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Our Two Missing Classes in ESO

Vaoh
Vaoh
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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?
Edited by Vaoh on July 21, 2016 11:11PM
  • Kyye
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    Of course a new style to play with would be awesome. I'm sure balancing/budgeting issues drove these ideas out.
    XBL GT: CWB Hempire
    Bright moons guide your steps.
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Please........... just shut up about new classes already .......... No offense in any way but please shut up about it. It's older than Arrow to the knee just let it go.
  • Vaoh
    Vaoh
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    Please........... just shut up about new classes already .......... No offense in any way but please shut up about it. It's older than Arrow to the knee just let it go.

    That's not how it works. LOL!

    And you'd think after someone writes something like this up you'd have a little bit more respect. Guess not :/
  • vpadget9592b14_ESO
    More classes would and always does draw more people to any mmorpg. Fact. Look at all the big names of the past and they had much more than 4 measly classes. Ones with only 4 die in 4 or less years....
  • E-Zekiel
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    While I don't dislike the idea of new classes, it's not something I really care about. With that said I do somewhat take issue with your oversimplification of our current classes.
  • Waffennacht
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    Did you know the saying, "an arrow to the knee" is an ancient phrase for getting married (or a similar act)
    Edited by Waffennacht on July 22, 2016 12:55AM
    Gamer tag: DasPanzerKat NA Xbox One
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    Waffennacht' Builds
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Doncellius wrote: »
    Please........... just shut up about new classes already .......... No offense in any way but please shut up about it. It's older than Arrow to the knee just let it go.

    That's not how it works. LOL!

    And you'd think after someone writes something like this up you'd have a little bit more respect. Guess not :/

    No not like this cause this ? This is literally and I mean literally has to be like the 100th post about new classes.

    Stop beating the dead horse already and please for the sake of Kyne shut up about new classes cause the question that is always asked on threads like this has yet to be answered.

    Why should ZoS add new classes to the game when the 4 already in the game right now are imbalanced and go through a never ending cycle of stupidity of 1 being the must play OP class ?

    As soon as some answers that question then you can make all the threads you want about adding new classes to the game. But until then please again shut up about new classes.
  • Omgwtfbbq321
    Omgwtfbbq321
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    The thing forum posts is: If you are not interested in the topic, you don't have to read it....

    I wouldn’t mind new classes, I enjoy the game, and am for anything that will help maintain its audience. With One Tameral, I feel levelling a new character will be much less frustrating. Being able to choose quests you haven't finished 20x over plus the lack of Veteran ranks is definitely motivating.
    As for balance, new class or not, we are going to have issues. At least with a new class, I get imbalance and a new character to make.
    My ping is higher than your resource recovery...
  • Mojmir
    Mojmir
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    Doncellius wrote: »
    Please........... just shut up about new classes already .......... No offense in any way but please shut up about it. It's older than Arrow to the knee just let it go.

    That's not how it works. LOL!

    And you'd think after someone writes something like this up you'd have a little bit more respect. Guess not :/

    No not like this cause this ? This is literally and I mean literally has to be like the 100th post about new classes.

    Stop beating the dead horse already and please for the sake of Kyne shut up about new classes cause the question that is always asked on threads like this has yet to be answered.

    Why should ZoS add new classes to the game when the 4 already in the game right now are imbalanced and go through a never ending cycle of stupidity of 1 being the must play OP class ?

    As soon as some answers that question then you can make all the threads you want about adding new classes to the game. But until then please again shut up about new classes.

    Maybe part of the imbalance is lack of diversity and development? I like how you wrote "no offense in anyway" like that gives you a free pass to type what you want.
  • Vaoh
    Vaoh
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    E-Zekiel wrote: »
    While I don't dislike the idea of new classes, it's not something I really care about. With that said I do somewhat take issue with your oversimplification of our current classes.

    Totally cool :)
    Oversimplification of our classes in what way? You mean as in how I said DKs are fire, Sorcs are Lightning, etc? It is slightly oversimplification, but that served to not get caught up in the classes we already do have by specifiy mentioning their "elements" in the game. (DKs are Fire, Earth, and Dragon, oriented arounded flame. Would this have been better?).

    Each of the current four classes can "play any role" as well. Again, I wanted to get into as much detail about Warden and Necromancer rather than DKs, Sorcs, NBs and Temps!

    Mentioning how Frost, Nature Magic, and Necromancy magic were the only missing types of magic to us and why was more important.

