Maintenance for the week of October 12:
• PC/Mac: NA and EU megaservers for maintenance – October 12, 6:00AM EDT (10:00 UTC) – 8:00AM EDT (12:00 UTC)
• Xbox One: NA and EU megaservers for maintenance – October 14, 6:00AM EDT (10:00 UTC) – 9:00AM EDT (13:00 UTC)
• PlayStation®4: NA and EU megaservers for maintenance – October 14, 6:00AM EDT (10:00 UTC) – 9:00AM EDT (13:00 UTC)
The Markarth DLC and Update 28 base game patch are now available to test on the PTS! Read the full patch notes here: https://forums.elderscrollsonline.com/en/categories/pts/

New Class Thread: The Battlemage.

nemvar
nemvar
✭✭✭✭✭
Battlemage:

Battlemages are known to be both powerful spellcasters and ferocious warriors. They are also adept researcher, casting experimental invocations and creating potent brews. Lastly they are also were disciplined soldiers of Imperial Army before the empire fell into chaos. They use their military training to protect and assist their allies in battle.

Skill Trees:
  • Combat Casting (Damage)
    1. Ultimate: Final Destruction
      1. You cast a powerful spell that detonates after three seconds. It ravages the battlefield dealing [X] lighting, shock and fire damage to all nearby enemies. Additionally you stun all enemies hit for 3 seconds and apply Major Maim for 8 seconds. Your marked target gets Major Beserk for 6 seconds
        1. Cost: 210 Ultimate
        2. Radius: 10m
      2. Final Annihilation
        1. You cast a powerful spell that detonates after three seconds and instantly snares all nearby enemies by 40% for 5 seconds. It ravages the battlefield dealing [X] lighting, shock and fire damage to all nearby enemies. Additionally you stun all enemies hit for 3 seconds and apply Major Maim for 8 seconds. Your marked target gets Major Beserk for 6 seconds.
          1. Cost: 250 Ultimate
          2. The spell now slows all enemies instantly.
      3. Destructive Rampage
        1. You imbue your feet and shatter the ground beneath you with a powerful stomp. This knocks down all enemies hit instantly and deals [X]*0.5 physical damage. Your marked target gets Major Beserk for 6 seconds.
          1. Stuns instantly, deals less damage and now does physical damage.
    2. Lighting Strike
      1. You strike your enemy with a powerful lighting-imbued blow, dealing [Xm] lighting damage.
        1. Range: 5m
        2. Cost: [X] magicka.
      2. Morph 1: Lighting Blow
        1. You make your weapon bristle with thunderbolts. This is more for looks than anything else. You pummel your target with overwhelming force dealing [Xs] physical damage and [Xs]*0.6 physical damage to two other nearby (5m) enemies.
          1. Range: 5m
          2. Cost: [X] stamina.
          3. Now costs stamina and deals damage to nearby enemies.
      3. Morph 2: Chain Lighting
        1. You make your weapon bristle with thunderbolts. You strike your target with overwhelming magic dealing [Xm] lighting damage and [Xm]*0.6 lighting damage to three other nearby (8m) enemies.
          1. Range: 5m
          2. Cost: [X] magicka.
          3. Now deals damage to nearby enemies.
    3. Magic Burst
      1. You channel your magicka to create a burst of magic in front of you, dealing [Xm] magic damage.
        1. Range: 10m (cone)
        2. Channel: 0.8s
        3. Cost: [X] magicka
      2. Arcane Burst
        1. You channel your magic to create a burst of arcane power in front of you, dealing [Xm] magic damage and applying minor maim for 4 seconds to all enemies hit
          1. Now applies minor maim.
      3. Magic Slam
        1. You focus your entire body into one magic infused burst of raw power, dealing [Xs] physical damage and knocking down all enemies hit, stunning them for 2 seconds.
          1. Costs [X] stamina.
          2. Now deals damage based on both your maximum magicka and maximum stamina and knocks enemies down.
    4. Bark Skin
      1. You enchant yourself with a protective spell, giving your Major Ward and Major Resolve
        1. Duration: 15 seconds
        2. Cost: [X] magicka
      2. Iron Skin
        1. You enchant yourself with a protective spell, giving your Major Ward and Major Resolve. You also get a ward that protects you from [X] damage
          1. Duration: 10 seconds
          2. Cost: [X] magicka
          3. Grants a shield at slightly increased cost.
      3. Defensive Style
        1. You move in a defensive combat position, giving you Major War and Major Resolve. You are immune to all snares for 5 seconds.
          1. Duration: 15 seconds
          2. Costs: [X] stamina
          3. Costs stamina and grants snare immunity
