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https://forums.elderscrollsonline.com/en/discussion/683901

The Advanced Class System

Lynx7386
Lynx7386
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Players have been asking since PC launch (heck, even since beta) for additional skill trees or classes to be added to the game. Necromancy, druidism, shamanism, elemental skills, the list goes on and on. Obviously adding entire new classes has always been turned down, as class balance is already a struggle and new classes take a lot more development time than additional skill trees, with each class having 3 skill trees and unique animations needed to function. Additional skill trees are also sometimes problematic, as they are difficult to balance in combination with the skills used by all four classes.

Thus the suggestion for an Advanced Class system. This kind of system is used in many other games, most notable RPG's like the dragon age series. The basic concept is simple: each class, at some point in the game, is given the option to pick an additional skill tree via a class-specific quest. This means several new skill trees can be added to the game whilst simultaneously being balanced for the class they're linked to: you dont have to balance the new skill tree for all four classes, just for the one. This also gives us the opportunity to solve another issue players have been requesting since launch: more stamina based class skills. Each class can have an advanced class option that focuses entirely on stamina, rather than magicka with a few stamina morphs.



Overview

Unlocking your advanced class begins upon completion of the main story line and reaching Level 50 / Veteran Rank 1. At this point, a quest will automatically be added to the player's journal directing them to the Harborage, where they will be met by two new NPCs based on the class of the player character. Each of these NPCs will offer new training to the character, and inform him or her than only one training path may be taken. Each NPC will explain the path that they can train the character in, in order to provide enough information to the player to make an informed decision. Each advanced class contains 3 active abilities, 2 passive abilities, and one ultimate, making them more compressed and less heavy on skill points than standard class trees.

Each Class has the option of picking from one of two advanced classes. The general details of each advanced class are as follows:

Dragon Knight

Warlord
-Stamina Based
-Abilities provide buffs to allies, or debuff enemies
-Passives focused on defense

Pyromancer
-Magicka Based
-Specializes in long range, primarily AoE fire spells
-Passives enhance the burning effect and fire damage



Sorceror

Necromancer
-Magicka Based
-Conjures temporary undead minions to attack enemies
-Passives improve efficiency with spells

Tempest
-Stamina Based
-Infuses armor and weapons with lightning magic to become a more proficient combatant
-Passives increase weapon damage and offensive capability



Templar

Cleric
-Magicka Based
-Enhanced healing spells and group protection benefits / blessings
-Passives improve group support, defense, and promote healing with a 1h/shield setup

Crusader
-Stamina Based
-Focused on ranged combat with crossbow abilities and holy magic
-Passives improve effectiveness against undead and daedra



Nightblade

Warlock
-Magicka Based
-Damage over time focus using blood and shadow magic
-Passives improve self healing and weakening enemies

Ranger
-Stamina Based
-Can summon animals to aid in combat, and uses traps
-Passives improve mobility and pet benefits



Once an advanced class tree is chosen, the shrine of stendarr can be used to swap to the other class tree, at the cost of losing all experience and skill gains in your current advanced class (meaning if you swap to the opposite AC and then swap back again, you need to re-level everything) as well as costing a fair amount of gold.

Further posts below will detail each advanced class and its abilities.
PS4 / NA
M'asad - Khajiit Nightblade - Healer
Pakhet - Khajiit Dragonknight - Tank
Raksha - Khajiit Sorcerer - Stamina DPS
Bastet - Khajiit Templar - Healer
Leonin - Khajiit Warden - Tank
  • Lynx7386
    Lynx7386
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    Dragon Knight Advanced Classes

    The dragon knight can either go the route of defensive, group-supporting warlord, or ranged damage-dealing pyromancer.

    Warlord
    The Warlord focuses on leading the group at the forefront. He is a defensive bastion with abilities to rally allies and demoralize enemies.

