Shaman Class Suggestion

darkspyro92_ESO
darkspyro92_ESO
✭✭✭
This is the completed version of my previous Shaman+Necromancer post, with just the Shaman this time, and completed. I will complete the Necromancer at another time.

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 words of power 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.

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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.


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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

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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 Damage
  • 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 Damage
  • 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.

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Ability 4: Word of the Void: Speak the ancient words. Pulls a group of enemies into one spot. Can be followed up by a CC attack for maximum effectiveness.
  • Range: 6 m (7 m radius)
  • Damage: 100 Damage
  • Cost: 200 Magicka
  • Cast Time: 2 seconds
  • Duration: Instant
  • Additional Effects: Pulls enemies into one spot.

Morph 1: Wide Pull: Remove the damage from the effect to pull enemies in a large area into one spot.
  • Range: 6 m (12 m radius)
  • Cost: 300 Magicka
  • Cast Time: 2 seconds
  • Duration: Instant
  • Additional Effects: Pulls enemies into one spot.

Morph 2: Stunning Pull: Stuns enemies who get pulled.
  • Range: 6 m (7 m radius)
  • Damage: 100 Damage
  • Cost: 250 Magicka
  • Cast Time: 2 seconds
  • Duration: Instant
  • Additional Effects: Pulls enemies into one spot. Stuns them as well for 4 seconds.

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Ability 5: Wrath of the Ancients: Call upon the spirits of ancient warriors to smite your foes within an area.
  • Range: 5 m
  • Damage: 400 Damage
  • Cost: 300 Magicka
  • Cast Time: 3 seconds
  • Duration: Instant
  • Additional Effects: None

Morph 1: Blessed Ancients: You bless the ancient warriors you call forth, allowing them to deal more damage.
  • Range: 5 m
  • Damage: 700 Damage
  • Cost: 350 Magicka
  • Cast Time: 3 seconds
  • Duration: Instant
  • Additional Effects: None

Morph 2: Burning Blades: The warriors now set your opponents on fire, dealing damage over time.
  • Range: 5 m
  • Damage: 500 Damage + 50 Fire DPS
  • Cost: 300 Magicka
  • Cast Time: 3 seconds
  • Duration: Instant
  • Additional Effects: Sets enemies on fire for 5 seconds.

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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.

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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

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Ability 2: Totem of Power: Place a totem that increases damage dealt to enemies.
  • Range: 6 m circle
  • Effect: Increase attack by 125
  • Cost: 200 Magicka
  • 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: 250 Magicka
  • Cast Time: Instant
  • Duration: 8 seconds (3 seconds after leaving circle, including once totem dissapears)
  • Additional Effects: none

Morph 2: Totem of Assault: The totem also increases the attack speed of team mates in the radius.
  • Range: 6 m circle
  • Effect: Increase attack by 125
  • Cost: 200 Magicka
  • Cast Time: Instant
  • Duration: 8 seconds (3 seconds after leaving circle, including once totem dissapears)
  • Additional Effects: Increases attack speed by 20%.

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Ability 3: Totem of Immobility: Enemies who enter this totem's radius become snared by vines.
  • Range: 6 m circle
  • Effect: Snares enemies who enter.
  • Cost: 250 Magicka
  • Cast Time: Instant
  • Duration: 10 seconds
  • Additional Effects: none

Morph 1: Thorned Vines: Enemies who enter the circle take DoT, even while not snared.
  • Range: 6 m circle
  • Effect: Snares enemies who enter. Enemies in the circle take 100 DPS.
  • Cost: 250 Magicka
  • Cast Time: Instant
  • Duration: 10 seconds
  • Additional Effects: none

Morph 2: Weakening Vines: Enemies who enter the field get their armor ratings decreased.
  • Range: 6 m circle
  • Effect: Snares enemies who enter.
  • Cost: 250 Magicka
  • Cast Time: Instant
  • Duration: 10 seconds
  • Additional Effects: Enemies who enter have their armor rating decreased by 15%.

