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fourth skill trees for classes

Lynx7386
Lynx7386
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Just for fun: come up with a fourth skill tree for each class that expands on areas the class may be lacking in while maintaining the identity and flavor of that class.

My suggestions:

warden - nature's wrath
A plant-based damage tree. This could include things like summoning a spriggan, strangers that pull in and damage enemies, vines or roots that hinder and damage opponents, etc.

nightblade - illusion
A skill tree focused on manipulating enemies. Could include classic spells like frenzy, charm, confusion, paralysis, etc.

dragon knight - primal voice
A Thu'um or shout based skill tree bringing back some classics from skyrim. Fus'ro'dah!

Sorceror - kinetic combat
An alteration and mysticism inspired skill tree focused on physical damage, empowering your weapons, telekinesis and shockwaves, and debuffing enemies. Could be very much geared towards stamina sorcs.

Templar is the only one I don't have any good ideas for, so open to suggestions there.
PS4 / NA
M'asad - Khajiit Nightblade - Healer
Pakhet - Khajiit Dragonknight - Tank
Raksha - Khajiit Sorcerer - Stamina DPS
Bastet - Khajiit Templar - Healer
Leonin - Khajiit Warden - Tank
  • TheShadowScout
    TheShadowScout
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    What, only one?
    I want -choices-, darnit!
    I want people be able to pick one new class skill line from several choices!
    Like: https://forums.elderscrollsonline.com/en/discussion/369966/class-morph-idea-mk-ii ...that idea of mine I keep linking to! ;)
    Lynx7386 wrote: »
    dragon knight - primal voice
    ...that one is not such a good idea, as easy use of the Thu'um are more or less a dragonborn thing, and one of the main things aboput the era where ESO is set is the lack of any proper dragonborn to plup on the ruby throne to relight the dragonfires and and the interregnum. Which we know will only happen with Tiber Septim in a couple centuries from the ESO timeline, so...
  • Lynx7386
    Lynx7386
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    I suppose, couldnt think of anything else befitting a dragonknight though, they've already got their theme pretty well covered (same with templars).
    I suppose it would be cool for dk's to have a dragonpriest skill line with a summonable drake pet or something, like a combat version of the skeletal dragon pet we have now.

    To further detail my other suggestions:

    Warden: Nature's Wrath Skill Tree
    Strangler: Grow a strangler from the ground next to you. The strangler will pull distant enemies to it periodically, reducing their movement speed by 30% and dealing magic damage.
    Morph 1 - Leeching Strangler: You are healed for 100% of the damage done by the strangler.
    Morph 2 - Toxic Strangler: Now costs stamina and deals poison damage to all enemies within 5 meters of the strangler.

    Living Roots: Spawn roots from the ground underneath an opponent, immobilizing and dealing magic damage every second for 4 seconds.
    Morph 1 - Choking Roots: While held by the roots, the victim is afflicted with minor maim, reducing damage dealt.
    Morph 2 - Brambles: Now costs stamina and deals greater physical damage over the duration.

    Barkskin: protect yourself by turning your skin to bark, gaining minor resolve and minor ward for 20 seconds.
    Morph 1 - Regrowth: for the duration, your health recovery is increased by 50%.
    Morph 2 - Thornskin: for the duration, melee attackers take physical damage and bleed for additional damage over time.

    Corpse Vine: Summon a burrowing vine that consumes one nearby corpse per second for 12 seconds. Each corpse consumed restores magicka or stamina to nearby allies, whichever is lower.
    Morph 1 - Rapid Decay: Corpses consumed by the vine leave behind a poison cloud that damages any enemies within 4 meters over 4 seconds.
    Morph 2 - Rebirth: The vine leaves behind a patch of flowers for each corpse consumed. Allies standing within the patch heal over 4 seconds.

    Spore Cloud: Coalesce a cloud of toxic spores, damaging and slowing enemies in the area by 70% for 18 seconds.
    Morph 1 - Lingering Spores: Enemies that leave the cloud continue to take damage and remain snared for 4 seconds.
    Morph 2 - Saplings: Enemies killed within the cloud spawn a sapling for 6 seconds that attacks nearby enemies, dealing poison damage.