    Active Abilities

    1. Command: Activate to empower your party, improving spell resistance, armor, spell power, and weapon damage for yourself and up to 7 allies within 20 meters. While slotted, low health enemies and allies are highlighted.
    Morph 1 - Advance: Command your allies to push the assault, increasing spell and weapon critical chance for yourself and up to 7 allies within 20 meters.
    Morph 2 - Hold Fast: Command your allies to take up defensive positions, reducing all damage taken and increasing health recovery for yourself and up to 7 allies within 20 meters.

    2. Warhorn: Blow a rallying warhorn, restoring health, magicka, and stamina for yourself and up to 7 allies within 20 meters.
    Morph 1 - Battle Horn: Restores additional magicka and stamina.
    Morph 2 - Regroup: Restores additional health.

    3. Challenge: Issue a challenge to an enemy target, causing minor maim to reduce the damage the target deals.
    Morph 1 - Intimidate: Causes the enemy to run in fear for 4 seconds.
    Morph 2 - Taunt: Forces the enemy to attack you for 12 seconds.

    Ultimate Ability

    Inspire: Rally your allies as you fight on the front lines. Each time you hit an enemy with a light or heavy attack, allies within 20 meters gain minor heroism, increasing their ultimate gain.
    Morph 1 - Leadership: Your light and heavy attacks also restore some health to allies.
    Morph 2 - Presence: Your light and heavy attacks also restore magicka and stamina to allies.

    Passive Abilities

    1. Loyalty: Your weapon damage is increased by 1% / 2% for each ally within 10 meters, up to 3.

    2. Heroism: Your max armor and spell resistance are increased by 1% / 2% for each enemy within 10 meters, up to 3.



    Pyromancer
    The Pyromancer is a mage focusing entirely on the destructive element of fire, burning his foes to cinders with each cast.

    Active Abilities

    1. Firebolt: Launch a bolt of fire at the target, dealing fire damage.
    Morph 1 - Fireball: Launch a larger ball of fire, knocking the target down and dealing additional damage.
    Morph 2 - Pyroclast: Channel a stream of fire over 3 seconds, dealing additional damage to burning enemies.

    2. Immolate: Launch a column of fire at an enemy, dealing fire damage and setting the target aflame for additional fire damage over 9 seconds.
    Morph 1 - Liquid Flames: Enemies within 5 meters of the target are also set aflame for fire damage over 9 seconds.
    Morph 2 - Consuming Flames: The target burns for longer, taking additional fire damage over 12 seconds.

    3. Conflagrate: Cause the targe to explode in a blast of fire, dealing fire damage to the target and additional fire admage to enemies within 5 meters. Deals up to 300% additional damage against low health targets.
    Morph 1 - Combust: Enemies that are already afflicted by a burning effect take additional damage.
    Morph 2 - Embers: Enemies killed by conflagrate leave behind a pile of burning embers, dealing additional fire damage to other enemies in the area over 9 seconds.

    Ultimate Ability

    Firestorm: Call down a rain of fire, dealing fire damage and causing targets in the area to burn for additional fire damage over 9 seconds.
    Morph 1 - Apocalypse: The raining bolts of fire are replaced with fireballs, periodically knocking down enemies in the area.
    Morph 2 - Incinerate: Low health enemies in the area take additional damage, with a chance to be instantly incinerated.

    Passive Abilities

    1. Chaos: Whenever you apply a burning effect to an enemy, they are also afflicted with fear for 1 / 2 seconds.

    2. Fuel: Whenever you kill an enemy with fire damage, you regain 2% / 4% of your maximum magicka.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Lynx7386
    Lynx7386
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    Sorceror Advanced Classes

    The Sorceror can either focus on additional summoning powers as a Necromancer, or become a lightning-empowered melee combatant as a Tempest.

    Necromancer
    The Necromancer is a magicka-based advanced class that focuses on raising the dead and dark magic.