    5. Absorb Strength
      1. You shoot a bolt a magical curses at your enemy stunning them for 2 seconds. This skill can not be blocked. Grants you Major Brutality and Major Sorcery for 20 seconds.
        1. Range: 12m
        2. Cost: [X] magicka
      2. Absorb Willpower
        1. You shoot a bolt a magical curses at your enemy stunning them for 2 seconds. This skill can not be blocked. Grants you Major Brutality and Major Sorcery for 20 seconds. Applies Minor Cowardice to the target for 5 seconds.
          1. Now applies Minor Cowardice.
      3. Breakthrough
        1. You crush your enemies resistance, dealing [Xs] physical damage and stunning them for 3 seconds. This skill can not be blocked. Grants you Major Brutality and Major Sorcery for 20 seconds
          1. Range: 8m
          2. Cost: [X] stamina
          3. Now deals damage, is a melee skill and costs stamina.
    6. Frost Orb
      1. You summon a ball shaped frost atronach at target location. The frost orb shoots iciles at nearby (12m) enemies dealing [Xm] frost damage. Allies can activate a synergy on the frost orb to summon another one that follows them around.
        1. Range: 28m
        2. Duration: 10 seconds
        3. Cost [X] magicka
      2. Resummon Frost
        1. You summon a ball shaped frost atronach at target location. The frost orb shoots iciles at nearby (12m) enemies dealing [Xm] frost damage. Allies can activate a synergy on the frost orb to summon another one that follows them around. As long as the frost orb is still active you can resummon it at decreased cost.
          1. It costs less to summon the orb at another location.
      3. Freezing Orb
        1. You summon a ball shaped frost atronach at target location. The frost orb slows nearby (10m) enemies by 30% and chills them on impact. Allies can activate a synergy on the frost orb to summon another one that follows them around.
          1. Doesn't deal damage but now slows enemies and chills them on the inital cast.
  • Experimental invocations (Healing)
    1. Ultimate: Ashes of the Phoenix
      1. Imbue yourself or a marked ally with the invokation of the Pheonix, when the target dies, instead of dying they get reborn with 50% of their maximum health remaining and nearby enemies take either [Xm] fire damage or [Xs] physical damage, depending on which is higher.
        1. Duration: 6 seconds
        2. Range: 18m
        3. Cost: 120 Ultimate
      2. Morph 1: Corruption of the Phoenix
        1. Imbue yourself or a marked ally with the invokation of the Pheonix, when the target dies nearby enemies take either [Xm]*1.8 fire damage or [Xs]*1.8 physical damage, depending on which is higher.
          1. Duration: 8 seconds
          2. Cost: 120 Ultimate
          3. Deals significantly more damage but no longer revives and has a slightly longer duration.
      3. Morph 2: Revival of the Pheonix
        1. Imbue yourself or a marked ally with the invokation of the Pheonix, when the target dies, instead of dying they get reborn with 80% of their maximum health remaining, regain 30% of their maximum magicka and stamina and nearby enemies take either [Xm] fire damage or [Xs] physical damage, depending on which is higher.
          1. Duration: 6 seconds
          2. Cost: 120 Ultimate
          3. If the target gets revived it now has more health remaining and also gains magicka and stamina.
    2. Mark of curiosity
      1. Your curious mind focuses on a friendly target, marking them. Marked targets interact differently with some of your abilities. Casting this while a target is marked removes the mark and does not consume the global cooldown
        1. Cost: Free
        2. Range: 28m
        3. You can only mark one friendly target at a time.
      2. Careful observation
        1. Your curious mind focuses on a friendly target, marking them. Marked targets interact differently with some of your abilities. The marked target also bestows a boon of regeneration on nearby allies healing them for [X]. This heal increases over 20 seconds to a maximum of 300%.
          1. Now heals the target and nearby allies by a small amount that increases over time.
      3. Mark of heros
        1. Your curious mind focuses on a friendly target, marking them. Marked targets interact differently with some of your abilities. The marked target also gains Minor Heroism, granting [X] ultimate every time they gain ultimate.
          1. Now grants the target minor heroism.
    3. Experimentation
