Unfinished Idea: Shaman + Necromancer Classes

darkspyro92_ESO
darkspyro92_ESO
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So I was asked to make Shaman and Necromancer ideas, so here they are. Now I was never good at naming things, so if you don't like certain names, suggest your own. Also I'm only doing the base stats at the lowest level, so that's why the numbers are so low, although it would've been easier to calculate if ZOS didn't make the numbers so massive.

Shaman-Shamans help their allies with totems and prayers to support and buff themselves and others, or debuff their foes. They are not completely helpless, however, as they can also fight with deadly words of power.

Tree 1- Chants: This tree is based around using magical items to call death upon your foes.

Ultimate: Punishment: Begin chanting the words to call death upon your foes, sending out continuous damage to your enemies. You are unable to move during this. Allies can activate the synergy ability Channeling to extend the radius of Punishment and its morphs, but leaves them unable to move as well.
-Range: 14 m on self
-Damage: 100 DPS
-Cast Time: Instant
-Cost: 100 Ultimate
-Duration: 5 seconds
-Additional Effects: none
Morph 1: Execution: Deals more damage than Punishment.
-Range: 14 m on self
-Damage: 250 DPS
-Cost: 100 Ultimate
-Cast Time: Instant
-Duration: 5 seconds
-Additional Effects: none
Morph 2: Slow Punishment: Slows down enemies and lasts longer.
-Range: 14 m on self
-Damage: 100 DPS
-Cost: 100 Ultimate
-Cast Time: Instant
-Duration: 7 seconds
-Additional Effects: -40% movement speed on targets.

Ability 1: Bleed: Call out a quick chant to cause an enemy to begin bleeding from skin being ripped open by your power.
-Range: 5 m
-Damage: 20 Bleed DPS
-Cost: 150 Magicka
-Cast Time: Instant
-Duration: 6 seconds
-Additional Effects: none
Morph 1: Heavy Bleeding: Call out your chant with such force that it tears deep wounds into your enemy, causing them to bleed for more damage and for longer.
-Range: 5 m
-Damage: 30 Bleed DPS
-Cost: 150 Magicka
-Cast Time: Instant
-Duration: 8 seconds
-Additional Effects: none
Morph 2: Shared Pain: With your mastery of the mystic words, you can cause two enemies to bleed at once.
-Range: 5 m
-Damage: 20 Bleed DPS
-Cost: 150 Magicka
-Cast Time: Instant
-Duration: 6 seconds
-Additional Effects: Causes Bleed on two enemies.

Ability 2: Infect: Call out a few words to send out a vicious cloud of poison to bring your foe to their knees as they struggle to breathe.
-Range: 7 m
-Damage: 25 Poison DPS
-Cost: 180 Magicka
-Cast Time: Instant
-Duration: 5 seconds
-Additional Effects: none
Morph 1: Poison Cloud: Instead of directly infecting an enemy, it instead sends out a poison cloud in an area that hurts enemies who stand in it.
-Range: 7 m (3 m circle)
-Damage: 25 Poison DPS
-Cost: 180 Magicka
-Cast Time: Instant
-Duration: 6 seconds
-Additional Effects: Creates a cloud of poison.
Morph 2: Virulent Poison: The poison runs deep through the enemy's body, bringing them closer and closer to death.
-Range: 7 m
-Damage: 50 Poison DPS
-Cost: 180 Magicka
-Cast Time: Instant
-Duration: 6 seconds
-Additional Effects: none

Ability 3: Blast: Call forth ancient power to shield you as well as grant great speed, allowing you to tackle a foe from a great distance, knocking them back. Deals more damage if they come into contact with a surface. Direction can be controlled with the mouse. Attack stops after hitting one target. Best used against enemies not in groups, as this attack can leave you wide open after you hit an enemy.
-Range: 21 m
-Damage: 70 DPS
-Cost: 250 Magicka
-Cast Time: Instant
-Additional Effects: Deals extra damage if target hits a surface. Immune to damage.
Morph 1: Launch: Using altered forms of your chant, you are able to call forth an even powerful enchantment, allowing you to deal more damage to your foe.
-Range: 21 m
-Damage: 250 DPS
-Cost: 250 Magicka
-Cast Time: Instant
-Additional Effects: Deals extra damage if target hits a surface. Immune to damage.
Morph 2: Ancient Charge: By lowering the power and removing the shield from your body, you are able to knock down multiple opponents in a single charge.
-Range: 21 m
-Damage: 250 DPS
-Cost: 250 Magicka
-Cast Time: Instant
-Additional Effects: Deals extra damage if target hits a surface. Charge continues even after hitting a single target, knocking back multiple foes.