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Ability 4: Totem of Invigoration: This totem increases in combat magicka regeneration.
  • Range: 6 m circle
  • Effect: Regenerates 50 Magicka per second.
  • Cost: 350 Magicka
  • Cast Time: Instant
  • Duration: 7 seconds (3 seconds after leaving circle; includes if totem runs out)
  • Additional Effects: none

Morph 1: Totem of Magicka Flood: Gives an immediate Magicka boost before regen. Costs more to cast.
  • Range: 6 m circle
  • Effect: Regenerates 50 Magicka per second. Instantly grants 200 Magicka.
  • Cost: 500 Magicka
  • Cast Time: Instant
  • Duration: 7 seconds (3 seconds after leaving circle; includes if totem runs out)
  • Additional Effects: none

Morph 2: Totem of Regeneration: Also regens stamina now.
  • Range: 6 m circle
  • Effect: Regenerates 50 Magicka per second.
  • Cost: 350 Magicka
  • Cast Time: Instant
  • Duration: 7 seconds (3 seconds after leaving circle; includes if totem runs out)
  • Additional Effects: Regenerates 100 Stamina per second.

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Ability 5: Totem of Protection: Decreases DoT effects on allies within the circle.
  • Range: 6 m circle
  • Effect: DoT effects have 20% reduced damage to allies in the circle.
  • Cost: 250 Magicka
  • Cast Time: Instant
  • Duration: 7 seconds (3 seconds after leaving circle; includes if totem runs out)
  • Additional Effects: none

Morph 1: Totem of Cleansing: Removes one negative effect from all allies who enter the circle. Also prevents more from being inflicted to those in the circle. Only works once per ally.
  • Range: 6 m circle
  • Effect: DoT effects have 20% reduced damage to allies in the circle. Removes one negative effect from each ally who enters the circle.
  • Cost: 300 Magicka
  • Cast Time: Instant
  • Duration: 7 seconds (3 seconds after leaving circle; includes if totem runs out)
  • Additional Effects: Grants debuff that causes only one effect to be removed from each ally for one totem.

Morph 2: Totem of Expulsion: Enemies who are within the circle when the totem is initially summoned are blasted from the radius of the totem.
  • Range: 6 m circle
  • Effect: DoT effects have 20% reduced damage to allies in the circle.
  • Cost: 250 Magicka
  • Cast Time: Instant
  • Duration: 7 seconds (3 seconds after leaving circle; includes if totem runs out)
  • Additional Effects: Blasts enemies away from totem upon placement.

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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%.

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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.

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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.
  • 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: Fox Form: Causes a permanent Polymorph, but will have a constant drain on your Magicka. Good for avoiding multiple enemies, but will leave you defenseless, as Shaman abilities require Magicka. Could also be used to scout out enemy keeps in PvP.
  • Range: Self
  • Health: 300
  • Armor Rating: 30
  • Cost: 100 Magicka drained per second.
  • Cast Time: Instant
  • Additional Effects: Increases movement speed 35%. Breaks aggro from NPCs. Causes annoyance in PvP.

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

Morph 1: Lasting Vines: Slows opponent after the vines wear off.
  • Range: 8 meters (Target)
  • Damage: 20
  • Cost: 70 Magicka
  • Cast Time: Instant
  • Duration: 5 seconds
  • Additional Effects: Binds an opponent. Slows enemy by 15% after vines wear off/enemy breaks free.

Morph 2: Thorned Vines: Damages enemies over time through the duration of the bind, and a few seconds after the vines break.
  • Range: 8 meters (Target)
  • Damage: 20 + 10 DPS
  • Cost: 70 Magicka
  • Cast Time: Instant
  • Duration: 5 seconds (4 seconds after vines break the DPS continues).
  • Additional Effects: Binds an opponent.

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Ability 4: Vine Wall: Creates a wall of vines that block enemies from moving forward. Unable to be jumped over in PvP due to height. However it is still short enough that ranged attacks and teleportation attacks can go over the wall. Best used in door ways. It can be destroyed, however, and is weak to fire.
  • Range: 8 meters (Target)
  • Width: 2 meters
  • Health: 500
  • Armor Rating: 200
  • Cost: 100 Magicka
  • Cast Time: Instant
  • Duration: 10 seconds
  • Additional Effects: Takes 50% more damage from fire.

Morph 1: Expansive Wall: The wall is wider and blocks wider areas.
  • Range: 8 meters (Target)
  • Width: 4 meters
  • Health: 500
  • Armor Rating: 200
  • Cost: 150 Magicka
  • Cast Time: Instant
  • Duration: 10 seconds
  • Additional Effects: Takes 50% more damage from fire.

