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I'd kind of like to just be an "Adventurer", instead of being a SPECIFIC class with SPECIFIC spells

Terin
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Honestly, I don't really like the Class system for ESO. Not just it being a tad restrictive, but also I feel like it undermines a lot of what make the Elder Scrolls games so iconic; that you truly BECOME whatever character you want, as opposed to "creating something and never really changing".

For example, what if you simply starts as an Adventurer, literally zero "powers" whatsoever? You just equip armor and weapons, and hope for the best.

But then you begin LEARNING abilities. You meet an NPC that agrees to instruct you in the art of Necromancy. You join the Thieves Guild or the Morag Tong for teachings on becoming one with the shadows. You join the Mage's Guild to begin learning to wield powers of the arcane. You learn ancient Fire magic from the Dunmer of Morrowind, inspired by their homeland.

I really see no downside to this. But it not only gives you ABSOLUTE flexibility of playing your class, but also presumably makes it easier for the devs to consider ADDING additional new powers. For example, perhaps the Bretons have cultivated their own, slightly unique way of wielding magic. Perhaps the Nords of Skyrim are willing to teach you to use the Voice of Dovahkiin, or even a particular brand of ice magic.

All this is to say, create YOUR character as you see fit, instead of having to pick from a template.

Just my two cents.
  • FeedbackOnly
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    Many classes have similar flavor to each other the more you play
  • Browiseth
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    Terin wrote: »
    Honestly, I don't really like the Class system for ESO. Not just it being a tad restrictive, but also I feel like it undermines a lot of what make the Elder Scrolls games so iconic; that you truly BECOME whatever character you want, as opposed to "creating something and never really changing".

    reminder but the idea of not picking/creating a class at the start of the game is unique to skyrim, so to say it "undermines" the elder scrolls series as a whole is pretty incorrect

    anyway, that notwithstanding i disagree with the sentiment that eso's classes are restrictive. every class can fill any role and generally, zos seems to have the mentality that while every class should be able to fill any role as effectively as eachother, they want each class to define themselves by 1) filling that role in a mechanically different way (i.e, the way you play is somehow different and engaging in a different way as far as you pressing keys/buttons goes) and 2) each class brings its own unique support abilities, so in theory players you group with should always be happy about your class choice but for different reasons

    i also think calling the classes "templates" is disingenuous as heck. it implies that you are confined to specific roles and playstyles but, like i said, every class can fill any role and with all the supplementary skill lines available to the player you really do have a tonne of freedom in finding the combination of skills and weapons and etc that appeals to you the most. this is to say that your class isn't so much a template and more so a general theme (i.e a sorcerer can be a heavy armour sword and board damage sponge...with lightning, while a DK can be a dual wielding assassin type character...with rocks or poison or whatever crazy nonsense you stam dks are up to these days.) in theory, if the game had perfect balancing, your class would serve to be a mechanical difference in order to provide the player a new and interesting way to play, and a visual difference to help a player stand out in a crowd.

    i do understand the idea of wanting to start from nothing, a literal blank slate, but honestly...the way the game is designed right now and i hope as i've explained, you already kind of do start a character as a blank slate.

    Edited by Browiseth on June 6, 2022 7:44AM
    skingrad when zoscharacters:
    • EP - M - Strikes-with-Arcane - Argonian Stamina Sorc - lvl 50 - The Flawless Conqueror/Spirit Slayer
    • EP - F - Melina Elinia - Dunmer Magicka Dragonknight - lvl 50
    • EP - F - Sinnia Lavellan - Altmer Warden Healer - lvl 50
    • EP - M - Follows-the-Arcane - Argonian Healer Sorcerer- lvl 50
    • EP - F - Ashes-of-Arcane - Argonian Magicka Necromancer - lvl 50
    • EP - M - Bolgrog the Sinh - Orc Stamina Dragonknight - lvl 50
    • EP - F - Moonlight Maiden - Altmer Magicka Templar - lvl 50
    • EP - F - Maxine Cauline - Breton Magicka Nightblade - lvl 50
    • EP - M - Garrus Loridius - Imperial Stamina Templar - lvl 50
    • EP - F - Jennifer Loridius - Imperial Necromancer tank - lvl 50
    PC/NA but live in EU 150+ ping lyfe
  • Lysette
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    That are nice and immersive ideas, but it won't fit in in ESO. There have been suggestion to free skill lines from classes, but that might just kill any diversity in the game - because people will flock to a combination of skill lines in this case, which work the best. I am not that fond of classes as well or the very limited use of active skills with just those 2 skill bars, but at least there is some variety in character builds.
    Edited by Lysette on June 6, 2022 8:07AM
  • Lysette
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    Then a class is not necessarily forcing you to do all of the 3 main skill lines. My wardens for example care just for animal companions and ice magic. They use none of the healing powers. My sorceress is not using combat pets and is a stamina character - imagine that, a magic character not focusing on magic, and she does very well nevertheless. These classes are not a cage, you play them in many different ways.
  • Terin
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    I dunno. Giving it more thought, it would also allow them to keep adding "cool new gameplay skills" for future expansions, but without feeling like "dang, I have to start ALL OVER with a brand-new character to use these new spells".

