Same as always when the matter comes up, I would not want merely yet another class added; I want something to expand classyness that every character can benefit from, not matter if newly made or played since launch!
Because I would feel pretty annoyed if for one I had to make yet another bunch of new characters to enjoy a new class, and for another even more vexed if a new class would have been a better fit for one of ym existing characters...
I'd need to know more than the name to decide. I know what I think of when I hear 'witchhunter' or 'monk' as an RPG class, but I have no idea if what I think of is the same as what the OP or anyone else is thinking of. If someone had asked me before Morrowind if I wanted a 'warden' class I'd have imagined a heavy armoured tank/healer type of profession, something like Guild Wars 2's guardians or a paladin. (And that's in spite of the fact that I work with people whose job title is literally 'warden' and their job is to protect nature reserves.)
But based on my assumptions about what each of these names means I'd probably pick bard simply because it's the most different to what we already have. Witchhunter sounds like a tank with skills that interrupt spells or drain magicka, monk sounds like any light-armoured character using their fists instead of a weapon, psion I'm not sure would make any sense in this game but I imagine their skills would be very similar to what a sorcerer can already do, and necromancer just doesn't appeal to me at all. Never been into the whole death magic thing, even when I was 13 and called myself a goth because I didn't really understand there were other 'alternative' scenes.
PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
"Remember in this game we call life that no one said it's fair"
Bard? Another VO TFS Velidreth that in his rotation plays the bongos?
"Yesterday while searching a barrel in vVoM I found a lemon. Best drop of the whole run."
Protect the weak. Heal the sick.
Treasure the gifts of friendship. Seek joy and inspiration in the mysteries of love.
Honor the Earth, its creatures, and the spirits. Use Nature's gifts wisely. Respect her power. Fear her fury.
Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
***
Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
I would like a Summoner (a Necromancer could fulfill this role).
But it has to be a proper one, with several summons that can actually hold aggro and kill things on their own. The summoner shouldn't have to do any fighting at all. She just needs to support her summons with heals and curses.
For disabled players like me who have trouble using the keyboard (and lots of skills), this would be absolutely wonderful!
Would be nice if you explained what a witchhunter is. I have no idea what you mean by that, so I didn't vote for it. What types of skills would it have?
My suggestion there for a battlemage class. Tank/DPS hybrid, no healing ability, very heavily focused on kinetic magic and buffs/debuffs, a controller-style class if you're familiar with them from other games.
If you dont want to follow the link, here's the post:
This is unofficial and just for fun, but in another thread I made regarding what classes could possibly be added in future updates I came to the conclusion that whatever class they add next is probably going to mirror the warden in design. In the base game we had a specific role for each class: Dragonknights are tanks, Templars are healers, Nightblades are melee damage, Sorcerors are ranged damage (or physical/magic damage respectively). The warden bridges the gap between dragonknight and templar as a hybrid tank-healer, with lower regard for damage output but quite a bit of versatility; wardens are great at seamlessly swapping between tanking and healing roles or performing both at once, even.
So it stands to reason that the next class would follow suit: either a healer-damage hybrid (less likely if you ask me, as most healers are basically damage dealers anyways), or a tank-damage hybrid (something we dont really have at present). The latter makes more sense to me, and would also be more fun to play IMO. A class focused on tanking as much as the warden or dragonknight, but with the ability to dish out damage; obviously this necessitates the lack of any kind of healing built into the class.
Additionally, each class we have currently covers the damage types in the game: DK has fire and poison, Nightblade has magic and disease, templar has magic, sorceror has magic and lightning, warden has magic and ice. There are no damage types, save for physical damage (provided by weapons) or oblivion damage (too powerful to base a class on since it ignores damage shields and armor). However, a physical-damage based magicka class could be interesting, taking into account telekinesis and force-blasts.
So after some research into previous games and what would fit here, this is what I came up with - I'm sure not all of this would be balanced, but it's fun to speculate anyways.
Battlemage Class
Skill trees:
Alteration - focused on resource manipulation, shielding, defense
Mysticism - focused on telekinesis/force, spell manipulation, buffing/debuffing
Combat - focused on physical attacks and skill / conjured weapons
Essentially combat ends up being the main damage-focused tree, supported by mysticism, while alteration ends up being the tanking tree, also supported by mysticism. The idea is to build a class that uses magic primarily to hinder enemies and buff allies/himself, with the damage side of the class focused on physical damage applied by magical sources (this would be a hybrid, maybe even moreso than the warden, in that you'd benefit from physical damage bonuses while using magicka, and those physical abilities would scale in most cases with magicka and spell power).
