Maintenance for the week of June 16:
• PC/Mac: NA and EU megaservers for patch maintenance – June 16, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – June 18, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – June 18, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)

Stop splitting elements to different classes and make 1 elemntal/mage class.

Aertew
Aertew
✭✭✭✭
Warde having Ice and sorcer having Lightning make no sense. Sorcerers should have illusion and Warden should have replaced Ice with more nature, since they are a druid class. There should just be a Battle-mage that use long range spells that can be massive AOE. Opinions?
  • the1andonlyskwex
    the1andonlyskwex
    ✭✭✭✭✭
    ✭✭
    It's way too late to fundamentally change class identities like that.

    Also, Nightblade is already the illusion-based class.
  • Aertew
    Aertew
    ✭✭✭✭
    It's way too late to fundamentally change class identities like that.

    Also, Nightblade is already the illusion-based class.

    Havn't played Templar or Nightblade yet, so excuse me on that, I didn't know, but from alot of talk it sounds like all the illusion is, is going invisible. So if there are more abilities, I don't hear about them being used. Guess the lighting doesn't bug me that much since it is pretty cool and it is part of Sorc identity now. Though just seems wierd design wise in my opinion.
  • Celestro
    Celestro
    ✭✭✭
    Each class has been designed with both stamina and magicka qualities, so having a class that encompasses all magicka abilities and damage types while essentially taking away all the magicka aspects of other classes would be madness.

    If that is indeed what you're stating anyways.
  • JobooAGS
    JobooAGS
    ✭✭✭✭✭
    Ummmm for mag
    Dk = fire
    Warden = ice
    Sorcerer = lightning
    Necro = all
    Nb = illusion/magic
    Templar = Restoration/magic/fire (vampire’s bane)
  • Aertew
    Aertew
    ✭✭✭✭
    Celestro wrote: »
    Each class has been designed with both stamina and magicka qualities, so having a class that encompasses all magicka abilities and damage types while essentially taking away all the magicka aspects of other classes would be madness.

    If that is indeed what you're stating anyways.

    I meant like classes that have a whole skill line for one element, like Warden having Ice and sorcerer having lightning, there really isn't a relation to the elements to the classes. Like I said it seems weird a design choice. I get Dragon knight having fire attacks though since it makes sense.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    If we are talking only about elemental damage affinities then I would LOVE this change.

    Everyone raves about the power fantasy (Pyromancer) of the magDK because the class is all-in on that damage type and every skill that you use visibly fits into the class's theme.

    Sorcerer is a wonky kludge of damage types that keeps the power fantasy ambiguous and severely limits the utility of what should be the class's signature damage type, Lightning. This is even more pronounced if you don't use pets. It also means that the class bonus to Lightning Damage is overwhelmingly weak compared to, say, the Warden's bonus to Frost and Magic damage.

    Of course, many other aspects of combat feed into this (such as the OP nature of the Inferno Staff and its passives), but streamlining elemental affinities would be a fantastic first step toward balancing the elements and increasing the power fantasies of all classes.

  • ecru
    ecru
    ✭✭✭✭✭
    magcro uses every element
    Gryphon Heart
    Godslayer
    Dawnbringer
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    Indeed, and that is what makes them unique. It's a good example of a power fantasy, at least in that respect.

    Obviously there aren't currently enough damage types in the game to give every sub-class a monopoly on one of them.*

    However, classes that are expressly designed to play into a certain damage type (magDK, magSorc, magWarden, stamDK come immediately to mind) shouldn't have their skills awkwardly and arbitrarily divvied up between several different damage types, as it dilutes the identity of the class and hinders balance and itemization.