    Plus, one example is the Warden; I think it was the Collector's Edition, where I got access to a special-looking version of the Bear. But obviously, ONLY a Warden can take advantage of that... so it's presumably less compelling for any other class to purchase something like that.

    Whereas, if you went with a route without strict "classes", I could see that making for easy additions to the cash-shop or future Collector's Editions, letting you visually augment certain abilities or summons. Or even adding just a single skill-line at a time might be more manageable than trying to add a whole new class.

    So like the High Isle stuff; imagine if journeying there, maybe some of the Bretons there could share with you some new form of magic they'd been developing. Or let's say we ever see the "Snow Elves", they could bring with them a new skill line to learn.

    I dunno. Just something to think about.
  • Danikat
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    The way I get around this, and explain some other anomalies like my characters having no family or community ties and no home at first is by making up a backstory where all of that happens, and the game starts a few years into their story.

    My breton warden learned some magic from her parents and tutors, then ran away from home and learned more from the Wyresses before setting out on her own. My khajiit templar was a hunter for her village back home and learned some healing and what some mages are starting to call Destruction magic because the Tenmar forest is a dangerous place and a bow or dagger isn't always enough. My sorcerer studied theoretical magic for decades and it came as a bit of a surprise to him that he struggled with those silly little quick combat spells when he started moving into more practical fields. And so on.

    In role-playing terms I don't consider it that different to the single-player TES games (and many other RPGs) where even when you have no skills trained up your character can at least handle themselves in a basic fight, so they clearly have some prior training or experience. (Also they're not a baby, and presumably have had a life up to this point.)

    It's not ideal, but in this case I'm not sure what the ideal would be because the alternative is a game with a very slow start, which has it's own drawbacks.
    Browiseth wrote: »
    reminder but the idea of not picking/creating a class at the start of the game is unique to skyrim, so to say it "undermines" the elder scrolls series as a whole is pretty incorrect

    I can't remember how Arena and Daggerfall did it but in Morrowind and Oblivion the "classes" you could pick were basically just preset combinations of skills and attributes and you also had the option of creating a custom combination. Most importantly though you weren't locked into, or out of, any of those choices. Even if you picked one of the pre-made templates to start off you could change it later on simply by prioritising different skills.

    You can't do that in ESO. If you choose to make a templar that character will never be able to learn frost magic or siphoning or any of the other classes skills.
    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"
  • Jaimeh
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    There's a lot of non-class skills you can pick, and now with hybridization making all sorts of templates even within the confines of the class system, is easier than ever. But since ESO is an MMO and there's a lot of content around group activity, the class system helps with optimizing groups, and also with balancing combat (well... trying to in any case xD). I like that it's different from single player games, and I like the archetypes of the classes as well. Sadly though they classes are now much more homogenized compared to release, but they still retain some of their unique flavour. Plus, playing different classes imo maked one having a better appreciation for combat and thus becoming a better player overall, imo.
  • Paulytnz
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    Bit too late for this, maybe if we ever get an ESO 2.....
  • Path
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    Ohhh heck 'ya!
    I do this on all my characters. You will never find a build of mine on a template.