So on to the trees and their abilities. Abilities are in bold while their morphs are beside the dashes beneath.
Alteration: Alteration magic is based heavily on telekinesis and manipulation of basic elemental forces. This is the primary defensive skill tree for the battlemage.
Burden- slows the target and deals damage over time. This is a staple ability from previous elder scrolls games, but in those games weighed a target (or yourself) down, preventing carrying as much. In ESO it's more reasonable to consider it a single target snare.
--Encumber: more powerful slow, and a longer duration.
--Oppressing Grasp: snares all enemies in the area.
Lighten- increases movement speed (minor expedition) and dodge chance (minor evasion). This is the opposite of burden, lightening your own weight instead.
--Featherweight: Removes snares and immobilization effects on activation and provides brief (5 second) snare and immobilization immunity.
--Lift Spirits: Now grants minor expedition and minor evasion to all nearby allies.
Protection- Grants minor resolve and ward, increasing your physical and spell resistance.
--Ironskin: Also grants major resolve and ward, further increasing physical and spell resistance.
--Aegis: also grants minor protection, reducing all damage taken by 8% (if you have another source of major resolve/ward, this is the go to obviously)
Elemental Shell- provides fire, ice, or lightning resistance and deals fire, ice, or lightning damage to nearby enemies while active. Lasts 15 seconds, rotates element every 5 seconds.
Essentially this ability creates something like the elemental susceptibility effect on yourself: rotating fire, ice, or lightning. For the first 5 seconds, it will provide a major boost to fire resistance and deal fire damage every 1 second to nearby enemies. Then it changes to ice, providing a boost to frost resistance and dealing frost damage every 1 second to nearby enemies. Finally it changes to lightning, providing major lightning resistance and dealing lightning damage to nearby enemies every 1 second.
--Prismatic Shell: Provides resistance to all 3 elements for the duration. This morph still only does one type of elemental damage at a time, but for the entire 15 second duration you gain major fire, frost, and lightning resistance.
--Elemental Fury: Deals all 3 damage types for the duration. This means that you still only get the resistance boosts one at a time, but for the whole 15 seconds it will deal fire, frost, and lightning damage to all nearby enemies every 1 second, something like force pulse.
Paralysis- Freeze an enemy, stunning for 1 second and immobilizing for 4 seconds after the stun ends.
--Mass Paralysis: Effects all enemies in an area, no longer stuns but immobilizes all enemies effected for 4 seconds.
--Enduring Paralysis: Increases the stun duration to 3 seconds, but no longer immobilizes after the stun ends.
Mysticism: Mysticism focuses more on the offensive side of telekinesis, as well as mixing in some manipulative magic to hinder enemies.
Force push- Repel an enemy with physical force, dealing damage and knocking it down for 1 second.
--Force Wave: Effects a conal area in front of you and deals increased damage.
--Force Pull: No longer knocks down the target, instead pulls it to you. This is the morph for tanks looking to have a frozen device/unrelenting grasp equivalent.
Telekinetic Blast- Unleash a blast of kinetic energy, dealing damage and shattering the enemy's defenses (applies minor fracture/breach). This is the battlemage's basic spammable damage spell.
--Kinetic Barrage: 3 second channel, unleashes a barrage of kinetic blasts at the target dealing physical damage every 0.5 seconds. Each blast increases the damage of subsequent blasts by 5% (8 blasts over a full channel, for a total of +40% damage on the final blast). This makes the ability far more damaging but less spammable.
--Concussive Blast: sets target offbalance and applies the concussed status effect. This morph would be more useful for tanks looking to boost group dps on bosses with ease.
Disintegrate Armor- Wither an enemy's armor, causing major fracture and major breach for 20 seconds.
--Disintegrate Weapon: also applies minor maim, reducing the target's damage dealt by 15% for the duration.
--Immolate: Causes fire damage on application and always applies the burning status effect. Deals additional damage to enemies below 25% health. This it the battlemage's execute option, while also being a major debuff source.
Enfeeble- Reduces the target's max health by 10%. This is the same effect (minor mangle) as the destruction staff pulsar.
