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I'd personally like either an "Adventurer" or proper "Mage" Class

Terin
Terin
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Well, I just recently posted in another forum the idea of what ESO might look like, without a "Class" system at all (more like traditional Elder Scrolls games). But considering that's a pretty radical idea, I feel like maybe these ideas would be more realistic!

First off, I love the idea of playing just a normal "Adventurer" sort of character. Essentially more of a treasure hunter, with skill-trees that maybe focus on traps (damage), raw athleticism (tanking), and perhaps a very vague, almost novice sort of "magic", like someone with latent magical talent but just kind of bumbling their way through. Almost more like "telekinesis" or "psychic power" than the usual elemental magic.

Secondly, a proper elementalist "Mage". Ideally, they would focus on Frost, Flame, and Shock abilities, with Magicka-DPS options in all three trees, with other utility within (ie. Frost having some tanky abilities, Flame offering some healing, and perhaps Shock offering Stamina or Melee-oriented skills). My thinking here is that, even if you can still play them as a brute-force warrior, or as a pickpocketing thief, I like the idea of a character who is just "broadly magical" in nature, who can apply a little magic to everything they do.

Just my two cents. Personally, just none of the current Class options quite "connect" with me. A lot of them feel like they veer a little too "evil" (or the Templar, which veers almost too "holy"), and I really just want to be able to experience the game and all its regions as a broad "Adventurer". And like I said, even if going the route of a "Mage" style class, it still leaves it broad enough, I feel like the character is truly mine, and not predisposed to have a certain background or personality type.
  • Fennwitty
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    Obviously I can't change the game for you, but you can certainly get by (even do pretty well) intentionally never training any of your class skills.

    Using only weapon/armor/guild/alliance war skill lines you can be self sufficient.

    Leaving a lot on the table, but you can do it.

    These particular classes aren't the ones I would have chosen if I was ZoS making the game in the first place, but they're here now.
    PC NA
  • Terin
    Terin
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    Well it's been a while since I posted this, but figured I'd give it a bump all the same.

    The lack of Classes I really vibe with honestly kind of kills my experience with the game. They don't feel quite distinctive enough to feel like they REALLY have a clear-cut identity, and I hate the idea of investing time into a character I'm not *excited* about.

    I feel like a more broad "Adventurer" would be more my jam, or just a PURE Mage with skill-trees for each type of magic would honestly be pretty cool.

    Or alternatively, if they ever introduce Snow Elves as a playable race, I could see getting pretty excited about some sort of Snow Elf-inspired class to go with. Perhaps a sort of "Ice-Paladin", that could be kind of cool.
  • Stx
    Stx
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    This game would benefit greatly from an adventurer and traditional mage class.

    I still wish they had never added the 4 base classes when the game launched, and instead let you choose 3 skill trees to match together to make your own class. Skill trees being the traditional ES skills.
  • MindOfTheSwarm
    MindOfTheSwarm
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    Terin wrote: »
    Well it's been a while since I posted this, but figured I'd give it a bump all the same.

    The lack of Classes I really vibe with honestly kind of kills my experience with the game. They don't feel quite distinctive enough to feel like they REALLY have a clear-cut identity, and I hate the idea of investing time into a character I'm not *excited* about.

    I feel like a more broad "Adventurer" would be more my jam, or just a PURE Mage with skill-trees for each type of magic would honestly be pretty cool.

    Or alternatively, if they ever introduce Snow Elves as a playable race, I could see getting pretty excited about some sort of Snow Elf-inspired class to go with. Perhaps a sort of "Ice-Paladin", that could be kind of cool.

    Snow Elves will never be playable for lore reasons. Maybe as a quest giver at a stretch, but that’s as far as it will go.

    In response to your idea, I personally like the idea of classes but yes, they all feel very similar. I think a Mage could work but I would prefer something along the lines of a Witch. Harnessing the void and such.
  • Dracan_Fontom
    Dracan_Fontom
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    Terin wrote: »
    Well it's been a while since I posted this, but figured I'd give it a bump all the same.

    The lack of Classes I really vibe with honestly kind of kills my experience with the game. They don't feel quite distinctive enough to feel like they REALLY have a clear-cut identity, and I hate the idea of investing time into a character I'm not *excited* about.

    I feel like a more broad "Adventurer" would be more my jam, or just a PURE Mage with skill-trees for each type of magic would honestly be pretty cool.

    Or alternatively, if they ever introduce Snow Elves as a playable race, I could see getting pretty excited about some sort of Snow Elf-inspired class to go with. Perhaps a sort of "Ice-Paladin", that could be kind of cool.

    Snow Elves will never be playable for lore reasons. Maybe as a quest giver at a stretch, but that’s as far as it will go.

    In response to your idea, I personally like the idea of classes but yes, they all feel very similar. I think a Mage could work but I would prefer something along the lines of a Witch. Harnessing the void and such.

    I still think they could have added a Void Magic skill line during Markarth. The Void Portal were a fun inclusion and wish they were either able to be used in housing or part of a skill line.
  • Terin
    Terin
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    Well, I'd still dig the idea of either class. I feel like either one could be cool. Moreover, I think they'd be excellent "starting points" for a new character.
  • MrGhosty
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    I'd rather they add them as skill lines rather than new classes.
    "It is a time of strife and unrest. Armies of revenants and dark spirits manifest in every corner of Tamriel. Winters grow colder and crops fail. Mystics are plagued by nightmares and portents of doom."
  • Aelorin
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    The thing you want is there, you just have to build for it with class/sets/skills.

    If you do overland content, you do not have to follow the meta, you can create your own character and do fairly well in this game.

    For your adventurer - I'm not sure yet which class to choose, but add in the trap from the fighters guild, caltrops from the PvP tree, add in some tanking stars from the CP tree, and some psijic powers for that psijic feel, add in some off-meta sets like Adept Rider (+ mount speed and + speed buff) and you are good to go.

    For your elemental mage, I can stronly suggest a Warden: He has ice skills, if you add in a flame and lightning staff, you can easily cast flame and lightning spells too. Use elemental catalyst and Elemental succession sets. Together with the animal damage, and nature healing, these would be perfect for a druid or shaman-like character.
    And so the Elder Scrolls foretold.You will be shy, and I will be bold.
  • colossalvoids
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    Would agree to posters above in a sense and whilst I understand what you're talking about it's best to have some initial decision of what your fantasy is and choose a class most fitting considering other skill lines you can fit. Class lock ship already sailed at launch and was never considered to be changed, especially so many years we're in it would just crush people's accounts.

    Just as example I have characters which sole purpose is questing and with current overland difficulty they're built appropriately - no build at all and lvl1 weapon, skills are more of a visual tool than an actual damage component to accompany a theme, like imperial spellsword / battlemage with sword and board (or no shield) utilising sorcerer class partially just for usage of crystal blast and lightning while I can use staff for "fireballs" on a backbar or a restoration staff if soloing dungeons or world bosses for the story.
    Another example would be "martial arts" dragonknight that is using bare fists and some class abilities as hand to hand animations in eso aren't playable quite seriously without any supplement (it's still magickal but at least using whip, leap or dragon claw can be looked at as some weapon-less abilities). Partial success is in imagination quite sadly until we'll get a proper skill line and animations moveset but some things are possible depending on personal roleplay element tolerance. Using just one dagger or a mace on a thief is pretty appropriate, or a sword whilst playing kinda spellsword'ish.

    The only serious downside to it is that crown store can be of real help, which is a slap in a face here. Example being "bound weapon style" which you can't obtain otherwise and other themed things.
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