    *Of course, there is still room to increase the number of damage types based upon prior Elder Scrolls lore. Magicka Templars, for example, could be given Sun Damage (introduced in Skyrim:Dawnguard) while stamPlars could be given (Moon)Light Damage (introduced in base game Skyrim). That would leave magBlades as the only generic Magic Damage class and that would be fine since it would be unique to them. (Or, you could lean into whatever is meant by a 'Night Rune' from the Soul Shred ultimate description and create something new, such as 'Dark Damage').
  • universal_wrath
    universal_wrath
    ✭✭✭✭✭
    JobooAGS wrote: »
    Ummmm for mag
    Dk = fire
    Warden = ice
    Sorcerer = lightning
    Necro = all
    Nb = illusion/magic
    Templar = Restoration/magic/fire (vampire’s bane)

    Let me adjust this a bit,

    DK= fire/magic
    Warden=ice/magic/summon
    Sorcerer=lightining/magic/summon
    Necromancer=fire/ice/lightning/summon
    Nightblade= summon/magic (dark magic)
    Temar= fire/ magic (holy magic)
  • universal_wrath
    universal_wrath
    ✭✭✭✭✭
    Aertew wrote: »
    Celestro wrote: »
    Each class has been designed with both stamina and magicka qualities, so having a class that encompasses all magicka abilities and damage types while essentially taking away all the magicka aspects of other classes would be madness.

    If that is indeed what you're stating anyways.

    I meant like classes that have a whole skill line for one element, like Warden having Ice and sorcerer having lightning, there really isn't a relation to the elements to the classes. Like I said it seems weird a design choice. I get Dragon knight having fire attacks though since it makes sense.

    you may call frost damage of warden is sub element since it only has 2 damage ability and rst are utility, main damage type of warden is its summons like cliff racer, chalk, and others in animal companion.

    Sorcerer as well same to have the lightning as sub element and mainly a summon and magic type since its hard hitting abilities and most used as welll are actually magic based or pets.

    Magicka necromancer is the only class in the game that has a balance of all elements which is why a set like elemnta succussesion fits perfectly with necromancers. Due to the nature of the necromancer abilities, I think it a natural enemy to warden.

    Dragonknight has magic type damage as sub element and fire as main element.

    Nightblade has has summon as sub element and magic as main.

    Templar has fire as sub element and magic as main. Same as warden and necromancer, templar seem to be a natural enemy to nightblade.
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭
    I've been saying this forever. By updating the elemental affinities closer to DK (most of their damage = fire) and Warden (stronger elemental passive, 10% frost/magic passive) they would have a fix for so many of the games current design problems regarding class identity, set and skill choice and variety.

    If they ever finally create Spell Crafting, there needs to be REAL reasons for classes to build different skills. As the current system stands, everyone would build for single target fire damage which is the largest argument against a system like that. If there is no incentives for different damage types, everyone would become a cookie cutter fire build.

    CP brings this even further because it gives 10+% to all elements with 20+% for dot/direct damage. 5% for 1 element is absolute trash in comparison.

    This results in a Sorc for example getting +30% for any magicka damage type while only 35% towards shock damage.. Add in the burning status effect being the strongest, Elemental Fire Blockades +20% damage done, fire staves 8% single target damage and how the majority of monster sets are currently FIRE and it's clear the +5% shock passive won't sway a sorcs decision at all.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Celestro
    Celestro
    ✭✭✭
    Aertew wrote: »
    Celestro wrote: »
    Each class has been designed with both stamina and magicka qualities, so having a class that encompasses all magicka abilities and damage types while essentially taking away all the magicka aspects of other classes would be madness.

    If that is indeed what you're stating anyways.

    I meant like classes that have a whole skill line for one element, like Warden having Ice and sorcerer having lightning, there really isn't a relation to the elements to the classes. Like I said it seems weird a design choice. I get Dragon knight having fire attacks though since it makes sense.

    Ah I can see where youre coming from with that from a design standpoint then, especially if you're alluding to characteristics of the classes from other games.
  • Scion_of_Yggdrasil
    Scion_of_Yggdrasil
    ✭✭✭✭✭
    Yes and no. Sometimes it just makes sense. DK and fire, Warden and Ice, but Sorcerer... Sorcs should be the shining example of all of the elements and schools of magic.

