Maintenance for the week of September 1:
• PC/Mac: No maintenance – September 1
• PC/Mac: NA and EU megaservers for patch maintenance – September 2, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – September 3, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – September 3, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)

List ideas for **at least 3** new Classes!

Erickson9610
Erickson9610
✭✭✭✭✭
✭✭✭
I want to know what you think the next 3 Classes should be. I know there are a few popular Class ideas within the community, so rank your personal top 3 in a list like so:
  1. Class 1 — highest priority
  2. Class 2
  3. Class 3 — lowest priority

The goal of asking for 3 Classes instead of just 1 is to encourage the community to come up with additional ideas; reading several posts asking for the same exact Class isn't exactly insightful, but it's unlikely that several people will ask for the same 3 Classes in the same order.

Further, if you have several ideas but they can't stand on their own as individual Classes (or if you want to request individual skill lines for use with Subclassing), then you could take the theme or mechanics of your 3 ideas and make a single Class out of them.


Remember to take both theme and mechanics into account!
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).
  • irswat
    irswat
    ✭✭✭✭
    Dwemer engineer
  • tomofhyrule
    tomofhyrule
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yet another one I feel is kinda directed at me :D

    I want more Classes. A lot.
    Subclassing really does seem to have opened the door to more Classes easily, as the fact that you can take lines on any character now means that players who just want to play with one of the lines can do so without having to start a new character. But people like me who like to level new characters would then also have an excuse to see the world with a completely new set of skills, and we do know they redid the tutorial and starter islands.

    I feel like the first thing to look at here is to consider what an ESO Class is. The important thing that ZOS has said is that a Class should follow the "play the way you want" maxim; that is a Class should make sense for all combat roles (tank/heal/DPS) and using all armor weights and all weapon types. It should not be something that shoehorns characters into a specific setup.
    Furthermore, the Subclassing preview article really implies that any potential new Classes would follow the DLC Class structure of reasonably strict tank/heal/damage skill lines.

    That said, my #1 option would be the Artificer
    • Secrets of Dwemer Animunculi (tank): This would be most similar to an existing line from an existing Class - the summoning line from Sorcerer. This line would have permanent and temporary summons of pets and armor for battle.
      • Summon Spider: a permanent spider centurion that attacks enemies passively. It can morph to be triggered to heal itself and allies around it or to empower allied constructs
      • Summon Exploding Scarab: a temporary scarab that charges forward and explodes. Can morph to follow targets for less damage or have a larger blast radius
      • Summon Sphere Centurion: a permanent sphere that attacks passively from range. It can be triggered to go back into its sphere and heal itself. Can morph to be an arquebus or favor melee attacks.
      • Summon Dwemervamidium: an armor summon skill. Can morph to consider the player as a construct to take advantage of the spider's buff or to reflect damage as lightning bolts
      • Summon Sentry: a temporary summon of an immobile sentry sphere that absorbs damage from nearby allies. Can morph to have a much higher damage threshold or to retaliate with shock damage
      • Summon Centurion (ultimate): a temporary centurion splashes down and begins to attack with whirling blades. Can morph to follow an enemy or to stand in place and rain down lightning.
    • Kagrenac's Armory (damage): This line would use various traps and Dwemer gadgetry to do great damage.
      • Shock: a spammable melee-range conal attack from the player's hand. Morphs to increase damage from the number of enemies hit or to become a steam blast that does less damage but knocks enemies back
      • Grenade: the player throws a grenade that explodes on contact. Morphs would allow it to leave a fire DoT on the ground or to apply a sticky bleed DoT
      • Blade Trap: the player sets a blade trap on the ground. It is not triggered until a second button press. Morphs to trigger automatically when an enemy steps in range or to severely ramp the bleed/execute power
      • Blade Arm: the player swipes with an arm blade as an execute. Morphs to have a higher bleed or to allow the player to hold the button to keep the attack going like a buzzsaw, but the player is stunned if interrupted
      • Conduit: the player takes a second to set up and arm a conduit. This attack does nothing until the player has set up two conduits, at which point the player can trigger it a third time to deal massive damage as a lightning bolt between them. Morphs to extend the time the bolt is active and slow enemies inside it or to do all of the damage of the bolt at once in one massive burst
      • Ballista (ultimate): the player spawns a ballista that works like the siege weaponry in Cyrodiil. It is stationary and loses health with each shot, but it can also be attacked by enemies. Under perfect conditions, it has 3 shots. This does not count against siege limits in Cyrodiil. Morphs to gain more health (2 extra shots under optimal conditions) or to automatically attack without player control at a severely reduced damage output.
    • Tonal Architecture (support): The standard D&D Bard class that everyone wants, now packaged in a TES-appropriate lore manner.
      • Dissonant Tone: a cheap single target debuff. Morphs to affect enemies in a radius around the enemy or to add a larger damage component
      • Tonal Barrier: a group damage shield. Morphs to have a higher shield strength on self or heal affected targets
      • Resonance: a placeable area that stuns enemies. Can morph to charm them or to fear them.
      • Soothing Tone: an AoE heal. Morphs to be placeable at a location or to heal much more around the player
      • Combat Inspiration: a placeable group damage buff. Morphs to offer better buffs or to instead debuff enemies
      • Apotheosis (ultimate): the player becomes immobile and immune to everything for while channeling the attack. One second after casting, three nearby allies are resurrected automatically and living players get a berserk buff. After two more seconds, the player is instantly killed. Morphs to allow five seconds before the channeller dies or to remove the damage buff but also not completely kill the channeller when the channel ends.