Morph 2: Impenetrable Wall: By Putting more power into your wall's defenses, it lasts a shorter amount of time, but is unable to be destroyed.
  • Range: 8 meters (Target)
  • Width: 2 meters
  • Cost: 150 Magicka
  • Cast Time: Instant
  • Duration: 10 seconds
  • Additional Effects: Unable to be destroyed.

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Ability 5: Summon Wolf: Summon a wolf to fight by your side.
  • Range: Self
  • Health: 200
  • Armor Rating: 60
  • Attack: 80
  • Cost: 200 Magicka
  • Cast Time: 1 second
  • Duration: Until animal's death.
  • Additional Effects: None

Morph 1: Summon Wolf Pack: Summon four wolves to fight at your side. Costs more Magicka.
Range: Self
Health: 200
Armor Rating: 60
Attack: 80
Cost: 300 Magicka
Cast Time: 1 second
Duration: Until animal's death.
Additional Effects: None

Morph 2: Summon Bear: Summon a bear to fight by your side.
  • Range: Self
  • Health: 500
  • Armor Rating: 200
  • Attack: 120
  • Cost: 300 Magicka
  • Cast Time: 1 second
  • Duration: Until animal's death.
  • Additional Effects: None
Edited by darkspyro92_ESO on October 1, 2015 2:45PM
Argonians always and forever.
  • darkspyro92_ESO
    darkspyro92_ESO
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    Gah! I messed up some of the BBCode. The other three abilities for the Tree 3 are under the Ability 2 spoiler. I was wondering why there was a random spoiler tag there It's hard to see all the tags with such a massive post.

    I really wish I could edit initial posts.
    Edited by darkspyro92_ESO on October 1, 2015 2:21AM
    Argonians always and forever.
  • thunderwell
    thunderwell
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    I would enjoy more classes.
    This seems like a good one, too, just so long as it doesn't feel like a WoW shaman ripoff.
    NA, PC Megaserver
    Zhaani, Female Khajiit, Nightblade, AD (current main)
    (Unless otherwise put in my sig, all characters are below level 50)
  • darkspyro92_ESO
    darkspyro92_ESO
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    I would enjoy more classes.
    This seems like a good one, too, just so long as it doesn't feel like a WoW shaman ripoff.

    Never played WoW, so I don't know.
    Argonians always and forever.
  • Faunter
    Faunter
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    Gah! I messed up some of the BBCode. The other three abilities for the Tree 3 are under the Ability 2 spoiler. I was wondering why there was a random spoiler tag there It's hard to see all the tags with such a massive post.

    I really wish I could edit initial posts.

    You can edit initial posts. The cogwheel is to the right of the thread title, after the bookmark star.
  • Conquers
    Conquers
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    I would enjoy more classes.
    This seems like a good one, too, just so long as it doesn't feel like a WoW shaman ripoff.

    the rip off would be insta-cast lightning bolts 4 dayz
    or using melee attacks faster than .1second

    his totem tree is pretty similar, basically exactly the same totems all exist in WoW

    summon wolf: shamans had summon/ become spirit wolves.


    imo base the trees off the 3 old gods would be cool

    a fox, a bear, and a wolf

    fox - evasion and magica based

    bear - heavy tanky type

    wolf - precision damage, probably melee range, lots of synergy

    VR 16 Orc Stamina Dragonknight

    We need a loot currency system in this game!
    forums.elderscrollsonline.com/en/discussion/230549/currency-system-for-dungeons#latest
  • darkspyro92_ESO
    darkspyro92_ESO
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    Faunter wrote: »
    Gah! I messed up some of the BBCode. The other three abilities for the Tree 3 are under the Ability 2 spoiler. I was wondering why there was a random spoiler tag there It's hard to see all the tags with such a massive post.

    I really wish I could edit initial posts.

    You can edit initial posts. The cogwheel is to the right of the thread title, after the bookmark star.

