Get ready for some (*hint) insightful stuff people!
I've noticed a very cool detail recently among the playable classes. Incentivized me to finally write this up.
It's time we finally cleared stuff up regarding our two missing classes in ESO!
For Starters
From the character creation screen, we see that each class is given an armor type. Another thing to note is that each class is more considered to either be Offense-oriented or Support-oriented.
(H)(O) Dragonknight
(H)(S) Templar
(M)(O) Nightblade
(M)(S) *???????
(L)(O) *???????
(L)(S) Sorcerer
Reasons for each:
Dragonknight - Tanky, but Ardent Flame has lots of damage. Earthen Heart and Dks are tanky, but not as "Support" like. Lots of self-sustain and damage. Dragonknights can be Support-like, but Templar is a better candidate for that role. Dragonknight style enemies are also offensive.
Templar - Healing capabilities single this out as the Support class Honestly, we already know both of the Heavy character creation classes so it doesn't really matter. Templar style enemies are also supportive.
Nightblade - Quite clearly the Offensive class. It has high burst and is the assassin-esque class. You have to be crazy to argue it is more Support-based than the class I will pick further on in this post. This is obviously an Offense class. Lore backs this up as well. Nightblade style enemies are also Offensive.
Sorcerer - Tough to figure out. Pets, along with plenty of other skills such as Negate or Encase, point to it being a Support class. Lore backs this up too as they're the more tanky/pet mages. However, it is up to debate whether or not the other Light candidate is more Support-based than the Sorcerer or not. The other candidate, Necromancer, is always supportive when fought as NPCs in contrast to the offensive/aggressive Sorcerer-type enemies. I say they are Defensive, but again it is arguable.
Our Classes in Lore:
Dragonknight: (Heavy/Offensive)
• Arena: None
• Shadowkey: None
• Daggerfall: None
• Morrowind: None
• Oblivion: None
• Online: These skillful masters-at-arms use the ancient Akaviri martial tradition of battle-spirit, and wield fearsome magic that pounds, shatters and physically alters the world around them.
Templar: (Heavy/Support)
• Arena: None
• Shadowkey: None
• Daggerfall: None
• Morrowind: None
• Oblivion: None
• Online: These traveling knights call upon the powers of light and the burning sun to deal massive damage to their enemies while restoring health, magicka, and stamina to their allies.
Nightblade: (Medium/Offensive)
• Arena: Nightblades are those Mages who have perfected their arts to help in activities involving infiltration, spying, and stealth. They are much like Thieves, creatures of the night, able to use their considerable powers to help them in their nocturnal activities. In combat, Nightblades receive a chance per level of scoring a critical hit (triple damage). Nightblades can pick locks about as well as Rogues. They also receive 1.5 times their Intelligence in starting spell points.
• Shadowkey: Trickery and illusion give the Nightblades an edge in war. Their Night Magic increases their chances of casting a spell upon a target, and gives them some additional Magicka.
• Daggerfall: Nightblades use their magic abilities as an aid to subterfuge. The Nightblade is often like a thief with the capability to use magic.
• Morrowind: Nightblades are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents
• Oblivion: Besting the most well-equipped fighters, they rely on the spells of the mystic arts. Unique to these mages is the bodily stamina to be armed with the thickest armor.
• Online: Nightblades are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on stealth, blades, and speed, Nightblades thrive on conflict and misfortune, trusting to their luck and cunning to survive.
Sorcerer: (Light/Support)
• Arena: Sorcerers are a strange breed of magic users. They are those born with the potential of casting spells, but with no power to generate spell points internally. This does not make them any less powerful; in fact, Sorcerers have the potential to be the most powerful of all the Mage classes. This is because of the unique way in which they manipulate magic. Sorcerers are in essence magical batteries. They absorb spell points from spells that are targeted at them. Sorcerers may absorb up to triple their Intelligence in spell points. If a spell is absorbed, the Sorcerer takes no damage, but instead adds the spell's total power points, divided by the Sorcerer's level, to his/her spell points. These points are permanent until used. If the Sorcerer fails to absorb a directed spell, they take the normal effects, whatever they may be. The chance a Sorcerer will absorb the spell is equal to the sum of his Intelligence and Willpower divided by two. Sorcerers do not regenerate spell points and they do not absorb points from their own spells. If a Sorcerer has absorbed spell points to his/her maximum, he/she will be unable to absorb more spells, and will take damage from spells just as any other character. Regardless of these restrictions, they have the ability to cast more powerful spells because when they are fully charged, they have more spell points than any other Mage class. They can therefore cast more powerful spells at lower levels, provided that the spell is in their spellbook.
• Shadowkey: Sorcerers are powerful masters of all mystic crafts. Sorcery makes Sorcerers more resistant to magical attacks, and allows them a substantial amount of additional Magicka.
• Daggerfall: Sorcerers are quite adept at the manipulation of magic, although they do not generate their own magical energy. Rather, they absorb the energy of spells cast at them, and use this energy to power their own spells.