      1. Your high intellect allows you to change the makeup of your spells even in the heat of battle. If the next skill you use is a morphed class skill, you use the other morph instead
        1. Cost: [X] magicka
        2. Duration: 3 seconds, removed after you cast a spell.
      2. Adapt Experiment
        1. Your high intellect allows you to change the makeup of your spells even in the heat of battle. If the next skill you use is a morphed class skill, you use the other morph instead. If the morph costs another resource than usual, it costs 30% less.
          1. If the skill costs another resource than usual, it costs 30$ less.
      3. Chaotic Result
        1. Even the best of mages sometimes fail in their experiments. But a truly great mage know how to use such failure to their advantage. Your next light attack deals either an additional [Xs] physical or [Xm] magic damage.
          1. Now deals increased light attack damage after being cast.
    4. Bond of healing
      1. You cast a spell that heals you for [Xm] over 6 seconds. While this spell is active your marked target receives 50% of all healing you receive. (Clarification: This does not heal if the healing is received from the marked target)
        1. Cost: [X] magicka
        2. Duration: 6 seconds
      2. Bond of restoration
        1. You cast a spell that heals you for [Xm] over 6 seconds. While this spell is active your marked target receives 50% of all healing you receive. Your target can activate a synergy that restores [X] magicka or [X] stamina(Clarification: This does not heal if the healing is received from the marked target and the synergy works like orbs or shards)
          1. Now grants a synergy that restores stamina or magicka.
      3. Bond of power
        1. You cast a spell that heals you for [Xm] over 6 seconds and grants Major Courage for 15 seconds. While this spell is active your marked target receives 50% of all healing you receive. (Clarification: This does not heal if the healing is received from the marked target)
          1. Now grants Major Courage
    5. Shadowmorph
      1. Make your marked target invisible for 4 seconds.
        1. Duration: 4 seconds
        2. Cost: [X] magicka.
      2. Shadowform
        1. Make your marked target invisible for 4 seconds.
          1. Cost: [X]*0.7 magicka.
          2. Reduced cost.
      3. One with the shadow
        1. Make your marked target invisible for 4 seconds and reveal stealthed enemies for 5 seconds.
          1. Now detects stealthed enemies.
    6. Cleaning Sphere
      1. Summon a cleansing aura at target location. The aura remove one negative effect every 2 seconds on your marked target and enemies in it take [X] magic damage every 2 seconds. Remove 2 negative effect from yourself on cast.
        1. Radius: 6 meters
        2. Range: 22 meters
        3. Duration: 12 seconds
        4. Cost: [X] magicka
      2. Purging Sphere
        1. Summon a cleansing aura at target location. The aura remove one negative effect every 2 seconds on your marked target and enemies in it take [X] magic damage every 2 seconds. Remove 3 negative effects from yourself on cast.
          1. Removes one additional negative effect
      3. Dark Aura
        1. Summon a dark aura at target location. You and your marked target heal for [X] every second while in the aura. Enemies take [X] magic damage. Allies can activate a synergy which applies Major Defile on all enemies in the sphere for 5 seconds and stuns them for 2 seconds.
          1. This skill now heals you and your marked target but no longer removes negative effects. A synergy can be activated which stuns and defiles all enemies in it.
  • Military Training (Tanking)
    1. Ultimate: Reinforcement Portal
      1. You invoke a portal scroll and a squad of friendly guards come to help you. Among them is one archer, which fires a powerful arrow, one mage, who casts AOE spells and a healer, who heals you and allies.
        1. Duration: 30 seconds
        2. Cost: 270 ultimate
      2. Unbreakable guard
        1. The squad has fought in many battles and their iron will drives them forward. The guards are now immune to crowd control
          1. Guards now have CC immunity.
      3. Recruitment drive
        1. The portal now summons a horde of new recruits instead of the warforged veterans. Initially the portal summons 5 rookies and every 3 seconds two new ones arrive. The portal disappears after 15 seconds. The portal can be destroy by single target attacks.
          1. Duration: 30 seconds
          2. The portal now summons rookies.
    2. Verbal challenge
      1. You challenge your target enemy to a duel. You taunt them for 15 seconds.