    ...yeah, I've thought about that one a lot.
    I'd really also like this to bring in some rarer buffs/debuffs as well, for example Timidity, which is rarely seen and would be really interesting in PvP to start throwing that out. I also love the idea of triggerable traps, since all mines we have in game are just proximity mines and we don't have a way to set them off on command, and the Apotheosis ult idea would really be a fun way to see if people want to gamble on a trifecta - will you be able to use that buff to squeeze out enough damage with one healer incapacitated before their timer runs out and they die, or will you have to restart.

    Anyway, as for other Classes, I'll take more (give me so many more), but I haven't really come up with full concepts for others. I do have a few ideas though:
    • The once-planned Battlemage class, really pulling in stuff from the Battlespire (including the Battlespire as an arena?). This could incorporate some attack from enemies we've seen like Cyronin in the Dread Cellar and Vandorallen from Exile's Redoubt, and have skill lines following more traditional schools of magic (Mysticism, Conjuration, Thaumaturgy) and do things like summon atronachs or absorb spells. I could even see this stealing some attack animations from enemies we've seen like the Sun Eaters, Infusers, or Lightbringers
    • A Celestial class, where the three lines are based around the guardian Constellations (Warrior, Mage, Thief) and each line's attacks will reference the respective guardian's charges (e.g. the Warrior line would have a "Steed" themed attack that ends up being a shoulder charge). Each could then also have one attack referencing the Serpent. A lot of attacks could be borrowed from enemies in the Craglorn trials.
    • A joke class. Seriously, I can't with Uncle Sheo, but I'd only be a little bit mad if we got a Sheo-themed Class (especially if we got an artificer first). I'm specifically seeing this as a Jester's Fest joke where each skill is deliberately underpowered or can end up incorporating friendly fire. I'm envisioning in-game or at least forum achievements of "get some trifecta where all group members are using an un-Subclassed joke class" or some such.

    Finally, let me address the fist-shaped mammoth in the room: the Monk. No, it would not really make a lot of sense as a Class on its own (because that would require that "greatsword heavy-armored Monk tank" be a reasonable thing). I believe what most people would like on those lines is an Unarmed weapon line, which would absolutely be a great addition... but since you can techincally go unarmed now, it would kinda need to be a basegame feature. That also means that the 'weapon' slots would need to be filled with something to get the right number of gear pieces, which then also means those things would need to be a) craftable at existing set stations, and b) re-farmed by players for every set in the game. An alternative would be if one of the weapon passives just 'doubles' the set counter of the rings if you have no weapons equipped, so that the two rings would end up counting as 4 set pieces.
  • Urzigurumash
    Urzigurumash
    ✭✭✭✭✭
    Ok that ones hard to follow. Excellent ideas @tomofhyrule .