--Demoralize: effects all enemies in front of you (aoe, same as pulsar)
--Frenzy: Taunts the target, causing it to attack you for 15 seconds. This gives the class a taunt unlinked to 1h/shield or frost staff, and combined with some of the other abilities allows for tanking options using more damage-oriented weapons.
Charm- causes any standard (non-champion, non-boss) target to fight for you for 12 seconds. Can only be used once per target.
--Mind Control: Increases the duration to 24 seconds.
--Mass Conversion: Charms up to 3 enemies in an area for 6 seconds.
Combat: The final skill tree focuses primarily on boosting your damage output and enabling you to deal damage more effectively with weapons and non-class abilities.
Fortify Weapons- Imbue your weapons with kinetic energy, causing light and heavy attacks to deal additional physical damage for 20 seconds. This would essentially provide the same damage bonus as many current gear sets which increase light and heavy attack damage, but the damage dealt would be a seperate entity attached with each swing.
--Infinite Edge: also grants you major force, increasing critical damage by 15% for the duration.
--Bound Weapons: replace your weapons with a daedric equivalent, causing your light and heavy attacks to deal additional magic damage instead of physical damage. This ability would 'summon' replacement weapons based on whatever you're wielding (if you're dual wielding, you get two bound weapons, if you're using 1h/shield, you get a bound 1h, if you're using a staff, you get a bound staff, bow gets a bound bow, 2h gets a bound 2h, etc.)
Respite- Exchange magicka to regain stamina. Similar in function to the sorceror's dark exchange/dark deal, helps with sustain.
--Second Wind: reduces the cost and increases the stamina returned.
--Innervation: costs stamina and restores magicka instead.
Bound Shield- Conjure daedric shields that orbit around you, absorbing damage from up to 3 projectiles. Lasts 4 seconds.
--Reflective Shield: Redirects projectiles back at the attacker.
--Bound Bulwark: Absorbs up to 6 projectiles, duration increased to 8 seconds.
Bolster- Increase your physique, gaining Major brutality and minor toughness for 20 seconds.
--Empower: Also grants Major sorcery.
--Berserk: Also grants Major Savagery.
Wound- Inflict a precision wound on the target, causing physical damage and bleed damage over time.
--Mortal Wound: Also inflicts Major Defile, reducing healing received and health recovery by 30%.
--Crippling Wound: Also inflicts minor vulnerability, increasing damage taken by 8%.
I'd like to see all the current class skills be More Effective or at least on par with Guild/Alliance War skills to bring a little more variety into loadouts because I hate "Meta builds" that everyone must copy and paste to be the best... Some combat is just a little stale at this point... Additional Loadout Skill slots because the skill spam is what makes combat stale.
None, i hate classes and i want them removed. I dont have time to play multiple characters - i barely have time to play one. So when the warden released, all i saw was content that i was paying for but would never use.
PS4 - EU
Please put the Eyevea/EarthForge wayshrines back on the map?
None, i hate classes and i want them removed. I dont have time to play multiple characters - i barely have time to play one. So when the warden released, all i saw was content that i was paying for but would never use.
Sounds like a largely personal issue. I'm strapped for time too, I'm a father of a 9 month old daughter and the sole provider for my family, so I spend a lot of time at work and only a couple hours a night gaming. I still manage to play multiple characters/classes, though I dont have the luxury of running all 5 of them through pledges and trials every night anymore.
Even with limited time available to play, it's nice having options. One night I might be keen on playing a warden, another night maybe I want to run a dragon knight or a nightblade, they're all different playstyles and different roles and that alone keeps things fresh and interesting for me.
Well... All existing classes start with magicka-based abilities, and even stamina morphs look like magic. So I think it would be interesting to see a class with stamina-based skill trees (and perhaps with a few magicka morphs). For example, one skill tree could be based on ranged abilities, something like figher's guild crossbow, but more effective, so a ranger type of character could be more viable and fun to play. Another skill tree could be themed around "monk" archetype, with hand-to-hand abilities and healing/buffs. And the third one could be based around "tanky warrior" archetype.
I guess that wouldnt happen, but if there will be a new class, I would like to see something non-meta. I mean, I like some of the proposed necromancer ideas, but if ZOS adds them, it would be another destro/destro mage with a few class abilities, not much different from a sorc or nb. I think it would be more fun if they would add more ways to play the game and still be able to clear all content.
Edited by LadyNalcarya on March 11, 2018 10:40AM
Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason