So i recently was curious, and asked my phone
" what do you think is most wanted classes in eso and how would you sketch them/design for Zenimax if you worked for the company"
:
so post you AI ideas here if you want - i am curious whats your AI tell you mine gave me 3 options :
Okay, let's refine these class concepts for ESO, ensuring they feel distinct from existing classes and flesh out those morphs. The key is to lean into unique resource mechanics and thematic execution.
1. The Artificer: Master of Allied & Arcane Constructs
Concept: The Artificer focuses on precise, calculated magic, utilizing Dwemer knowledge, allied constructs, and infused artifacts. Their power comes from understanding the underlying principles of magic and technology, making them less about raw elemental force and more about strategic deployment and synergistic effects.
Unique Resource/Mechanic: Aetherial Flux. Artificer abilities generate Aetherial Flux (up to 10 points), a unique energy that can be consumed by other abilities to empower them, create stronger constructs, or activate more potent artifact effects. Flux is visually represented by a subtle glow around the Artificer or their active constructs.
Skill Lines:
* Animus Forging (DPS/Pet Focus):
* Theme: Creating and enhancing temporary Dwemer or Clockwork City-inspired automatons. This isn't about permanent pets, but transient, tactical deployments.
* Core Mechanic: Abilities often create or enhance temporary constructs that have limited duration or health, requiring active management.
* Abilities:
* Dynamic Fabricant: Summons a temporary (10-15s duration) metallic sphere that projects a concentrated energy beam at the nearest enemy. Generates 2 Aetherial Flux on cast.
* Morph 1 (Anvil Sphere): The sphere becomes immobile but its beam deals increased damage and applies Major Breach. Flux cost: 0.
* Morph 2 (Propulsive Spider): The sphere becomes a spider-like construct that moves towards and explodes on its target, dealing AoE damage. Costs 3 Aetherial Flux to detonate on impact.
* Resonating Conduit: Fires an energized bolt that deals magic damage. If cast on an active Artificer construct, the construct emits a healing pulse to nearby allies.
* Morph 1 (Overclock Capacitor): The bolt deals increased damage and applies Minor Vulnerability. If cast on a construct, the construct also gains a temporary damage shield.
* Morph 2 (Reconstructive Circuit): The bolt deals less damage, but heals a nearby ally. If cast on a construct, the construct gains significant health and returns a portion of damage taken as healing to the Artificer.
* Automaton Salvage: Deconstructs an active Artificer construct, dealing damage to enemies near it and refunding 50% of the Aetherial Flux used to create it.
* Morph 1 (Scrap Protocol): Deals increased damage to enemies and applies Minor Maim for a short duration.
* Morph 2 (Emergency Repair): Instead of damage, the deconstruction creates a powerful healing burst for allies near the construct.
* Static Cascade: The Artificer sends out a wave of electricity, damaging all enemies in a cone and generating 1 Aetherial Flux for each enemy hit (up to 3).
* Morph 1 (Arcing Jolt): Deals increased damage and chains to additional enemies.
* Morph 2 (Disrupting Pulse): Deals less damage but applies Minor Enervation to enemies hit.
* Ultimate - Fabricant Nexus: Creates a powerful, immobile Dwemer Centurion for 20 seconds. The Centurion emits a continuous AoE damage field and gains bonus damage for every Aetherial Flux the Artificer currently possesses (consuming all Flux on cast).
* Morph 1 (Guardian Colossus): The Centurion gains taunt capabilities and greatly increased health, becoming a powerful temporary tank.
* Morph 2 (Annihilation Engine): The Centurion's AoE damage is increased, and it periodically unleashes concentrated laser blasts at priority targets.
* Clockwork Mechanisms (Tank/Utility Focus):
* Theme: Deploying defensive and utility-based contraptions, manipulating the battlefield, and shoring up defenses with calculated barriers and field effects.
* Core Mechanic: Focuses on creating temporary static "mechanisms" that alter combat zones or provide tactical advantages.
* Abilities:
* Aegis Projector: Places a temporary (10s duration) projector at a target location that creates a frontal damage shield for allies passing through it. Costs 3 Aetherial Flux.
* Morph 1 (Refraction Barrier): The shield reflects a portion of ranged attacks back at attackers.
* Morph 2 (Absorption Field): The shield not only absorbs damage but also generates 1 Aetherial Flux for the Artificer for every 10% of its health absorbed.
* Entropic Snare: Deploys a hidden snare device at target location. When an enemy steps on it, they are rooted for a short duration and deal magic damage.
* Morph 1 (Concussive Tripwire): Deals physical damage and applies Minor Maim to the snared enemy.