    I just wanted to chime in with Bard, as the nice user of Illusion magic, in contrast to the naughty Nightblade, like Templar vs Necro.

    I assume this is the Pink Moon in the Target Marker wheel, each other one having their clear class association.

    Strings and Wind: DPS
    Drummies: Tanking
    Singing: Healing
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Cosmo_Nova
    Cosmo_Nova
    ✭✭✭
    I'm using the Dwemer spider icon, obviously my answer is gonna be Artificer too lol. @tomofhyrule there has a very well thought out take on potential skill lines - actually really closely aligns with how I personally imagined an Artificer class working. Animunculi and tonal architecture just feel like perfect aspects of Dwemer lore to be turned into skill lines, and there are already a lot of existing assets to work with.
  • Nemesis7884
    Nemesis7884
    ✭✭✭✭✭
    ✭✭✭✭✭
    A Dwemer artificier / engineer would be really cool since its also very elder scrolls specific...
    The GW2 engineer could serve as inspiration
  • JimT722
    JimT722
    ✭✭✭✭✭
    They should probably get rid of classes as they are. Make classes a preset selection of skill lines. Then they need to remove subclass restrictions. Finally, they can release new skill lines once in a while. maybe with every chapter.
  • MJallday
    MJallday
    ✭✭✭✭✭
    just some rambling thoughts off the top of my head. would need a lot of work to make viable.


    1) Shamen/Summoner

    - has pretty much no resistances.
    - cant use anything but staffs
    - can summon perminant apperitions such as demons/dragons to fight for them

    2) Chronomancer

    - can move groups and enemies in battle.
    - cant use anything but staffs
    - can roll back time to reset things

    3) Rogue
    - Must use daggers and cant use anything but light armour. cannot use magic
    - is super quick and can sneak
    - can 100% crit
    - very little resistances and is suceptable to magic

    4) Monk
    - cannot use weapons, must use hand to hand. hits like a wet noodle
    - awesome at healing
    - high health value and high resistance





  • ArchMikem
    ArchMikem
    ✭✭✭✭✭
    ✭✭✭✭✭
    irswat wrote: »
    Dwemer engineer

    Essentially an Artificer.

    So my big one. A straight SpellBlade/BattleMage, which would be a true Hybrid Class having Magic abilities that synergized with Stamina Weapons.

    Another would be something like an Acrobat or Monk. Unarmed, Martial Artist abilities.
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Navaac223
    Navaac223
    ✭✭✭✭
    It would be nice to have a necromancer
  • tmacedo
    tmacedo
    ✭✭✭
    1. An engineer-like, definitely dwemer. Its a long time desire of many people and I agree woth them Some even developed the lines aeround dwemer tech and tonal magic.

    2. After Arcanist dropped, i tinkered a little about a witch class, would be very Reach-lore based. I even came up with three lines: Blood magic, Ancient Spirits and Void Whisperer. I would love to see something like this.

    3. Its growing in me for a while now a desire for a martial artist class and I think a Goufang Master, khajiit-lore heavy would be awesome. (I love the Kata emotes).

    EDIT: I posted first, then saw the Artificer post up after. Thats what my #1 is about
    Edited by tmacedo on August 7, 2025 7:34AM
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    I would personally only add 2 more classes.

    Artificer

    Use Bombs, Traps and call fourth Automatons of Dwarven or morph them to utilize Clockwork Design

    Artificer would be the least magical looking class, it would be a technology based, initially the class would be Dwarven Themed however many of the skills would have a morph that gives you a Clockwork based creature instead.

    Pugilist

    Enhance your fists with power to dish out damage, Pugilists gain bonuses for combo attacks

    Combo attacks would be a unique feature of the class, some skills would gain bonus damage if used in succession, Pugilist is a better name for a fighting class than Monk, a Monk is someone who is religious, makes you seem like you should have a tonsure hairstyle and wear a robe.
    Edited by TX12001rwb17_ESO on August 7, 2025 9:12AM
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    tmacedo wrote: »
    1. An engineer-like, definitely dwemer. Its a long time desire of many people and I agree woth them Some even developed the lines aeround dwemer tech and tonal magic.