Ability 4:

Tree 2: Totems: Place totems to buff your allies, or debuff your enemies. The effects of totems also last for three seconds after leaving the effect radius. Totems are placed where the player are. You can only place one totem at a time, excluding the ultimate, which can be placed alongside any other totem. Maximize your effectiveness by having multiple Shamans placing different totems.

Ultimate: Totem of Life: This totem heals allies who enter the radius over time.
-Range: 6 m circle
-Damage: 100 healing per second on allies.
-Cost: 120 Ultimate
-Cast Time: Instant
-Duration: 8 seconds (3 seconds after leaving circle, including once totem dissapears)
-Additional Effects: none
Morph 1: Life Blessing: Does more healing.
-Range: 6 m circle
-Damage: 175 healing per second on allies.
-Cost: 120 Ultimate
-Cast Time: Instant
-Duration: 8 seconds (3 seconds after leaving circle, including once totem dissapears)
-Additional Effects: none
Morph 2: Warding Totem: Also applies a minor shield to allies who enter the radius.
-Range: 6 m circle
-Damage: 100 healing per second on allies.
-Cost: 120 Ultimate
-Cast Time: Instant
-Duration: 8 seconds (3 seconds after leaving circle, including once totem dissapears)
-Additional Effects: Applies a 120 point damage shield that lasts for 7 seconds or until destroyed.

Ability 1: Totem of Barkhide: Place a totem which increases your maximum defense.
-Range: 6 m circle
-Effect: Increase defense by 150
-Cost: 120 Ultimate
-Cast Time: Instant
-Duration: 8 seconds (3 seconds after leaving circle, including once totem dissapears)
-Additional Effects: none
Morph 1: Totem of Stonehide: Your totem now increases the defense of your allies within the radius by more.
-Range: 6 m circle
-Effect: Increase defense by 250
-Cost: 120 Ultimate
-Cast Time: Instant
-Duration: 8 seconds (3 seconds after leaving circle, including once totem dissapears)
-Additional Effects: none
Morph 2: Totem's Gift: Increases your maximum health as well as defense.
-Range: 6 m circle
-Effect: Increase defense by 150; Increases health by 200
-Cost: 120 Ultimate
-Cast Time: Instant
-Duration: 8 seconds (3 seconds after leaving circle, including once totem dissapears)
-Additional Effects: none

Ability 2: Totem of Power: Place a totem that increases damage dealt to enemies.
-Range: 6 m circle
-Effect: Increase attack by 125
-Cost: 120 Ultimate
-Cast Time: Instant
-Duration: 8 seconds (3 seconds after leaving circle, including once totem dissapears)
-Additional Effects: none
Morph 1: Totem of Greater Power: The amount of damage boosted increases.
-Range: 6 m circle
-Effect: Increase attack by 200
-Cost: 120 Ultimate
-Cast Time: Instant
-Duration: 8 seconds (3 seconds after leaving circle, including once totem dissapears)
-Additional Effects: none
Morph 2:

Tree 3: Nature's Gift: Allows you to call upon nature to aid you in your battles, or even shift your form.

Ultimate: Nature's Wrath: Bind every enemy in a large radius with thick vines, while also inflicting damage on them. Enemies who use Break Free will still suffer the DPS while in the radius. Enemies who walk in the radius will suffer the effect but only for the rest of the duration.
-Range: 30 m circle
-Damage: 80 DPS
-Cost: 175 Ultimate
-Cast Time: Instant
-Duration: 9 seconds
-Additional Effects: Binds enemies for duration of ultimate.
Morph 1: Crushing Vines: Deal more damage to enemies as they are slowly crushed by the rough vines.
-Range: 30 m circle
-Damage: 120 DPS
-Cost: 175 Ultimate
-Cast Time: Instant
-Duration: 9 seconds
-Additional Effects: Binds enemies for duration of ultimate.
Morph 2: Cursed Vines: The vines now also slow the enemies after they are released (or break free) from the vines.
-Range: 30 m circle
-Damage: 80 DPS
-Cost: 175 Ultimate
-Cast Time: Instant
-Duration: 9 seconds
-Additional Effects: Binds enemies for duration of ultimate. Slows enemies 20%.