    Active Abilities

    1. Raise Skeleton: Raise a skeletal minion from the grave to attack your target for 20 seconds. If the target dies, the skeleton will move to a new target.
    Morph 1 - Zombies: Raises two zombies to attack your enemies for 20 seconds. Each zombie deals reduced damage.
    Morph 2 - Draugr Archer: Raises an undead bowman to attack your enemies for 20 seconds. The Draugr Archer deals increased damage.

    2. Corpse Explosion: Fulminate the bodies of nearby corpses, causing them to explode and deal disease damage to enemies within 5 meters.
    Morph 1 - Plague: Corpse explosion now reduces healing on all effected enemies by 60% for 10 seconds.
    Morph 2 - Pestilence: Enemies damaged by corpse explosion take additional disease damage over 10 seconds.

    3. Grasp of the Dead: Call upon dozens of undead to reach up from the ground at the target area, grabbing at the feet of enemies to snare them by 70% for 10 seconds.
    Morph 1 - Grip of Undeath: Immobilizes enemies in the area for 4 seconds, then snares them by 70% for 10 seconds.
    Morph 2 - Claws of Death: Damages enemies in the area for the duration of the ability.

    Ultimate Ability

    Flesh Atronach: Raise a hulking flesh atronach from the grave to attack your enemies for 20 seconds.
    Morph 1 - Diseased Atronach: The flesh atronach is surrounded by a cloud of disease, reducing healing on enemies and causing disease damage over time to enemies that remain within melee range.
    Morph 2 - Bone Child: Summon a colossal child of bone that tears at enemies, dealing area damage with each swipe and causing bleeding damage over time.

    Passive Abilities

    1. Gravesinger: Your raise skeleton, grasp of the dead, and flesh atronach abilities last 2 / 4 seconds longer.

    2. Death's Herald: Any time an enemy dies within 20 meters, you regain 1% / 2% of your maximum magicka and health.



    Tempest
    The tempest is a melee combatant that empowers himself and his weapons with lightning.

    Active Abilities

    1. Lightning Infusion: Bind living lightning to your weapon, causing your light and heavy attacks to deal additional lightning damage. This ability may be toggled on or off at will.
    Morph 1 - Arc Infusion: light and heavy attacks deal lightning damage to the target and additional lightning damage to up to 6 nearby targets.
    Morph 2 - Lightning Orb: In addition to infusing your weapon, conjure an orb of lightning to protect you. The orb strikes out at melee attackers, returning 30% of the damage taken as lightning damage.

    2. Whirlwind: Create a swirling storm of energy around you, dealing lightning damage to enemies within 10 meters every 2 seconds for 20 seconds.
    Morph 1 - Tempest: Deals increased damage.
    Morph 2 - Typhoon: Snares enemies within 10 meters by 40%.

    3. Living Lightning: Conjure a spirit of lightning to attack your enemies for 10 seconds. The spirit's attacks arc to up to 3 enemies.
    Morph 1 - Enduring Spirit: Increases duration of living lightning by 5 seconds.
    Morph 2 - Guardian Spirit: While Living Lightning is active, you gain minor resolve and minor ward, increasing your armor and spell resistance.

    Ultimate Ability

    Electrogenesis: Imbue your armor with electricity, reducing all damage taken by 30% and dealing lightning damage to nearby enemies for 10 seconds.
    Morph 1 - Galvanize: Damage taken is reduced by 60% while Electrogenesis is active.
    Morph 2 - Energy Transfer: Each enemy that dies within 10 meters while Electrogenesis is active grants you major empower, increasing the damage of your next attack by 20%.

    Passive Abilities

    1. Path of Least Resistance: Your Tempest abilities ignore up to 10% / 20% of your targets' spell resistance.

    2. Lightning Reflexes: While Whirlwind is active, you gain a 10% / 20% chance to evade enemy attacks.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Lynx7386
    Lynx7386
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    Templar Advanced Classes

    The templar can become a Cleric, gaining blessings and improved group support capability, or a Crusader, gaining additional ranged damage and benefits against unnatural enemies.