    And, I get along just fine. I stop to chase Flutterbyes and snap a few photos.
    Fairy Tales Really Do Come True...Kinda.
  • Ipsius
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    Easy! Don't learn any skills. No changes needed and you can roleplay to your heart's content!
  • Browiseth
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    Danikat wrote: »
    Browiseth wrote: »
    reminder but the idea of not picking/creating a class at the start of the game is unique to skyrim, so to say it "undermines" the elder scrolls series as a whole is pretty incorrect

    I can't remember how Arena and Daggerfall did it but in Morrowind and Oblivion the "classes" you could pick were basically just preset combinations of skills and attributes and you also had the option of creating a custom combination. Most importantly though you weren't locked into, or out of, any of those choices. Even if you picked one of the pre-made templates to start off you could change it later on simply by prioritising different skills.

    You can't do that in ESO. If you choose to make a templar that character will never be able to learn frost magic or siphoning or any of the other classes skills.

    that's great but it doesn't seem like you read the rest of my comment so the tl;dr of that is that picking your class barely restricts you in this game. you are still able to be roughly as effective as any other class at any role and zos have tailored the class and non-class abilities to give everyone access to important buffs/utilities they would need to fill their role. as far as the thematic/visual elements go then yeah your sorc won't have much of a "holy paladin" type appearance to their skills but that really doesn't seem like much of a restriction to me and is a great way to distinguish classes in this type of game anyway

    Edited by Browiseth on June 26, 2022 10:54PM
    skingrad when zoscharacters:
    • EP - M - Strikes-with-Arcane - Argonian Stamina Sorc - lvl 50 - The Flawless Conqueror/Spirit Slayer
    • EP - F - Melina Elinia - Dunmer Magicka Dragonknight - lvl 50
    • EP - F - Sinnia Lavellan - Altmer Warden Healer - lvl 50
    • EP - M - Follows-the-Arcane - Argonian Healer Sorcerer- lvl 50
    • EP - F - Ashes-of-Arcane - Argonian Magicka Necromancer - lvl 50
    • EP - M - Bolgrog the Sinh - Orc Stamina Dragonknight - lvl 50
    • EP - F - Moonlight Maiden - Altmer Magicka Templar - lvl 50
    • EP - F - Maxine Cauline - Breton Magicka Nightblade - lvl 50
    • EP - M - Garrus Loridius - Imperial Stamina Templar - lvl 50
    • EP - F - Jennifer Loridius - Imperial Necromancer tank - lvl 50
    PC/NA but live in EU 150+ ping lyfe
  • xaraan
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    I mean, we all have opinions and all disagree with each other about stuff, but as for this thread, I'm not sure what the expectation is. The class system is here to stay as far as ESO is concerned. If you don't like it, no one can convince you otherwise, but it's not something that is changing.

    All I can say, maybe if you want to stick with eso, is that you can do a lot without being completely class centric. Most classes have themes (color schemes and such) and that's not avoidable, but past that they have some similar concepts - some buff skills, some heals, some attacks, etc. So you could just pick a couple class skills that fit a generic use like a heal without going into a whole class stack of skill and then flesh that out with skills from other places like weapon skill lines, psijic skill lines, undaunted, mage and fighter guilds skill lines. It might restrict you from creating the most min/maxed builds in the game, but you can still make a very strong build this way and do most all content in the game.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • GoldenGirl
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    Danikat wrote: »
    Browiseth wrote: »
    reminder but the idea of not picking/creating a class at the start of the game is unique to skyrim, so to say it "undermines" the elder scrolls series as a whole is pretty incorrect

    I can't remember how Arena and Daggerfall did it but in Morrowind and Oblivion the "classes" you could pick were basically just preset combinations of skills and attributes and you also had the option of creating a custom combination. Most importantly though you weren't locked into, or out of, any of those choices. Even if you picked one of the pre-made templates to start off you could change it later on simply by prioritising different skills.

    You can't do that in ESO. If you choose to make a templar that character will never be able to learn frost magic or siphoning or any of the other classes skills.

    I saw a video just a couple hours ago about a remastered Daggerfall (Daggerfall Unity from gog.com), it was old school DND... For you young folks, that means you could choose a premade class, have the game generate your class based on how you answer certain questions, or create and name a custom class... roll and allocate bonuses for your abilities (STR, AGI, INT, etc) and choose any combination of 3 primary skills, 3 major skills and 6 minor skills, add resistances or weaknesses (which would increase or decrease how quickly your skills improve), adjust reputation with various groups, etc... just a TON of customizations.
    Edited by GoldenGirl on June 26, 2022 11:26PM
  • spartaxoxo
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    Classes give this game some spark of individual life. Let's not destroy what makes this game so good.
  • VaranisArano
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    I can see desiring this from the perspective of a singleplayer RPG, but it's not feasible in terms of ESO's MMO design, which requires multiple, distinct classes to keep end-game PVE and PVP content evergreen.