    2. After Arcanist dropped, i tinkered a little about a witch class, would be very Reach-lore based. I even came up with three lines: Blood magic, Ancient Spirits and Void Whisperer. I would love to see something like this.

    3. Its growing in me for a while now a desire for a martial artist class and I think a Goufang Master, khajiit-lore heavy would be awesome. (I love the Kata emotes).

    EDIT: I posted first, then saw the Artificer post up after. Thats what my #1 is about

    I would not call it Witch and not give it a Blood Magic line as that is what Nightblades have, a more gender-neutral name would be Shaman.
    Edited by TX12001rwb17_ESO on August 7, 2025 9:14AM
  • colossalvoids
    colossalvoids
    ✭✭✭✭✭
    ✭✭✭✭✭
    Remember wanting a spellblade, proper necro, battle mage, barbarian, monk, tonal mage, etc. but now with subclassing honestly I don't care anymore as it would be just reduced to most performing skill lines rather than unique class fantasy and identity, so classes are probably a pass for me nowadays if now coupled with some unique mechanics like hand-to-hand bound to a specific class and not a weapon line or lack of thereof.
  • Calastir
    Calastir
    ✭✭✭✭✭
    1. Bard
    2. Barbarian
    3. Priest
    Chaszmyr Do'Benrae (Dunmer Magsorc Vampire Infinity) ~ Dusk Doublespeak (Breton Magplar Werewolf) ~ Stan of Rimari (Nord Dragonknight Tank) ~ Bunto Kim Alhambra (Redguard Magplar Paladin) ~ Alicyankali (Argonian Magicka Necromancer Draugr Kin) ~ Gruuman Odinfan (Orsimer Magplar) ~ Boymans van Beuningen (Khajiit Stam Warden Bowzerker) ~ Flannelflail (Imperial Stamina Nightblade Brawler PVP) ~ Calastir (Altmer Stamina Dragonknight) ~ Sallystir (Bosmer Stam Warden Frostbite PVP) ~ Zalastir (Altmer Magicka Warden Ice Storm) ~ Capt Peach (Nord Stamcanist Crux Cannon) ~ PC EU ~ Flynt Westwood (Bosmer Magicka Dragonknight) ~ Chandu the Conjurer (Redguard Magcanist Rune Walker) ~ PC NA ~ since May 26th, 2021.
  • Sarannah
    Sarannah
    ✭✭✭✭✭
    ✭✭✭✭
    Personally I would love every idea for a class anyone can come up with... as I love getting new things added to the game!

    The one class I would really want to have is a shapeshifter class: Becoming different types of creatures all with their own skills and specials. Like a spider(defensive CC/PvP), a senche(DPS), a lion(DPS/tank hybrid), a duneripper(tank), spriggan or voriplasm or wispmother(Healer), etc.
  • darkriketz
    darkriketz
    ✭✭✭
    MJallday wrote: »
    just some rambling thoughts off the top of my head. would need a lot of work to make viable.


    1) Shamen/Summoner

    - has pretty much no resistances.
    - cant use anything but staffs
    - can summon perminant apperitions such as demons/dragons to fight for them

    2) Chronomancer

    - can move groups and enemies in battle.
    - cant use anything but staffs
    - can roll back time to reset things

    3) Rogue
    - Must use daggers and cant use anything but light armour. cannot use magic
    - is super quick and can sneak
    - can 100% crit
    - very little resistances and is suceptable to magic

    4) Monk
    - cannot use weapons, must use hand to hand. hits like a wet noodle
    - awesome at healing
    - high health value and high resistance

    Your number 2 is called Psijic Mage, there's a skill line dedicated for that. Your number 3 is called Nightblade and is part of the base game from the very beginning.