    Ultimate - Spriggan: Summon a spriggan to aid you in battle. The spriggan fires blasts of magic at enemies. Activating the ability again while the spriggan is active spawns a field of thorns around it, dealing damage to all enemies in the area.
    Morph 1 - Spriggan Matriarch: Activating the ability again while the spriggan is active also spawns a field of flowers that heal allies in the area.
    Morph 2 - Wrathful Spriggan: The spriggan deals increased damage.


    Nightblade: Illusion Skill Tree
    Chameleon: Cloak yourself in a chameleon spell for 10 seconds. For the duration you gain stealth, and stealth is not broken by sprinting, activating abilities or objects, or attacking enemies.
    Morph 1 - Perfect Chameleon: Now grants invisibility for the duration, but the invisibility is lost when attacking.
    Morph 2 - Quick Chameleon: Also grants minor evasion and minor expedition for the duration.

    Frenzy: Incite an opponent to attack, taunting it for 5 seconds and afflicting the target with major maim. Frenzy can only effect a target once every 15 seconds.
    Morph 1 - Rage: Increases the duration of frenzy to 10 seconds, and the cooldown period to 20 seconds.
    Morph 2 - Blind Fury: The target has a 50% chance to miss all attacks while under the effects of frenzy.

    Charm: Charm a target, preventing it from attacking or casting spells for 2 seconds. Charm can only effect a target once every 12 seconds.
    Morph 1 - Silver Tongue: Increases the duration to 4 seconds.
    Morph 2 - Placate: Charm now applies to all enemies in a 4 meter radius around you.

    Paralysis: Stun a target for 10 seconds. Any damage dealt breaks this effect.
    Morph 1 - Mass Paralysis: Now stuns all enemies within a 10 meter radius. Damage dealt breaks the effect.
    Morph 2 - Muscle Freeze: The stun only lasts 2 seconds, but damage no longer breaks the effect.

    Confusion: Confuse an enemy target, causing it to attack its own allies for 6 seconds. (Note: against players, this ability simply turns allies red/targetable)
    Morph 1 - Mass Confusion: Confuse all enemies in a 10 meter radius, causing them to attack each other for 3 seconds.
    Morph 2 - Mind Control: Increases the duration of confusion to 10 seconds.

    Ultimate - Doppleganger: Summon a clone of yourself to fight by your side. The clone copies your attacks, using any class abilities you use at the same time you use them, but deals 80% less damage and has 50% less health and resistances than you do.
    Morph 1 - Mimic: The clone now deals 70% less damage when copying your attacks.
    Morph 2 - Decoy: The clone now has 75% of your health and resistances, and taunts enemies to attack it.


    Sorceror: Kinetic Combat Skill Tree
    Telekinesis: Unleash a blast of kinetic energy, dealing physical damage and shattering the enemy's defenses applying minor breach and minor fracture for 6 seconds.
    Morph 1 - Kinetic Barrage: Channel the ability over 1.2 seconds, unleashing a kinetic blast every 0.4 seconds. Each blast increases the damage of subsequent blasts by 20%.
    Morph 2 - Concussive Blast: Now sets the target offbalance and applies the concussed status effect.

    Disintegrate Armor: Wither an enemy's armor, causing major fracture and major breach for 12 seconds.
    Morph 1 - Disintegrate Weapon: Also applies minor maim, reducing the target's damage dealt by 15% for the duration.
    Morph 2 - Galvanize: For the duration the target takes 10% more damage from shock and lightning attacks.

    Fortify Weapons: Imbue your weapons with kinetic energy, causing light and heavy attacks to deal additional physical damage for 20 seconds.
    Morph 1 - Infinite Edge: also grants you minor force, increasing critical damage for the duration.
    Morph 2 - Bound Weapons: Instead causes your light and heavy attacks to deal additional magic damage.

    Bound Shield: Conjure daedric shields that orbit around you, absorbing damage from up to 3 projectiles. Lasts 4 seconds.
    Morph 1 - Reflective shield: Redirects projectiles back at the attacker.
    Morph 2 - Bound Bulwark: Absorbs up to 6 projectiles. Duration increased to 8 seconds.

    Elemental Shell: (Toggle) Gain additional fire, ice, or lightning resistance while active. The resistance type rotates every 5 seconds.
    Morph 1 - Prismatic Shell: now provides all three resistances while active, no longer rotates between elements.
    Morph 2 - Elemental Fury: While active, deals fire, ice, or lightning damage to nearby enemies each second, based on which element is active.