    Editing is so confusing... Why can't there just be an edit button beside all the other buttons?
    Edited by darkspyro92_ESO on October 1, 2015 3:27AM
    Argonians always and forever.
  • darkspyro92_ESO
    darkspyro92_ESO
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    Conquers wrote: »
    I would enjoy more classes.
    This seems like a good one, too, just so long as it doesn't feel like a WoW shaman ripoff.

    the rip off would be insta-cast lightning bolts 4 dayz
    or using melee attacks faster than .1second

    his totem tree is pretty similar, basically exactly the same totems all exist in WoW

    summon wolf: shamans had summon/ become spirit wolves.


    imo base the trees off the 3 old gods would be cool

    a fox, a bear, and a wolf

    fox - evasion and magica based

    bear - heavy tanky type

    wolf - precision damage, probably melee range, lots of synergy

    I was mostly thinking nature shaman and thought three different playstyles.
    DPS
    Support
    Nature-Mixed

    Anything from WoW is pure coincidence, since again I've never played it and don't know the classes.

    For the totems, I thought of every little support thing I could possibly think of, and even then it was annoying to think of totems and morphs.

    The summon wolf summons an actual wolf, because you call upon it with your... call. Idk.

    Aside from that, I just thought up what I could. xD
    Argonians always and forever.
  • UltimaJoe777
    UltimaJoe777
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    This has been suggested before but I wouldn't bank on new classes coming.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Anhedonie
    Anhedonie
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    People should just search more.
    There suposed to be shaman/druid class but it didn't make it into final release. Just google "eso the warden class". There is a lot of info about it. I doubt they removed him to just bring that class back now or later.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • AngryNord
    AngryNord
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    Wasn't the Warden class supposedly meant to be a healer-type class, but got merged into the Templar?
  • TheShadowScout
    TheShadowScout
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    More classes would have nee neat to start with, but adding them now... would be a slap into the faces of players who stayed with the game since release, and did spend a lot of time on a lot of alts. I know I would feel like that... in an "oh, darn, that class would have been soo much better for this character of mine if it was available back wehn... why do they add it now, the basterds..."
    So, to avoid that problem if they added new classes, they'd also have to add some class change function. Which might be a possibility...

    But...

    I still think there is a better way to "add new classes" - yes, I am taking about my good old "class morph" idea...
    And of course, I will repost it again, now... ;)
    Personally I would think the best way to add more "classes" is to give each class, say, three different "class morphs", each with its own new skill/passives line. Perhaps becoming available after completing cadwells silver/gold... to reward people who do play through that - a variation of the idea was to let them do the class morph after silver, and let them pick a cross-class skill line (basic class skills only) after gold...

    Some possibilities:

    Dragonknight
    • Gladiator (offensive self buffs & warcries; color: red/orange)
    • Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
    • Warlord (defensive group buffs, AoE standards, color: purple/gold)

    Nightblade
    • Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
    • Monk (melee support & assorted “matrial arts” magic; color: blue/purple)
    • Ranger (animal summoning and nature magic; color: brown/green)

    Sorceror
    • Cryomancer (ice magic, color: white/clear - NPC cryomancer)
    • Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
    • Spellsword (melee support & buff magic; color: yellow/orange)

    Templar
    • Shaman (nature magic, totems, summons; color: green/brown)
    • Crusader (melee support and aura-style buff magic; color: white/gold)
    • Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)


    Another possible idea was to not only have an added skill line with its own flavor of visual effects, but maybe even morph the existing effects to match.
    So for example if a sorceror goes necromancer, their spells might be color-shifted to necromancer “coldfire” cyan, and if they turn cryomancer, their dark magic crystals will turn ice-ish in effects, spells will get color-shifted to white-blue or white-purple, or a nightblade going ranger would have their reddish effects recolored to something nature-ish green & brown... that sort of stuff. For more visual goodieness and varietee between classes.
    Perhaps even morph the spell effects to some degree... like, for summoned armor might look daedric on normal sorc, worm cult / lich on necromancer, and ice armor on cryomancer, etc.
    That idea might perhaps take a bit too much coding to be viable though... I'd be happy with pure color shifts.

    ...of course, all those quick ideas are just very rough concepts, without much consideration but character fluff. I merely tried to give some options, and went for three instead of just two "magica-specialization / stamina specialization" - It's supposed to be more for added character diversity then anything else after all.

    Thus for example with nightblades, there might be one magica-caster based with "illusionist", one stamina melee based with "monk" (Yes, a nod at the old D&D class of the name, the first “martial arts” powered class I remember in fantasy gaming) and one pet based as "ranger" since nightblades mesh very well with bow, and giving them woodland creatures for the "hunter" playstyle would seem applicable.

