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Who do you think Subclassing was meant for?

moderatelyfatman
moderatelyfatman
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Now that most of the players have had a chance to look a subclassing, it's worth asking why this change that most of us never asked for, and did not see coming, happened?
Who you think subclassing was really meant for?
Edited by moderatelyfatman on June 14, 2025 7:02AM

Who do you think Subclassing was meant for? 194 votes

Endgame PvE players (because every group needs 300k dps players and only one healer)
7%
vailjohn_ESOMuizerDarrettAsyshazard351SilverBrideGrimnaurRebornV3xGiantFruitFlyNoggin_the_Nogrothan117MJalldayBarto92SpitfireMouseGloatingSwine 15 votes
Mid-game PvE and casual players (because endgame achievements should be for everyone)
25%
josefcifkaeb17_ESOmitebaWald1naADarkloreJuhiz85Oberon45AliyavanaLadyLethallaWolfkeksCerboltElrond87Vonnegut2506RR_DF_RaptorRedSilverIce58imrilaoiFroilGotrim123ChickenSuckercarthalisEnemoriana 49 votes
New Players (who don't have access to most of the skill lines)
4%
SewerFairyTheImperfectStamickaGorenHappyTheCamperlaniakea_0NemecilEnjay_JonesLennaTheRussian 9 votes
PvPers (I put this in here so you wouldn't feel left out)
3%
SolarikenMannjdyrxylena_lazarowFetzL_Niciantihero_kazumadanko355 7 votes
The Devs (who don't have to worry about balancing classes any more)
58%
Dean340alenae1b14_ESOdaryl.rasmusenb14_ESOArctosCethlennGadamlub14_ESOLonePirateR3animateL33T_BEANSc4bloyb16_ESOThe_MeatheadHargamAlinielBlueVioletDenverRalphyTanadrielMasterSpatulaSheridanDeimussilky_softRomo 114 votes
  • LunaFlora
    LunaFlora
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    Mid-game PvE and casual players (because endgame achievements should be for everyone)
    i just voted for what i am.
    But it was obviously meant for everyone which is why it's base game.

    New players can use Subclassing if their character is level 50 as can anyone else. you only need 1 character for it.
    Of course you need skill points, but you can collect those by playing the game which we all do.

    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • bmnoble
    bmnoble
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    Everyone and to attempt to satisfy the spell crafting, class change token and class less Elder scrolls game requests, in one go with only partial success.
  • Erickson9610
    Erickson9610
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    This poll is too specific and there's not an "Other" option. Subclassing is designed to make ESO more like a TES game — it's for everyone.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Nemesis7884
    Nemesis7884
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    For casual TES fans that want more freedom to build their fantasy...

    Game should have been based on skill lines rather than classes but was originally based on Oblivion and later adapted to be more like Skyrim
    Edited by Nemesis7884 on June 14, 2025 7:59AM
  • Ishtarknows
    Ishtarknows
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    Biased poll.
    It assumes that subclassing is only for one group of players which is not the case. It's for anyone who wants to engage with it. There should be an option for "everyone" or allow us to pick more than one. Also it's missing the obligatory "other" option
  • tincanman
    tincanman
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    zos have and are directing new content and changes to existing content to new and returning players. This is pretty much expressed in Matt Firor's letters over the last couple of years.

    Balancing for the last few years has clearly been done by spreadsheet: once a set/skill exceeds some internally set arbitrary or functional red line it is nerfed. That red line would seem to be set at number of concurrent users. There might be occassional outliers where multiple users F1-report a skill/set but, judging from Rush of Agony, it is the spreadsheet red-line approach that seems to be preferred. This makes sense from the perspective of maintenance: if everyone is using a set/skill then it is probably (yet arguably) over-tuned; I don't think this spreadsheet approach can accomodate a skill/set rising in use/popularity simply because it's fun etc, though. The other situation is which a set is nerfed is when the latest dlc/chapter/season/release is about to unleash some new super-set that overlaps in functionality with a currently popular set. The latter is economics.