    If we do get a new class, it would be nice to see the often asked for Spellsword, or its variants. Maybe then it could offer a little taste of everything.
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
    ✭✭✭✭✭
    I feel like the classes all need an update for their damages types. It would be very easy to do.

    Dragonknights Magic = Fire / Stamina = Poison

    Necromancer Magic = All Elements / Stamina = Disease

    Nightblade Magic = Magic / Stamina = Disease

    Sorcerer Magic = Lightning / Stamina = Physical

    Templar Magic = Fire / Stamina = Physical

    Warden Magic = Ice / Stamina = Poison

    It would be a nice balance for the stamina classes and magic classes would all get a speciality that fits there classes Dragonknight are well dragons so fire they are mostly there. Templars have such a heavy focus on the sun and “burning” all fire would make more sense then this mixed bag. Nightblades are already pure magic damage.
    Necromancers are already perfect elementals. Sorcerers get the title of lightning with their most used powers being magic damage it’s easy to fix charged fragments and just like that it’s shock damage. The class also need more AoEs seeing as Lightning Staff’s 8% is only to AoEs it’s off putting that Sorcerers can get more from fire staves then lightning staves.
    Warden would be able to focus on ice damage once again mixed damage types makes it hard to focus your class to it’s full power. Pure damage types open up so many paths for all classes.
    Chaos Shadow-Scale: Shadow Archer
    Chaos Death-Scale: Shadow Knight
    Tanks-With-Sap-Essence: Dark Mage
    Dark Brotherhood Listener: Blade of Argonia
    Chaos Dragon-Scale: Draconic Shield Master
    Chaos Light-Scale: Marsh Paladin
    Chaos Lightning-Scale: Daedric Master
    Hurricane Chaos: Storm Archer
    Bask-In-My-Light: Warrior of The Light
    Forged-In-Dragon-Fire: Pyro Mage
    Guardian of The Hist: Light Mender
    Chaos of Black Marsh: Master of The Burning Sword
    Star of Chaos: Frost Blade Champion
    Chaos-Lightning-Tower: Lightning Shield Master

    For the King of Argonia
    May Sithis hold back his Void
  • Pterion87
    Pterion87
    ✭✭
    Celestro wrote: »
    Each class has been designed with both stamina and magicka qualities, so having a class that encompasses all magicka abilities and damage types while essentially taking away all the magicka aspects of other classes would be madness.

    If that is indeed what you're stating anyways.

    Sorry to be the bearer of bad news, but that may apply to most classes except the dk. The stamina dk only have 3 skills, yes, 3 (and all 3 are morph) of stamina, that's why it is the weakest pve class of stamina.

  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
    ✭✭✭✭✭
    Pterion87 wrote: »
    Celestro wrote: »
    Each class has been designed with both stamina and magicka qualities, so having a class that encompasses all magicka abilities and damage types while essentially taking away all the magicka aspects of other classes would be madness.

    If that is indeed what you're stating anyways.

    Sorry to be the bearer of bad news, but that may apply to most classes except the dk. The stamina dk only have 3 skills, yes, 3 (and all 3 are morph) of stamina, that's why it is the weakest pve class of stamina.

    Then I must be the bearer of even worst news only Warden and Necromancer were made with stamina morphs in mind the core four had magic morphs that was mostly used my stamina build converted to stamina morphs.
    Chaos Shadow-Scale: Shadow Archer
    Chaos Death-Scale: Shadow Knight
    Tanks-With-Sap-Essence: Dark Mage
    Dark Brotherhood Listener: Blade of Argonia
    Chaos Dragon-Scale: Draconic Shield Master
    Chaos Light-Scale: Marsh Paladin
    Chaos Lightning-Scale: Daedric Master
    Hurricane Chaos: Storm Archer
    Bask-In-My-Light: Warrior of The Light
    Forged-In-Dragon-Fire: Pyro Mage
    Guardian of The Hist: Light Mender
    Chaos of Black Marsh: Master of The Burning Sword
    Star of Chaos: Frost Blade Champion
    Chaos-Lightning-Tower: Lightning Shield Master

    For the King of Argonia
    May Sithis hold back his Void
  • Kardrik
    Kardrik
    ✭✭✭
    An elementalist class would actually be quite awesome!
    I would say, like others have suggested here, strengthen each of the class's affinities towards their magic type, and a new class could be an elementalist which is more or less classic Destruction mage.

    Straight up fire tree, ice tree, and lightning tree.
    You can do so much more with each of these elements than what the game has currently,
    Would be fun for stamina builds, too! Good ol spellsword class for stam, and elementalist for magicka
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    Aertew wrote: »
    Warde having Ice and sorcer having Lightning make no sense. Sorcerers should have illusion and Warden should have replaced Ice with more nature, since they are a druid class. There should just be a Battle-mage that use long range spells that can be massive AOE. Opinions?
    Aertew wrote: »
    Warde having Ice and sorcer having Lightning make no sense. Sorcerers should have illusion and Warden should have replaced Ice with more nature, since they are a druid class. There should just be a Battle-mage that use long range spells that can be massive AOE. Opinions?

    That train left the station long time ago
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • lucky_Sage
    lucky_Sage
    ✭✭✭✭✭
    Dk is the fire battle mage
    Night blade illusion assassin/shadow blood mage
    Sorc lighting and dark magic(alteration) summon daedra
    Necro summons corpses and uses corpse for abilties.
    Templar holy magic battle priest with spear stabs
    Warden nature healer and animal with some ice tanky makes zero sense would of much rather had the a frost for dmg line love ice mages but zos ruined that
    DC PC NA
    Magdk - main
    Stamcro - alt

    AD PS4 NA -retired (PC runs way better to play on console)
    magdk
    magblade
    stamplar
    magden
    magsorc

  • Vevvev
    Vevvev
    ✭✭✭✭✭
    ✭✭✭✭✭
    Technically any class can be an elementalist with the Destruction staff skill line but I understand what you're getting at. You want a class where all the damage types are weaved into the class kit.

    Also people are forgetting Nightblade's other forms of illusion magic like fear, their ability to blur themselves to become harder to hit, and cripple their foes. Its more than just the shade and invisibility.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    Vevvev wrote: »
    Technically any class can be an elementalist with the Destruction staff skill line but I understand what you're getting at. You want a class where all the damage types are weaved into the class kit.

    Also people are forgetting Nightblade's other forms of illusion magic like fear, their ability to blur themselves to become harder to hit, and cripple their foes. Its more than just the shade and invisibility.

    Blur was an amazing skill... saddly ZoS changed it into that stupid AoE dmg reduction.

    I would like passive dodging back again. There were counters in the same way there were counters to reflect, but instead they chose a more generic and lackluster game.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Celestro
    Celestro
    ✭✭✭
    Pterion87 wrote: »
    Celestro wrote: »
    Each class has been designed with both stamina and magicka qualities, so having a class that encompasses all magicka abilities and damage types while essentially taking away all the magicka aspects of other classes would be madness.

    If that is indeed what you're stating anyways.

    Sorry to be the bearer of bad news, but that may apply to most classes except the dk. The stamina dk only have 3 skills, yes, 3 (and all 3 are morph) of stamina, that's why it is the weakest pve class of stamina.

    I dont think you understand what I was saying there. Regardless though, as you just mentioned, DK does indeed have magicka and stamina skills. The number isn't relevant to anything I said.
  • Artim_X
    Artim_X
    ✭✭✭✭✭
    ✭✭
    Storm calling BiS skill line! Go sorc or go home!
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • VocalThought
    VocalThought
    ✭✭✭
    JobooAGS wrote: »
    Ummmm for mag
    Dk = fire
    Warden = ice
    Sorcerer = lightning
    Necro = all
    Nb = illusion/magic
    Templar = Restoration/magic/fire (vampire’s bane)

    Let me adjust this a bit,

    DK= fire/magic
    Warden=ice/magic/summon
    Sorcerer=lightining/magic/summon
    Necromancer=fire/ice/lightning/summon
    Nightblade= summon/magic (dark magic)
    Temar= fire/ magic (holy magic)

    Let me adjust this a bit more
    DK= Fire(Poison)/ Earth/ Dragon
    Warden=Ice/Plants/ Animal
    Sorcerer=Lightining/Dark Magic/Deidric Summoning
    Necromancer= Unholy Magic/ Undead Summoning/ Commanding lifeforce
    Nightblade= Shadow Magic/Power Draining/ Killer Instincts
    Templar= Light Magic/ Holy Magic/ Aedric Weapon
  • Berchelous
    Berchelous
    ✭✭✭✭
    I feel like the classes all need an update for their damages types. It would be very easy to do.

    Dragonknights Magic = Fire / Stamina = Poison

    Necromancer Magic = All Elements / Stamina = Disease

    Nightblade Magic = Magic / Stamina = Disease

    Sorcerer Magic = Lightning / Stamina = Physical

    Templar Magic = Fire / Stamina = Physical

    Warden Magic = Ice / Stamina = Poison

    It would be a nice balance for the stamina classes and magic classes would all get a speciality that fits there classes Dragonknight are well dragons so fire they are mostly there. Templars have such a heavy focus on the sun and “burning” all fire would make more sense then this mixed bag. Nightblades are already pure magic damage.
    Necromancers are already perfect elementals. Sorcerers get the title of lightning with their most used powers being magic damage it’s easy to fix charged fragments and just like that it’s shock damage. The class also need more AoEs seeing as Lightning Staff’s 8% is only to AoEs it’s off putting that Sorcerers can get more from fire staves then lightning staves.
    Warden would be able to focus on ice damage once again mixed damage types makes it hard to focus your class to it’s full power. Pure damage types open up so many paths for all classes.

    I haven't played necromancers. How does the class use all elements? All i see is just skeleton
  • ealdwin
    ealdwin
    ✭✭✭✭✭
    Berchelous wrote: »
    I feel like the classes all need an update for their damages types. It would be very easy to do.

    Dragonknights Magic = Fire / Stamina = Poison

    Necromancer Magic = All Elements / Stamina = Disease

    Nightblade Magic = Magic / Stamina = Disease

    Sorcerer Magic = Lightning / Stamina = Physical

    Templar Magic = Fire / Stamina = Physical

    Warden Magic = Ice / Stamina = Poison

    It would be a nice balance for the stamina classes and magic classes would all get a speciality that fits there classes Dragonknight are well dragons so fire they are mostly there. Templars have such a heavy focus on the sun and “burning” all fire would make more sense then this mixed bag. Nightblades are already pure magic damage.
    Necromancers are already perfect elementals. Sorcerers get the title of lightning with their most used powers being magic damage it’s easy to fix charged fragments and just like that it’s shock damage. The class also need more AoEs seeing as Lightning Staff’s 8% is only to AoEs it’s off putting that Sorcerers can get more from fire staves then lightning staves.
    Warden would be able to focus on ice damage once again mixed damage types makes it hard to focus your class to it’s full power. Pure damage types open up so many paths for all classes.

    I haven't played necromancers. How does the class use all elements? All i see is just skeleton

    Their primary damage skill line Grave Lord uses each type of elemental damage:

    Frozen Colossus = Frost
    Flame Skull = Flame
    Blastbones = Flame
    Unnerving Boneyard = Frost
    Skeletal Mage = Shock
    Shocking Siphon = Shock
Sign In or Register to comment.