        1. Cost: [X] stamina
        2. Range: 18m
      2. Aggressive challenge
        1. You shout at your enemy with unrelenting force, dealing [Xs] damage and taunting them for 15 seconds. The target now deal 15% less damage to targets other than you.
          1. Now deals damage (significatly more than inner fire) and reduced the damage the target does to everyone but you.
      3. Invoke Rage
        1. You hex your enemy with a beserking spell and they come and attack you. Your marked target can abuse this and now deals 5% more damage to said enemy.
          1. Costs: [X] magicka
          2. Now costs magicka. Your marked target will deal more damage against the enemy.
    3. Combat Doctrine
      1. Your knowledge of combat allows you to read the enemies actions before they happen and your magic enhances this ability. You have 30% chance to avoid a projectile targeted at you for the next 5.5 seconds.
        1. Duration: 5.5 seconds
        2. Cost: [X] magicka
      2. Taking the hit
        1. Your knowledge of combat allows you to read the enemies actions before they happen and your magic enhances this ability. You have 30% chance to avoid a projectile targeted at you for the next 5.5 seconds. You have a 50% to intercept a projectile targeted at a friendly so you may take the damage instead. (Pressing this ability again while disables this and does not consume the global cooldown. Well, maybe, seems a bit cluncky)
          1. Duration: 5.5 seconds
          2. Cost: [X] magicka and [X] stamina
      3. Evasive Action
        1. Your knowledge of combat allows you to read the enemies actions before they happen and your body enhances this ability. You have a 30% chance to avoid a projectile targeted at you for the next 5.5 seconds. You also gain Minor Evasion for 10 seconds
          1. Gain Minor Evasion
    4. Retribution Strike
      1. A powerful strike that deals [Xs] physical damage. If the enemy has killed your marked target in the last 30 seconds this deals double damage.
        1. Cost: [X] stamina
        2. Range: 5 meters
      2. Vengeance
        1. A powerful strike that deals [Xs] physical damage. If the enemy has killed your marked target in the last 30 seconds this deals double damage. If you kill the murderer after 3 seconds of using this ability on him, your marked target is revived.
          1. Revives your marked target if you kill their killer with this ability
      3. Curse of flesh
        1. Curse your target with this to deal [Xm] magic damage over 7 seconds. If a enemy has kills your marked target while this is on one of your bars restore [X] health and [X] magicka.
          1. Range: 28 meters
          2. Cost: [X] magicka
          3. Restores resources if your marked target dies, deals magic damage over time and costs magicka.
    5. Mark and recall
      1. Knowing the value of your opponent being out of position you invoke the teleportation words on an enemy. Casting this again teleports the enemy to your location.
        1. Cost: [X] magicka
        2. Range: 28 meters
      2. Hunting mark
        1. Instead of teleporting the enemy to you, you teleport to them to take them down.
          1. You now teleport to your opponent.
        Empowering recall
        1. Knowing the value of your opponent being out of position you invoke the teleportation words on an enemy. Casting this again teleports the enemy to your location and empower your and your marked targets next three light attacks.
          1. Now empowers your light attacks and the ones of your marked target.
    6. Heat of battle
      1. You lose your cool in the heat of combat for a brief moment. In this time you cast a invokation with all your anger. This spell grants you [X] shield which scales with maximum health. Allies can activate a synergy that grants 10 ultimate.
        1. Cost: [X] Health
      2. Controlled Anger
        1. Instead of being controlled by rage, you control it. You cast a invokation with all your anger. This spell grants you [X] shield which scales with maximum health. Allies can activate a synergy that grants 10 ultimate.
          1. Cost: [X] Magicka
          2. Now costs magicka
      3. Beserker Fury
        1. You lose your cool in the heat of combat for a brief moment. In this time you cast a invokation with all your anger. This spell grants you [X] shield which scales with maximum health. You gain minor beserk for 8 seconds. Allies can activate a synergy that grants 10 ultimate.
          1. Cost: [X] Health
          2. Now grants minor beserk