    Ultimate - Slow Time: Create a bubble of altered time, reducing movement speed for all enemies within the area by 70% and applying major maim and major defile, reducing their damage dealt by 30% and healing received by 30%. Lasts 10 seconds.
    Morph 1 - Time Stop: Enemies in the area are immobilized and stamina, health, and magicka recovery are halted.
    Morph 2 - Time Warp: allies in the area gain major expedition and major force, increasing movement speed by 30% and critical damage by 15%.
    Edited by Lynx7386 on March 11, 2018 6:35PM
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Seraphayel
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    Lynx7386 wrote: »
    I suppose, couldnt think of anything else befitting a dragonknight though, they've already got their theme pretty well covered (same with templars).
    I suppose it would be cool for dk's to have a dragonpriest skill line with a summonable drake pet or something, like a combat version of the skeletal dragon pet we have now.

    To further detail my other suggestions:

    Warden: Nature's Wrath Skill Tree
    Strangler: Grow a strangler from the ground next to you. The strangler will pull distant enemies to it periodically, reducing their movement speed by 30% and dealing magic damage.
    Morph 1 - Leeching Strangler: You are healed for 100% of the damage done by the strangler.
    Morph 2 - Toxic Strangler: Now costs stamina and deals poison damage to all enemies within 5 meters of the strangler.

    Living Roots: Spawn roots from the ground underneath an opponent, immobilizing and dealing magic damage every second for 4 seconds.
    Morph 1 - Choking Roots: While held by the roots, the victim is afflicted with minor maim, reducing damage dealt.
    Morph 2 - Brambles: Now costs stamina and deals greater physical damage over the duration.

    Barkskin: protect yourself by turning your skin to bark, gaining minor resolve and minor ward for 20 seconds.
    Morph 1 - Regrowth: for the duration, your health recovery is increased by 50%.
    Morph 2 - Thornskin: for the duration, melee attackers take physical damage and bleed for additional damage over time.

    Corpse Vine: Summon a burrowing vine that consumes one nearby corpse per second for 12 seconds. Each corpse consumed restores magicka or stamina to nearby allies, whichever is lower.
    Morph 1 - Rapid Decay: Corpses consumed by the vine leave behind a poison cloud that damages any enemies within 4 meters over 4 seconds.
    Morph 2 - Rebirth: The vine leaves behind a patch of flowers for each corpse consumed. Allies standing within the patch heal over 4 seconds.

    Spore Cloud: Coalesce a cloud of toxic spores, damaging and slowing enemies in the area by 70% for 18 seconds.
    Morph 1 - Lingering Spores: Enemies that leave the cloud continue to take damage and remain snared for 4 seconds.
    Morph 2 - Saplings: Enemies killed within the cloud spawn a sapling for 6 seconds that attacks nearby enemies, dealing poison damage.

    Ultimate - Spriggan: Summon a spriggan to aid you in battle. The spriggan fires blasts of magic at enemies. Activating the ability again while the spriggan is active spawns a field of thorns around it, dealing damage to all enemies in the area.
    Morph 1 - Spriggan Matriarch: Activating the ability again while the spriggan is active also spawns a field of flowers that heal allies in the area.
    Morph 2 - Wrathful Spriggan: The spriggan deals increased damage.


    Nightblade: Illusion Skill Tree
    Chameleon: Cloak yourself in a chameleon spell for 10 seconds. For the duration you gain stealth, and stealth is not broken by sprinting, activating abilities or objects, or attacking enemies.
    Morph 1 - Perfect Chameleon: Now grants invisibility for the duration, but the invisibility is lost when attacking.
    Morph 2 - Quick Chameleon: Also grants minor evasion and minor expedition for the duration.

    Frenzy: Incite an opponent to attack, taunting it for 5 seconds and afflicting the target with major maim. Frenzy can only effect a target once every 15 seconds.
    Morph 1 - Rage: Increases the duration of frenzy to 10 seconds, and the cooldown period to 20 seconds.
    Morph 2 - Blind Fury: The target has a 50% chance to miss all attacks while under the effects of frenzy.

    Charm: Charm a target, preventing it from attacking or casting spells for 2 seconds. Charm can only effect a target once every 12 seconds.
    Morph 1 - Silver Tongue: Increases the duration to 4 seconds.
    Morph 2 - Placate: Charm now applies to all enemies in a 4 meter radius around you.