    The post is really long as it is :#
    Edited by Vaoh on July 22, 2016 5:58AM
  • Vaoh
    Vaoh
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    Doncellius wrote: »
    Please........... just shut up about new classes already .......... No offense in any way but please shut up about it. It's older than Arrow to the knee just let it go.

    That's not how it works. LOL!

    And you'd think after someone writes something like this up you'd have a little bit more respect. Guess not :/

    No not like this cause this ? This is literally and I mean literally has to be like the 100th post about new classes.

    Stop beating the dead horse already and please for the sake of Kyne shut up about new classes cause the question that is always asked on threads like this has yet to be answered.

    Why should ZoS add new classes to the game when the 4 already in the game right now are imbalanced and go through a never ending cycle of stupidity of 1 being the must play OP class ?

    As soon as some answers that question then you can make all the threads you want about adding new classes to the game. But until then please again shut up about new classes.

    Interesting way to look at it. The attitude is hilarious though man. Chill :lol:

    There's like a million posts on ESO..... you gonna censor that topic too? :trollface:

    Remember we play an MMO, making balance literally impossible to everyone. Things are actually far better balance-wise than they have has been since console launch as well.

    If you asked people what the "1 being the must play OP class" was, you would get lots of different answers. This is a good sign lol. Some things need to be changed as usual, but that's how it goes. It's generally pretty good right now.

    Adding two new classes to ESO will simply add two more classes to the current four we have. So if Templar was the "OP class" because it trumped the other three, now it has two more classes to outplay. After a patch or two, the six classes would basically be just as balanced as the current four are. And it'd be really cool adding huge incentives to reroll multiple alts (great for the game).

    Think about it. If it hurts to do that, you might want to avoid these types of threads. Too fragile to talk about interesting topics :|
    Edited by Vaoh on July 22, 2016 5:34AM
  • jhharvest
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    It's a cool idea but I think I'd prefer if they just removed classes altogether. Passives are tied to skill lines anyway.
  • psychotic13
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    Doncellius wrote: »
    Please........... just shut up about new classes already .......... No offense in any way but please shut up about it. It's older than Arrow to the knee just let it go.

    That's not how it works. LOL!

    And you'd think after someone writes something like this up you'd have a little bit more respect. Guess not :/

    No not like this cause this ? This is literally and I mean literally has to be like the 100th post about new classes.

    Stop beating the dead horse already and please for the sake of Kyne shut up about new classes cause the question that is always asked on threads like this has yet to be answered.

    Why should ZoS add new classes to the game when the 4 already in the game right now are imbalanced and go through a never ending cycle of stupidity of 1 being the must play OP class ?

    As soon as some answers that question then you can make all the threads you want about adding new classes to the game. But until then please again shut up about new classes.

    Why are you such an ***?

    Why don't you do us all a favour, and just shut up in general no one wants your negative comments.
    Edited by psychotic13 on July 22, 2016 10:16AM
  • Fellwitch
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    I would like to play as a necromancer.

    I also could care less about class balance since I primarily play solo. I also have disposable income I would love to spend on a dlc necromancer class :)

  • sluice
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    @Doncellius, well thought and written thread.
    Thanks for doing this. Very interesting!

    Not sure how I would feel if new classes were introduce.
    I wouldn't complain, always nice to try something new, but I'm already struggling to find time between all my different characters!
    PSN: sluiceqc (NA-PS4) CP: 551+
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    sluice - Orc Sorcerer (50)
    Anýa - Bosmer Nightblade (0..50)

    Aldmeri Dominion (PvE only)
    Arýä - Altmer Sorcerer (50)
    Marksar - Breton Templar (50)
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    sluice - Imperial Dragonknight (0..50) R.I.P.

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    Can't-Heal-Stupid - Argonian Templar (0..50)

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  • negbert
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    All the current classes can take on any role. We don't need any more.
  • sluice
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    negbert wrote: »
    All the current classes can take on any role. We don't need any more.

    Well, the way I see it is we currently have 8 classes since each of 4 actual classe can be stamina or magicka based.
    That said, I'm not agains't new classe, as along as the new classe(s) bring something new/different and that the devs can balanced things up between all classes for both PVP and PVE.
    PSN: sluiceqc (NA-PS4) CP: 551+
    I strictly play on Daggerfall Covenant for when it comes to PvP
    Daggerfall Covenant
    sluice - Orc Sorcerer (50)
    Anýa - Bosmer Nightblade (0..50)

    Aldmeri Dominion (PvE only)
    Arýä - Altmer Sorcerer (50)
    Marksar - Breton Templar (50)
    Maksar - Bosmer Nightblade (50)
    sluice - Imperial Dragonknight (0..50) R.I.P.

