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Class identity PvP

GeorgeBlack
GeorgeBlack
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Magika classes:

It is necessary to bring at least 2 more magika weapons which would have abilities and morphs to showcase the:
Aedric light aspect of the Templar
Burning destruction ascpect of the Dragon Knight
Deadly darkness of the Nightblade
Deadric cataclism aspect of the Sorceror
Cold wilderness aspect of the Warden

A magicians staff cannot be the only companion to the magika classes of ESO



Stamina Classes:

Imo I think that:
StamDK should be a weapons class with passive and active skills that make it easy to play without a class spammable. It's role should be to truly stand it's ground along with templar.
So far stamDK is only a SnB/2h Bloodspawn 7th Fury build and nothing else, unfit for Cyrodiil.
Stamplar is very good to look at. Resently has become strong as well. It's Aedric Spear playstyle should be improved a little bit.Stand your ground templar.
Stamsorc needs to feel more than a battlemage. More magic. Less AoE annoyance.
Stamblade is the best concept of ESO. My only problem with the class is that it's abilities, active and passives are overloaded.
Stamden is strong yet I don't get the impression that this class has anything to do with nature or ice. It is also overloaded and without weak points.


Some skill lines that affect class identity in a negative way:
1) ESO is a game designed to be based around story, adventure and freedom to make unique characters. I think that it is a bad idea to say that X class should be better at tanking or DPS or Healing. I think that it would be better to have Undaunted, Fighters Guild and Psijic order to have tools to improve those functions. A good healer should be a mix of Class flavour and Guild potency etc etc. Maybe it's too late to make such huge changes but I think the devs should reflect on that.

2) Vampires should be more than passive stats and mist form. It should be a unique playstyle like werewolves.

3) Class ultimates should not be weaker than ultimates available to all classes. Dawnbreaker is a very serious issue for a number of years now. The weapon ultimates, weak as they are, are a bad idea imo. Some of those skills could be changed and used in a class tool kit since so many class ultimates are unused
Imagine a templar with a dawnbreaker (rebalanced)
Imagine a stamsorc with thundering Rend from DW.


As for PvE.... well. DK tank templar healer.
stamina? DW/BOW.

Too many things to work on, but since our devs are going to reexamine all the abilities, I think that in addition to figuring out which ones are overloaded and which ones are weak, they should consider the promise of ESO. Play as you want.






  • Minno
    Minno
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    All classes have a level of mysticism magic to them. If it detects life, harnesses the soul of an enemy, dispels effects, saps attributes, reflects spells, or silences its mystical magic. But they also have the other 7 magic trees, some more so than others!

    Quick description of each magic tree:
    Destruction spells harm the target by damaging its health with either elemental or magical attacks, draining and damaging its attributes, skills, health, magic, and fatigue, making it weak to the elements, poisons and magic, and corroding its armor and weapons.

    Restoration spells augment the target by restoring its health, attributes, stamina, and magicka, fortifying its health, attributes, skills, stamina, and magicka, granting it resistances to the elements, magic, disease, paralysis, poison, and un-enchanted weapons, curing it of disease, poison and paralysis as well as harming the target by absorbing its health, magicka, stamina, attributes and skills.

    Conjuration spells call upon otherworldy entities through telepathy, certain skilled Conjuration mages can develop telepathic links with each other. Conjuration spells augment the caster by granting them Daedric and Undead guardians, Daedric weapons and armor, and the ability to repel the undead.

    Alteration spells alter the physical and magical properties of the target. Alteration spells harm the target by making the objects it is carrying heavier and augments the target by making the objects it is carrying lighter, granting it elemental and physical shields and the ability to breath and walk on water as well as opening locks.

    Illusion spells affect light and a sentient target's mind. Illusion spells harm the target by commanding, demoralizing, paralyzing, silencing, and causing it to frenzy, as well as augmenting it by rallying, charming, calming it, granting it invisibility, night-vision, translucency and illuminating it.

    Mysticism is an obscure school, though its spells seem to manipulate magicka itself. Due to its spells that bind the target's soul, this school is closely related to necromancy. Mysticism spells augment the target by granting it the ability to detect life, reflect damage, absorb and reflect spells as well as harm it by dispelling its magical effects and trapping its soul, including the ability to move objects through space with telekinesis. The nature of the School of Mysticism is the subject of much scholarly debate.[21]

    Thaumaturgy does not change the appearance or structure of a force or object, but can manipulate laws temporarily.

    The schools of magic have often been subject to revision by existing magical institutes, and some have fallen out of favor. For example, following the Warp in the West the school of Thaumaturgy was rearranged into other schools and was largely replaced by the growing popularity of Conjuration, while in the fourth era the school of Mysticism was gradually consolidated into the other five extant schools.

    Classes and the colleges of magic they closely resemble (remember all classes do mysticism magic):
    Templar - Restoration/ Alteration but they dabble in destruction too (snares + fire dmg are considered destruction magic)
    DK - Destruction/Alteration with small restoration through green dragon heart.
    Sorc - Conjuration/destruction with small dabble into illusion (negate) and alteration (shield).
    Nightlbade - Illusion/Destruction with tiny bit of conjuration (shade + surprise attack).
    Warden - Conjuration/Destruction/Restoration. Conjuration also entails controlling beasts/people, and they mostly control animals.

    Necro will be the first class that is entirely devoted to the magic of necromancy.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
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