    Paralysis: Stun a target for 10 seconds. Any damage dealt breaks this effect.
    Morph 1 - Mass Paralysis: Now stuns all enemies within a 10 meter radius. Damage dealt breaks the effect.
    Morph 2 - Muscle Freeze: The stun only lasts 2 seconds, but damage no longer breaks the effect.

    Confusion: Confuse an enemy target, causing it to attack its own allies for 6 seconds. (Note: against players, this ability simply turns allies red/targetable)
    Morph 1 - Mass Confusion: Confuse all enemies in a 10 meter radius, causing them to attack each other for 3 seconds.
    Morph 2 - Mind Control: Increases the duration of confusion to 10 seconds.

    Ultimate - Doppleganger: Summon a clone of yourself to fight by your side. The clone copies your attacks, using any class abilities you use at the same time you use them, but deals 80% less damage and has 50% less health and resistances than you do.
    Morph 1 - Mimic: The clone now deals 70% less damage when copying your attacks.
    Morph 2 - Decoy: The clone now has 75% of your health and resistances, and taunts enemies to attack it.


    Sorceror: Kinetic Combat Skill Tree
    Telekinesis: Unleash a blast of kinetic energy, dealing physical damage and shattering the enemy's defenses applying minor breach and minor fracture for 6 seconds.
    Morph 1 - Kinetic Barrage: Channel the ability over 1.2 seconds, unleashing a kinetic blast every 0.4 seconds. Each blast increases the damage of subsequent blasts by 20%.
    Morph 2 - Concussive Blast: Now sets the target offbalance and applies the concussed status effect.

    Disintegrate Armor: Wither an enemy's armor, causing major fracture and major breach for 12 seconds.
    Morph 1 - Disintegrate Weapon: Also applies minor maim, reducing the target's damage dealt by 15% for the duration.
    Morph 2 - Galvanize: For the duration the target takes 10% more damage from shock and lightning attacks.

    Fortify Weapons: Imbue your weapons with kinetic energy, causing light and heavy attacks to deal additional physical damage for 20 seconds.
    Morph 1 - Infinite Edge: also grants you minor force, increasing critical damage for the duration.
    Morph 2 - Bound Weapons: Instead causes your light and heavy attacks to deal additional magic damage.

    Bound Shield: Conjure daedric shields that orbit around you, absorbing damage from up to 3 projectiles. Lasts 4 seconds.
    Morph 1 - Reflective shield: Redirects projectiles back at the attacker.
    Morph 2 - Bound Bulwark: Absorbs up to 6 projectiles. Duration increased to 8 seconds.

    Elemental Shell: (Toggle) Gain additional fire, ice, or lightning resistance while active. The resistance type rotates every 5 seconds.
    Morph 1 - Prismatic Shell: now provides all three resistances while active, no longer rotates between elements.
    Morph 2 - Elemental Fury: While active, deals fire, ice, or lightning damage to nearby enemies each second, based on which element is active.

    Ultimate - Slow Time: Create a bubble of altered time, reducing movement speed for all enemies within the area by 70% and applying major maim and major defile, reducing their damage dealt by 30% and healing received by 30%. Lasts 10 seconds.
    Morph 1 - Time Stop: Enemies in the area are immobilized and stamina, health, and magicka recovery are halted.
    Morph 2 - Time Warp: allies in the area gain major expedition and major force, increasing movement speed by 30% and critical damage by 15%.

    Love this! +1
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Metafae
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    But Dragon Knights are not Dragon Born.
  • Dragath
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    i'd rather see new skill lines that are not limited to a certain class.
    i would, however, support changes to the existing skill lines to make them actually matter and define the class itself.
    too much class identity was lost over the years.
    illusion, alteration and restoration (which a lot of your suggestions come from) are far too generic to be a defining factor, in my book.
    BUT: the more skills the merrier, i guess. better to have more skills in general. balance is bad anyways.
    Edited by Dragath on March 11, 2018 6:58PM
  • xenowarrior92eb17_ESO
    xenowarrior92eb17_ESO
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    I have a better idea...how about...FIXING THE CURENT ONES!? then we can literally have 3 skill lines per class!!! ikr? sounds like a dream...still waiting.
  • SilverIce58
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    Lynx7386 wrote: »
    I suppose, couldnt think of anything else befitting a dragonknight though, they've already got their theme pretty well covered (same with templars).
    I suppose it would be cool for dk's to have a dragonpriest skill line with a summonable drake pet or something, like a combat version of the skeletal dragon pet we have now.