    I suggest, as other people before me, Dwemer Engineer :
    - controls automatons
    - create devices and traps
    - use technology to heal and shield
    so it can be DPS, tank and support depending on the players choices. Obviously, Dwemer Centurion Ultimate.

    Also, Maormer pirate :
    - sword/spear/trident/combat net skills,
    - sea creatures invocation
    - water magic to heal/shield/trap.
    Also DPS and support, and both stam and magicka class. Ultimate would be a specific Maormer thing, and this class could be open to other races that have learned the fighting stances and magic.

    And last : Monk.
    - can fight with a staff (not a magical one, a striking one)
    - can use martial arts to sneak or control the battlefield
    - has meditation skills to heal/shield/buff the allies
    No idea about an ultimate skill ^^

    I didn't say anything about resistances because, in my opinion it's more a race thing than a class thing, but I might be mistaken.
  • MJallday
    MJallday
    ✭✭✭✭✭
    "Your number 2 is called Psijic Mage, there's a skill line dedicated for that. Your number 3 is called Nightblade and is part of the base game from the very beginning."

    No theres a very big difference between a chronomancer and a psijic skillline.

    a chronomancer has the ability to move enemies, move groups and move itself. a Psijic skillline can do a reverse position, and thats about that.

    a nightblade is a a stealth character - but tbh most nightblades in ESO arnt use for that in my view a rogue is a character that naturally excells in theft and sneak as is BETTER than nightblade, but has drawbacks that nightblades dont have - ie - once theyre discovered, theyre dead.

    theres a distinct difference - enough for me to suggest
  • LunaFlora
    LunaFlora
    ✭✭✭✭✭
    ✭✭✭✭✭
    These are not sorted by priority.

    Artificer as mentioned earlier is something i would love.

    i would love a Sea class.
    Skill lines focused on these themes:
    - Water Magic
    ideally a new damage type instead of Frost.
    We know ice is solid water but the Apprentice's Idle Magic emote has orbs of Fire, Ice, Shock, And Water. so it's funny we don't have water damage yet.
    - Aquatic Combat pets
    Serpents, Coral atronachs/reefborn animals, Yaghra, and Crabs.
    - something i cannot think of. those 2 themes could be used for all 3 skill lines though.


    I'd also really love a class that gets its magic from Moonshadow, Azura's realm, similar to Arcanist's magic being from Apocrypha.
    but i don't really know what kinda skills it would have as we haven't been to Moonshadow.
    Flowers, some kinda blue light magic, silver.
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • BXR_Lonestar
    BXR_Lonestar
    ✭✭✭✭✭
    I would love to see the following classes:

    1. Ranger class

    2. Cryomancer, and

    3. Conjurer (pure summoning class).

    I think all of these three classes are thematic to the game, and you could likely make them starting off using some base assets that are already in the game, with some adjustments to make them different and stand out on their own.
  • JaxontheUnfortunate
    JaxontheUnfortunate
    ✭✭✭✭
    I think a proper Druid/wyrd class would be interesting though could be somewhat redundant since there is the warden class already.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    I think a proper Druid/wyrd class would be interesting though could be somewhat redundant since there is the warden class already.

    A Warden is nothing like a Druid, Druid's shapeshift into things.
  • JaxontheUnfortunate
    JaxontheUnfortunate
    ✭✭✭✭
    Yeah which is why I suggested it as another playable class :)
  • AcadianPaladin
    AcadianPaladin
    ✭✭✭✭✭
    ✭✭✭✭✭
    I'd rather see ESO drop all classes and let characters choose three skill lines from a large menu of choices that could be changed similarly to subclassing. I was pleased to see the arrival of subclassing as a move in the direction of previous TES games where classes were minimally restrictive or there were no classes.
    PC NA(no Steam), PvE, mostly solo
  • tomofhyrule
    tomofhyrule
    ✭✭✭✭✭
    ✭✭✭✭✭
    I'd rather see ESO drop all classes and let characters choose three skill lines from a large menu of choices that could be changed similarly to subclassing. I was pleased to see the arrival of subclassing as a move in the direction of previous TES games where classes were minimally restrictive or there were no classes.

