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Idea for a Dwemer Tinkerer type class

matwal1
matwal1
Soul Shriven
I was thinking of a idea since we are always running into all these people that are exploring Dwemer ruins and making contraptions or controlling constructs. So why not make a player class that can do the same. Make it where we can summon a firepot spider for example and it runs into melee and fights and if it dies or timer runs out it explodes in the area. An ultimate that summons the bigger constructs to fight for a little bit. A pet that follows you around that is the balls and make it a melee or ranged depending on which one you choose. Just things like that since Dwemers are such a big part of the Elder Scrolls Universe. Any thoughts on the topic?
  • Froil
    Froil
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    First: Firepot Spiders are a clockwork creation, that is, created by Sotha Sil; it's not Dwemeri.
    Second: Few people understand how Dwemer automata work, let alone mass amounts being able to deploy them at will, in addition to the numerous parts one would need to create and maintain.

    It's not a bad idea from a pure RPG perspective, but regarding lore, it's near impossible to actually happen.
    "Best" healer PC/NA
  • Emmagoldman
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    and third, cool idea
  • Shawn_PT
    Shawn_PT
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    If so few people can understand/deploy them, then how come half of Tamriel is able to get dwemer automata to chase them around to Oblivion and back as a non-combat pets? :tongue:
  • matwal1
    matwal1
    Soul Shriven
    I mean I was just thinking of all those quests where the people have the resonating crystal wands and they get the dwemer to do things for them. Like that mine in Wrothgar
  • Taleof2Cities
    Taleof2Cities
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    If Dragons are flying around in this iteration of Tamriel, then why not a Dwemer specialist class ... ?
  • stewhead2ub17_ESO
    stewhead2ub17_ESO
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    Swing & a miss. Dust yourself off and try again!
  • xenowarrior92eb17_ESO
    xenowarrior92eb17_ESO
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    nah...I rather have them revamp the current weapon skills and add more like the logical ones that should had been here aka crossbows/polearms and much more...oh well nobody listens to us anyway :D
  • TheShadowScout
    TheShadowScout
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    matwal1 wrote: »
    I was thinking of a idea since we are always running into all these people that are exploring Dwemer ruins and making contraptions or controlling constructs. So why not make a player class that can do the same...
    Because dwemer stuff is a -mystery- and the "tinkerers" are supposed to be really, really -rare-!
    Also because ESO is -not- a steampunk themed game!

    And thus... the idea might be nice for am one-effect monster armor set, but definitely would be lore-iffy for a whole class that everyone would then want to run around as!

    IF anything dwemer... there could be a "general archeologist" -guild- skill line, that uses various artefact skills... one of them dwemer, another maybe ayleid, yet another yokudan or such...
    Like mentioned here: https://forums.elderscrollsonline.com/en/discussion/387560/additional-guild-ideas-mk-ii :)

    ...and then add more "archeology" themed DLCs/expansions. We could have a whole underground kingdom someday (Blackreach, maybe?) for exploration and questing, think a dwemer ruin... the size of ALL of Orsinium! Complete with a "flashback" quest or two to see the dwemer in their prime, and perhaps another to see the fate and dire history of the falmer... so much nifty TES lore for "archeologists" to discover they could bundle into this someday!
  • starkerealm
    starkerealm
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    I was toying with this awhile back. Not really wild about the firepot spider. My thoughts were around a Dwarven bolt thrower, a spider combat pet (since, we've already got a range of dwemer vanity and combat pets), Dwemer armor (the sort of scavenged look from TES3, where it's really repurposed construct parts as armor.)

    I ran into a few problems. First, unless you broke each of those things into separate skill lines, there's a real question of what else could be incorporated in. The armor skill would work best if you were actually wearing that over your armor, which doesn't mesh with the direction the game's taken on having toggled visuals. Finally, pets and direct damage starts to look a lot like a reskin of the sorcerer. I'm sure there are ways to split those apart and give them their own identities, but it's an issue.

    So, I mean, I really like the idea of the Tinkerer, but it'd be complicated to pull off.
  • Starlock
    Starlock
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    Do I want an artificer class? Yes. Do I want it in this game? I used to. At this point, not so much. Would rather see something else.
  • Billdor
    Billdor
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    Froil wrote: »
    First: Firepot Spiders are a clockwork creation, that is, created by Sotha Sil; it's not Dwemeri.
    Second: Few people understand how Dwemer automata work, let alone mass amounts being able to deploy them at will, in addition to the numerous parts one would need to create and maintain.

    It's not a bad idea from a pure RPG perspective, but regarding lore, it's near impossible to actually happen.

    Doesn't make sense since there is literally only one alive being who can translate Dwemer language so in order to use Dwemeri technology ...
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