Ability 1: Gift of the Forest: Heal the nearest ally who is wounded. Priority goes to the most wounded person.
-Range: 10 meters
-Damage: 100 Health
-Cost: 90 Magicka
-Cast Time: Instant
-Duration: Instant
-Additional Effects: none
Morph 1: Fey Cure: Along with healing, Fey Cure removes one status ailment.
-Range: 10 meters
-Damage: 100 Health
-Cost: 90 Magicka
-Cast Time: Instant
-Duration: Instant
-Additional Effects: Removes one status ailment.
Morph 2: Eternal Gift: Heal for an additional amount. Also gives temporary HP.
-Range: 10 meters
-Damage: 120 Health
-Cost: 90 Magicka
-Cast Time: Instant
-Duration: Instant
-Additional Effects: Gives 80 temporary HP.

Ability 2: Polymorph: Turn into a small fox, allowing you to sneak by enemies undetected. Enemies will still notice you if you enter restricted areas. Becoming a fox also increases your speed, however it lowers your health and armor massively, and you are unable to attack. Polymorph can be deactivated at any time during the time it is enabled.
-Range: Self
-Health: 300
-Armor Rating: 30
-Cost: 50 Magicka
-Cast Time: 2 seconds
-Duration: 10 seconds
-Additional Effects: Increases movement speed 35%
Morph 1: Decoy: Summon a fox NPC who will run off in a different direction to distract enemies. Only useful in PvP.
-Range: Self
-Health: 300
-Armor Rating: 30
-Cost: 50 Magicka
-Cast Time: 2 seconds
-Duration: 10 seconds
-Additional Effects: Increases movement speed 35%
Morph 2:

Ability 3: Bind: Stop your opponent in their tracks with thick vines.
-Range: 8 meters (Target)
-Damage: 20
-Cost: 70 Magicka
-Cast Time: Instant
-Duration: 5 seconds
-Additional Effects: Binds an opponent.

Necromancer-Necromancers bring back the dead and summon creatures from beyond the vale to aid them in combat, while draining life from their foes.

Tree 1: Undeath: This tree is about summoning minions and thralls to fight for you, and bringing back corpses of your enemies to fight for you. Only two summons allowed at one time. Multiple summon spells count as one summon.

Ultimate: Bone Colossus: Call forth the bones of the dead in the target area to create a being of pure death and destruction. Any enemies in the summoning area are hurt by the bones flying around to form the Colossus.
-Range: 28 m (6 m circle)
-Damage: 80 DPS
-Cost: 150 Ultimate
-Cast Time: Instant
-Duration: 12 seconds (2 seconds Flying Bones before Colossus summons.)
-Additional Effects: none
Morph 1: Bone Tornado: The damage of the bones that fly around last longer, but in exchange for making the Bone Colossus time shorten.
-Range: 28 m (6 m circle)
-Damage: 80 DPS
-Cost: 150 Ultimate
-Cast Time: Instant
-Duration: 12 seconds (4 seconds Flying Bones before Colossus summons.)
-Additional Effects: none
Morph 2: Demon Colossus: Your Colossus burns with unholy flames, dealing extra flame damage and can cause burn on enemies who get hit.
-Range: 28 m (6 m circle)
-Damage: 80 DPS (+20 Flame Damage)
-Cost: 150 Ultimate
-Cast Time: Instant
-Duration: 12 seconds (2 seconds Flying Bones before Colossus summons.)
-Additional Effects: none

Ability 1: Summon Zombie: Summon a living corpse to fight by your side. They are weak against fire damage, and immune to poison and disease.
-Range: Self
-Damage: 30
-Health: 60
-Armor Rating: 0
-Cost: 50 Magicka
-Cast Time: Instant
-Duration: Until death
-Additional Effects: None
Morph 1: Flame Corpse: Summon a corpse that will explode upon death, knocking back enemies and setting them on fire.
-Range: Self
-Damage: 30
-Health: 60
-Armor Rating: 0
-Cost: 50 Magicka
-Cast Time: Instant
-Duration: Until death
-Additional Effects: Upon death, explode and knockback enemies, as well as having a 10% chance to set them on fire.
Morph 2: Double Minions: Summon two corpses to fight for you, however they deal less damage.
-Range: Self
-Damage: 20
-Health: 60
-Armor Rating: 0
-Cost: 50 Magicka
-Cast Time: Instant
-Duration: Until death
-Additional Effects: Summons two zombies.