    So instead of saying "I wish Subclassing had fewer restrictions so we could just choose any three lines," your solution is "I wish the people who actually like Classes got them forcibly taken away from them!"
    Just want to make sure we're on the same page here.

    I absolutely support Subclassing losing some of it's unnecessary restrictions like "you must keep at least one line of your original class" or "you can't take more than one line of a different class," but I am one of the players who really enjoys the thematic builds from Classes in the first place. I recognize that ESO, as an MMO instead of a single-player game, can't necessarily be the same and I build my gameplay around the game and not force the game to be something else.
    Edited by tomofhyrule on August 7, 2025 7:40PM
  • Wolfshade
    Wolfshade
    ✭✭✭✭✭
    Just one, based on/ in combination with a new Chapter/Season Story...

    Monk

    One of the most tragic losses was the burning of the Canon Marukhat in 1E 1070, which is understood to have been the most complete compilation of texts describing the Alessian Rebellion.

    The Temple of the One

    The very last of the great Alessian temples, and the only form of legal Marukhatism today. This temple, close to the heart of the Imperial City, plays an important role in the Al-Esha Cult and the various Emperor cults, being the location of both the Dragonfires and the supposed burial ground of Empress Alessia. These cults live in a state of uneasy truce with each other and with the supposedly neutral priesthood of the One, who maintain the Temple. These priests espouse the ancient semi-heresy of the One, claiming that the different gods and spirits are only facets of a single, unknowable deity.

    Other forms of Marukhatism and Numidianism persist in various other corners of Cyrodiil, especially among scholars. They are also associated with the Arcturian Heresy. These forms of worship are all considered illegal, and and heavily persecuted by both the Legion and by other cults such as the Red Dome Templars.

    Arcturian Heresy: So-called Arcturianists are believers in the Arcturian Heresy, a conspiracy theory which claims that Tiber Septim -- Talos -- is not a God, but a fabricated identity used by a secret society who now rule over Tamriel through lies and deceit.

    Marukhati: The almost-extinct faith of the Alessian Order is still practiced by some Nibenese enclaves and jungle communities. Considered high heresy, such cults are persecuted with unusual vigor. As a result, they are very secretive and hostile towards outsiders. The theology of these groups is a far cry from the original Marukhati Edicts, most of whom are now lost. Some of the cults still hold on to scraps of holy writ in the incomprehensible Imga language, which they worship as sacred relics.

    Temple Zero: Sometimes called the "anti-temple" by its enemies, Temple Zero is a shadowy fraternity of scholars and sages dedicated to the finding and publishing of arcane verities. As their publications have often been highly critical of the Imperial authorities, this philosophy is currently being suppressed. Thought to be connected to the Arcturian heretics.

    A lot of Lore and Storys could be provided from Allessian Rebellion over Emperor-Lines and some of of the "forgotten" cultist/ religions of cyrodiil. Maybe a clash of some cultist or some cultists are planning a rebellion again.

    The Monk

    They are just masters of armed and unarmed combat. They have almost unparalleled skills. When they're fitting their spiritual namesake, on the other hand, they can harness energy: can be their life-force or natural energy. They have simply developed their minds and bodies in ways that allow them to perform extraordinary feats of mental and physical strength by tapping into their internal energy and through physical conditioning.

    Skillines

    Generally in reference to "Monk-Powers", which are based on preparation/concentration/mindfocused channeling skills.
    Maybe this class could use another combat-system to collect mindpowers by different Actions. They are needed to
    build up to empower strongest skills. Based on trained minds and bodies a mixture of mental and physical strength should be found back in the Skillines. For Example: Skill xy generates 1 Point of Mindpower. Skill xc generates 3 Points of Mindpower but needs 1 Point to activation. Ultimate-Skills can only be activated by having 10 "Mindpowers" additional to ultipoints.

    Likewise there could be a fluid and fast action-combat style created without the channeling aspekt. Typically the three classlines are figured out their usage damage/tank/heal. It would be smart even when it is harder to create, to have distribute/ mixe those through the Skillines, even with subclassing in game now. Skills just descriped with some spontaneously background ideas.