    Cleric
    The Cleric is a servant of the divines, bestowing blessings upon his allies to improve their effectiveness in combat.

    Active Abilities

    1. Bestow Blessing: Bestow a blessing on yourself and up to 7 nearby allies, granting increased health, stamina, and magicka recovery for 20 seconds.
    Morph 1 - Blessing of Stendarr: Grants Major Resolve and Major Ward to allies for 20 seconds.
    Morph 2 - Blessing of Julianos: Allies gain increased magicka recovery for 20 seconds.

    2. Blessing of Akatosh: Invoke the power of Akatosh to create a time-warping bubble at the target area. Allies within the area gain major evasion, granting a 20% chance to evade incoming attacks.
    Morph 1 - Speed Time: Allies passing through the bubble gain Major expedition, increasing movement speed by 40% for 6 seconds.
    Morph 2 - Slow Time: Enemies passing through the bubble are snared by 40% for 6 seconds.

    3. Divine Protection: Place a ward on yourself, gaining a damage shield equal to 50% of your maximum health for 10 seconds.
    Morph 1 - Blessing of Kynareth: While the ward holds, you are surrounded by tearing winds that rip at enemies, dealing physical damage each second.
    Morph 2 - Blessing of Mara: While the ward holds, you receive increased healing from all sources.

    Ultimate Ability

    Blessing of Arkay: Invoke Arkay's name to instantly resurrect up to 3 nearby allies, restoring them to 30% of their maximum health.
    Morph 1 - Arkay's Protection: Resurrected allies gain a damage shield for 30% of their maximum health for 6 seconds.
    Morph 2 - Arkay's Renewal: Resurrected allies are restored to 30% of their maximum magicka and stamina in addition to health.

    Passive Abilities

    1. Cleric's Armaments: With a one handed weapon and shield equipped, you gain Minor Sorcery / Major Sorcery, increasing spell power by 8% / 20%.

    2. Warden of the Divines: Your bestow blessing and blessing of akatosh spells last for an additional 2 / 4 seconds.



    Crusader:
    The Crusader is a holy warrior, utilizing unique weaponry to hunt down evil wherever it may be found.

    Active Abilities

    1. Crusader's Crossbow: Fire a powerful crossbow bolt at the target, causing physical damage and knocking down the target.
    Morph 1 - Holy Bolt: Fires a blessed bolt, causing magic damage and dealing 50% additional damage to undead and daedric enemies.
    MOrph 2 - Piercing Bolt: Fire an armor-piercing bolt that ignores 100% of the target's armor rating.

    2. Blessed Blades: Imbue your weapon with holy power, causing each light and heavy attack to deal additional magic damage. This ability may be toggled on or off at will.
    Morph 1 - Blessed Arrows: Damage dealt by blessed blades is increased by 50% if wielding a bow, and also applies to each use of the Crusader's Crossbow ability.
    Morph 2 - Righteous Fury: Fully charged heavy attacks while blessed blades is active grant Major Empower, increasing the damage of your next attack by 20%.

    3. Consecrate: Consecrate the ground around you for 20 seconds, dealing magic damage each second to enemies in the area.
    Morph 1 - Holy Ground: Undead and daedric enemies take 50% additional damage from consecrate.
    Morph 2 - Sacred Ground: You gain increased health, stamina, and magicka recovery while you remain in the area.

    Ultimate Ability

    Wrath: Call on the wrath of the divines, raining holy fire in the target area causing magic damage every second for 10 seconds.
    Morph 1 - Purifying Flames: Wrath deals up to 50% additional damage to undead and daedric enemies.
    Morph 2 - Armageddon: Holy fire explodes as it hits the ground, knocking down nearby enemies and causing additional area damage.