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  • KimberlyannKitsuragi
    I love this!!
    Feel free to add me. I'm part of the Gummy Guars PC/Mac NA server. Master crafter and working on getting 9 traits on everything
  • Smasherx74
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    Wait let me get this straight, you think DK are less support than a Templar? OR are more offensive than templars???

    Templars get major beserk for using a biting jab ability and have a 25% chance on each hit of a DoT to proc a lot of extra dmg.

    The only reasoning why you'd classify Templar as more support is because they can purge and heal. Other than that DK are obviously more support focused.
    Master Debater
  • Vaoh
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    Smasherx74 wrote: »
    Wait let me get this straight, you think DK are less support than a Templar? OR are more offensive than templars???

    Templars get major beserk for using a biting jab ability and have a 25% chance on each hit of a DoT to proc a lot of extra dmg.

    The only reasoning why you'd classify Templar as more support is because they can purge and heal. Other than that DK are obviously more support focused.

    I'm not sure if I clarified this in my post, but it really doesn't matter a whole lot.

    Dragonknight is more focused on damage and self survival, while Templar is more focused on damage and group survival.

    Generally, Templar is very supportive. When we think of healers for a trial, we think of Templars. They also have lots of key synergies (Purge, Shards. Etc). An entire skill line to healing your group..... they are the "Support" class imo. When I think of Dragonknight I think of flames, tankiness, and self-heals and Ult resource/sustain. Not nearly as "Supportive" as Templars imo.

    And also, Major Savagery is the buff you're thinking of. This increases weapon critical chance if you use Biting Jabs, for the sole purpose of giving it good DPS. Major Beserk who be insanely OP lol.

    It is totally arguable though. All good :)
  • bebynnag
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    i would like 2 new classes added to the base game, NOT as a DLC this would be imbalance,

    and so that Zos can make their money add 6 new character slots so if people choose they can run 1 stam, 1 mag, & 1 support for each of the new classes

    and as someone who is reasonably new to the forums, and has never seen a post on this topic before so i found it a lot more interesting than the typical posts that fill up the 'recent' page.
  • Vaoh
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    i would like 2 new classes added to the base game, NOT as a DLC this would be imbalance,

    and so that Zos can make their money add 6 new character slots so if people choose they can run 1 stam, 1 mag, & 1 support for each of the new classes

    and as someone who is reasonably new to the forums, and has never seen a post on this topic before so i found it a lot more interesting than the typical posts that fill up the 'recent' page.

    THANK YOU! Glad you liked it. That negative dude up at the top came in here and responded like new classes were a personal insult to his honor. Smh

    And you are correct. ZOS would never charge money because ESO would become P2W in a sense and imbalanced. It would take plenty of work by ZoS to implement them though, and because money is everything in their eyes, these classes are no different than Spellcrafting :(

    Spellcrafting comes 1st quarter - 2nd quarter 2017. That is a long ways off of the original plans. If it's not an instant money-maker it's pushed to the backburners of development. Maybe one day Warden and Necromancer will return!
    Edited by Vaoh on July 22, 2016 4:05PM
  • bebynnag
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    Doncellius wrote: »
    i would like 2 new classes added to the base game, NOT as a DLC this would be imbalance,

    and so that Zos can make their money add 6 new character slots so if people choose they can run 1 stam, 1 mag, & 1 support for each of the new classes

    and as someone who is reasonably new to the forums, and has never seen a post on this topic before so i found it a lot more interesting than the typical posts that fill up the 'recent' page.