    One of the major issues once you take this idea out of the realm of "Oh, I'm just a happy-go-lucky adventurer exploring the world" into competitive content is that suddenly I've made a Tank who's got the crowd control of a Dragonknight plus the self-healing of a Templar, or a Healer who's grabbed the best heals and buffs from Warden, Necromancer, Templar, etc.

    In end game content (which the traditional TES games really don't have), you very quickly end up with there being one meta build for each role that cherrypicks the best abilities from all the current classes, as opposed to right now where there's a meta build for each role for each class.

    There's other issues - like needing to know what skills your PVP opponent is going to use - but at bottom, the "classless" approach fits the singleplayer TES games better than ESO's MMORPG style.
  • MasterSpatula
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    You can't always get what you want, because some times it's just unworkable. For example, without classes, you could never pull off both variety and balance. Inevitably, high-end content would be exactly the same setups doing exactly the same things.

    But if you try sometimes, you might find you get what you need. Restrictions are, paradoxically, often freeing. They provide direction, focus. They allow ZOS to create parameters for balance with variety, and though they may fail, I guarantee the failure would be far more dramatic without those parameters.
    Edited by MasterSpatula on June 27, 2022 12:16AM
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • MindOfTheSwarm
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    The issue is that all classes are mostly the same outside of aesthetic. Exception here is the Necromancer with its corpse management. But all other, its basically 1 main spammable, a single target DoT and an AoE DoT as main damage skills. This is for Damage skills but the same can be applied to Heals and Tank lines. Personally I think they should split things up and give classes different things. Like 2 AoE DoT's for example but at the cost of losing a single target DoT. or something.

    Alternatively, they could simple add Third Morphs to the World Skills, Alliance Skills and Weapon Skills. This alone would open things up a bit for everyone particularly if they accommodated different builds.
    For example Caltrops could have a Magicka morph called Icicles as an example.
  • BretonMage
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    Browiseth wrote: »
    Terin wrote: »
    Honestly, I don't really like the Class system for ESO. Not just it being a tad restrictive, but also I feel like it undermines a lot of what make the Elder Scrolls games so iconic; that you truly BECOME whatever character you want, as opposed to "creating something and never really changing".

    reminder but the idea of not picking/creating a class at the start of the game is unique to skyrim, so to say it "undermines" the elder scrolls series as a whole is pretty incorrect

    While that's true, that's only half the story; in TES III and IV we could create our own custom class with the attributes and skills we wanted to specialise in. So while we couldn't change specialisation as we went along, we weren't limited to the classes that came with the game.

    In any case, as everyone has already mentioned, while OP's idea may be attractive (coming from Skyrim, I also thought the same way when I started ESO), it's probably unworkable in ESO as classes are considered necessary for balancing.
  • phaneub17_ESO
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    Next time they add more character slots, I'll play as a non-class purists and see how it turns out. It will definitely be more difficult intentionally avoiding class skills and passives, going with weapon skills, fighters & mages guild, psijic order, and undaunted. I'll even avoid Vampire and Werewolf from the build as well. The hardest part to doing that is being devoid of class passives that really give you an edge, maybe I'll also avoid racial passives too since its to be a neutral build.
  • Dark_Lord_Kuro
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    Danikat wrote: »
    The way I get around this, and explain some other anomalies like my characters having no family or community ties and no home at first is by making up a backstory where all of that happens, and the game starts a few years into their story.

    My breton warden learned some magic from her parents and tutors, then ran away from home and learned more from the Wyresses before setting out on her own. My khajiit templar was a hunter for her village back home and learned some healing and what some mages are starting to call Destruction magic because the Tenmar forest is a dangerous place and a bow or dagger isn't always enough. My sorcerer studied theoretical magic for decades and it came as a bit of a surprise to him that he struggled with those silly little quick combat spells when he started moving into more practical fields. And so on.

    In role-playing terms I don't consider it that different to the single-player TES games (and many other RPGs) where even when you have no skills trained up your character can at least handle themselves in a basic fight, so they clearly have some prior training or experience. (Also they're not a baby, and presumably have had a life up to this point.)