* Morph 2 (Temporal Stasis): The root duration is increased, and the enemy takes damage over time.
* Kinetic Redirection: Creates a small swirling vortex that reduces the movement speed of enemies and pulls them slightly towards the center. Costs 2 Aetherial Flux per second to maintain (channeled).
* Morph 1 (Gravitic Pull): Increases the strength of the pull and applies Minor Vulnerability to enemies within.
* Morph 2 (Displacement Vortex): Deals low damage but disorients enemies on initial cast, and consumes remaining Flux to deal bonus damage when the channel ends.
* Repair Protocol: Mends the Artificer's armor, granting a damage shield based on max health for 6 seconds.
* Morph 1 (Reinforced Plating): The shield also grants Minor Resolve and Ward for its duration.
* Morph 2 (Emergency Recalibration): The shield heals the Artificer for a percentage of the damage it absorbs.
* Ultimate - Planar Disjunction: Overloads the Artificer's core, creating a large, spherical energy field that pulls all enemies towards its center for 5 seconds, dealing magic damage over time. While active, the Artificer is immune to crowd control.
* Morph 1 (Singularity Implosion): At the end of the duration, the field violently collapses, dealing massive damage to all enemies caught within.
* Morph 2 (Stabilized Rift): The field persists for an additional 5 seconds, granting allies within Major Protection and healing them.
* Arcane Infusion (Healer/Support Focus):
* Theme: Infusing allies with calculated magical energy, repairing their "structures," and applying precise enhancements and debuffs. This isn't about nature or divine light, but controlled, engineered support.
* Core Mechanic: Uses Aetherial Flux to empower healing or utility effects, often with unique secondary benefits.
* Abilities:
* Restoration Flow: Heals a single ally. Generates 1 Aetherial Flux.
* Morph 1 (Aetheric Conduit): Heals an additional nearby ally for a reduced amount.
* Morph 2 (Recharge Circuit): Also restores a small amount of the target's Magicka or Stamina (whichever is lower).
* Empowering Infusion: Infuses an ally with temporary arcane energy, granting them Minor Courage. Costs 3 Aetherial Flux.
* Morph 1 (Overdrive Infusion): The ally also gains Minor Brutality and Sorcery for the duration.
* Morph 2 (Protective Infusion): The ally gains a small damage shield in addition to Minor Courage.
* Disruption Array: Fires a concentrated beam at an enemy, dealing magic damage and applying Minor Maim.
* Morph 1 (Debilitating Beam): The beam also applies Minor Vulnerability.
* Morph 2 (Siphoning Ray): Heals the Artificer for a percentage of the damage dealt.
* Catalyst Orb: Throws an orb that detonates at target location, healing allies in an area and granting them Minor Intellect and Endurance.
* Morph 1 (Accelerant Orb): Also grants allies Minor Expedition for a short duration.
* Morph 2 (Purifying Orb): Cleanses one negative effect from allies in the area.
* Ultimate - Grand Harmonizer: Creates a large, static Dwemer device at a target location that pulses for 15 seconds, continuously healing allies within its radius and restoring a significant amount of their Magicka and Stamina. The healing and resource restoration scale with the Aetherial Flux spent on activation (consuming all Flux).
* Morph 1 (Resonance Projector): Allies within the radius also gain Major Fortify and Major Resolve.
* Morph 2 (Overcharge Resonator): Enemies entering the radius are slowed and have their damage output reduced.
2. Daedric Priest: Harbinger of Oblivion's Will
Concept: A Daedric Priest draws directly upon the chaotic and often terrifying power of various Daedric Princes, manifesting their influence as both destructive force and insidious aid. This class embraces the darker, more morally ambiguous side of magic, less about summoning legions and more about channeling raw, often corrupting, energies.
Unique Resource/Mechanic: Pact Bonds. The Daedric Priest applies "Pact Bonds" (up to 3 stacks) to enemies with certain abilities. Other abilities consume these bonds for powerful bonus effects, allowing for burst damage, enhanced debuffs, or corrupted healing. Visually, these could be swirling runes or faint shadowy tendrils around the afflicted target.
Skill Lines:
* Oblivion's Scourge (Magicka/Damage Dealer Focus):
* Theme: Unleashing raw, destructive Daedric energy and applying vile debuffs. Less about summoning, more about direct manifestation of Prince's will.
* Abilities:
* Molag Bal's Chains: Unleashes tendrils of dark energy that lash out at an enemy, dealing magic damage and applying a Pact Bond.
* Morph 1 (Tyrant's Grasp): Roots the target in place for a short duration.