    THANK YOU! Glad you liked it. That negative dude up at the top came in here and responded like new classes were a personal insult to his honor. Smh

    And you are correct. ZOS would never charge money because ESO would become P2W in a sense and imbalanced. It would take plenty of work by ZoS to implement them though, and because money is everything in their eyes, these classes are no different than Spellcrafting :(

    Spellcrafting comes 1st quarter - 2nd quarter 2017. That is a long ways off of the original plans. If it's not an instant money-maker it's pushed to the backburners of development. Maybe one day Warden and Necromancer will return!

    im looking forward to the spell crafting, even based on the limited info currently available i can forsee some very usefull tools for a number of my characters! :p

    but i would also like to add that as someone with 10 characters, who fulfill various roles, that any class really can fulfill any role, it may not b the current meta, but that doesnt change the effectivness of the build. play style, is far more important. you used the example of how a templar tank supports the team more than a DK tank, well my tanklar is a selfish, b***c she takes care of herself, she will occasionally help someone else while self healing/sustaining but i can assure you this is never the intention! :D
  • Vaoh
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    Doncellius wrote: »
    i would like 2 new classes added to the base game, NOT as a DLC this would be imbalance,

    and so that Zos can make their money add 6 new character slots so if people choose they can run 1 stam, 1 mag, & 1 support for each of the new classes

    and as someone who is reasonably new to the forums, and has never seen a post on this topic before so i found it a lot more interesting than the typical posts that fill up the 'recent' page.

    THANK YOU! Glad you liked it. That negative dude up at the top came in here and responded like new classes were a personal insult to his honor. Smh

    And you are correct. ZOS would never charge money because ESO would become P2W in a sense and imbalanced. It would take plenty of work by ZoS to implement them though, and because money is everything in their eyes, these classes are no different than Spellcrafting :(

    Spellcrafting comes 1st quarter - 2nd quarter 2017. That is a long ways off of the original plans. If it's not an instant money-maker it's pushed to the backburners of development. Maybe one day Warden and Necromancer will return!

    im looking forward to the spell crafting, even based on the limited info currently available i can forsee some very usefull tools for a number of my characters! :p

    but i would also like to add that as someone with 10 characters, who fulfill various roles, that any class really can fulfill any role, it may not b the current meta, but that doesnt change the effectivness of the build. play style, is far more important. you used the example of how a templar tank supports the team more than a DK tank, well my tanklar is a selfish, b***c she takes care of herself, she will occasionally help someone else while self healing/sustaining but i can assure you this is never the intention! :D

    LOL. That's why I love our four current classes. You really can do anything. Sure a class may have been meant at launch to be more Support-ish, but you certainly don't have to be!

    You know... there is a reason I wrote this all up. Besides that I needed to lay everything out in a definitive thread so no one has to piece together the million hints anymore.

    Ever since I started ESO I had a vision of what I wanted my main character to be. An Ice Mage. Naturally I play a Magicka Sorcerer as my main because this is as close as you can get (still my fav character). Winterborn is my favorite set, despite only seldomly playing this way nowadays do to the lack of Ice spells.

    Warden is definitely cool. However, Necromancer is exactly what I was looking for. Too bad for me that my only wish happens to only be possible in the 2/6 classes that ZOS held off until a future date :disappointed:
    Edited by Vaoh on July 22, 2016 4:22PM
  • Sentinel
    Sentinel
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    Doncellius wrote: »
    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.

    Do you suppose you could find links to these videos & discussions? I'm really just curious to see what was put in game that far back in beta (or even before that perhaps).
  • Zevlin
    Zevlin
    Please........... just shut up about new classes already .......... No offense in any way but please shut up about it. It's older than Arrow to the knee just let it go.

    This statement makes me want to start several new threads on classes.

    The OP spent the time to properly articulate his thoughts. Thank you it a good read.
  • E-Zekiel
    E-Zekiel
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    Doncellius wrote: »
    E-Zekiel wrote: »
    While I don't dislike the idea of new classes, it's not something I really care about. With that said I do somewhat take issue with your oversimplification of our current classes.

    Totally cool :)
    Oversimplification of our classes in what way? You mean as in how I said DKs are fire, Sorcs are Lightning, etc? It is slightly oversimplification, but that served to not get caught up in the classes we already do have by specifiy mentioning their "elements" in the game. (DKs are Fire, Earth, and Dragon, oriented arounded flame. Would this have been better?).

    Each of the current four classes can "play any role" as well. Again, I wanted to get into as much detail about Warden and Necromancer rather than DKs, Sorcs, NBs and Temps!

    Mentioning how Frost, Nature Magic, and Necromancy magic were the only missing types of magic to us and why was more important.

    The post is really long as it is :#

    Oversimplification in regards to roles, mostly. Every class can fill every role, albeit with different strengths and weaknesses, and synergies with said role. I'd argue that sorc tanks have the best aggro, while DK are runners up but their root is likewise invaluable. NB healer can shake aggro and stop from dying easier than the other classes, while templar has the nice ability to heal without having to use a restoration staff (though it's still advisable).