    It's not ideal, but in this case I'm not sure what the ideal would be because the alternative is a game with a very slow start, which has it's own drawbacks.
    Browiseth wrote: »
    reminder but the idea of not picking/creating a class at the start of the game is unique to skyrim, so to say it "undermines" the elder scrolls series as a whole is pretty incorrect

    I can't remember how Arena and Daggerfall did it but in Morrowind and Oblivion the "classes" you could pick were basically just preset combinations of skills and attributes and you also had the option of creating a custom combination. Most importantly though you weren't locked into, or out of, any of those choices. Even if you picked one of the pre-made templates to start off you could change it later on simply by prioritising different skills.

    You can't do that in ESO. If you choose to make a templar that character will never be able to learn frost magic or siphoning or any of the other classes skills.

    Cant speak for morrowind but in oblivion you would be somwhat forced in those skill anyway to level up so...
  • brylars
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    I can see where you are coming from but this is a MMO RPG. The classes make it so the skills related to those classes are available to be learned and used. I suppose an "Adventurer" class could be created and the player could choose what skill line they want to do, but that seems like it would complicate the mechanics of the game. We already walk on thin ice as it is while they are fixing the game. Best not to make new ways to create bugs.
  • TybaltKaine
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    Next time they add more character slots, I'll play as a non-class purists and see how it turns out. It will definitely be more difficult intentionally avoiding class skills and passives, going with weapon skills, fighters & mages guild, psijic order, and undaunted. I'll even avoid Vampire and Werewolf from the build as well. The hardest part to doing that is being devoid of class passives that really give you an edge, maybe I'll also avoid racial passives too since its to be a neutral build.

    I've done something like this, playing as a "Weapon Master" where all I use are the weapon skill lines and nothing else. It sucks. You lose a lot of the little bonuses provided by the class passives.
    • Tybalt Kaine Khajiit Nightblade Aldmeri Dominion
    • PC/NA
    • Guildmaster- Lucky Raven
    • Knight of Marrow - Blackfeather Academy
    • Adepti- The Witches Goblet
    • "Nightblade healer huh? How does that work?"
    • "I drain the blood of our enemies and fire it into you. It's a lot less messy than it sounds, and yeah I'm basically a Vampire without the whole AGH FIRE BAD"
  • barney2525
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    Terin wrote: »
    Honestly, I don't really like the Class system for ESO. Not just it being a tad restrictive, but also I feel like it undermines a lot of what make the Elder Scrolls games so iconic; that you truly BECOME whatever character you want, as opposed to "creating something and never really changing".

    For example, what if you simply starts as an Adventurer, literally zero "powers" whatsoever? You just equip armor and weapons, and hope for the best.

    But then you begin LEARNING abilities. You meet an NPC that agrees to instruct you in the art of Necromancy. You join the Thieves Guild or the Morag Tong for teachings on becoming one with the shadows. You join the Mage's Guild to begin learning to wield powers of the arcane. You learn ancient Fire magic from the Dunmer of Morrowind, inspired by their homeland.

    I really see no downside to this. But it not only gives you ABSOLUTE flexibility of playing your class, but also presumably makes it easier for the devs to consider ADDING additional new powers. For example, perhaps the Bretons have cultivated their own, slightly unique way of wielding magic. Perhaps the Nords of Skyrim are willing to teach you to use the Voice of Dovahkiin, or even a particular brand of ice magic.

    All this is to say, create YOUR character as you see fit, instead of having to pick from a template.

    Just my two cents.


    So you gotta pick a class ... which apparently is Horribly restrictive and " makes " you play the character a certain way ?? I suppose each class limits your choice of armor - oh wait, no it doesn't. Well, it limits your weapons to that specific class - oh wait, no it doesn't. Well, it forces you to do required quests always in the same order... oh wait, no it doesn't. Well, it restricts you to specific zones ... oh wait, no it doesn't. Well, specific classes are denied access to abilities like stealing, psijic powers, vampire and werewolf, antiquities etc.. oh wait, no they aren't.