    To further detail my other suggestions:

    Warden: Nature's Wrath Skill Tree
    Strangler: Grow a strangler from the ground next to you. The strangler will pull distant enemies to it periodically, reducing their movement speed by 30% and dealing magic damage.
    Morph 1 - Leeching Strangler: You are healed for 100% of the damage done by the strangler.
    Morph 2 - Toxic Strangler: Now costs stamina and deals poison damage to all enemies within 5 meters of the strangler.

    Living Roots: Spawn roots from the ground underneath an opponent, immobilizing and dealing magic damage every second for 4 seconds.
    Morph 1 - Choking Roots: While held by the roots, the victim is afflicted with minor maim, reducing damage dealt.
    Morph 2 - Brambles: Now costs stamina and deals greater physical damage over the duration.

    Barkskin: protect yourself by turning your skin to bark, gaining minor resolve and minor ward for 20 seconds.
    Morph 1 - Regrowth: for the duration, your health recovery is increased by 50%.
    Morph 2 - Thornskin: for the duration, melee attackers take physical damage and bleed for additional damage over time.

    Corpse Vine: Summon a burrowing vine that consumes one nearby corpse per second for 12 seconds. Each corpse consumed restores magicka or stamina to nearby allies, whichever is lower.
    Morph 1 - Rapid Decay: Corpses consumed by the vine leave behind a poison cloud that damages any enemies within 4 meters over 4 seconds.
    Morph 2 - Rebirth: The vine leaves behind a patch of flowers for each corpse consumed. Allies standing within the patch heal over 4 seconds.

    Spore Cloud: Coalesce a cloud of toxic spores, damaging and slowing enemies in the area by 70% for 18 seconds.
    Morph 1 - Lingering Spores: Enemies that leave the cloud continue to take damage and remain snared for 4 seconds.
    Morph 2 - Saplings: Enemies killed within the cloud spawn a sapling for 6 seconds that attacks nearby enemies, dealing poison damage.

    Ultimate - Spriggan: Summon a spriggan to aid you in battle. The spriggan fires blasts of magic at enemies. Activating the ability again while the spriggan is active spawns a field of thorns around it, dealing damage to all enemies in the area.
    Morph 1 - Spriggan Matriarch: Activating the ability again while the spriggan is active also spawns a field of flowers that heal allies in the area.
    Morph 2 - Wrathful Spriggan: The spriggan deals increased damage.


    Nightblade: Illusion Skill Tree
    Chameleon: Cloak yourself in a chameleon spell for 10 seconds. For the duration you gain stealth, and stealth is not broken by sprinting, activating abilities or objects, or attacking enemies.
    Morph 1 - Perfect Chameleon: Now grants invisibility for the duration, but the invisibility is lost when attacking.
    Morph 2 - Quick Chameleon: Also grants minor evasion and minor expedition for the duration.

    Frenzy: Incite an opponent to attack, taunting it for 5 seconds and afflicting the target with major maim. Frenzy can only effect a target once every 15 seconds.
    Morph 1 - Rage: Increases the duration of frenzy to 10 seconds, and the cooldown period to 20 seconds.
    Morph 2 - Blind Fury: The target has a 50% chance to miss all attacks while under the effects of frenzy.

    Charm: Charm a target, preventing it from attacking or casting spells for 2 seconds. Charm can only effect a target once every 12 seconds.
    Morph 1 - Silver Tongue: Increases the duration to 4 seconds.
    Morph 2 - Placate: Charm now applies to all enemies in a 4 meter radius around you.

    Paralysis: Stun a target for 10 seconds. Any damage dealt breaks this effect.
    Morph 1 - Mass Paralysis: Now stuns all enemies within a 10 meter radius. Damage dealt breaks the effect.
    Morph 2 - Muscle Freeze: The stun only lasts 2 seconds, but damage no longer breaks the effect.

    Confusion: Confuse an enemy target, causing it to attack its own allies for 6 seconds. (Note: against players, this ability simply turns allies red/targetable)
    Morph 1 - Mass Confusion: Confuse all enemies in a 10 meter radius, causing them to attack each other for 3 seconds.
    Morph 2 - Mind Control: Increases the duration of confusion to 10 seconds.