    Similar thoughts for the sorceror - spellsword for stamina sorcerors, cryomancer since ice staves have no matching skill line yet (while fire and lightning staves sort of have), and necromancer because all too many people really, really want that... ;)

    Templar... the druid/shaman is a very natural idea, between breton wyressess, argonian treeminders and bosmer spinners, nature magic meshes very well with Templar healing and sunlight-powered spells; paladin is for stamina templars and a nod at the old D&D class of the same name (possibly subject to TES-ification change), and my "witch-hunter" idea is kinda inspired by the spanish inquisition (Yes, I know noone expected that :smirk: ), its "warhammer" imperial counterpart and also "Dragon Age", I admit it... seems logical to set up the aedric-flavored templars as natural enemies of the more deadric-flavored sorcerors...

    Dragonknight I had the fewest ideas, since I kinda dislike that class. More fire magic for dragonknight magica-casters with pyromancer is a natural first thought... so then I went with "leader-style group play support" and "berserker-style single combatant" flavors, though there may be better ideas then those...

    In any case, since more diversity is always something I would love to see... much more fun having more choices in realizing your “perfect” character, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose anyhow, so adding more active skills only increases a characters choices, not exactly their power...

    And yes, spellcrafting might be able to cover some of those... but spellcrafting won't give you passives, which these skill lines should.
  • darkspyro92_ESO
    darkspyro92_ESO
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    More classes would have nee neat to start with, but adding them now... would be a slap into the faces of players who stayed with the game since release, and did spend a lot of time on a lot of alts. I know I would feel like that... in an "oh, darn, that class would have been soo much better for this character of mine if it was available back wehn... why do they add it now, the basterds..."
    So, to avoid that problem if they added new classes, they'd also have to add some class change function. Which might be a possibility...

    But...

    I still think there is a better way to "add new classes" - yes, I am taking about my good old "class morph" idea...
    And of course, I will repost it again, now... ;)
    Personally I would think the best way to add more "classes" is to give each class, say, three different "class morphs", each with its own new skill/passives line. Perhaps becoming available after completing cadwells silver/gold... to reward people who do play through that - a variation of the idea was to let them do the class morph after silver, and let them pick a cross-class skill line (basic class skills only) after gold...

    Some possibilities:

    Dragonknight
    • Gladiator (offensive self buffs & warcries; color: red/orange)
    • Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
    • Warlord (defensive group buffs, AoE standards, color: purple/gold)

    Nightblade
    • Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
    • Monk (melee support & assorted “matrial arts” magic; color: blue/purple)
    • Ranger (animal summoning and nature magic; color: brown/green)

    Sorceror
    • Cryomancer (ice magic, color: white/clear - NPC cryomancer)
    • Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
    • Spellsword (melee support & buff magic; color: yellow/orange)

    Templar
    • Shaman (nature magic, totems, summons; color: green/brown)
    • Crusader (melee support and aura-style buff magic; color: white/gold)
    • Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)


    Another possible idea was to not only have an added skill line with its own flavor of visual effects, but maybe even morph the existing effects to match.
    So for example if a sorceror goes necromancer, their spells might be color-shifted to necromancer “coldfire” cyan, and if they turn cryomancer, their dark magic crystals will turn ice-ish in effects, spells will get color-shifted to white-blue or white-purple, or a nightblade going ranger would have their reddish effects recolored to something nature-ish green & brown... that sort of stuff. For more visual goodieness and varietee between classes.
    Perhaps even morph the spell effects to some degree... like, for summoned armor might look daedric on normal sorc, worm cult / lich on necromancer, and ice armor on cryomancer, etc.
    That idea might perhaps take a bit too much coding to be viable though... I'd be happy with pure color shifts.

    ...of course, all those quick ideas are just very rough concepts, without much consideration but character fluff. I merely tried to give some options, and went for three instead of just two "magica-specialization / stamina specialization" - It's supposed to be more for added character diversity then anything else after all.

    Thus for example with nightblades, there might be one magica-caster based with "illusionist", one stamina melee based with "monk" (Yes, a nod at the old D&D class of the name, the first “martial arts” powered class I remember in fantasy gaming) and one pet based as "ranger" since nightblades mesh very well with bow, and giving them woodland creatures for the "hunter" playstyle would seem applicable.