    Well, the class dictates how I Must play the character, rather than how I Want to play the character.

    oh wait, no it doesn't

    :#
  • Artim_X
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    Maybe for ESO 2: Electric Boogaloo sure, but not for the current version of the game. It wouldn't be feasible to shake up the game to such an extent considering how things are already implemented. Such a change would only be possible when doing something completely new.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Jazraena
    Jazraena
    ✭✭✭✭✭
    Honestly, my main complaints are just that a) you don't really have a way to go entirely magic-free since even plenty Stam and even Stam Weapon skills are very obvious magic, visually and b) that the class themes are extremely specific niche combinations.

    Like, you can summon Daedra... but only together with lightning magic and more diffuse purple/blue dark magic. You can do fire spells... but only together with a dragon theme and molten rocks. You can do frost magic... but only together with mushrooms and weird Vvardenfell animals (and a random bear). There are a few exceptions to that, but often those abilities are one-off or subpar.

    I have a certain understanding on why they went the way of classes, but I do wish they would have done them a bit more open and generic than the narrow and specific combinations that we got. In terms of power fantasy that is.
  • Terin
    Terin
    ✭✭✭
    Yeah, I think that's mainly it for me; not that the classes are in any way LIMITED in the things they CAN do, but that the appearance and overall themes seem... oddly specific and hard to pin down?

    So, there's no class that is just COMPLETELY generic and just "an everyday adventurer". But there's also no direct option to, say, play as a Dovakiin-inspired Nord, or a Knight of the Nine Imperial. Even the Warden, it seems a bit unusual to place what exactly its "theme" even is.

    The Sorcerer seems to be rather specific as well, in that it's not a broadly-magical class either, but instead one specifically delving into Conjuration and Destruction.

    For me, it just creates kind of a confusing identity for the game, because the classes are definitely specific, but also feel largely undefined. I mean, it's not like there's a "Dragonknight's Guild" or anything that really establishes who they are or what they're about.

    Now admittedly, I've never been SUPER familiar with Elder Scrolls' lore, as I've pretty much always relied on wiki's and other players to fill me in on various details and events. And yeah, I can imagine that ditching traditional "classes" could have an adverse affect on end-game activities.

    Just saying, for myself, I feel like ESO would maybe feel more approachable if I wasn't being presented a specific "Class choice", without REALLY understanding what all sets these classes apart, visually or culturally. And I guess to me, there's something really exciting about the idea of doing quests in an area, LEARNING ABOUT a particular culture and where its unique skills come from, and THEN learning said skills.

    So then, it's like "oh yeah, I learned the basics of magic from the Mage's Guild, then a specific type of magic from the folks in Mournehold, another from the Khajiit in Elsweyr, learned a form of combat from the Nords of Skyrim, etc".

    Otherwise, I guess maybe I would prefer seeing the classes either having more clear-cut identity, or even just add a purposely "generic" sort of class?
  • _Zathras_
    _Zathras_
    ✭✭✭✭✭
    Paulytnz wrote: »
    Bit too late for this, maybe if we ever get an ESO 2.....

    Or simply ES VI.

    To the OP:

    I think there is a lot of freedom for individuality. A class just gives the most basic set of tools. There are a ton of skill lines you can learn to augment any build, plus weapons, passives, etc.

    I was looking at a site that caters to builds one day, and noticed that often only one or two class skills were used. So it is not only possible to go far outside your class restrictions, it is encouraged and the norm in many cases.

    At the end of the day, you have to work with the toolbox the game offers. It's nice to think about a classless system, but they aren't going to upend everything at this point to do that. There really is a lot to work with already, so go get creative.
  • Monte_Cristo
    Monte_Cristo
    ✭✭✭✭✭
    Said it before, but I'd like to see the class system instead be all 18 class skill trees available to pick from, but you can only pick 3. Once you've put a point in a 3rd, you must reset you skill points to change to a different one. It'd make more variety in characters with all the possible combinations. Not everyone will just pick the 3 top trees to make the most meta build.
    Plus, I want to mix DK's flames, Sorc's lightning and Ward's ice to make an elemental wizard.
    Mix light and dark magic? Combine all 3 summoning trees? Daedric and undead skills? Earth and green trees for a druid? Dragon and spear skills for a holy warrior of Akatosh?
  • Mandragora
    Mandragora
    ✭✭✭✭
    Terin wrote: »
    Honestly, I don't really like the Class system for ESO. Not just it being a tad restrictive, but also I feel like it undermines a lot of what make the Elder Scrolls games so iconic; that you truly BECOME whatever character you want, as opposed to "creating something and never really changing".