    Ultimate - Doppleganger: Summon a clone of yourself to fight by your side. The clone copies your attacks, using any class abilities you use at the same time you use them, but deals 80% less damage and has 50% less health and resistances than you do.
    Morph 1 - Mimic: The clone now deals 70% less damage when copying your attacks.
    Morph 2 - Decoy: The clone now has 75% of your health and resistances, and taunts enemies to attack it.


    Sorceror: Kinetic Combat Skill Tree
    Telekinesis: Unleash a blast of kinetic energy, dealing physical damage and shattering the enemy's defenses applying minor breach and minor fracture for 6 seconds.
    Morph 1 - Kinetic Barrage: Channel the ability over 1.2 seconds, unleashing a kinetic blast every 0.4 seconds. Each blast increases the damage of subsequent blasts by 20%.
    Morph 2 - Concussive Blast: Now sets the target offbalance and applies the concussed status effect.

    Disintegrate Armor: Wither an enemy's armor, causing major fracture and major breach for 12 seconds.
    Morph 1 - Disintegrate Weapon: Also applies minor maim, reducing the target's damage dealt by 15% for the duration.
    Morph 2 - Galvanize: For the duration the target takes 10% more damage from shock and lightning attacks.

    Fortify Weapons: Imbue your weapons with kinetic energy, causing light and heavy attacks to deal additional physical damage for 20 seconds.
    Morph 1 - Infinite Edge: also grants you minor force, increasing critical damage for the duration.
    Morph 2 - Bound Weapons: Instead causes your light and heavy attacks to deal additional magic damage.

    Bound Shield: Conjure daedric shields that orbit around you, absorbing damage from up to 3 projectiles. Lasts 4 seconds.
    Morph 1 - Reflective shield: Redirects projectiles back at the attacker.
    Morph 2 - Bound Bulwark: Absorbs up to 6 projectiles. Duration increased to 8 seconds.

    Elemental Shell: (Toggle) Gain additional fire, ice, or lightning resistance while active. The resistance type rotates every 5 seconds.
    Morph 1 - Prismatic Shell: now provides all three resistances while active, no longer rotates between elements.
    Morph 2 - Elemental Fury: While active, deals fire, ice, or lightning damage to nearby enemies each second, based on which element is active.

    Ultimate - Slow Time: Create a bubble of altered time, reducing movement speed for all enemies within the area by 70% and applying major maim and major defile, reducing their damage dealt by 30% and healing received by 30%. Lasts 10 seconds.
    Morph 1 - Time Stop: Enemies in the area are immobilized and stamina, health, and magicka recovery are halted.
    Morph 2 - Time Warp: allies in the area gain major expedition and major force, increasing movement speed by 30% and critical damage by 15%.

    While I think the Sorc and NB 4th skill line should be tweaked a little, that nature's wrath skill line looks amazing and the only thing I'd change is to swap the toxic spore cloud with the spriggan. Make the spriggan the last skill and the toxic spores the ult, bc that saplings morph would make a great ult. Other than that it's pretty great.
    Edited by SilverIce58 on March 11, 2018 7:38PM
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • Sergykid
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    these sound awesome! i'd really like to see those, but i think the 3 current trees could do some tweaking to become more useful, and after then to add another skill trees

    as for templar since u didn't have an idea, it has melee dps, ranged dps, and healer. What about a tank one.

    Crusader
    tank spec. Sun Shield would be added here and replaced with something damaging, like a stam dot.
    other spells would include utility stuff, like ult generating, movement speed when absorbing damage, healing others when absorbing damage, mainly an absorb tank.
    -PC EU- / battlegrounds on my youtube
  • Rungar
    Rungar
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    they never should of had classes, only skill lines. it was a mistake that was pointed out by pretty much every elder scrolls fan and they weren't wrong.

    more skill lines, no more classes.
    It's 0.0666 of a second to midnight.

    Rungar's Mystical Emporium
  • KiraTsukasa
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    Metafae wrote: »
    But Dragon Knights are not Dragon Born.

    And the Thu'um is not restricted to the Dragonborn.
  • SilverIce58
    SilverIce58
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    Metafae wrote: »
    But Dragon Knights are not Dragon Born.

    And the Thu'um is not restricted to the Dragonborn.