* Morph 2 (Soul Siphon Chains): Deals damage over time, and if the target dies while affected, restores a small amount of Magicka and Stamina to the Priest.
* Mehrunes Dagon's Fury: Calls down a localized burst of volcanic energy at a target area, dealing fire damage over time to enemies within. Consumes a Pact Bond on any enemy within the area to increase the damage.
* Morph 1 (Scorching Ruin): Increases the radius and damage.
* Morph 2 (Flaming Anomaly): Causes enemies hit to erupt in a secondary, smaller explosion after a short delay.
* Hermaeus Mora's Revelation: Strikes an enemy's mind, dealing magic damage and applying Minor Vulnerability. If the target has a Pact Bond, it also applies Major Fracture.
* Morph 1 (Forbidden Knowledge): Also reduces the target's Spell Critical resistance.
* Morph 2 (Maddening Whisper): Enemies within a small radius around the target are briefly disoriented.
* Sheogorath's Jest: Sends a volatile energy orb that bounces between enemies, dealing magic damage. The damage type (shock, fire, frost) changes randomly with each bounce. Generates a Pact Bond on the primary target.
* Morph 1 (Unstable Anarchy): Increased chance for critical hits, and applies a random minor debuff (e.g., Maim, Defile).
* Morph 2 (Manic Spark): Each bounce restores a small amount of Magicka to the Priest.
* Ultimate - Gate of Despair: (See Ultimate description below).
* Lords of Dominion (Stamina/Damage Dealer Focus):
* Theme: Empowering martial prowess with Daedric influence, focusing on close-quarters combat and inflicting vile ailments, often at a cost.
* Abilities:
* Hircine's Cull: A powerful, swift strike that deals physical damage and applies a Pact Bond.
* Morph 1 (Hunter's Mark): Applies Minor Breach to the target.
* Morph 2 (Predator's Frenzy): If the target dies within 2 seconds of being hit, refunds a portion of the Stamina cost.
* Peryite's Pestilence: Unleashes a cone of vile gas, dealing poison damage over time to enemies hit and applying Pact Bonds.
* Morph 1 (Contagious Blight): Spreads to nearby enemies from the initial targets.
* Morph 2 (Corrosive Effluvia): Reduces the physical and spell resistance of affected enemies.
* Vaermina's Torment: Slashes an enemy with dark energy, dealing physical damage and applying a "Nightmare" debuff. If the target has a Pact Bond, the Nightmare debuff also causes them to periodically take additional damage and sometimes briefly fear nearby enemies.
* Morph 1 (Psychic Onslaught): Deals increased damage to targets below 50% health.
* Morph 2 (Shared Dread): When the Nightmare ends, it has a chance to transfer to another nearby enemy.
* Boethiah's Ambush: Teleports the Priest to a target enemy, dealing physical damage and applying a Pact Bond. This ability bypasses line of sight.
* Morph 1 (Unseen Strike): Grants Minor Expedition after teleporting.
* Morph 2 (Vile Evisceration): Deals bonus damage if the target is above 50% health.
* Ultimate - Gate of Despair: (See Ultimate description below).
* Sanctum of Restoration (Healer Focus):
* Theme: Drawing on the less destructive aspects of certain Princes (or twisting their malevolence into aid), providing healing and protection through shadowy pacts and corrupting energies. This isn't about radiant light; it's about life from decay, and protection through insidious means.
* Abilities:
* Azura's Grace: Heals an ally for a moderate amount. Applies a Pact Bond to the ally (these are beneficial bonds for allies).
* Morph 1 (Lunar Embrace): Heals over time for a short duration.
* Morph 2 (Starlight Infusion): Restores a small amount of Magicka to the Priest if the healed ally has a beneficial Pact Bond.
* Meridia's Respite: Creates an area of purifying energy that removes negative effects from allies and heals them over time. Consumes beneficial Pact Bonds on allies within the area to provide a burst of healing and a temporary damage shield.
* Morph 1 (Cleansing Radiance): Cleanses an additional negative effect.
* Morph 2 (Dazzling Aura): Enemies entering the area are briefly disoriented.
* Nocturnal's Shroud: Creates a dark veil around an ally, granting them a powerful damage shield. If the ally has a beneficial Pact Bond, the shield's strength is increased.
* Morph 1 (Whispers of Concealment): Grants the ally Major Evasion for the shield's duration.
* Morph 2 (Shadow's Embrace): When the shield is consumed or expires, it leaves a small heal over time on the ally.
* Namira's Hunger: Summons a cloud of flies that deals minor disease damage to enemies and applies a Pact Bond. If an enemy affected by a Pact Bond dies within the cloud, nearby allies are healed.