Ability 2: Raise Dead: Raise up dead warriors to aid you in your fight against the living. Warrior uses two-handed sword.
-Range: Self
-Damage: 60
-Health: 80
-Armor Rating: 30
-Cost: 90 Magicka
-Cast Time: Instant
-Duration: Until death
-Additional Effects: None
Morph 1: Raise Guardian: Raise up a protector who uses a sword and shield to fight. Guardian has more armor and health, but does less damage.
-Range: Self
-Damage: 50
-Health: 100
-Armor Rating: 50
-Cost: 90 Magicka
-Cast Time: Instant
-Duration: Until death
-Additional Effects: None
Morph 2: Raise Assassin: Raise up a swift warrior who uses dual daggers. Does less damage than Guardian, but is much faster than Guardian and Warrior. Has less armor rating than Warrior.
-Range: Self
-Damage: 35
-Health: 80
-Armor Rating: 20
-Cost: 90 Magicka
-Cast Time: Instant
-Duration: Until death
-Additional Effects: None

Ability 3: Conjur Spider Horde: Summon a group of four undead spiders to fight by your side. They are weak, but are good for defense.
-Range: Self
-Damage: 10
-Health: 20
-Armor Rating: 0
-Cost: 70 Magicka
-Cast Time: Instant
-Duration: Until death
-Additional Effects: None
Morph 1: War Spiders: These spiders have been trained for war, and as such have a stronger constitution and much more powerful fight capabilities. They also bear the armor of their faction, allowing them to take more hits.
-Range: Self
-Damage: 20
-Health: 30
-Armor Rating: 10
-Cost: 70 Magicka
-Cast Time: Instant
-Duration: Until death
-Additional Effects: None
Morph 2: Spider Nest: Summon six spiders instead of four.
-Range: Self
-Damage: 10
-Health: 20
-Armor Rating: 0
-Cost: 70 Magicka
-Cast Time: Instant
-Duration: Until death
-Additional Effects: None

Ability 4:

Tree 2: Necrotic Flame: This tree is designed to deal damage with the unholy flames of the nether realm to the enemies who dare cross your path.

Tree 3: Death Plague: This tree is designed to debuff enemies and infect them with poison and diseases to harm them.




What do you all think could be added?
Argonians always and forever.
  • darkspyro92_ESO
    darkspyro92_ESO
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    Pretty sad that this doesn't even have ratings. It's not the BEST ideas, but someone suggested I make this.
    Argonians always and forever.
  • Sausage
    Sausage
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    Im pretty sure Necromancer is coming, its been suggested here alot since launch and even before it. Necromancer could make great addition to Vamp and Werewolf.
    Edited by Sausage on August 2, 2015 12:52PM
  • darkspyro92_ESO
    darkspyro92_ESO
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    Sausage wrote: »
    Im pretty sure Necromancer is coming, its been suggested here alot since launch and even before it. Necromancer could make great addition to Vamp and Werewolf.

    As a transformation, or new skills? I would just prefer a class.
    Argonians always and forever.
  • Sausage
    Sausage
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    Sausage wrote: »
    Im pretty sure Necromancer is coming, its been suggested here alot since launch and even before it. Necromancer could make great addition to Vamp and Werewolf.

    As a transformation, or new skills? I would just prefer a class.

    Zen havent said anything but its been suggested alot. I think Necromancer class is out of question, it doesnt even fit to current classes.
  • darkspyro92_ESO
    darkspyro92_ESO
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    Sausage wrote: »
    Sausage wrote: »
    Im pretty sure Necromancer is coming, its been suggested here alot since launch and even before it. Necromancer could make great addition to Vamp and Werewolf.

    As a transformation, or new skills? I would just prefer a class.

    Zen havent said anything but its been suggested alot. I think Necromancer class is out of question, it doesnt even fit to current classes.

    It would just be a summoner-style class. Summoning minions and undead and things to fight with. I love summoner-style classes.
    Argonians always and forever.
  • The_Sadist
    The_Sadist
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    Sausage wrote: »
    Im pretty sure Necromancer is coming, its been suggested here alot since lauch and even before it.

    It has also been suggested that we get Dragons and a playable Dwemer race.. But lets not get ahead of ourselves. I'd like a Necromancer class, but I'm not holding my breath.