• Morrowind: Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. They are greedy for magic scrolls, rings, armor and weapons, and commanding undead and Daedric servants gratifies their egos.
• Oblivion: Spell and shadow are their friends. By darkness they move with haste, casting magic to benefit their circumstances.
• Online: Sorcerers can use conjuration and destruction spells to hurl lightning bolts and create shock fields, wield dark magic to snare and stun, and summon Daedric combat followers from Oblivion to assist them.
The other two....
Ranger: (Medium?/?)
• Arena: Rangers are woodsmen and hunters, adept at tracking, survival, and pathfinding. Rangers, because of their skills at tracking and survival, automatically decrease their traveling time between cities. In addition, Rangers do extra damage equivalent to their level to their opponent.
• Shadowkey: None
• Daggerfall: Rangers are at home in the wilderness, and are excellent hunters. They are very skilled at survival and tracking.
• Morrowind: None
• Oblivion: None
• Online: None
Warden: (Light?/?)
• Arena: None
• Shadowkey: None
• Daggerfall: None
• Morrowind: None
• Oblivion: None
• Online: None
We are missing a second "Light" (Offensive) and second "Medium" (Support).....
Info on Class 5: Wardens
We know that
Warden was the fifth planned class, fitting nicely for Light armor. A class which had healing and nature-based magic. Templar-esque with unique healing capabilities and mitigation/buffs. Notice those NPCs (such as Shamans) who keep on casting green spells? Those are NPC versions of the once playable Warden, similar to how we see NPC versions of the four playable classes. They were once very real in our character creation screens.
I will place them into the "Medium" category. They can obviously play as Magicka/Stamina like any class, but the other candidate for a "Light" class is far more convincing to be Light armored in the character creation screen. There are a lot of Bow wielding, nature magic casting medium armor NPCs as well. Will explain further on! Wardens are clearly Support-based, which fits nicely in Medium.
Info on Possible Class 6: Rangers
"Ranger" was once a named class, but it
could have been a placeholder name for Nightblade. The only evidence of it being the sixth class is based on the fact that Ranger is a TES-recognized class, quite separate from TES-recognized Nightblades.
Rangers would obviously be somewhat nature-related. This conflicts significantly with the Warden class (which was
actually a class). I believe that "Ranger" was not the sixth class, but was indeed renamed to Nightblade. If we eliminate Ranger from our choices, we are given a totally unknown class to think about. Fortunately, it is obvious what the sixth class was supposed to be. Explained further on.
Smart Observations:
We see throughout the game that enemy NPCs are broken up into a handul of classes. They use a few skills which mimic the playable classes. Not Warrior, Rogue, Mage..... rather enemy weapon/spell types. This means fire-based, lightning-based, nature-based, weapon-based, etc. Though none of them actually play as DKs, Sorcs, NBs or Templars, they use skills found in our class trees.
The actual classes given in-game to NPCs can be generalized quite easily. They're usually
similar to player classes.
Dragonknight:
• Fire Mage
• Knight
• Foot Soldier (sometimes)
• Dragonknight
Templar:
• Healer
• Templar
Nightblade:
• Beserker
• Fear Mage
• Nightblade
Sorcerer:
• Storm Mage
• Thundermaul
• Sorcerer
All other NPC classes base themselves on three things:
1) Multiple player classes
2) Weapons-Only
3) Our Missing Classes
Multiple Class:
• Battlemage
Weapons-Only:
• Archer
• Assassin
• Brute
• Foot Soldier (usually)
• Ravager
• Sentry
• Tank
Missing Class 1 - Warden (Medium/Support):
• Pet Ranger
• Spirit Master
• Shaman
Missing Class 2 - Necromancer (Light/Offense):
• Bonelord
• Frost Mage
• Necromancer
• Time Bomb Mage
So there it is. Once upon a time, we had six classes
Even more concrete evidence of Warden and Necromancer
Warden
Warden was literally a playable class at one point. Very old discussion on that class still exists. There is an old ESO trailer that showcases the Warden for a few seconds. We have tons of Warden-esque NPCs present in game.
Necromancer
We fight plenty of Necromancers as NPCs. Frost is a missing element unavailable from class skill lines. We have fire (DK), shock (Sorc), light magic (Temp), dark magic (NB), and nature magic (Wardens). Frost magic belongs to the missing 6th class and Necromancer is obvious thanks to in-game NPCs.
In the group dungeon Imperial City Prison, ZOS makes it extremely obvious that Necromancer is the sixth missing class when we fight the Lord Warden's Council:
• Knight (DK)
• Templar (Templar)
• Beserker (NB)
• Necromancer -_-
Yeah.... so if new classes come to ESO, you all know now that Warden and Necromancer will be the "new" picks from ZOS.
Thoughts on any of this? I felt that someone needed to lay this out. Cool stuff imo.
TLDR Warden and Necromancer were ripped from ESO. If we get new classes they will introduce these two without a doubt. Cool? Thoughts?