Saltypretzels wrote: »@OP, you should come up with a new name. Clerics have been around since the first D&D books and everyone has very preconceived notions about them . "Cleric" does not inspire me in any way...
I still think we don#t need new classes, that in fact adding new classes -now- would be bad for the game.We need a warden (nature) and a necromancer styled class. Perhaps the necro could have some frost mastery since we already have lightning and fire covered. If we had a nature themed class you might keep me subbed for another 2 + years..Trying to create a druid with what we have now is pretty hard (and I'm talking more Daoc or EQ2 druid here)...
TheShadowScout wrote: »I still think we don#t need new classes, that in fact adding new classes -now- would be bad for the game.We need a warden (nature) and a necromancer styled class. Perhaps the necro could have some frost mastery since we already have lightning and fire covered. If we had a nature themed class you might keep me subbed for another 2 + years..Trying to create a druid with what we have now is pretty hard (and I'm talking more Daoc or EQ2 druid here)...
That stated...
Oh, we definitely need something along the lines to cover nature magic and death magic!
Either following my class morph notion, or as standalone skill line - personally I prefer the former of course, to make people have to -choose-, and to limit their available choices as to diversify characters instead of pigeonholing all into cherry-picking the best skills...
(For example, with my concept any sorceror could choose to study necromancy... or ice magic... or battle magic... and add either to their usual skills... but not cryomancy and necromancy, thos people have to make a choice. And templars couldn't go necromancer at all, but they could choose to diversity into other fields, like shamanistic plant magic... etc.)
But it is really vexing that we see NPCs use nature magic, have this neat idea for a nature-based character, be it wyress, treeminder, spinner... and pop goes that thought, no nature magic, no character.
Or wanting to play some revolting (against mannimarco, not the other kind) antihero nercomancer and then seeing there is no skills that let players raise corpses to herd.
Or seeing an NPC ranger/hunter summon a wold during battle and going "Hey, that would work sooo well for my bosmer archer too..." and finding the game just won't let you.
...I could go on...
I know, right?I get tired of playing my templar sometimes since so many abilities are the same color, golden...
Personally I went with Sorceror as base class for Necromancer in my concept because it meshes far better with that then with a nightblades stealth-support skills... the lifetaps would fit, agreed, but then, for one the mages guild could fill that slot, for another necromancers would be well served with their own version of some lifedrain spell. And the nightblades backstabs, executions, invisibility and such aren't really all that good for necromancer options, while the sorcerors dark magic and deadric summoning meshes pretty well in theme with death magic for a nice dark mage build...If they go with an extended morph route perhaps they could use nightblades as the base class.
Soothing Voice and chant sounds like a bard skill line & skill. Another skill line or class to add..Bards/Minstrels/Skalds!
Online games with this much skill customization seem to never get balanced without forcing us into cookie-cutter templates.
I sincerely enjoy using a pet build when I'm pvping. Before the imperial city update, I was able to use it effectively while soloing in cyrodiil. However, bugs with the pets made me a liability when playing in a group. In particular, the pets would not go into stealth (and would actually completely stop functioning) when the ping spiked.
This issue got worse after the imperial city update as the pets completely stopped going into stealth. I've submitted numerous bug reports, and have made posts on the official forums about this bug, but there's been no word about a potential fix.
The article mentions how the pet class in DAoC is easy prey when the pets are not summoned. I've never played that game, so I can't speak to exactly how defenseless they were, but my pet build in ESO is extremely vulnerable when my pets are not present.
Dreadric prey, hardened ward, both pet toggle abilities...on both bars... There are so many skills which must be slotted in order to effectively use the pets that it leaves me with very few slots for utility skills. The saving grace for some of the must-have skills I use for my build (crystal frags, ward, etc.) is that they're boosted by the stat which governs the pets: Magicka. If the pets' damage scaled off of magicka, and ward scaled off spell power, I would be out of luck.
To make matters worse, both pets have a casting time. That 3 seconds it takes just to bring out my pets, means it's that much more difficult for me to get the jump on enemy players. Those casting times are a little much considering the pets have poor survivability, and their dps is low.
I honestly don't mind that the pet skills are toggles, or that they have cast times. Having limited skill slot options adds a unique degree of difficulty to creating an effective build. A casting time means that I'm going to have to strategically choose when to let my pets die, because I can't just recast them on a whim in the middle of a fight. These cons have to be balanced by appropriate pros though, and I don't think the pets are at that point yet.
Seeing how ZOS has managed the sorcerer pets, I do not have high hopes for an official pet class being released, and I don't think that's a bad thing. I would prefer more world, guild, and weapon skill trees over new classes. Skill trees that can be accessed by any of the existing classes would allow for greater build diversity. A necromancy skill tree, which includes pets that can benefit from sorcerer skills like dsedric prey and hardened ward, would be so fetch...
P.s. @ZOS_GinaBruno, any word on when we can expect that pet stealth bug to be fixed? It's totally not fetch.