnt listening to your sage advice.

    I made a thread about that not long ago actually, and I guess i used the wrong words here. It's not the game that dies off, it's the players. Eventually the game will become boring if new things are not added to retain interest. Gamers are a fickle bunch, if a game gets stagnant and doesnt look like it's going anywhere, they'll move on to something newer and more interesting. The game doesnt technically "die off", but it fails to retain the original player base.

    Again, it wont. It might get boring for a few. But many will still continue to enjoy it. Added classes wont make or break this game for many players. Its an MMO, its always going to have old and new players jumping into this game. Just because you find it stagnate and old. Does not mean the vast majority will.
    Penniless Sellsword Company
    Captain Paramount - Jorrhaq Vhent
    Korith Eaglecry * Enrerion Aedihle * Laerinel Rhaev * Caius Berilius * Seylina Ithvala * H'Vak the Grimjawl
    Tenarei Rhaev * Dazsh Ro Khar * Yynril Rothvani * Bathes-In-Coin * Anaelle Faerniil * Azjani Ma'Les
    Aban Shahid Bakr * Kheshna gra-Gharbuk * Gallisten Bondurant * Etain Maquier * Atsu Kalame * Faulpia Severinus
    What is better, to be born good, or to overcome your evil nature through great effort? - Paarthurnax
  • KingYogi415
    KingYogi415
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    Necromancer's are NOT allowd at the mage's guild.
    I would be down for monk class with stamina healz!
  • Tryxus
    Tryxus
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    Tryxus wrote: »
    The Warden didn't get retconned to Templar: it was an actual 5th class besides the Templar, another healer class. However, unlike the Templar, the Warden practiced Nature Magicks and Shamanism instead of worshipping the Divines and the Light. I think it was designed as an alternative for RP reasons, a class to those who don't follow the ways of the 8.

    However, it was cut from the final game. And ZOS continued with only 4 classes. Traces of the Warden can still be found in the game however: Shaman NPCs can throw green bats and set up totems, whereas Mystic NPCs could also be based on this class

    With the barber shop announced expected, I think it's time for ZOS to actually work on and finish the lost 5th class of this game. Class Balance is impossible to attain anyway, but we're a huge step forward with the DB update. Plus it would be a fresh breeze for this game: access to a new class. And to which we can switch with the barber shop.

    I imagine the Warden being based on the Wyresses from High Rock, the Spinners of Valenwood and possibly the Reachmages from the Reach as well.

    My personal concept of the Warden Class :p

    Skill line 1: Kynareth's Grace (Support/Healing)
    This skill line provides the Warden with healing spells, purges,...

    Skill line 2: Nature's Bounty (Defensive/Tanking)
    The defensive skills, could have the Totem from the Shaman NPCs in it as well as shields and familiars (like the Daedric Summoning from the Sorcerer)

    Skill line 3: Frost (Offensive/DPS)
    An Ice skill line, since we alrdy have Fire (DK) and Lightning (Sorc). Ice is solidified water, and water nourishes life... (?)

    Both the Warden and the Necromancer could easily be Sub-Classes. The Warden sounds a lot like a sort of Druid style class. But I really dont see why there needs to be a separation between them. Typically Necromancers are Mages/Sorcerers that decided to dabble in some darker things. Warden is pretty much a parallel to Templar.

    I think Necromancy could be added like WW or Vampirism: in a way that the player can choose to dabble in it or not. Besides, Necromancy isn't limited to just Mages, anyone with the right knowledge can make the dead rise up from their graves.

    "It's a simple process, a child of five could do it." - Abnur Tharn

    I think that would work best, and it opens up some interesting possibilities :p

    If a new class gets added, the Warden is the most likely candidate since it was almost finished back then. And yeah, while both the Warden and the Templar fulfill the same purpose, they do it in different ways. It's just like how a Nightblade and a Sorcerer DPS, their primary goal is to put out as much damage as possible but they have different skills, operate differently and different lore behind the class. The Warden could be made different enough from the Templar then as well

    The Warden would give players who like to heal more options besides the current heal class (or the other classes who heal)
    Tryxus wrote: »
    With the barber shop announced expected, I think it's time for ZOS to actually work on and finish the lost 5th class of this game. Class Balance is impossible to attain anyway, but we're a huge step forward with the DB update. Plus it would be a fresh breeze for this game: access to a new class. And to which we can switch with the barber shop.

    Hate to burst your bubble, but I don't think they plan on adding class change to the barber shop.

    Well you never know. Hope springs eternal :D
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
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