FAQ:

Why a new class?

A new class means that the player has a new meaningful choice to make even more so than with new skill lines.

What does [Xm] and [Xs] mean?

Every [X] stands for are variable number that scales with the players stats. The 'm' mean that it scales with magicka, the 's' mean that is scales with stamina. If there is no letter behind the X it means that it either scales with the highest stat or I just forgot it.

What about passives?

They are not done yet. I intend to do them later.

What's up with all the typos?

English isn't my native language. If you find any, please correct me.

EDIT1: Changed "endless fury" to "beserker fury" for obvious reasons.
EDIT2: Typos
Edited by nemvar on September 8, 2018 7:14PM
  • kuma82
    kuma82
    ✭✭✭
    I would love a battlemage class or just skillline. I want to be able to use melee weapons and use magicka abilities, or just cast magicka abilities using stamina if that's a higher resource. A true hybrid that can work.
  • nemvar
    nemvar
    ✭✭✭✭✭
    kuma82 wrote: »
    I would love a battlemage class or just skillline. I want to be able to use melee weapons and use magicka abilities, or just cast magicka abilities using stamina if that's a higher resource. A true hybrid that can work.

    Currently my battlemage can't really be a hybrid but the passives are supposed to fix that
  • DuskMarine
    DuskMarine
    ✭✭✭✭✭
    Universe wrote: »
    There is no need for new classes.
    The game's combat balance is already bad, no need to make it worse :)

    hows this making it worse we got this class already its called stam sorc lol
  • Universe
    Universe
    ✭✭✭✭✭
    ✭✭
    DuskMarine wrote: »
    Universe wrote: »
    There is no need for new classes.
    The game's combat balance is already bad, no need to make it worse :)

    hows this making it worse we got this class already its called stam sorc lol

    If you will read through the all OP post, you will understand :D
    Anyway, there is absolutely no need for new classes, especially since the combat team barely handles balance changes and in fact fails to balance the game properly even with the 5 current classes.
    Some videos I recorded for fun: Main character:
    PC EU main: Universe - AD magicka Sorcerer, Former Emperor, Grand Overlord, The Merciless, Trial Bosses Solo Champion
    Top alts: Genius(stamina/sagicka Dragonknight) The Force(stamina Nightblade) and other chars.
    PC NA main: The Magic - AD magicka Sorcerer
    Started playing ESO in beta & early access
    User_ID: Daedric_Prince
  • DuskMarine
    DuskMarine
    ✭✭✭✭✭
    Universe wrote: »
    DuskMarine wrote: »
    Universe wrote: »
    There is no need for new classes.
    The game's combat balance is already bad, no need to make it worse :)

    hows this making it worse we got this class already its called stam sorc lol

    If you will read through the all OP post, you will understand :D
    Anyway, there is absolutely no need for new classes, especially since the combat team barely handles balance changes and in fact fails to balance the game properly even with the 5 current classes.

    if they added 10 classes in itd make balancing the game much easier for them. 5 classes is incredibly hard to balance by themselves. you cant tweak one without screwing the others terribly. if they had much more classes itd be so much better. i think thats one thing alot of people like yourself miss in saying we dont need more is if we had more balancing would be more frequent and make more sense.
  • nemvar
    nemvar
    ✭✭✭✭✭
    Universe wrote: »
    DuskMarine wrote: »
    Universe wrote: »
    There is no need for new classes.
    The game's combat balance is already bad, no need to make it worse :)

    hows this making it worse we got this class already its called stam sorc lol

    If you will read through the all OP post, you will understand :D
    Anyway, there is absolutely no need for new classes, especially since the combat team barely handles balance changes and in fact fails to balance the game properly even with the 5 current classes.

    My thought process is that I'm currently pretty bored with the game because of the repetitive gameplay. Only a new class can really fix this because I tried basically every build already. Balanced is *** anyways so I personally take quantity over quality in gameplay diversity any day of the week.
    Edited by nemvar on September 8, 2018 7:20PM
  • DuskMarine
    DuskMarine
    ✭✭✭✭✭
    nemvar wrote: »
    Universe wrote: »
    DuskMarine wrote: »
    Universe wrote: »
    There is no need for new classes.
    The game's combat balance is already bad, no need to make it worse :)

    hows this making it worse we got this class already its called stam sorc lol

    If you will read through the all OP post, you will understand :D
    Anyway, there is absolutely no need for new classes, especially since the combat team barely handles balance changes and in fact fails to balance the game properly even with the 5 current classes.

    My thought process is that I'm currently pretty bored with the game because of the repetitive gameplay. Only a new class can really fix this because I tried basically every build already. Balanced is *** anyways so I personally take quantity over quality in gameplay diversity any day of the week.

    especially since there is no such thing as true balance anyhow somethings always gonna be broken.
  • nemvar
    nemvar
    ✭✭✭✭✭
    DuskMarine wrote: »
    nemvar wrote: »
    Universe wrote: »
    DuskMarine wrote: »
    Universe wrote: »
    There is no need for new classes.
    The game's combat balance is already bad, no need to make it worse :)

    hows this making it worse we got this class already its called stam sorc lol

    If you will read through the all OP post, you will understand :D
    Anyway, there is absolutely no need for new classes, especially since the combat team barely handles balance changes and in fact fails to balance the game properly even with the 5 current classes.

    My thought process is that I'm currently pretty bored with the game because of the repetitive gameplay. Only a new class can really fix this because I tried basically every build already. Balanced is *** anyways so I personally take quantity over quality in gameplay diversity any day of the week.

    especially since there is no such thing as true balance anyhow somethings always gonna be broken.