    Similar thoughts for the sorceror - spellsword for stamina sorcerors, cryomancer since ice staves have no matching skill line yet (while fire and lightning staves sort of have), and necromancer because all too many people really, really want that... ;)

    Templar... the druid/shaman is a very natural idea, between breton wyressess, argonian treeminders and bosmer spinners, nature magic meshes very well with Templar healing and sunlight-powered spells; paladin is for stamina templars and a nod at the old D&D class of the same name (possibly subject to TES-ification change), and my "witch-hunter" idea is kinda inspired by the spanish inquisition (Yes, I know noone expected that :smirk: ), its "warhammer" imperial counterpart and also "Dragon Age", I admit it... seems logical to set up the aedric-flavored templars as natural enemies of the more deadric-flavored sorcerors...

    Dragonknight I had the fewest ideas, since I kinda dislike that class. More fire magic for dragonknight magica-casters with pyromancer is a natural first thought... so then I went with "leader-style group play support" and "berserker-style single combatant" flavors, though there may be better ideas then those...

    In any case, since more diversity is always something I would love to see... much more fun having more choices in realizing your “perfect” character, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose anyhow, so adding more active skills only increases a characters choices, not exactly their power...

    And yes, spellcrafting might be able to cover some of those... but spellcrafting won't give you passives, which these skill lines should.

    That would be nice. I made that previous thread on class morphs. Your idea is sort of a "Pro" system, where you can morph your entire class into a new class full of new skills that are powerful, but are equally balanced with your current skills. They should add that as something you can do once you reach the Veteran ranks. It would make having a Vet rank more rewarding, since so far I don't see much use for it besides saying "I played a long time." That and the higher level enemies and areas.

    One thing I think the shaman/druid would have is morphing into different animals for different effects. It's different and would be really fun. The class morphing would benefit long-term players, as well, as it just gives a new skill set, resetting your skill points.

    Shall we do what everyone else seems to do and complain until they actually entertain the idea? This is one of the better ideas I've seen.

    One idea for Dragonknight I'd like to see would be a Dragon Lord, which is based around using dragon based attacks, including transforming yourself into a small dragon as an ultimate. This would include a rush ability for charging and defending yourself with dragon scales.

    If I may be so forward, if you like how very thorough I was with this class idea, would you allow me to look at your morph ideas and devise skill trees for them? It will take a very long time (and of course I'm starting with Nightblade), but I think it would be fun.
    Argonians always and forever.
  • Kaliki
    Kaliki
    ✭✭✭✭
    Where's the pulling totem?
    - Templars: Slower by Design® -
  • darkspyro92_ESO
    darkspyro92_ESO
    ✭✭✭
    Kaliki wrote: »
    Where's the pulling totem?

    I thought that would be a bit much, so I just put it under chants to just pull enemies one time. Having something that pulled enemies constantly would just be OP.
    Argonians always and forever.
  • CtrlAltDlt
    CtrlAltDlt
    ✭✭✭
    Tbh, It's a good idea but I'd rather have then focus on fixing the numerous bugs and imbalances in the game
    PC NA - jeazzy

    stamblade outnumbered pvp vol 1. youtu.be/h1ONYfpAJJ8
    Stamblade outbumbered pvp vol 2. No cheese youtu.be/rN4_aRVMvWw
  • olsborg
    olsborg
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    ✭✭✭✭✭
    I wish they removed all class systems. And just made all spells belong to spell school. Did something like that for stamina abilties. Gave us some freedom in naming our own class. Open system like a true TES game.

    PC EU
    PvP only
  • darkspyro92_ESO
    darkspyro92_ESO
    ✭✭✭
    olsborg wrote: »
    I wish they removed all class systems. And just made all spells belong to spell school. Did something like that for stamina abilties. Gave us some freedom in naming our own class. Open system like a true TES game.

    I much agree.

    Edit: I just thought of something. What if someone used the cloak from Nightblade with the Dragonknight's toughening ability and then sorc powers and countered all damage with heals? It would be balanced since everyone can use every skill, but at the same time, someone could build an ultimate build that might ruin the game for others.
    Edited by darkspyro92_ESO on October 1, 2015 3:14PM
    Argonians always and forever.
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