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What is the point of generic skills or guild skills?

BloodRedHurricane
BloodRedHurricane
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When I heard about subclassing system, this question popped up "If every class can use another class' abilities; then what is the point of generic skill lines or guild skill lines? Weren't those skill lines made to compensate players which do not play in the style of their classes' tendencies? Such as a healer nightblade?"

What do you think?
Edited by BloodRedHurricane on December 13, 2025 6:02PM
  • Soarora
    Soarora
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    Theres still things that are only found in “generic” skills. Like group major/minor expedition as 1 skill, guard, proccing backbar enchant, chain (except dk has chain), etc. Also, not everyone subclasses.
    Edited by Soarora on December 13, 2025 6:05PM
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  • BloodRedHurricane
    BloodRedHurricane
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    Soarora wrote: »
    Theres still things that are only found in “generic” skills. Like group major/minor expedition as 1 skill, guard, proccing backbar enchant, chain (except dk has chain), etc. Also, not everyone subclasses.

    Correct but; these seem secondary. While I was trying healer nightblade; I used to use lots of generic skills. I think subclassing make generic skills obsolete.
  • LunaFlora
    LunaFlora
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    i still use non-Class skills if i want them in my builds.

    Grimoires from Scribing are especially nice and i use Burst Soul with Healing scripts on most builds.
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  • Soarora
    Soarora
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    Soarora wrote: »
    Theres still things that are only found in “generic” skills. Like group major/minor expedition as 1 skill, guard, proccing backbar enchant, chain (except dk has chain), etc. Also, not everyone subclasses.

    Correct but; these seem secondary. While I was trying healer nightblade; I used to use lots of generic skills. I think subclassing make generic skills obsolete.

    My healer nightblade uses mostly nightblade skills. Subclassing does not make generic skills obsolete. Even as a healer, you still need combat prayer and orb.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
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    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
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    • Dungeons: 32/32 HMs - 25/26 Tris
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  • PeacefulAnarchy
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    There was a time when non class skills were used a lot more, but I don't think subclassing is the reason for most of them being phased out, a lot of that happened gradually over the past few years.

    Weapon skills have some use thanks to the ability altering weapons, but usually this means only one or two skills per line are good and the rest are forgotten. This seemed to have been by design, a gradual choice of weakening some of these skills and strengthening class skill to be able to do their job.

    Armor Skills are bad, they have niche purposes but those they're usually not worth it even in a situation where that niche might be useful. This has been the case for a long time.

    Undaunted is a good skill line. All the skills have value and the passives are nice and universal.

    Assault and Support are in a decent spot. Skills that have good use and are worth slotting but not essential.

    Soul Magic is bad, always has been.

    Mages Guild is probably the one most hurt by subclassing, these were skills that were a bit below class skills but helped you fill gaps that are less likely to need filling now. Passives being mostly self reinforcing doesn't help.

    Fighter's Guild is hurt a bit too, but the passives are better and barbed trap is a solid skill on its own terms, so it still has some use. Camo Hunter is niche, the others suffer like the mages guild skills.

    Then there are the scribed skills which add some value to these lines. How much is going to depend on what you're going for, but they definitely have use cases not affected by subclassing.

    You mentioned healing and IDK, seems to me you'd still use the same non healing skills as before subclassing. Orb, altar, combat prayer, regen, barrier are all non class skills that are worth running. Maybe Grand Healing is pushed out in some subclassing builds?



  • Erickson9610
    Erickson9610
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    The Werewolf skill line is the whole reason I picked up this game in the first place — I don't play this game to play a Class. There are very few games with playable werewolves out there, and even fewer of those games are multiplayer experiences.
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  • StihlReign
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    Armor, Mages Guild, Fighters Guild, Soul Magic, Thieves Guild, Vampire, (Dark Brotherhood could have a skill line) and Scribing could use skill line updates.
    Edited by StihlReign on December 13, 2025 10:58PM
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