* Morph 1 (Ravenous Swarm): Increases the damage and applies Minor Defile.
* Morph 2 (Feast of Souls): Allies healed by this ability also gain Minor Vitality.
* Ultimate - Gate of Despair: (See Ultimate description below).
* ULTIMATE ABILITY FOR ALL THREE DAEDRIC PRIEST SKILL LINES:
* Gate of Despair (Base Ultimate): The Priest tears open a shimmering, unstable portal to Oblivion for 8 seconds. While open, it deals magic damage to enemies near its mouth. This ultimate is about the raw, terrifying power of a direct connection to a Daedric realm.
* Morph 1 (Abyssal Summoning): Instead of continuously dealing damage, the gate periodically spews forth a small wave of Dremora (e.g., 2-3 Scamps/Clannfears at a time, similar to a "nightmare shadow" pet but temporary and multiple) that prioritize nearby enemies. These Dremora are temporary and despawn after a short duration or when killed.
* Morph 2 (Oblivion's Maw): The gate does not deal continuous damage. Instead, at any point while the gate is open, the Priest can activate the ability a second time (within 8 seconds of initial cast) to forcibly pull all enemies within a large radius towards the gate's mouth. When they get close, the gate violently slams shut, dealing massive magic damage, stunning all enemies caught in the explosion for 4 seconds, and applying Major Maim. This second activation costs 20% of the Priest's current health and consumes the remaining ultimate charge. (This gives the player a high-risk, high-reward choice for a powerful burst CC/damage.)
3. Monk: Way of the Wandering Pilgrim
Concept: The Monk is a master of martial arts, channeling inner energy (Chi) and elemental forces. They are fluid, agile, and can switch between devastating unarmed strikes, precise kicks, multiple punches, telepathic disruption, and elemental spells, akin to a blend of Kung Fu, the legend of Sun Wukong, and D&D's elemental monks. They rely on speed, focus, and elemental attunement.
Unique Resource/Mechanic: Inner Chi. The Monk generates Inner Chi (up to 5 points) through basic attacks, light attacks, and specific skill activations. Inner Chi is then spent on powerful elemental attacks, restorative techniques, or to empower their mobility and defenses. Inner Chi is visually represented by small, glowing elemental orbs orbiting the Monk.
Skill Lines:
* Fist of the Iron Will (Stamina/Melee DPS Focus):
* Theme: Rapid, powerful unarmed strikes, precise kicks, and crushing blows imbued with earthen strength. Focus on physical damage and close-quarters disruption.
* Core Mechanic: Emphasizes quick, multi-hit physical attacks that generate Chi, and single powerful earth-infused strikes that consume it.
* Abilities:
* Hundred-Punch Flurry: Unleashes a rapid series of punches (4-6 hits) dealing physical damage. Each hit has a 25% chance to generate 1 Inner Chi.
* Morph 1 (Focused Strike): The last hit deals significantly increased damage if at least 3 Chi were generated during the flurry.
* Morph 2 (Wind-Up Punch): The final hit applies Minor Fracture and Breach.
* Stone-Step Kick: A powerful kick that deals physical damage and pushes the enemy back a short distance. Costs 2 Inner Chi to empower, dealing bonus damage and stunning the enemy for 2 seconds.
* Morph 1 (Mountain Kick): Deals area damage in a small cone behind the primary target.
* Morph 2 (Unbalancing Blow): Applies Minor Maim to the target, and reduces their movement speed.
* Earth Shield Stance: The Monk adopts a defensive stance, gaining Major Resolve and Ward for 6 seconds. While in this stance, their heavy attacks restore 1 Inner Chi on impact.
* Morph 1 (Stone Guard): Reflects a small percentage of incoming melee damage.
* Morph 2 (Adamant Form): Also grants Minor Endurance, and reduces the cost of the next Inner Chi consuming ability by 1.
* Quaking Palm: The Monk slams their palm onto the ground, causing a localized tremor that deals physical damage and immobilizes enemies in a small radius.
* Morph 1 (Aftershock): Leaves behind a lingering damage field for 4 seconds.
* Morph 2 (Stone Shard Burst): Also causes enemies to bleed for a short duration.
* Ultimate - Crushing Gauntlet: The Monk's fists become imbued with raw earth energy. For 12 seconds, their light and heavy attacks deal significantly increased physical damage, and every third light attack sends out a small shockwave that deals AoE damage. Each attack generates 1 bonus Inner Chi.
* Morph 1 (Earthshatter Barrage): Every third light attack also applies Major Breach to enemies hit.
* Morph 2 (Unstoppable Force): The Monk gains Minor Protection and Minor Fortitude while the ultimate is active.