    @darkspyro92_ESO The wall of text is unflattering and painful to read, if you had broken it up with headings and whatnot it might be easier to digest. Furthermore, shamans are not really a thing in the Elder Scrolls universe, the forsworn and the wyrd are probably the closest to it. There are several threads with similar suggestions as yours that have feedback, perhaps take a gander via the search function.
    "Each event is preceded by Prophecy. But without the hero, there is no Event." ― Zurin Arctus, the Underking.
    Tragrim - How do I work this thing?
    Casually stalking the forums
  • darkspyro92_ESO
    darkspyro92_ESO
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    The_Sadist wrote: »
    Sausage wrote: »
    Im pretty sure Necromancer is coming, its been suggested here alot since lauch and even before it.

    It has also been suggested that we get Dragons and a playable Dwemer race.. But lets not get ahead of ourselves. I'd like a Necromancer class, but I'm not holding my breath.

    @darkspyro92_ESO The wall of text is unflattering and painful to read, if you had broken it up with headings and whatnot it might be easier to digest. Furthermore, shamans are not really a thing in the Elder Scrolls universe, the forsworn and the wyrd are probably the closest to it. There are several threads with similar suggestions as yours that have feedback, perhaps take a gander via the search function.

    I've killed Shaman enemies in the game before, so they're there. I would just like to be one.

    Edit: Sorry for the blocky text, though. I just wrote it in MS Word and copy pasted. I wasn't very efficient about it because I did this over a few months of work, and was tired each time. I just wanted it finished. If I could edit it now, I would, but I can't. ;~;
    Edited by darkspyro92_ESO on August 2, 2015 1:29PM
    Argonians always and forever.
  • Rex-Umbra
    Rex-Umbra
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    I would play Necromancer.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • The_Sadist
    The_Sadist
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    The_Sadist wrote: »
    Sausage wrote: »
    Im pretty sure Necromancer is coming, its been suggested here alot since lauch and even before it.

    It has also been suggested that we get Dragons and a playable Dwemer race.. But lets not get ahead of ourselves. I'd like a Necromancer class, but I'm not holding my breath.

    @darkspyro92_ESO The wall of text is unflattering and painful to read, if you had broken it up with headings and whatnot it might be easier to digest. Furthermore, shamans are not really a thing in the Elder Scrolls universe, the forsworn and the wyrd are probably the closest to it. There are several threads with similar suggestions as yours that have feedback, perhaps take a gander via the search function.

    I've killed Shaman enemies in the game before, so they're there. I would just like to be one.

    I feel you've missed my point entirely, your shaman suggestion feels very much like a WoW shaman sort of thing.
    "Each event is preceded by Prophecy. But without the hero, there is no Event." ― Zurin Arctus, the Underking.
    Tragrim - How do I work this thing?
    Casually stalking the forums
  • darkspyro92_ESO
    darkspyro92_ESO
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    The_Sadist wrote: »
    The_Sadist wrote: »
    Sausage wrote: »
    Im pretty sure Necromancer is coming, its been suggested here alot since lauch and even before it.

    It has also been suggested that we get Dragons and a playable Dwemer race.. But lets not get ahead of ourselves. I'd like a Necromancer class, but I'm not holding my breath.

    @darkspyro92_ESO The wall of text is unflattering and painful to read, if you had broken it up with headings and whatnot it might be easier to digest. Furthermore, shamans are not really a thing in the Elder Scrolls universe, the forsworn and the wyrd are probably the closest to it. There are several threads with similar suggestions as yours that have feedback, perhaps take a gander via the search function.

    I've killed Shaman enemies in the game before, so they're there. I would just like to be one.

    I feel you've missed my point entirely, your shaman suggestion feels very much like a WoW shaman sort of thing.

    I've never played WoW so I have no idea how they work, tbh. I just used my experiences stabbing them in the gut with their abilities I witnessed to come up with my own ideas, also using the "nature" feel of it since I think of Shamans as "one with nature."
    Argonians always and forever.
  • slumber_sandb16_ESO
    slumber_sandb16_ESO
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    I really, REALLY, want necromancy in eso. I need necromancy.
  • darkspyro92_ESO
    darkspyro92_ESO
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    I really, REALLY, want necromancy in eso. I need necromancy.