    An argument can be made for each one having an easiest/hardest per role, but yeah :p
  • old_mufasa
    old_mufasa
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    Doncellius wrote: »
    Please........... just shut up about new classes already .......... No offense in any way but please shut up about it. It's older than Arrow to the knee just let it go.

    That's not how it works. LOL!

    And you'd think after someone writes something like this up you'd have a little bit more respect. Guess not :/

    No not like this cause this ? This is literally and I mean literally has to be like the 100th post about new classes.

    Stop beating the dead horse already and please for the sake of Kyne shut up about new classes cause the question that is always asked on threads like this has yet to be answered.

    Why should ZoS add new classes to the game when the 4 already in the game right now are imbalanced and go through a never ending cycle of stupidity of 1 being the must play OP class ?

    As soon as some answers that question then you can make all the threads you want about adding new classes to the game. But until then please again shut up about new classes.

    Waiting to add class's till all class's are balanced is like saying were waiting to have a kid till we are financial set.. well given people spend to there budget the later hardly ever happens... and in game balance will never happen because we the whinny players always complain the x class is unbalanced because it beat my y class..

    The thing is the more class's we have it makes balance easier as you have more combinations of rock, paper, scissors.

    As far as people saying its a money issue.. I call BS... they make plenty of money to do it...

    I do think that adding a class would be a good thing for the game... it always injects even more interest add sells as even people that have left the game may come back to try out new class..
  • phermitgb
    phermitgb
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    honestly, when it comes to ESO, I find classes to be mostly flavor. The largest portion of most of my builds involve about 1/3 of my skills being class skills, with the other 2/3rds made up of weapon skills, guild skills, etc...

    I think adding classes might be a little redundant. Sure, it wouldn't necessarily be awful if they added a new class or two - I just don't feel it would be particularly world altering.

    On the other hand, with most releases, they have been adding new *classes*, to a certain degree, except these *classes* are available to every single character - now, the Thieves guild line is mostly thieves guild content related skills, and while I haven't started my Dark Brotherhood line yet, I expect most of those skills are more specific to the content for that expansion as well...but...

    I think ESO has hit on, possibly accidentally, a fantastic new way to create characters for MMO's. Rather than releasing new character classes, why not just relate new fields for characters to expand into. Next expansion could add a couple new weapon skill lines, and a guild line that adds holy-style powers to characters (dawnguard or something similar) - next expansion could add necromantic skill lines - after that, maybe a nature skill line - rather than creating a new class with exclusive access to the new skill lines, why not just expand the places current characters can go?

    Now, if we're committed to the flavorful distinctiveness of the current classes, which is also not the worst idea in the world, maybe our next expansion could add one new skill tree to each existing class, as well as a new weapon line, or something along those lines.

    I mean, with the relative modularity of ESO as it is, classes are almost (but not quite yet) irrelevant - we can just keep adding on new option modules to characters, regardless of class, and/or expand class power lines to add a little more of that flavorful distinctiveness.

    *shrug* - I dunno, mostly just spitballing ideas - I'm just thinking, I kinda like the system we have now - each new expansion sorta offers new modules to attach to my current characters, instead of encouraging me to start a new one all over again.
    "There is no correct resolution; It's a test of character."
    James T. Kirk
  • Xvorg
    Xvorg
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    ✭✭
    Some little maths:

    12 class lines, 3 for each class, nevertheless:

    1- DK: ardent flame and draconic power seem natural to DK. Earthen earth? No. It seems it was a Warden/Shaman line (nature). Then some attacks changed from poison? disease? to magic
    2- NB: Assasination and Shadow seem to be natural to NBs. Siphon probably was taken fron Necro (don't remember NBs in Morrowind with health siphoning skills)
    3- Sorc: Dark magic and Storm calling seem the natural choice for a sorc. Daedric summoning probably was taken from Necro and some attacks changed from ice to magic
    4- Templar: Aedreic spear and dawn's wrath are natural to the templar archetype. Restoring light? seemed to be taken from Warden/Shaman (maybe it was restoring nature, and then changed to light... otherwise, why so many rituals?)

    So, we have the 6 classes within the game right now, but the missing 2 merged with the current 4

    My 2 cents
    Edited by Xvorg on July 23, 2016 3:46AM
    Sarcasm is something too serious to be taken lightly

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