* Way of the Inner Eye (Magicka/Ranged DPS Focus):
* Theme: Utilizing telepathic attacks and wind/water manipulation for ranged damage and crowd control. Focus on mental disruption and fluid elemental strikes.
* Core Mechanic: Ranged elemental spells and mental attacks that generate Chi, with powerful telekinetic or water-based attacks that consume it.
* Abilities:
* Psychic Blast: Unleashes a burst of telepathic energy at a single target, dealing magic damage. Generates 1 Inner Chi.
* Morph 1 (Mind Shred): Applies Minor Prophecy and Sorcery to the Monk for a short duration.
* Morph 2 (Willbreaker): Reduces the target's critical resistance.
* Whirlwind Strike: The Monk sweeps their staff or performs a quick hand motion to create a miniature whirlwind that moves forward, dealing magic damage to enemies it passes through. Costs 2 Inner Chi to expand its radius and pull enemies towards its center.
* Morph 1 (Gale Force): Increases the travel speed and damage of the whirlwind.
* Morph 2 (Gusting Vortex): Enemies caught in the empowered whirlwind are briefly disoriented.
* Water Jet: Fires a focused stream of water at an enemy, dealing frost damage and applying Minor Maim.
* Morph 1 (Freezing Torrent): Reduces the target's movement speed by an additional amount.
* Morph 2 (Surging Stream): Can be channeled for up to 3 seconds, increasing damage over time and generating 1 Inner Chi per second channeled.
* Thought Scramble: Targets an enemy's mind, dealing magic damage and applying Minor Enervation. If the target has full health, this ability also briefly stuns them.
* Morph 1 (Phantom Strike): Deals bonus damage to targets that are disoriented or feared.
* Morph 2 (Memory Wipe): Reduces the target's ultimate generation for a short duration.
* Ultimate - Tidal Serpent: Summons a large, spectral water serpent that surges forward in a line, dealing massive frost damage to all enemies in its path and applying Major Breach. The serpent leaves behind a trail of healing water for allies.
* Morph 1 (Winter's Grasp): Enemies hit are rooted for a short duration.
* Morph 2 (Spring Tide): The healing trail lasts longer and restores a small amount of Stamina and Magicka to allies.
* Calm Within Chaos (Healer/Support Focus):
* Theme: Utilizing inner peace, water's restorative properties, and subtle telepathic interventions to mend allies and control the battlefield. This is a calm, focused, and precise healing style.
* Core Mechanic: Healing abilities that generate Chi, or utility effects that consume it for powerful supportive bursts.
* Abilities:
* Soothing Touch: Heals a single ally. Generates 1 Inner Chi.
* Morph 1 (Mending Flow): Heals an additional nearby ally for a reduced amount.
* Morph 2 (Vitality Transfer): Restores a small amount of the Monk's Magicka if the healed ally is below 50% health.
* Healing Rain: Summons a gentle rain that heals allies in an area over time. Costs 2 Inner Chi to empower, significantly increasing the healing done for the first 3 seconds and granting Major Fortitude.
* Morph 1 (Cleansing Downpour): Cleanses 1 negative effect from allies when first cast.
* Morph 2 (Life's Embrace): Allies healed by the empowered version also gain Minor Vitality.
* Tranquil Mind: The Monk focuses inward, restoring a significant amount of their own Magicka. If cast while at full Inner Chi, it also restores a small amount of Stamina.
* Morph 1 (Inner Stillness): Also grants Minor Protection for a short duration after casting.
* Morph 2 (Shared Insight): Allies within a small radius also gain Minor Intellect for a short duration.
* Whisper of Serenity: Releases a pulse of calming telepathic energy that heals nearby allies and applies Minor Ward to them.
* Morph 1 (Dispelling Whisper): Also removes a Minor buff from enemies in the area.
* Morph 2 (Soothing Presence): Allies affected gain Minor Aegis.
* Ultimate - Grand Chi Manifestation: The Monk radiates pure Chi energy outwards for 10 seconds. All allies within a large radius receive continuous healing. Any time an ally takes damage, they receive an additional burst of healing. Costs 5 Inner Chi on activation to apply Major Protection to all affected allies for the duration.
* Morph 1 (Harmonious Balance): Also restores a small amount of Magicka and Stamina to allies for the duration.
* Morph 2 (Pacifying Aura): Enemies entering the radius are disoriented for a short duration and have their damage output reduced while within the field.
I wonder if its allowe to post it, so if not - please delete - but if yes : please forum people post your AI ideas its ncie to at least read some idea

doesnt hurt anyone