    Well there is bad balance and than there is eso. Only because we can't build a utopia doesn't mean we shouldn't strife towards one. It's just that the combat team has repeatedly shown that they are unable to even create anything resemling balance so I stopped caring.
    Edited by nemvar on September 8, 2018 7:24PM
  • Acrolas
    Acrolas
    ✭✭✭✭✭
    ✭✭✭✭✭
    Some of these would be all right if packed out into a set piece bonus. But as a whole it's a little too ideal relative to other classes, and would require a lot of work on the other classes to introduce new counterplay tactics.
    Experimentation goes against how skills are programmed into your character. Morphs are a skill replacement which is why it has its own respec category. For Experimentation to work we'd have to have a situation where we unlocked both skill options and then slotted one. But then we'd technically have three skills, not two. The original and then the two variants.
    signing off
  • Tyrobag
    Tyrobag
    ✭✭✭✭✭
    Necromancer First.
  • nemvar
    nemvar
    ✭✭✭✭✭
    Acrolas wrote: »
    Some of these would be all right if packed out into a set piece bonus. But as a whole it's a little too ideal relative to other classes, and would require a lot of work on the other classes to introduce new counterplay tactics.
    Experimentation goes against how skills are programmed into your character. Morphs are a skill replacement which is why it has its own respec category. For Experimentation to work we'd have to have a situation where we unlocked both skill options and then slotted one. But then we'd technically have three skills, not two. The original and then the two variants.

    Well, yeah. That is why I restricted experimentation to class skills only. It would probably be a lot easier to program it with that restriction. The foundation is there as power lash shows. Also the class lacks self heals and doesn't really have that much in the way of mobility.
    Edited by nemvar on September 8, 2018 7:40PM
  • Lieblingsjunge
    Lieblingsjunge
    ✭✭✭✭✭
    This just feels like a weird magicka nightblade tbh. That can be played both as melee and ranged. And it's skills are mainly taken from 5pc set boni.. Or from other-existing skills. Hm, clever.
    Ignorance is the greatest weapon of tyranny.
    PC - EU.
    Lieblingsjunge(AD) - Racechanged Argonian :< | AR 50 - No double AP or Bleakers involved |
    Sits-On-Cacti(DC) - Problem?
    Fail-With-Tail(AD) - Healing Springs-spammer :<
    Tiny Liebs(EP) - Very Tiny. Also heals.
    Lieblingsmädchen(DC) - Magplar is love.
    The Dominàtrix(AD) - Chains, whip, whip, whip.
    Fluffy Furball Kitten(DC) - Kittycat, meow.
    Your Face(EP) - People make bad jokes about my name =(
    Liebs-With-Trees(AD) - Male argo with a big tail :>

    Officer/Sandwitch of Zerg Squad
    My title: The Maneater, Destroyer of Maneuvers, Bane of Potatoes, she who devours them, The Black Hole, the humorless, first of her name.
  • nemvar
    nemvar
    ✭✭✭✭✭
    This just feels like a weird magicka nightblade tbh. That can be played both as melee and ranged. And it's skills are mainly taken from 5pc set boni.. Or from other-existing skills. Hm, clever.

    What the hell? There is this entire unique mark mechanic. The only 5pc I really used was phoenix. And my suggestion doesn't even have a ranged spammable. How is this a magicka nightblade?
  • Fishoscandi
    Fishoscandi
    ✭✭✭✭
    I think the game doesn't need any new classes or races. I like it as is.
    Fishoscandi - Orc NB
    Cookie of Dough - Dunmer Templar
    Smells Like Tree Spirit - Bosmer Sorc

    EU PC

  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    Nice Theory crafting, it was a good read, but I'm on the side of staying at the 5 classes they have until the existing classes have more options and class identity focused for them. Spell crafting which they teased years ago would be much more interesting if released with the next chapter rather than another class which serves to further divide developers attention and create further balance issues. Creating more classes in this game would not make it more balanced. That may make sense for something like Overwatch where you swap between characters on the fly so you can counter situations depending on the character you play as.

    ESO is an investment, the classes need to feel different enough that they have their own feel, but competent enough for 4 types of gameplay too. Mag DD / Sta DD/ Healer/ Tank. This is ZOS's design choice. Although perfect balance is unreachable it doesn't mean we shouldn't strive for it. Certain classes should have a leg up in different roles for obvious reasons with a small margin. Add another class and it will be abandoned like warden was for an entire year while the other classes beg for updates as well. It's just too soon for something like this.
    Started with PC Beta and PS4 Launch - 1000+ CP

    Stam Sorc Orc PvE Main || Stam Sorc Nord PvP Main || Stam DK Nord
    Stam Necro Orc BowBow || Stam Warden Wood Elf BowBow || Stam Blade Wood Elf BowBow