    Us summoners need our class.
    Argonians always and forever.
  • Stories-Bones-Tell
    Necromancers are the designated bad guys and we already have a pet class. I strongly doubt necromancers are ever going to be an actual class
  • darkspyro92_ESO
    darkspyro92_ESO
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    Necromancers are the designated bad guys and we already have a pet class. I strongly doubt necromancers are ever going to be an actual class

    Well Necromancy is just a form of magic. While not very well looked upon, I don't think it's banned. Any confirmation on this?
    Argonians always and forever.
  • slumber_sandb16_ESO
    slumber_sandb16_ESO
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    Necromancers are the designated bad guys and we already have a pet class. I strongly doubt necromancers are ever going to be an actual class

    You're right. Time to go fight the Daedric invasion by summoning daedric creatures and using daedric magic. :wink:
    Necromancy is an evil form of magic, doesnt mean it shouldnt be in the game. We're already using daedric magic, dark brotherhood is apparently coming soon so is thieves guild. Necromancy wont make the game bad, it will add more options and fun imo.
  • darkspyro92_ESO
    darkspyro92_ESO
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    Necromancers are the designated bad guys and we already have a pet class. I strongly doubt necromancers are ever going to be an actual class

    You're right. Time to go fight the Daedric invasion by summoning daedric creatures and using daedric magic. :wink:
    Necromancy is an evil form of magic, doesnt mean it shouldnt be in the game. We're already using daedric magic, dark brotherhood is apparently coming soon so is thieves guild. Necromancy wont make the game bad, it will add more options and fun imo.

    The counters are strong in this one. We use Daedric magic, designed by the Daedra, aka demons. And we're already allowed to steal and murder (with consequences).

    And the pet class has very few summons. This would be a pure summoner with other skill trees of course. I need to get my banish on.
    Argonians always and forever.
  • Morguloth
    Morguloth
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    Pretty sad that this doesn't even have ratings. It's not the BEST ideas, but someone suggested I make this.

    Finish your Necromancer class and keep bumping it until they give you an official response AND a job position, you sir deserve one.
  • darkspyro92_ESO
    darkspyro92_ESO
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    Morguloth wrote: »
    Pretty sad that this doesn't even have ratings. It's not the BEST ideas, but someone suggested I make this.

    Finish your Necromancer class and keep bumping it until they give you an official response AND a job position, you sir deserve one.

    I'm not sure I deserve a job position, heh. I have been working on my coding skills to hopefully get a job with them someday. I guess I can finish up Necro and put Shaman off til later. I will need to make a new thread, however, as I am unable to edit this thread. We'll just let this one die and move on to the one with Necro. I will also make appropriate visual edits for those who would like an easier read. Apologies for how bad it looks.
    Argonians always and forever.
  • stimpy986b14_ESO
    stimpy986b14_ESO
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    Zos won't even acknowledge a necromancer class. I've posted multiple topics on it and all disappeared from the front page within an hour despite being thoroughly worked out.

    http://forums.elderscrollsonline.com/en/discussion/156882/necromancer-class-idea-updated-for-1-6#latest
    Edited by stimpy986b14_ESO on August 3, 2015 1:08AM
  • darkspyro92_ESO
    darkspyro92_ESO
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    Zos won't even acknowledge a necromancer class. I've posted multiple topics on it and all disappeared from the front page within an hour despite being thoroughly worked out.

    http://forums.elderscrollsonline.com/en/discussion/156882/necromancer-class-idea-updated-for-1-6#latest

    I don't think it's that they won't acknowledge the class specifically, but that they don't look at suggestions for new things period.
    Argonians always and forever.
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    No
  • darkspyro92_ESO
    darkspyro92_ESO
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    No

    Thank you for that constructive criticism. Your comment is well noted.
    Argonians always and forever.
  • Thevampirenight
    Thevampirenight
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    I like the idea, I think it would be a popular class and they do need to add more classes, to the game I think. Necromacer could really be a good one. When mortal you where part of the worm cult until they betrayed you and you work against them, totally can see this.
    PC NA
    Please add Fangs to Vampires.
  • Atarax
    Atarax
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    No

    Thank you for that constructive criticism. Your comment is well noted.

    Many players, particularly those who are fans of the original Elder Scrolls games, are against the idea of abilities being restricted by classes at all. None of the previous games required you to be a given class to use a given ability. Also, contrary to popular belief, there are other MMOs out there that successfully use a classless system. So classes are not needed, and many of the players do not like that we have classes at all.