    Life-Force

    Life skills/force are/could be abilities that enable people to deal efficiently with the challenges and problems. Knowing and assessing yourself well, getting along well with others, being able to deal with stress or conflicts in a variety of ways and creatively. Maybe a more healingbased Skilline.

    1 Powerhouse of the Cell (resist to magical effects)
    2 Dark Matter (collecting extern energy/ Maybe sort of life-/ressourcedrain or as dmgskill thinkable)
    3 Power Plant (Muscle contraction from our bodies produce energy)
    4 Conviction (reduce dmg over time effects against you)
    5 Excruciating Shout (shouting all your collected energy to your enemie)

    Ultimate: Serpentine of Meridians (could be used as healing or empowermentskill even as dmg-skill that aimed specifically at to dealing dmg to opponents meridians)

    Natural-Energy

    Human energy refers to the chemical energy the body derives from food to power its metabolic processes and physical activities. This energy allows us to perform all functions, from involuntary actions like breathing and maintaining body temperature to complex movements and thought processes. Could be used as as defensive as well as offensive skilline.

    1 Elemental Bark (resist to elemental effects)
    2 Deep Breath (respiratory to empower your own powers)
    3 Chemical Reaction (natural energy empowers your to deal extra dmg/dmg over time to opponents)
    4 Warming Palm (typical Kung-Fu like figthing attack that could deal physical/magical/elemental single target dmg)
    5 Tempest Anger (your collected energy unlocks huge elemental damage)

    Ultimate: Wall of Fog (creating area with fog to reduce/degrade enemy powers)

    Mind-Powers

    Unlock your Powers aims to promote personal and professional development by strengthening your offensive powers. It is based on the mind plays as ell as typical used tempel weapons as an essential role in overcoming challenges and achieving goals. A more offensive skilline to deal dmg after a contration time.

    1 Throwing Needles (find a weak-point in armor/ a needle is mightier than the sword)
    2 Collaboration (ability to work effectively with others towards a common goal, perfect synergyskill)
    3 Precognition (evade next attack)
    4 Tapered Staff (whirling your traditional templestaff to deal aoe-dmg)
    5 Sequence (powerful combination of various physical attacks)

    Ultimate: Temple of Decades (over decades to train the powers of the temple, a huge damage skill could be build an devasting ultimate skill)
    This comment is awesome!

    **End of the Internet**
  • kargen27
    kargen27
    ✭✭✭✭✭
    ✭✭✭✭✭
    Personally I don't think we need any new classes. At this point I think most the skills would be redundant other than cosmetics of the skill.
    If they are going to give a new class I would like it to be Druid. Ranger also would be okay if they were going to do another class.
    and then the parrot said, "must be the water mines green too."
  • Zama666
    Zama666
    ✭✭✭✭
    The Shirley Templar - does cute dances and songs, enchants the enemy, can make candy
  • Cloudtrader
    Cloudtrader
    ✭✭✭✭✭
    I want to do magic with music.

    Since the dwemer were the best tonal architects, I guess an Artificer class would work, if at least one skill line was dedicated to Resonation.
  • Nemesis7884
    Nemesis7884
    ✭✭✭✭✭
    ✭✭✭✭✭
    I think a proper Druid/wyrd class would be interesting though could be somewhat redundant since there is the warden class already.

    A Warden is nothing like a Druid, Druid's shapeshift into things.

    Why I would have given s bone goliath type transformation to the warden to trsnsform for example into an Ursauk as the druid dungeon boss actually does and a persistant pet like the warden bear to the necro.
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭
    I think a proper Druid/wyrd class would be interesting though could be somewhat redundant since there is the warden class already.

    A Warden is nothing like a Druid, Druid's shapeshift into things.

    Why I would have given s bone goliath type transformation to the warden to trsnsform for example into an Ursauk as the druid dungeon boss actually does and a persistant pet like the warden bear to the necro.

    That sounds like a werebear transformation, which would be cool to see.
    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).
Sign In or Register to comment.