    Mag Sorc Breton || Mag Templar Breton
  • SydneyGrey
    SydneyGrey
    ✭✭✭✭✭
    ✭✭✭✭✭
    Universe wrote: »
    There is no need for new classes.
    The game's combat balance is already bad, no need to make it worse :)
    The thing about MMOs is that there will ALWAYS be something that needs to be fixed. Always. We can't let the game stagnate and never add anything new to it just because there's something that needs to be fixed. Not to mention that the team who fixes issues like combat balance might be totally different from the team that creates new content. (Don't know about that one ... you'd have to ask the developers.)
    DuskMarine wrote: »
    especially since there is no such thing as true balance anyhow somethings always gonna be broken.
    Also, this. Having the game 100% balanced is impossible, although they should always work toward achieving it as much as possible, of course.

    Edited by SydneyGrey on September 8, 2018 10:58PM
  • WeerW3ir
    WeerW3ir
    ✭✭✭✭✭
    We only need Necromancer. like the warden was. Not need a 'battlemage'. how stupid idea is that anyway? the concepton is good. but the idea is awful.
    CP1450+
    Mastercrafter. All motif, all trait.
    Weer LVL50 DK Argonian AD
    Honest-Healer LVL50 Templar Argonian AD
    Pain-Bringer LVL50 Necro Argonian DC
    Eilinwen LVL50 NB Altmer AD
    Vadryyn LVL50 Sorc Dunmer AD
    Anianwe LVL50 DK Altmer AD
    Ja'arra LVL50 NB Khajiit AD
    Vasrjo LVL50 DK Khajiit AD
    Attenwen LVL50 Warden Altmer AD
    Tannwen LVL50 Templar Altmer AD
    Celeb'hel LVL50 Necro Altmer AD
    Faranwe LVL50 Warden Altmer AD
    Perma-Frost LVL50 Warden Argonian EP
    Echo-of-Darkness newborn NB argonian AD
  • Emmagoldman
    Emmagoldman
    ✭✭✭✭✭
    im all for it. sadly the dev team seems very nervous with adding classes, im guessing because of balance and people complaining ptw.

    necromancer, hand to hand, bard, polearms would all be great. Im still suprised putting a blade on a pole hasnt been thought of yet in Tameriel.......
  • DuskMarine
    DuskMarine
    ✭✭✭✭✭
    SydneyGrey wrote: »
    Universe wrote: »
    There is no need for new classes.
    The game's combat balance is already bad, no need to make it worse :)
    The thing about MMOs is that there will ALWAYS be something that needs to be fixed. Always. We can't let the game stagnate and never add anything new to it just because there's something that needs to be fixed. Not to mention that the team who fixes issues like combat balance might be totally different from the team that creates new content. (Don't know about that one ... you'd have to ask the developers.)
    DuskMarine wrote: »
    especially since there is no such thing as true balance anyhow somethings always gonna be broken.
    Also, this. Having the game 100% balanced is impossible, although they should always work toward achieving it as much as possible, of course.

    actually they dont need to to achieve balance you have only one choice increase the assets in the game aka classes to have more to counter each other. its the only way to do it right. but everyone fights it. the reason there is no balance is how can 5 classes counter each other without breaking one or the other. they need to give more to easier balance it. we have very little counters right now.
  • Mettaricana
    Mettaricana
    ✭✭✭✭✭
    ✭✭✭
    Universe wrote: »
    DuskMarine wrote: »
    Universe wrote: »
    There is no need for new classes.
    The game's combat balance is already bad, no need to make it worse :)

    hows this making it worse we got this class already its called stam sorc lol

    If you will read through the all OP post, you will understand :D
    Anyway, there is absolutely no need for new classes, especially since the combat team barely handles balance changes and in fact fails to balance the game properly even with the 5 current classes.

    Honestly we need like 5 more classes because as it sits the lack of classes puts more pressure on balance for the 5 few classes to be all the same having 5 more classes added that can accel in a combo of healer tank dps support gimmick etc would branch out the stress for all classes being equal like why does every class need dps option or a healer option its like bruh let a cass be a tank mainly and a dps mainly make them do it good and make others do a mix of one or two roles decently like dk is a great tank lil lackluster in dps and healer, nb is great at burst dps and gimmick (stealth) it can tank but isnt the God dk is. The lack of new classes just makes everyone want their class to do what the other class can do rather than give us new options to try something that fills the void of what we want.
    I'm everything that doesn't belong in the pact but i'm there anyway...
  • Iccotak
    Iccotak
    ✭✭✭✭✭
    ✭✭
    I think its funny that for every thread discussing new additions, you can always count on people commenting that ZOS should just stop adding new stuff and focus only on fixing.
    Here's the thing, you have to do both. You can't just do one or the other. Adding content and fixing issues are both equally important.

