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Class visions and toolkit synergies

BohnT
BohnT
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For every big project in life there is a vision, be it for a new car, a new skyscraper, a whole city.
This vision describes what you want the thing to be, it sets the Basic structure you want to work with.

This is also used in one of the biggest projects in ESO, the class balance.
There is always an idea behind every well designed spec if there is no vision for one class you'll see it, like you can with stamdk atm.

So let's get started with the vision of each spec, but before i get slaughtered here are some things to remember:
1. the vision does not represent how well it turns out in the game
2. stamina classes are generally more streamlined than magicka classes as they have to use the same weapon skills, this makes it harder to describe the vision perfectly
3. this post is highly focused on PvP, i won't touch PvE issues for the reason that most visions don't work with PvE

Sorcerer
Magsorcs are build around killing an enemy with a delayed burst and in order to be able to have a long enough offensive window they can access shields which will prevent them from getting oneshotted. Also while playing defensively the toolkit still gives them the opportunity to change the tide of the fight with hunting curse having a second explosion, frags being able to proc and becoming an instant cast.
To support the ranged playstyle of magsorcs they also have 2 strong tools to create a gap and keep it up during a fight with a meele opponent: streak and mines

Stamsorc
The class focuses on mobility which gets supported by streak and hurricane and with this mobility the class gets access to a huge portion of it's sustain with DD, being more mobile mid combat than your enemy is what stamsorc has over other specs.
Here several things work together both passives and active skills, hurricane deals damage in a huge radius which continues to do so when you dance around your enemies, surge fell in love with hurricane at first sight and doesn't want to leave ever. Normally mobility comes at a cost for all classes mainly damage wise but with DD stamsorc got a way to work around, without needing too much regen at the cost of damage you can spec into damage and sustain great as your mobility helps you to make good use of the main sustain skill of the class. However the offensive vision of the class is reduced because there is no great offensive ult that supports the mobile playstyle and no damage skill outside of hurricane, this means stamsorc has to get used to the streamlined weapon skills but fear not, someone was grateful and gave stamsorc implosion, energized and expert mage. All these things work perfectly with bleed builds and DBoS as an ultimate, all weapon skills get buffed and the more dots you have on your target the higher your chance to proc implosion, also the dots and bleeds are on the target when you exploit your mobility to your advantage, the enemy is still eating damage while you can use your sustain tool.
Even if the weapon skills aren't part of the class, the toolkit supports them perfectly and they work together, increasing their effectiveness due to each other


Nightblade
Stamnb:
A completely different approach of killing an enemy, not with delayed burst but with sheer pressure with strong skills and debuffs, you don't need to kill an enemy in one hit (you still can do that very effectively) you can unleash an offensive pressure that your enemy won't be able to outheal with incap, followed by empowered suprise attacks and assassin's will hitting for more than any other non ult ability and the hardest hitting execute starting to deal full damage at 25% health.
And to support this playstyle of, engaging and crushing an enemy with a prolonged time of frontloaded offensive pressure that not many will withstand, you get access to great tools that give you the opportunity to decide when to fight and with how your frontloaded burst works you only hinder yourself if you stay in a long fight that's why cloak and shade are your best friends on a Nightblade, you decide when to fight and when you start the fight your class is at it's biggest advantage.

Magnb
Here we have a rather similar vision for both specs of one class, being elusive and killing an enemy with a huge spike of burst, however magnb focuses more on that huge spike of burst rather than stamnb that tries to just break through the healing/ defence of your enemy within your incap duration. This is done with various things, first magnb has access to 2 stronger dots (Crippling grasp and shade) and with assassin's will having the highest tooltip of any non ultimate ability in the game. But as the natural difference in mobility hurts magnbs elusiveness their vision got changed from avoiding as much damage as possible to healing back to full while you deal damage to your enemy and kite them. Also their sustain and their main damage source work hand in hand as they are both build around light attack weaving.


Templar
This is probably the class with the vision that most people have heard about.
Stand your ground, defend your house.
Magplar has 3 skills and one passive that support this vision, purge and rune focus and blazing spear as well as sacred ground.
All these skills say, you can come to my house but it's mine and i have the high ground here, you'll be snared, take damage while i have more sustain and more healing. But the problem here is that unlike other classes magplar can't force people to come into their prefered territory and that even when inside your house the buffs you gain aren't enough to give up the advantages of mobility. Offensive wise there is also an issue with things not working together lieb they do with other classes. Javalin and jabs contradict each other, either you throw your enemy out of the range of your spammable or you can't use your CC. Also the delayed burst skill of templars is build around you dealing as much damage as possible in a 6 seconds window but your main defence is reactive meaning you are highly vulnerable during your offensive window. This also means that you don't control many fights but rather react to your enemy.
The vision for magplar is clearly visible but as mentioned above it doesn't guarantee that it'll work based on the decisions done.
@Joy_Division will probably write a much better post about magplar vision and why it failed