    Subclassing is an admission to me by the devs that they have found themselves deep inside an np-complete hole which they dug themselves into with respect to balancing. Skills and sets are ultimately subsets of numbers that should and could be pre-emptively set at the design stage by careful application of maths/arithemetic to ensure they do balance. Instead of going back to the drawing board they have clearly decided to just jump right in and embrace the reality of the problem of their creation. The spreadsheet will show them when they need to address any skill/set reactively as it always has but, by its nature, is reactive, rather than proactive. It's also pretty cheap in that it doesn't require dev attention until a set/skill/system exceeds that hypothetical spreadsheet red line.

    This is what, I think, leads to frustration among long-term players, end-game pve, pvp players: the knowledge and direct experience that some set/skill or system is 'broken; or overperforming and a lack of comprehension at what is perceived as dev obtuseness in the face of the reality fo the game those player demographics experience. And all the time that spreadhseet red-line has not been breached and therefore abhorent skill x or set y remains unchanged.

    The result, personally: I don't mind subclassing. But it does mean with all the change introduced in the game that I am pulling back more and more and becoming increasingly casualised. I suspect this is by design. I, too, could just suck it up adapt and persist but I no longer see the point. I think zos have a target demographic in mind - and a target amount of minimal resources they wish to expend in maintenance of this 10+ year old game.

    As an aside:
    the new gui changes were not introduced for longer-term players but for newer and retuning players. For returning players it is visually impactful of implied sub-surface changes and arguably an encouragement to explor emore. For new players it looks just like 'all the rest' and that familiarity may make other aspects of the game easier to endure and thus explore.

    Edited by tincanman on June 14, 2025 8:32AM
  • Meiox
    Meiox
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    Now that most of the players have had a chance to look a subclassing, it's worth asking why this change that most of us never asked for, and did not see coming, happened?
    Who you think subclassing was really meant for?

    its for all players! Can you people just stop talking like you talk for all of us?
    At least you could have waited with the poll until also the console people had a chance to look at it
  • Danikat
    Danikat
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    Another poll that could have been good if didn't insert someone else's opinions into the options.

    I think subclassing is aimed mainly at people familiar with the main series TES games and casual players, but nothing to do with making achievements easier because there's always been ways for all classes to get achievements if they want them. Most casual players are simply not interested in end game achievements, otherwise they wouldn't be casual players.

    I'm not using it much yet (for various reasons I haven't played much since the last update) but I think subclassing is up there with One Tamriel as things that make ESO feel more like a real TES game.
    For casual TES fans that want more freedom to build their fantasy...

    Game should have been based on skill lines rather than classes but was originally based on Oblivion and later adapted to be more like Skyrim

    Oblivion didn't have classes in the sense ESO does . (At least the original didn't, I don't know about the new version.) At the start of the game you have to choose your starting skills and attributes and choosing a class was a quick way to get a set that nominally worked together, but it didn't lock you into those choices or prevent you from using other skills. You could also create your own mix-and-match selection if you wanted to. If you pick a class and then decide you want to do something different all you need to do is start using the skill you wanted and it'll level up.
    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"
  • Pixiepumpkin
    Pixiepumpkin
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    The Devs (who don't have to worry about balancing classes any more)
    Anyone who has a design degree and or who has worked in a design studio knows there is only one real answer. A basic study of previous chapter content vs what we are paying for now is also a strong indicator of the new design direction for ESO and unfortunately most of you will get it wrong.
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • TinyDragon
    TinyDragon
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    Where is the option for people just playing solo/questing? That's what I'm using it for, and it's great fun.
  • Muizer
    Muizer
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    Endgame PvE players (because every group needs 300k dps players and only one healer)
    I'd say it's interesting for those who:
    • still have all the content to explore with this system
    • try to get better at repeated end-game content.

    I don't see how it adds much for a casual player who has been around for years. the question "what for?" comes to mind.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • sleepy_worm
    sleepy_worm
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    This is one sassy poll.
  • Soarora
    Soarora
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    I’m strongly in the belief that it was meant for people who want class change tokens because zos cant figure out how to code class changes.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 4/8 Tris
    • Dungeons: 32/32 HMs - 24/26 Tris
    • All Veterans completed!

      View my builds!
  • RealLoveBVB
    RealLoveBVB
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    Mid-game PvE and casual players (because endgame achievements should be for everyone)
    It's definitely made for casuals/solo players, as they are also the majority.

    Endgame and PVP turned out to be so niche already, that the devs don't develop something for such a small playerbase.

