Obviously not my own ideas entirely, but I think we're getting to the point where ESO is beginning to feel same-old-same-old to a lot of players. The DLC packs add a few passive skills and some new zones, but nothing really 'new' and no alternative playstyles. Every other MMO out there adds new classes or skill lines every couple of years to keep things fresh and re-shuffle the meta, we're getting overdue for it at this point.
Some background on the concepts:
The Warden class was intended to be in the game during early development. Wardens were based on several subgroups of people in the ESO game lore: the wyrd witches of daggerfall, the spinners of valenwood, and the keepers of blackmarsh. The warden was a nature-based class which could, presumably, manipulate plants and animals or the environment around them (possibly even weather), and had a focus on support and healing. Wardens were, at some point in development, scrapped, and had many of their abilities altered and worked into the new templar class that made it into the official release of ESO.
Necromancy has had a long and storied history in Elder scrolls games, often being the choice magic for 'bad guys'. Obviously this is a bit harder to work into the ESO storyline, being that we're fighting a necromancer as one of the primary enemies, and molag bal is one of the chief patrons of necromancy (though not the only one, obviously). However, there are more than a few instances in this game and other elder scrolls titles where necromancy is used by individuals to fight these 'bad guys', and when you really get down to it necromancy is just an expansion on the conjuration line of magic. The magic itself isnt bad, just a lot of the people who use it.
The key with tying new classes into the game at this point is to give them a unique playstyle, and a role or purpose that compliments other classes. Currently we have the dragonknight as the tank-focused class, sorceror as the magic damage dealer, nightblade as the melee damage dealer, and templars as the healing-focused class. Please note that I'm not saying every class is pigeonholed into one role, only that each class in the game was developd with one primary strength in mind, in order to give each class a unique flavor of playstyle. Both a dragonknight and a nightblade can be damage dealers, but the flavor difference is easily identifiable: the dragonknight relies on damage over time and tankiness, while the nightblade utilizes burst damage. It's all about flavor.
One thing we truly lack in this game is a proper support class. Sure, we have healing from templars and buffing all around, but in many MMO's you have a class or set of classes commonly referred to as 'controllers' who are designed with a focus on both supporting allies and hindering enemies. This kind of playstyle, to me, immediately strikes a chord with the Warden, being a nature based caster: roots and vines to tie down enemies, swarming clouds of insects to debilitate and debuff them, Animals to serve as a distraction, conjured rains to cleanse and bolster allies, so on and so forth. The warden makes perfect sense as a control-based character.
The necromancer is harder to place, but in light of giving the class a unique flavor I'd like to see them use health as a resource in much the same way that other characters use stamina or magicka. Obviously it wont be the only resource used by the class, but tying the necromancer's abilities into vitality and the manipulation of life forces (i.e. health) gives them a unique, high-risk/reward playstyle that is entirely different from other classes. The other role the necromancer would obviously fill is that of a pet-centric class. I know there will be a lot of people chiming in with the fact that sorcerors were supposed to be the 'pet class', but I think we all know how poorly that has worked out, and how ZOS has been continually tweaking the sorc pets in order to make them useful (and failing at that).
Now, I wont go into too many specific ability suggestions, but here's how I would envision the trees of each class looking:
The Warden
Skill Line 1: Plant-centric abilities
This skill line would contain abilities that have to deal with manipulating the flora of the world around the character. Key abilities would involve conjuring vine-like roots from the ground to immobilize enemies, lashing out at enemies with a whip-like vine (not unlike the DK's lava whip), Creating walls of wood or brambles to hinder enemy movement, and traveling through the earth in a similar fashion to the wilderking/aranias in greenshade quests. Ultimately, this skill line is mostly focused on control and hindering enemies.
Skill Line 2: Animal-centric abilities
This skill line might include summoning animals to your aid temporarily, in tribute to the animal control abilities bosmer once had in other elder scrolls titles. Summoning a wolf, tiger, bear, etc. for a short duration to attack and hinder enemies as an example. Other abilities might include sending swarms of stinging insects at a target to deal damage and maim or snare them; perhaps the swarm could jump from one enemy to another in aoe situations. Lastly, an animal/fauna centric skill line could include either the transformation into animals in order to gain new combat abilities (might be a good ultimate), or taking on the 'aspect' of certain animals to improve the warden's combat abilities: i.e. you take on the aspect of a bear to bolster your health and defense, or you take on the aspect of a tiger to boost your weapon damage and stamina, or the aspect of a serpent to improve magicka and spell power.
Skill Line 3: Healing/buffing abilities
While this does take away somewhat from the templar, it would certainly be nice to have more options for healing-focused characters; though I imagine a warden's healing abilities would be more based on conjuring rain, wellsprings, or plants to heal allies, rather than 'the light'. Abilities similar to warhorn which bolster allies around the warden would also fit well with the class theme of support and control.
The Necromancer
Skill Line 1: Reanimation
This skill line would focus on raising the dead as 'pets'. Now, due to the corpse-despawning issue that any werewolf player knows well, I think it's a better idea to have necromancy work on the basis of conjuration rather than actual reanimation, so you dont need dead bodies around to use your skills.
Unlike sorceror pets, I'd rather see necromancy utilize short-duration summoning: these dont need to be a toggle that remains active all the time, but rather an ability you activate that has a more powerful, more immediate effect. For example, a raise skeletons spell would conjure a small group of skeletal warriors and archers to attack your enemies: each would be individually weak, but as a group provide a fair amount of damage output and act as a sort of damage-over-time effect that can be dispelled by killing the skeletons.
The line could also include zombies, flesh atronachs, and bone walls/cages.
Skill Line 2: Blood magic
This skill line would be based around the concept of using your health as a resource. Blood magic skills would either spend your health to deal damage, or steal back health from enemies. Ideally, the idea is that you'd want to strike a balance between using your health to fuel powerful damage spells (making sure you dont kill yourself in the process) and regaining health through leeching. Additionally, there could be spells that sacrafice your active minions to regain health, or spells that restore health from enemy corpses in the area, quite similar to repentance for templars.
Skill line 3: Buffing
This third skill line would focus on empowering yourself, your minions, and nearby allies with dark magic: Bone shields, unholy strength, so on and so forth. It might also include debuffing enemies by releasing plague/disease against them. Would also be interesting to see something in this line based on Namiira, whereby the necromancer can cannibalize corpses to gain power.
Now, Discuss =P
Edited by Lynx7386 on May 28, 2016 10:52PM
PS4 / NA
M'asad - Khajiit Nightblade - Healer
Pakhet - Khajiit Dragonknight - Tank
Raksha - Khajiit Sorcerer - Stamina DPS
Bastet - Khajiit Templar - Healer
Leonin - Khajiit Warden - Tank