    For example, what if you simply starts as an Adventurer, literally zero "powers" whatsoever? You just equip armor and weapons, and hope for the best.

    But then you begin LEARNING abilities. You meet an NPC that agrees to instruct you in the art of Necromancy. You join the Thieves Guild or the Morag Tong for teachings on becoming one with the shadows. You join the Mage's Guild to begin learning to wield powers of the arcane. You learn ancient Fire magic from the Dunmer of Morrowind, inspired by their homeland.

    I really see no downside to this. But it not only gives you ABSOLUTE flexibility of playing your class, but also presumably makes it easier for the devs to consider ADDING additional new powers. For example, perhaps the Bretons have cultivated their own, slightly unique way of wielding magic. Perhaps the Nords of Skyrim are willing to teach you to use the Voice of Dovahkiin, or even a particular brand of ice magic.

    All this is to say, create YOUR character as you see fit, instead of having to pick from a template.

    Just my two cents.

    I always enjoyed teachers in games rather than fast getting insta skills while I level up. The most balanced game for me was MUME, where you was always getting something and loosing something else, having the most pure class as the most powerfull, but also lacking of other aspects, and general skills for all, where you had different stats as prerequisities, so nobody really benefit from them totally. I really liked that aspect of old RPGs.

    But I don't know what would fit ESO anymore.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • Vylaera
    Vylaera
    ✭✭✭✭✭
    I would like to see a return to the real Elder Scrolls format where you have 3 layers to build a class, all classes are custom classes. You would be able to respec your class at a respec shrine in your alliance capitol or major city in each chapter just like you can respec skill points and attributes now.


    Specialization: Choose 1
    Damage, Healer, Tank (will grant a unique bonus that either increases damage done, healing done, or healing taken, respectively)

    Favored Attribute: Choose 1
    Health, Magicka, Stamina (this would add a flat modifier to your attribute of choice, as well as a flat modifier to that resource's recovery, ex. +10% Max Magicka, +10% Magicka Recovery)

    Major Skills: Choose 7
    Path of Magic
    Destruction, Restoration, Alteration, Conjuration, Light Armor
    Path of Might
    One Handed, Two Handed, Marksman, Block, Heavy Armor
    Path of Shadow
    Lockpicking, Sneak, Illusion, Shadow Magic, Medium Armor


    So to recreate Sorcerer might look something like this:

    Specialization: Choose 1
    Damage

    Favored Attribute: Choose 1
    Magicka

    Major Skills: Choose 7
    Destruction, Restoration, Conjuration, Alteration, (+ extras you'd want) Light Armor, Sneak (as an example if you wanted to do sorc gank)


    Each skill line would get 8 abilities and 8 passives rather than 5/5 like now. This is to compensate for a lot of existing things that occupy multiple skill lines across classes being merged together into standardized skills. On top of all this, world, crafting, and guild skill lines would be available for everyone regardless of class like they are now. And of course your racial skill line is included.

    Desto, resto, 2h, and marksman would work almost identical to how their matching skills do now with some overlap with class skills, however, the others would be new or altered versions of class skills that exist now.

    Alteration would be where you mostly source buffs for you and your group, such as Major Brutality (brutality and sorcery should be combined), as well as things like shields.

    Restoration would be a merge of resto staff and templar's skills such as the spear and heals.

    One handed and Shield would get split into separate skills, block would work like how it does in Oblivion and Skyrim, as would One Handed. This would be balanced around a 2h weapon being a "full" weapon, and a 1h weapon being "half" of a weapon. So you can choose either to dual wield sword/maces/axes/daggers for a full damage spec, or chose to offhand a shield for defense and tanking. Both of these skills would be active while using both a sword and a shield and you would receive the passives from both.

    Conjuration would be a merge of the Daedric Summoning skill line from Sorcerer and the Necromancer skill lines to do with raising dead. Soul magic would also be merged in.

    Illusion and Shadow Magic would basically be the Nightblade Skills split into two categories. Shadow Magic would be the assassination and siphoning skills, illusion would be the shadow skill line plus some new stuff brought back from prior ES games like fear and rally.

    etc.


    I would very much like to see ESO do something like this but I know it will never happen.

    Vy • lae • ra | Fan of all things Vampiric | PC NA | Accurate World Map artist | Immaculate Reshade author
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