    So...

    Add new weapon lines? Sure. Everyone can use them.
    Add new guild lines? Sure.
    Add new world lines? Sure.
    Open all class abilities on all characters, either as a result of champion points or achievements? Sure.

    Add new classes that lock away abilities from being used by other classes? No.Balance is already difficult enough as is.

    50 Bosmer Nightblade
    50 Breton Sorcerer
    50 Dunmer Dragonknight
    50 Imperial Templar
    50 Khajit Nightblade
    50 Imperial Dragonknight
    50 Altmer Sorcerer
    50 Argonian Templar

    Discussions of Interest:
    Class Balance in 1.6
    Quest Choices
    Request to Reinstate Night's Silence and Dark Stalker stacking
  • darkspyro92_ESO
    darkspyro92_ESO
    ✭✭✭
    Atarax wrote: »
    No

    Thank you for that constructive criticism. Your comment is well noted.

    Many players, particularly those who are fans of the original Elder Scrolls games, are against the idea of abilities being restricted by classes at all. None of the previous games required you to be a given class to use a given ability. Also, contrary to popular belief, there are other MMOs out there that successfully use a classless system. So classes are not needed, and many of the players do not like that we have classes at all.

    So...

    Add new weapon lines? Sure. Everyone can use them.
    Add new guild lines? Sure.
    Add new world lines? Sure.
    Open all class abilities on all characters, either as a result of champion points or achievements? Sure.

    Add new classes that lock away abilities from being used by other classes? No.Balance is already difficult enough as is.

    It isn't really locking away abilities used by other classes. Necro won't be another Sorc. Necro will just be a summoner class, while Sorc looks to be mostly a magick damage class.
    Argonians always and forever.
  • slumber_sandb16_ESO
    slumber_sandb16_ESO
    ✭✭✭✭
    Or they could just make it a skill line. They have weapon skill line so they could add a magic skill line for conjuration, alteration etc
  • Rathiel
    Rathiel
    Soul Shriven
    One suggestion I have is that ESao works on the major/ minor buffs/debuffs . So you may want to incorporate that into skills when you say boost armor and such.
  • darkspyro92_ESO
    darkspyro92_ESO
    ✭✭✭
    Rathiel wrote: »
    One suggestion I have is that ESao works on the major/ minor buffs/debuffs . So you may want to incorporate that into skills when you say boost armor and such.

    Eh?
    Argonians always and forever.
  • Atarax
    Atarax
    ✭✭✭
    Atarax wrote: »
    No

    Thank you for that constructive criticism. Your comment is well noted.

    Many players, particularly those who are fans of the original Elder Scrolls games, are against the idea of abilities being restricted by classes at all. None of the previous games required you to be a given class to use a given ability. Also, contrary to popular belief, there are other MMOs out there that successfully use a classless system. So classes are not needed, and many of the players do not like that we have classes at all.

    So...

    Add new weapon lines? Sure. Everyone can use them.
    Add new guild lines? Sure.
    Add new world lines? Sure.
    Open all class abilities on all characters, either as a result of champion points or achievements? Sure.

    Add new classes that lock away abilities from being used by other classes? No.Balance is already difficult enough as is.

    It isn't really locking away abilities used by other classes. Necro won't be another Sorc. Necro will just be a summoner class, while Sorc looks to be mostly a magick damage class.

    See our other discussion with regards to classes ;)

    http://forums.elderscrollsonline.com/en/discussion/203147/suggestion-class-morph-ex-nightblade-shadowblade-nightblade-bladestalker-nightblade-life-thief#latest

    Same point I was making there. Having abilities that are only available to one class, but not another restricts player build diversity. Allowing all abilities to eventually be available to all classes through one mechanism or another allows greater flexibility and puts power in the hands of players.

    But I think we're on the same page now.
    50 Bosmer Nightblade
    50 Breton Sorcerer
    50 Dunmer Dragonknight
    50 Imperial Templar
    50 Khajit Nightblade
    50 Imperial Dragonknight
    50 Altmer Sorcerer
    50 Argonian Templar

    Discussions of Interest:
    Class Balance in 1.6
    Quest Choices
    Request to Reinstate Night's Silence and Dark Stalker stacking
  • Lionxoft
    Lionxoft
    ✭✭✭✭✭
    I really, REALLY, want necromancy in eso. I need necromancy.

    :no_mouth:
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