    Passive Abilities

    1. Judgement: Crusader's Crossbow deals up to 50% / 100% additional damage to low health enemies.

    2. Holy War: Your critical strikes have a 50% / 100% chance to grant minor savagery to nearby allies, increasing their critical strike chance.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Lynx7386
    Lynx7386
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    Nightblade Advanced Classes

    The Nightblade can either become a blood-magic wielding warlock, pulling the life from his enemies, or an animal-taming ranger utilizing traps to hinder his foes.

    Warlock
    The Warlock is a master of blood and shadow magic, pulling the very life force out of his enemies.

    Active Abilities

    1. Blood Curse: Curse an enemy, dealing Magic damage every 0.5 seconds for 10 seconds.
    Morph 1 - Hemorrhage: Also causes the target to bleed for additional damage over 10 seconds.
    Morph 2 - Enfeeble: Afflicts the target with Minor Maim, reducing their damage by 15% for 10 seconds.

    2. Life Bond: Bind your life force with the target, causing the target to take magic damage every 0.5 seconds for 10 seconds while healing you for the amount dealt.
    Morph 1 - Spirit Bond: Also drains magicka from the target and restores it to you.
    Morph 2 - Masochism: Single target projectile spells the target casts at you are reflected back at the target.

    3. Reap: Rip the life out of an enemy, dealing magic damage for each damage over time or bleed effect currently active.
    Morph 1 - Grim Reaper: Deals up to 100% additional damage on low health enemies.
    Morph 2 - Reave: Also heals you for each damage over time or bleed effect on the target.

    ultimate Ability

    Shadow Shield: Warp the shadows around yourself, gaining a damage shield for 100% of your maximum health for 10 seconds.
    Morph 1 - Blood Shield: Upon activation, deals damage to all enemies within 10 meters. Shield strength is increased by 10% for each enemy damaged.
    Morph 2 - Cursed Shield: Enemies that strike you with melee attacks while the shield is active are afflicted by fear for 2 seconds.

    Passive Abilities

    1. Blood Mastery: Your Blood Curse, Life Bond, and Reap spells deal 10% / 20% more damage to bleeding enemies.

    2. Shadow Mastery: While sneaking, invisible, or when effected by Shadow Shield, you regain 2% / 4% of your maximum magicka each second.



    Ranger
    The Ranger goes into battle with a loyal beast at his side, and uses traps and enhanced mobility to outwit his opponents.

    Active Abilities

    1. Dire Wolf: Summons a dire wolf to fight at your side. This ability may be toggled on or off at will.
    Morph 1 - Senche Tiger: Summons a Senche Tiger to fight at your side. The Tiger deals increased damage and afflicts enemies with bleeding damage over time, but has reduced health and armor.
    Morph 2 - Grizzly Bear: Summons a Grizzly Bear to fight at your side. The Bear deals reduced damage, but has greatly increased armor and spell resistance and can taunt enemies.

    2. Spike Trap: Plant a hidden spike trap on the ground for 30 seconds. The trap will spring when an enemy enters the area, dealing physical damage, causing bleeding, and snaring the target for 10 seconds.
    Morph 1 - Explosive Trap: The trap deals fire damage to enemies in a 10 meter radius when activated, but no longer snares or causes bleeding.
    Morph 2 - Bear Trap: When triggered, the trap will immobilize the target for 4 seconds.

    3. Evade: Leap up to 15 meters backwards from your target. The stamina cost of evade is increased by 50% for each consecutive use within 4 seconds.
    Morph 1 - Leaping Shot: As you leap away, fire a barrage of bolts from a hand crossbow, snaring and damaging enemies in the area.
    Morph 2 - Retreat: After Landing, you gain major expedition, increasing your movement speed by 40% for 6 seconds.

    Ultimate Ability

    Command Beast: Give the command to your active pet to attack the target. Your pet gains 20% increased damage for 10 seconds.
    Morph 1 - Kill Command: When activating Command Beast, your pet charges at the target, dealing instant damage and knocking the target down. Deals up to 300% additional damage against low-health enemies.
    Morph 2 - Tend Wounds: When activating Command Beast, your pet is restored to 100% of its maximum health.

    Passive Abilities

    1. Animal Mastery: Grants benefits based on your active pet. Dire Wolf increases your maximum stamina by 2% / 4%. Senche Tiger Increases your maximum stamina and weapon critical chance by 2% / 4%. Grizzly Bear increases your maximum stamina and armor rating by 2% / 4%.

    2. Natural Agility: After activating Evade, you gain a 100% chance to dodge incoming projectile attacks for 1 / 2 seconds.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Lynx7386
    Lynx7386
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    A bit long winded, but there it is. Feel free to discuss the idea below, or add your own suggestions.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Lenikus
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    Nah. Don't even need to give them an extra skill line, no need to stack further buffs on characters, we already have champion points for that.
    Otherwise a Dunmer DK firemage will be that much OP ~
    ... Mai cave. >:3
  • Saltypretzels
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    wow. you put a lot of time into this. Props for that.

    Too bad if the devs go this way, I'm sure they already have 100 ideas that have come from their own brain. That's why I've given up on huge suggestion threads.
  • Sallington
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    I already think the game is more class-based than it should have been. This would pigeon hole you into a class/build even more.

    I'm all for taking some of your ideas and making them into standalone skill trees that anyone can use.
    Daggerfall Covenant
    Sallington - Templar - Stormproof - Prefect II
    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • TGWarlock
    TGWarlock
    Wow, 6 post in a row.! Wile I didn't read all your proposed additions to the classes, I'm all for more class options. One of the tings that hooked me to TES way back in Daggerfall, was that one character could do everything.

    But here's one problem with your theory. You say adding skill lines is less balancing than adding a new class. Well...

    New class = 3 skill lines.
    1 new skill line per existing class = 4 skill lines.

    So, really, adding new skill lines will likely need more testing a balancing that a new class altogether.

    Now, like I said, I'd love to see more, both classes, and variability to the existing classes. In Daggerfall, Morowind, Oblivion, and Skyrim, I played a destruction mage wearing the heaviest armor I could, using a sword (well no sword in Skyrim) and shield. That doesn't work so well in ESO.
  • TheShadowScout
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    Nicely worked out, though I do very much prefer my idea with three options.
    Why three?
    Because two are a tad limiting in flavor...

    Thus I tried to go with a notion of one magica support, one stamina support, and one somewhere in between (though with some classes, I had two magica support notions, like sorceror...)

    Let's get some more quick thoughs for the various classes:

    Dragonknight:

    Pyromancer is logical.

    Warlord looks nice as well... though with my "three options" idea I wanted to split the "stamina" support side of DK into "mixed stamina/magica group leader" and "stamina centric solo combatant" style, seemed to be a better idea that way...


    Sorceror:

    Necromancer - logical and much asked for option.

    Tempest... is all right as well, more or less, though with a stamina build, it may not make the greatest sense to boost lightning which like most of the sorceror abilities is magica based... that's why I thought a "spellsword" morph with more freedom for melee-support spells (which could have stamina morphs) might be better...

    And as third option I noticed that flame staves match firecasting DKs, lightning staves match sorceror skills, but noone matches ice staves... and there are Cryomancer NPCs in the game... so it'd make sense to offer this option to players as well.


    Templar:

    Cleric seems somewhat "more of the same" in redards to templars already supporting groups through tons of heals...

    And crusader also reads a bit like templar offensive side boosted.

    I went with a nature-caster skill line idea to match the various wyrdess/treeminders/spinner NPCs as main magica build option, with a "clerical magic blessing" skill line as magican and stamina support option, and a "witchhunter" anti-magic line as pure stamine support since I see the aedric-magic templars kinda as counterbalance to the daedric-magic sorcerors... it seemed to make sense.


    Nightblade:

    Well, we have "illusionist" NPCs, and some of the nightblade skills mesh well with that - thus I went for this rather then blood magic, which may fit the visual effects, but really seems a bit too much like copying vampire flavor to me...

    Ranger IS a logical choice for any nightblade archer, so it occured to me as well. The thing is... ranger would mean a pet line, which would mean it may not really be all that stamina supporting, and definitely something more suited to ranged characters, which leaves melee nightblades somewhat at a loss...

    Which is why I came up with my "monk" idea for nightblade melee support. Yes, I drew upon D&D nomenclature for this, since that was the first "martial arts" powered class in fantasy roleplaying I could recall... which is exactly where this idea of mine would lead - kung fu nightblade ;)


    Also, I would want to see all those "class morphs" to be FULL skill lines, meaning five active, one ultimate, and four passives...

    (Note to self - expand upon my ideas sometime, add details and such... steal some from here... ;) )
  • Lynx7386
    Lynx7386
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    But here's one problem with your theory. You say adding skill lines is less balancing than adding a new class. Well...

    New class = 3 skill lines.
    1 new skill line per existing class = 4 skill lines.

    So, really, adding new skill lines will likely need more testing a balancing that a new class altogether.

    The reasoning here is that classes already have their skill trees more or less balanced. It takes less effort to balance one additional skill tree with the already-balanced class trees than it does to balance 3 new trees against every other class.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Cously
    Cously
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    I love your suggestion. This is the perfect alternative to split Stamina/Magicka builds since they already did it in a very subtle way removing the caps on some stats. The more depth we have in character customization the better. I can imagine would cause them a major headache balancing all systems, but they did choose to go towards that direction with CP, Sets, Skill Morphs, etc. You did brillantly by detailing the suggestion. I'd definately go for Pyromancer with my Breton DK.
  • soleil.clercb14_ESO
    Yeah this looks great, do it
  • seratin
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    I would like to see more options available. This reminds me a lot of prestige classes from D&D, which is a good way to mix things up. Having so few options does the game disservice.
  • F7sus4
    F7sus4
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    Magicka Nightblade = Illusionist
    Stamina Nightblade = Assassin
  • idk
    idk
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    First, I only read the first paragraph. With such a huge wall of words, just give me the cliff notes first.


    Second, no, no, no. AC is not needed and ESO will not develops this anytime in the near future being it would be easier to just develops new skill lines for the current system. Your idea would create more work for them.

    Edit: Oh my, actually read the Templar and I again say no. Don't force me to choose heals or dps. Don't make this into a SWTOR version of Skyrim. Bad idea. Just plain bad.
    Edited by idk on July 20, 2015 9:14PM
  • Mighty_oakk
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    Its definately unusual for a game to add nothing new skillwise in its expansions.

    Usually excpect new content = new lvl cap, new gear, new skills / spells.

    Zos is so slow at fixing/tweaking things new skills would probly unbalance everything for 6 months
  • norriss0
    norriss0
    Soul Shriven
    Adding prestige classes are definitely a way to either narrow customization or allow it to become more diverse. I am one for adding another skill line to each class as well as a few more world skills, such as Aedra and Daedra lines that are exclusive to each other, but giving prestige classes can narrow people into specific roles or classes. For some this restricts the idea of ESO and their universe since you are able to become and/or do whatever you want. A good way to stop locking people into a one way journey would be to introduce the two skill lines that are exclusive but not making them improve on one aspect to much but letting each line be diverse.

    Another way to improve customization in the game would be to give players one or two buff boxes. Here the player can place toggle abilities that will allow players to not cloud up their ability slots. Sorcerer with their pets or armor, Nightblade with their sap toggle ability, and for temp or DK they could fix an ability to become a toggle. DK's spike armor could become a toggled ability instead of a duration based buff.