    That is true, and you know what else is true? That animals can learn to shout apparently. (https://www.imperial-library.info/content/seven-fights-aldudagga search for Merry Eyesore the Elk)
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • Lynx7386
    Lynx7386
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    Rungar wrote: »
    they never should of had classes, only skill lines. it was a mistake that was pointed out by pretty much every elder scrolls fan and they weren't wrong.

    more skill lines, no more classes.

    Classes ultimately make things easier on the devs, just going to have to face the fact that this game is built around an mmo class system and isn't going to work the same as a single player game would.

    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Ragnarock41
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    I mean, I would love more toys to play with, but how are they gonna balance all that when they can't even balance the current ones properly?

    The power creep between classes is massive, and Its not just that, player skill,animation cancelling,pve vs pvp,magicka vs stamina, possible bugs, everything adds to this power creep issue. Its really a hell of a problem to solve.
    Edited by Ragnarock41 on March 11, 2018 8:52PM
  • DragonLane555
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    Lynx7386 wrote: »
    Just for fun: come up with a fourth skill tree for each class that expands on areas the class may be lacking in while maintaining the identity and flavor of that class.

    My suggestions:

    warden - nature's wrath
    A plant-based damage tree. This could include things like summoning a spriggan, strangers that pull in and damage enemies, vines or roots that hinder and damage opponents, etc.

    nightblade - illusion
    A skill tree focused on manipulating enemies. Could include classic spells like frenzy, charm, confusion, paralysis, etc.

    dragon knight - primal voice
    A Thu'um or shout based skill tree bringing back some classics from skyrim. Fus'ro'dah!

    Sorceror - kinetic combat
    An alteration and mysticism inspired skill tree focused on physical damage, empowering your weapons, telekinesis and shockwaves, and debuffing enemies. Could be very much geared towards stamina sorcs.

    Templar is the only one I don't have any good ideas for, so open to suggestions there.

    Templar Aedric Paladin
    A skill tree full of buffs and augments. Things like shields, healing buffs, and a true weapon Damage buff.
  • MaxwellC
    MaxwellC
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    DK should be a Monk based class as it correlates with the classes description.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
  • Ragnarock41
    Ragnarock41
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    MaxwellC wrote: »
    DK should be a Monk based class as it correlates with the classes description.

    Dk ( at least stam) is supposed to be a martial arts class, but the actual class has nothing like that, which is a shame really.
    Edited by Ragnarock41 on March 11, 2018 9:21PM
  • Sergykid
    Sergykid
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    MaxwellC wrote: »
    DK should be a Monk based class as it correlates with the classes description.

    Dk ( at least stam) is supposed to be a martial arts class, but the actual class has nothing like that, which is a shame really.

    why, poison claw is as read a stam hit with the "claw", the fact that u have a weapon equipped is something different.
    -PC EU- / battlegrounds on my youtube
  • Ragnarock41
    Ragnarock41
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    Sergykid wrote: »
    MaxwellC wrote: »
    DK should be a Monk based class as it correlates with the classes description.

    Dk ( at least stam) is supposed to be a martial arts class, but the actual class has nothing like that, which is a shame really.

    why, poison claw is as read a stam hit with the "claw", the fact that u have a weapon equipped is something different.

    I don't see anything that requires martial arts mastery about clawing someone.

  • SilverIce58
    SilverIce58
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    MaxwellC wrote: »
    DK should be a Monk based class as it correlates with the classes description.

    "These skillful masters-at-arms use the ancient Akaviri martial arts tradition of battle-spirit" (from the uesp). Key words there are "Martial arts tradition of battle-spirit." Meaning that they don't actually use martial arts like a Monk would, but actually use a traditional skill of the Martial arts: "Battle-Spirit" which is probably (most likely) Earthen Heart, as it focuses on utility, with stuns, effects, heals, and knock-backs. All of these are associated with Martial Arts classes.

    People read the description for the class, and see "martial arts" and then get disappointed that it's not a monk class. But if people read better, they wouldn't be as disappointed.
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • Lynx7386
    Lynx7386
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    Tradition of battle spirit doesnt mean you're doing kung fu.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • MaxwellC
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    @SilverIce58
    Martial Arts is also about controlling your bodies movement to exercise full potential and lessen the amount of wasted energy when in combat.
    A tradition or in a way one of the main foundations of Martial Arts which focuses on your internal spirit, would be Tai-chi. I didn't read the description and thought "I can be the next kung-fu warrior", so... I guess thanks for painting with a broad brush/assuming.