Stamplar
This will be rather short as we have an equal approach of trying to defend the house but with different tools and an proactive defence rather than reactive. The same things mentioned with javalin and jabs come to mind. The defend your house idea is still there but stamplar can make better use of the offensive tools as the weapon skills and especially bleeds perfectly work with the offensive powerhouse PotL is. However due to how proactive defence works stamplar often has a harder time staying inside the house and you are more likely to leave your house, go to the battlefield and try to get back into your house when you are in a pinch.
So it's also more proactive here, before people touch our house we rather kill them on the streets, we don't like blood stains on the floor anyway.


Warden

Magwarden has a very different vision than any other classes, the vision here is, never go alone, always have a friend around that's what a magwarden wants.
Many tools the class offers are build to be used with an ally around, be it how you access major mending, how you gain ultimate, how to unleash the most healing and how to move around the battlefield. This comes at the cost however that being one of the best supporter in the game their offence took a hit as it never really was intended to be the only source of damage you have in combat, there is always your friend around and he will help you and the more you work with him the stronger both of you will be. This means that the attempt of running a magwarden solo completely contradicts the vision of the class but this completely contradicts the vision of the entire game "play how you want"


Stamwarden
This brings us to the true brawler vision. No matter if you are solo or in a group you want to be in a fight and you get the highest reward if you stay there. You bring massive damage, you bring support and you bring heals to the battlefield. And as a warden wants to stay in the fight he has tools to prevent ranged builds to get him out of his comfort zone, with shimmering shield they have an issue to use their range to an advantage. However the class isn't designed to be a stand your ground warrior, you want to move during the fight and engage from different ankles to make the best use of your class skills, with 2 cones, one being a heal and the other a strong aoe you want to decide whom to hit with them rather than hoping that your enemy walks into your face. This is supported by easy access to major expedition and reduced effect of snares.
A problem this created is however that with access to full snare removal while still being able to use a burst heal stamwarden leaves the vision of being right in the middle of stamdks as a stand your ground knight and stamsorcs as being the mobile spec as they have now access to the things of both sides which hurts both stamdk and stamsorc as they are bested in their intended perk

Dragonknight
When you look at a magdk you know it wants to go in the middle of a fight and stay there until everyone else is dead and to support this the whole toolkit is build around, dealing damage, healing yourself back up again and when you go offensive then you get even more heals, you don't want to be passive, waiting for your enemy to make a mistake, the only mistake they did was getting in a fight with you.
You control the fight with roots, CCs and snares while your dots further increase the pressure on your enemy, and your main spammable only gets stronger when you combine it with your hard/ soft CCs, your sustain tool is made for fighting (at least in theory) you get resources back for using your ultimates, which means when you go offensive or have to retreat your class supports you and helps you to stay in that fight as long as you can.
There are so many small and bigger symergies inside of the magdks toolkit that it has it's own unique playstyle that gets stronger the more you focus on using it.

Stamdk
Your class doesn't give you much, the 2 active abilities (venemous claw and noxious Breath) aren't great, in fact one is outclassed by passively procced bleeds and the other one is so weak that people don't even consider using it.
But if we use them we could think, stamdk is ment to pressure an enemy over a long period of time to finally kill them, problem number one is, most people can kill you before you are able to kill them due to many changes in the Combat System over the years. Also there is no real synergy in your skills thst help you stay in combat longer than others, you don't have any skills that magdks don't have access to and the skills you can use can be used more often on a magdk as they cost magicka. Your passives also don't help you anymore, pre Morrowind the passives were the synergy a stamdk had with it's class.
Helping hands, redguards adrenaline rush and mountain's Blessing were designed to give you sustain when you fully specced into damage and put all your points into stamina, this set stamdk apart from other classes, the lack of damage due to weaker skills could be dealt with as you could put everything into Max stam to reach high damage while the passives gave you great sustain.
With a high stamina Pool and the passives you also had the opportunity to be perma blocking, a huge factor that helps you to help you stay in the fight as long as possible


  • BohnT
    BohnT
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    @IAVITNI there you go.
  • IAVITNI
    IAVITNI
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    Thank you and awesome write-up! A lot of useful information here. Hopefully this gets the visibility it deserves.A lot of people on the forums don't understand class vision and I feel it's a significant source of misinformation and discontent. I'm sure a lot of people are aware of what their class vision is but they are definitely the minority and some may have a distorted/biased perception.

    Edited by IAVITNI on January 2, 2019 6:14AM
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