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Personally? I would kind of love to see Werewolves and Vampires expanded into proper "classes"

Terin
Terin
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I know those may sound kind of one-note, but just hear me out!

In the Vampires' case, being able to have the "class" dealing with blood magic and the like, maybe some charms or illusions. Effectively putting you in that sort of "daywalker" state, where you're not necessarily running around as a full-blown vampire at all times.

In the case of Werewolves, however, I would personally be SUPER into a class based very directly on the daedric prince, Hircine. Presumably balancing a bit of a "Hunter/Ranger" vibe, while perhaps also using magic that draws some inspiration from the moon, or channeling a kind of bloodlust. Or heck, maybe even a tree dedicated to "the pack", summoning wolves or buffing allies?

I dunno, though. Maybe that's just me.

I feel like those "fantasies" are a lot more distinctive and memorable than ones like the "Dragonknight", which is too specific to be just any type of warrior, yet too vague to really be described a specific theme.

It's the main area I'm so stoked for the Arcanist, because it seems like it's going to go all-in on the "Eldritch horror" theme.
  • phaneub17_ESO
    phaneub17_ESO
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    While I want more character slots, I would also like to limit the number of new classes over new skill lines that everyone has access regardless. Unless they add some serious dynamic changes to the game, a new class is unnecessary for the sake of having a new class.
  • Terin
    Terin
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    While I want more character slots, I would also like to limit the number of new classes over new skill lines that everyone has access regardless. Unless they add some serious dynamic changes to the game, a new class is unnecessary for the sake of having a new class.

    Hmm, maybe?

    I feel like it's kind of an "all-or-nothing" type of approach. I mean, you can't be a Mage that uses Frost, Flame, and Shock spells on a single character. So they've kind of already committed to classes.

    I feel like both approaches have good points. It seems a shame to have classes as they are, and not the full flexibility of some of the past Elder Scrolls games, imo.
  • phaneub17_ESO
    phaneub17_ESO
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    Terin wrote: »
    I feel like it's kind of an "all-or-nothing" type of approach. I mean, you can't be a Mage that uses Frost, Flame, and Shock spells on a single character. So they've kind of already committed to classes.

    Sure you can! A Necromancer is literally all of that. Boneyard and Colossus are both Frost; Lightning Staff Wall of Elements, Skeletal Arcanist, and Shocking Siphon are well Shock; Flame/Ricochet Skull is Flame; and everyone has access to Force Pulse which is literally a quad damage attack doing Flame, Frost, Shock, and Magic damage all rolled into one.
  • Amottica
    Amottica
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    WW and vamp have been something any character could get in multiple TES games. As such it would not make sense for them to become their own class and take away the ability for everyone to be able t o be a WW or vamp.

  • Terin
    Terin
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    Terin wrote: »
    I feel like it's kind of an "all-or-nothing" type of approach. I mean, you can't be a Mage that uses Frost, Flame, and Shock spells on a single character. So they've kind of already committed to classes.

    Sure you can! A Necromancer is literally all of that. Boneyard and Colossus are both Frost; Lightning Staff Wall of Elements, Skeletal Arcanist, and Shocking Siphon are well Shock; Flame/Ricochet Skull is Flame; and everyone has access to Force Pulse which is literally a quad damage attack doing Flame, Frost, Shock, and Magic damage all rolled into one.

    I mean thematically speaking; I don't really give that much thought to actual damage types. The idea of playing a "traditional wizard" is definitely a class fantasy a lot of people would have, that sadly isn't available with even of the existing classes. Like I said, even with the Sorcerer being the closest to that, two-thirds of their kit are dedicated towards dark magic.
  • Artim_X
    Artim_X
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    So nightblade (blood magic) and warden (hunter/animals)...
    (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).
  • Ugrak
    Ugrak
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    Amottica wrote: »
    WW and vamp have been something any character could get in multiple TES games. As such it would not make sense for them to become their own class and take away the ability for everyone to be able t o be a WW or vamp.

    Something that could be done instead is to make it so that becoming a werewolf or vampire replaces your class skills. Thus becoming a full-fledged class, yet being accessible to all.

    That would certainly make the decision more impactful.
  • Vevvev
    Vevvev
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    Ugrak wrote: »
    Amottica wrote: »
    WW and vamp have been something any character could get in multiple TES games. As such it would not make sense for them to become their own class and take away the ability for everyone to be able t o be a WW or vamp.

    Something that could be done instead is to make it so that becoming a werewolf or vampire replaces your class skills. Thus becoming a full-fledged class, yet being accessible to all.

    That would certainly make the decision more impactful.

    But almost make no sense from a standpoint that becoming a vampire never took away abilities or skills away from a player. Werewolf already technically does this by being a third ability bar that while active removes the ability to use any other abilities. Vampire partially does this with the non-vampire ability cost increase.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Vampires I could see work like that but Werewolves are just beasts, not many options with how they fight, here is a concept that could probably work that I came up with sometime ago although I have yet to cover every ability, the way the "Class" would work is it would not be a creatable class, you would gain this class and it would be applied on top of your existing class, the 3 Vampire Skill lines would replace your Class Skill lines based on your stage, at stage 1 you would have access to no vampire powers and all 3 of your class skill lines would be usable, at stage 2 you would have access to 1 vampire skill line and 2 class skill lines, at stage 3 you would have access to 2 vampire skill lines and only 1 class skill line, at stage 4 you would be all vampire.

    Blood Magic
    • Summon Blood Coagulant = Summon a Blood Coagulant for 12 seconds whose attacks drain health and transfer it to you
    • Evicirate = Same as it is currently
    • Vampiric Drain = Same as it is currently
    • Vampiric Grip = Pull targeted enemy towards you stunning them, press again to deal XXXX damage and regain it as health
    • Blood Bolt = Fire a blood orb at the enemy dealing AOE damage for XXXX damage
    • Blood Heal = Reduce Vampire timer by 20 minutes, heals the Vampire by XXXX health every second for 4 seconds.

    Night Powers
    • Unnatural Celerity = Become immune to snares and immoblizations for 8 seconds, increases movement speed by 30%
    • Hunter's Sight = Hostiles are highlighted through walls
    • Mesmerize = Stun an enemy, activate synergy to feed instantly killing weaker foes and increasing your vampire stage by 1
    • Night Cloak = Surround yourself in a cloud of bats that apply Major Resolve and reduce damage from projectiles by 10%
    • Mist Form = Same as it on the PTS

    Vampire Scion
    • Blood Scion = Same as on live
    Edited by TX12001rwb17_ESO on February 14, 2023 2:59AM
  • Vulkunne
    Vulkunne
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    Terin wrote: »
    I know those may sound kind of one-note, but just hear me out!

    In the Vampires' case, being able to have the "class" dealing with blood magic and the like, maybe some charms or illusions. Effectively putting you in that sort of "daywalker" state, where you're not necessarily running around as a full-blown vampire at all times.

    In the case of Werewolves, however, I would personally be SUPER into a class based very directly on the daedric prince, Hircine. Presumably balancing a bit of a "Hunter/Ranger" vibe, while perhaps also using magic that draws some inspiration from the moon, or channeling a kind of bloodlust. Or heck, maybe even a tree dedicated to "the pack", summoning wolves or buffing allies?

    I dunno, though. Maybe that's just me.

    I feel like those "fantasies" are a lot more distinctive and memorable than ones like the "Dragonknight", which is too specific to be just any type of warrior, yet too vague to really be described a specific theme.

    It's the main area I'm so stoked for the Arcanist, because it seems like it's going to go all-in on the "Eldritch horror" theme.

    Nah fix the classes we have. The way its currently setup is better because I can gauge my class vs whichever one works best with it. Better the way it is now.
    "Today Victory is mine. Long Live the Empire." - Grand Admiral Vulkunne
  • Araneae6537
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    I prefer werewolf and vampire as they are now, something every character has optional access to. I would like to see vampire changed though, maybe different bloodlines could work differently although with some overlap? I just want to play a vampire that feels like one of the Ravenwatch vampires as they are what got me interested to play one in the first place.
  • Cameron991
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    I’ve been saying this for so long! I agree! Vampire does need its own class. Imagine there being two types of vampire options 1) lemae bal bloodline just like what we have now nothing changes and you are still your normal class and then a new blood line2) Molag bal pure blood, this would be its own class and it would use the skills we see the greymoor vampires use as well as vampire lord instead of blood scion and the lord can stay in the form forever similar to ww if they maintain it
  • Toanis
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    I simply want the "you are a <class> and also a vampire" kind of vampirism back. Right now you need to build around being a vampire, being a bloodfiend is a more defining character trait than race or class.

    BTW: @Devs: Move along, nothing to see here. Please don't touch the werewolf on your way out.
  • Feljax
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    I prefer werewolf and vampire as they are now, something every character has optional access to. I would like to see vampire changed though, maybe different bloodlines could work differently although with some overlap? I just want to play a vampire that feels like one of the Ravenwatch vampires as they are what got me interested to play one in the first place.

    You know, I love the idea of different "strains" of vampirism being available to players. Perhaps sharing some abilities but having some skills unique to each strain as well. And having to go to different areas to get the strain you're looking for.

    I still would prefer that vampirism stay available to any class and not be a class in and of itself, though.
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