    Last to touch on battle spirit: Battle spirit worded in that way is ambiguous but Tai-Chi as I stated before has many forms and one of that is spiritual development which would correlate with ones 'Battle' spirit.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
  • starkerealm
    starkerealm
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    Metafae wrote: »
    But Dragon Knights are not Dragon Born.

    And the Thu'um is not restricted to the Dragonborn.

    That is true, and you know what else is true? That animals can learn to shout apparently. (https://www.imperial-library.info/content/seven-fights-aldudagga search for Merry Eyesore the Elk)

    Unless I'm mistaken, that's one of Kirkbride's post-Bethesda works. So, while it's well written, and suitably weird, it's probably best considered as fan fiction, unless ZOS or BGS decide to include it in a game.

    There's a fairly sizable body of works from ex-Bethesda writers that exist as either non-canon (mostly Kirkbride) or soft canon (meaning, they were written while on the clock, but didn't make it into a game.)

    There's also a few canon pieces that have been moved from historical to fiction over the years, mostly from Daggerfall.
    Edited by starkerealm on March 11, 2018 10:40PM
  • Tasear
    Tasear
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    More fun if people could pick. Maybe you would have to dalies to level this skill rank. Oh can move on from different jobs per say if you find a different job to fit you.

    can have event based skill lines or hidden ones just for added fun!
  • SilverIce58
    SilverIce58
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    Metafae wrote: »
    But Dragon Knights are not Dragon Born.

    And the Thu'um is not restricted to the Dragonborn.

    That is true, and you know what else is true? That animals can learn to shout apparently. (https://www.imperial-library.info/content/seven-fights-aldudagga search for Merry Eyesore the Elk)

    Unless I'm mistaken, that's one of Kirkbride's post-Bethesda works. So, while it's well written, and suitably weird, it's probably best considered as fan fiction, unless ZOS or BGS decide to include it in a game.

    There's a fairly sizable body of works from ex-Bethesda writers that exist as either non-canon (mostly Kirkbride) or soft canon (meaning, they were written while on the clock, but didn't make it into a game.)

    There's also a few canon pieces that have been moved from historical to fiction over the years, mostly from Daggerfall.

    I mean, there's plenty of people who consider Kirkbride's work to be canon, and others who consider works by Bethesda employees and ex-employees to be canon (this category doesn't include C0da).

    Edit: I'm not saying that I'm one of those people who believes in C0da, I just consider most works to be canon. Didn't Bethesda say that it's upto the reader/player to decide what's canon and what isn't?
    Edited by SilverIce58 on March 11, 2018 11:24PM
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • Vanthras79
    Vanthras79
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    More skills would be appreciated.
    Norion Germain - Telvanni Wizard, Covenant Battle Mage, Mage's Guild Magister, Resident of Daggerfall Overlook, Lord of Tel Galen, Psijic Monk, Antiquarian, Breton Scholar, and Traveler.

  • Conduit0
    Conduit0
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    I'd be happy if they just updated the three skill lines DKs have to reflect the current state of the game instead of still being stuck in late 2015.
  • f047ys3v3n
    f047ys3v3n
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    Lol, they have been doing there level best, by constantly nerfing class skills, to make classes matter less not more.

    Class skills always used to be better than weapon or universal skills with those skills only being used to fill in weaknesses in a particular class. Now it is very much the opposite and that seems to be the direction they have decided to go in "balancing".

    At this point I think they really would be better off just letting folks select any 3 formally class skill lines and change them whenever at a shrine. The whole class thing is certainly loosing it's sparkle when probably at least 8 /12 skills on a stam toon are non class and even on my mag toon 7/12 in are universal.
    I am currently worried for the future of ESO. Population seems like it is in free fall and the cancellation of the North America in-person gathering feels very much like pulling the plug. Kudos on fixing the in-game economy though. Clearly whatever gold shenanigans were happening the last couple years are fixed.
  • TelvanniWizard
    TelvanniWizard
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    Love all the ideas, except the shouting one. We need way more variety.
  • Vanthras79
    Vanthras79
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    Love all the ideas, except the shouting one. We need way more variety.

    Fus'.. Rho... Dah!!
    Norion Germain - Telvanni Wizard, Covenant Battle Mage, Mage's Guild Magister, Resident of Daggerfall Overlook, Lord of Tel Galen, Psijic Monk, Antiquarian, Breton Scholar, and Traveler.

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