    Another way would be to place another tier on ability morphs. So after you morphed it once, you can now have 2 options for another morph to further diversify the abilities.

    We still don't have thieves guild, dark brotherhood, or other world skill lines they may want to give us which could help with breathing life into the game for those getting bored but I really do love reading posts like this and hope that they will listen to players in the end.
  • Gidorick
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    @TheShadowScout. I was about to call you in here. Glad to see you've already posted. Have you made a thread for you idea yet?
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • TheShadowScout
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    F7sus4 wrote: »
    Magicka Nightblade = Illusionist
    Stamina Nightblade = Assassin
    But... nightblades -already- have an skill line called "assassination"... which is why that one's out.

    Also, as the old saying goes: "one choice is no choice, two choices are a dilemma, three choices is where freedom begins..." - I'd argue against only a stamina/magica split, at the very least throw in one choice that can support both options...
    Gidorick wrote: »
    Have you made a thread for you idea yet?
    Not quite... though I started working on some more details for my class morph idea, to be posted soon-ish (summer isn't the best time for me to be working on stuff, I guess)
  • Averya_Teira
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    The crusader passive is really really worse than your other classes passives lol.
  • Wifeaggro13
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    Sallington wrote: »
    I already think the game is more class-based than it should have been. This would pigeon hole you into a class/build even more.

    I'm all for taking some of your ideas and making them into standalone skill trees that anyone can use.

    Pigeon uoled. This game has only one hole as it is DPS'ING with a taunt or Dps'ing with a restore staff. The game is one step away from Gw2 and we all know how that panned out for the witch hunt on the trinity system.all those above suggestions are excellent. It would actually revive this game from a poor implementation of treadmill point grinding and horrible itemized e d game
  • Lynx7386
    Lynx7386
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    Edit: Oh my, actually read the Templar and I again say no. Don't force me to choose heals or dps. Don't make this into a SWTOR version of Skyrim. Bad idea. Just plain bad.

    Read a little more into it, please. The Advanced class skill line is -added- to your 3 class skill lines, it doesnt replace them. You can still have access to your heals.

    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Kuroinu
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    I've said before that I'd like to play all classes on 1 Char by going to the re-dedication shrine and selecting a new class for a cost. This would also make the use of skill points a bit more interesting since that would be the only restriction.

    In my mind this seems like a really obvious choice to have, but ultimately too good to be implemented? lol
    Edited by Kuroinu on July 21, 2015 2:03AM
  • Lynx7386
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    I've said before that I'd like to play all classes on 1 Char by going to the re-dedication shrine and selecting a new class for a cost. This would also make the use of skill points a bit more interesting since that would be the only restriction.

    I think the big fear with this is that it'd create even more "flavor of the month" syndrome among the player base. People would change to whatever was most powerful at the time based on patch changes to class balance.

    There are times I wouldnt mind changing my class, but at the same time I think about all the work I've put into a character and how the character would really be losing his identity with a class change. I dont have more than an hour or two a night to play, so obviously I'd benefit from being able to play just one character and change classes when I feel up to doing something new, but I dont see it realistically happening here.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • JMadFour
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    Good ideas.

    but honestly, I ask myself every time I play, why Classes are even a thing in this game.

    I don't think there should be classes. only Skill Lines.
  • Lynx7386
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    JMadFour wrote: »
    Good ideas.

    but honestly, I ask myself every time I play, why Classes are even a thing in this game.

    I don't think there should be classes. only Skill Lines.

    I agree, especially since my intro to the MMO world was pre-CU starwars galaxies, where there were no classes and you could create your character using a combination of skill lines out of a pool of about 40-50 skill lines (including crafting and such).

    But, we've already gone the class route, and nothing is going to revert that. It would be too much of a project at this point to remove classes from ESO, so we're stuck with either enhancing the depth of the current classes or adding more classes to create variety, and the former is an easier and less time consuming option for the developers.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
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