    @Mettaricana
    Then play WoW
    ESO class set up is so then people have more options within their class and are not restricted to one way of playing.
    Playing a DK dps is different from playing a NB dps, and a Templar dps. It provides variety in the game.
    A DK tank and a Templar tank are both awesome, but they play differently.
  • Glurin
    Glurin
    ✭✭✭✭✭
    ✭✭✭
    Why the hell does it have to be a new class?! You should be able to do it with any of the existing classes using any combination of weapon types. "Play as you want." Remember? That means that the difference between a "pure" magicka or stamina based character should not be so extreme as to completely rule out any kind of blending of the two. A new class to do it would only exacerbate the issues and take us down the same path as every WoW clone with no hope of return.

    If this is what you want, then you may as well remove all classes and replace them with just three new ones. "Mage, warrior or battlemage", each with their own weapon and armor restrictions and all attributes predetermined. Not at all Elder Scrolls.
    Edited by Glurin on September 9, 2018 9:56AM
    "The man who learns only what others know is as ignorant as if he learns nothing. The treasures of knowledge are the most rare, and guarded the most harshly."
  • nemvar
    nemvar
    ✭✭✭✭✭
    Glurin wrote: »
    If this is what you want, then you may as well remove all classes and replace them with just three new ones. "Mage, warrior or battlemage", each with their own weapon and armor restrictions and all attributes predetermined. Not at all Elder Scrolls.

    Well, thats how Arena (and Daggerfall to some extent) worked. :smile:

    I also don't really get your point. A new class exists to enable a new playstyle, to do stuff the other classes can't do. We are too late into the game lifespan for drastic reworks like the removal of classes. So I say, just embrace what ESO already is. A new class wouldn't hurt. Two or three new weapons would be awesome.

    I personally dislike new guild skill lines because they don't offer any actual choice in the way you build your character. New weapons and classes diversify gameplay much more.
  • Glurin
    Glurin
    ✭✭✭✭✭
    ✭✭✭
    No, new classes do not exist to enable new playstyles. They exist to BE the new playstyles. They place arbitrary limits on what a character can and cannot do. A "hybrid class" would only serve to solidify the current problems with the magicka/stamina system and ostracize hybrid builds even more than they are now.
    nemvar wrote: »
    I personally dislike new guild skill lines because they don't offer any actual choice in the way you build your character. New weapons and classes diversify gameplay much more.

    That's an old marketing trick, making you think you're getting more choices by limiting your options. Some weird psychological thing takes place when people are told things like "You can have any one of these three colors that you want!" when in fact they have an entire spectrum to choose from.

    Just think about it for a minute. How does being able to select from a larger pool of skills limit your choices in building your character where as being forced into a smaller pool gives you more?
    "The man who learns only what others know is as ignorant as if he learns nothing. The treasures of knowledge are the most rare, and guarded the most harshly."
  • nemvar
    nemvar
    ✭✭✭✭✭
    Glurin wrote: »
    Just think about it for a minute. How does being able to select from a larger pool of skills limit your choices in building your character where as being forced into a smaller pool gives you more?

    In the same vain that only 50 of the 300 somethng sets in this game are actually useful. Nobody gimps themselves on purpose.

    Meaningful choices mean that you need to make sacrifices. If everybody has access to everything everybody would run around as a invisible, shieldstacking, permablocking, superhealing abomination. That might be fun for a few weeks but isn't good for longevity.

    Lets take your argument to the extreme. Why can my character only carry two weapons? Why can't my character be a vampire and a werewolf at the same time? Why is there a limit of 5 skills on every bar? Why do I have to invest in either sustain or damage? Why can't I have everything?

    EDIT: I forgot to respond to this part
    Glurin wrote: »
    No, new classes do not exist to enable new playstyles. They exist to BE the new playstyles. They place arbitrary limits on what a character can and cannot do. A "hybrid class" would only serve to solidify the current problems with the magicka/stamina system and ostracize hybrid builds even more than they are now.

    If you would have read my suggestion you would know that there are exactly TWO whole skills that enable a hybrid playstyle. "Magic Slam" and "Experimentation". This is by no means a hybrid class. I intentionally wrote it so that it fits into the same categories as all the other classes.
    Edited by nemvar on September 9, 2018 11:56AM
Sign In or Register to comment.