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Are Class Sets still locked to the base class of a Character?

Avran_Sylt
Avran_Sylt
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Curious as I'm looking at Earthen Heart for an Ult Gen build with Basalt-Blooded Warrior.
  • Erickson9610
    Erickson9610
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    Sadly, Class Sets are still locked to your base Class. Hopefully that changes when we get our third (and probably last) Class Set to cover the third skill line of each Class.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • SilverBride
    SilverBride
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    I'm sad enough that my class skills were given to other classes. I don't want to lose my armor to them, too.
    PCNA
  • Morvan
    Morvan
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    I'm honestly happy that didn't change, and I hope it stays that way.

    In the future, class mastery and IA sets might be the main determinant factor for some class variety, that already exists in some specific scenarios, for example, I didn't feel like subclassing any of my characters to arc beam because without the crux mastery on banner I'd just be making a weaker version of arcanist, so I just built something more unique for my non arcanist characters.

    Now imagine if all classes had actual good IA sets and masteries, you'd still have a reason to play on that class, and with each class building around these unique traits we'd have some crazy build variety, and that's how a game with subclassing should be.
    @MorvanClaude on PC/NA, don't try to trap me with lore subjects, it will work
  • Avran_Sylt
    Avran_Sylt
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    Morvan wrote: »
    I'm honestly happy that didn't change, and I hope it stays that way.

    In the future, class mastery and IA sets might be the main determinant factor for some class variety, that already exists in some specific scenarios, for example, I didn't feel like subclassing any of my characters to arc beam because without the crux mastery on banner I'd just be making a weaker version of arcanist, so I just built something more unique for my non arcanist characters.

    Now imagine if all classes had actual good IA sets and masteries, you'd still have a reason to play on that class, and with each class building around these unique traits we'd have some crazy build variety, and that's how a game with subclassing should be.

    I actually would expect that, was simply curious as I hadn't perused the recent patch notes.
  • Iriidius
    Iriidius
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    Ironic that the class skillines classes where chosen for and defined by (existing) since start of the game can now be used by every class while the things still exclusive to a class unusable by other classes are IA class sets, class mastery scripts and class styles that were all added less than 2 years ago after update 40 and not chosen by anyone creating his char before that.
  • Nihilr
    Nihilr
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    Iriidius wrote: »
    Ironic that the class skillines classes where chosen for and defined by (existing) since start of the game can now be used by every class while the things still exclusive to a class unusable by other classes are IA class sets, class mastery scripts and class styles that were all added less than 2 years ago after update 40 and not chosen by anyone creating his char before that.

    I think more people agree that "subclassing" should have been a feature from the very beginning of this game, and that classes are just an MMO theme patched onto this TES game. Yes, I know this game is an MMO, but I still see more people care about "customizating their character" over "gatekeeping" outfit styles from other players who don't play a "pure class."



    Edit:
    I'm sad enough that my class skills were given to other classes. I don't want to lose my armor to them, too.

    IOW: "Class-only" sets from IA shouldn't be changed to allow for anyone using the specific skill line that it pertains to? Gatekeeping is pointless, people could make new characters to get that gear and styles, so it's not like it's any easier to collect/grind for the gear. Who cares.

    Edited by Nihilr on June 23, 2025 6:48AM
  • tsaescishoeshiner
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    Since the Class Sets are each based on a particular skill line, it would make sense if they were wearable if you had that skill line. (Some of the bonuses don't mention a class skill line, like Beacon of Oblivion or Pyrebrand, which might call for changes.)

    It would take some rebalancing and probably some backend work. I think it would make subclassing a bit richer and add build options.

    I don't think it benefits the playstyle of non-subclassed builds to make the class sets exclusive to them, it just limits players' choice of base class.
    PC-NA
    in-game: @tsaescishoeshiner
  • Avran_Sylt
    Avran_Sylt
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    Since the Class Sets are each based on a particular skill line, it would make sense if they were wearable if you had that skill line. (Some of the bonuses don't mention a class skill line, like Beacon of Oblivion or Pyrebrand, which might call for changes.)

    It would take some rebalancing and probably some backend work. I think it would make subclassing a bit richer and add build options.

    I don't think it benefits the playstyle of non-subclassed builds to make the class sets exclusive to them, it just limits players' choice of base class.

    On the other hand, tying them to skill-lines now means they need to be balanced against being paired with all other class sets too though.
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