    Here are some examples how the development of the last years had bad influence on the end game:

    https://youtu.be/iDYZ0MPt8Ys?si=9JLIeImn9Qni56Sy

    https://www.youtube.com/watch?v=wOeOGfPD_8s


    Elder scrolls was usually some sort of medieval-themed game with magicians for me.
    Now it's close to Fallout with 30 shiny effects and beams/lasers only.

    Endgame is a joke now and PVP an even more clown fest.

    I hope all those solo players have fun now at least.
  • Muizer
    Muizer
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    Endgame PvE players (because every group needs 300k dps players and only one healer)
    I hope all those solo players have fun now at least.

    Nah, this is only for those who like to experiment with repeatable combat heavy content. They now have different ways of doing so to try out. That's endgame PvE mostly. Of course new solo PvE players might benefit from it but not the old ones. It's really no incentive to go through content again for the umpteenth time and where 90% of encounters are over before you can complete half a rotation.

    Edited by Muizer on June 14, 2025 1:12PM
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • colossalvoids
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    Imo it's aimed to the majority being more casual, solo and new players overall. It gives enough of the illusion of choice and diversity it seems, same as scribing. Personally I don't have much choice playing with other people if don't want to become a dead weight but to utilise it, but in no way this abomination of a "class" is what I prefer. Saw some endgame groups being positive about it but that's hardly an indication of overall reception or a consensus. But it seems to look positive in more casual circles I observe, some even try to compare it to the freedom of single player games but I honestly fail to see any of that, just breaking of the last bits of identity we had previously, nothing more.
  • AzuraFan
    AzuraFan
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    Soarora wrote: »
    I’m strongly in the belief that it was meant for people who want class change tokens because zos cant figure out how to code class changes.

    I second that belief!
  • freespirit
    freespirit
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    Firstly as a PC player even I find it vaguely insulting that you think "most players" have had a chance to look at subclassing when consoles don't even have the update yet!

    Secondly I think it was genuinely meant for everyone and although I am just starting to experiments with it, I think there will be uses for everyone too.

    I can see myself levelling multiple skill lines I've never used before just to "try them" without the negative of playing a class that really doesn't appeal to me. 🙂
    When people say to me........
    "You're going to regret that in the morning"
    I sleep until midday cos I'm a problem solver!
  • SilverBride
    SilverBride
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    Endgame PvE players (because every group needs 300k dps players and only one healer)
    I chose end game PvE because I think they are the ones that would benefit from it more. I don't think the average player needs to reach huge damage for the content they play. And if they are like me and hate don't enjoy theorycrafting I can't see it appealing to a lot players.
    Edited by SilverBride on June 14, 2025 4:17PM
    PCNA
  • Danikat
    Danikat
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    Muizer wrote: »
    I hope all those solo players have fun now at least.

    Nah, this is only for those who like to experiment with repeatable combat heavy content. They now have different ways of doing so to try out. That's endgame PvE mostly. Of course new solo PvE players might benefit from it but not the old ones. It's really no incentive to go through content again for the umpteenth time and where 90% of encounters are over before you can complete half a rotation.

    I disagree. I can understand how it might seem that way to someone who isn't a casual player, but a lot of people do find replaying quests on new characters interesting. Even when the quests themselves don't offer a choice role-playing can add variety, and a lot of casual players tend to take their time with things and don't mind going back to older areas of the game so it's more likely repeating quests means replaying something they haven't done for a few years, rather than doing a 3rd or 4th back to back run through the latest chapter to check it off as completed on all their characters.

    I've just made a new character (finally making an arcanist) and he'll be my 3rd DC character, but going through Coldharbour and getting dropped into Stros M'kai is more like the feeling of going back to a game I haven't played in a while, because it's been a while since I was there.
    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"
  • Artanisul
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    The Devs (who don't have to worry about balancing classes any more)
    I believe it was for the Devs, but not for the reason you state in the poll.

    Its auto-piloting. People will tinker with it while they make the next "system" that people can fiddle with. Nothing of substance and certainly not something that will be supported into the future.

    We really need content that requires the characters we can build.
  • DenverRalphy
    DenverRalphy
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    The Devs (who don't have to worry about balancing classes any more)
    IMO, I think it's one more step towards placing development on cruise control.

    Not saying development is being cut out entirely. But going forward I think there will be less emphasis on core game development, and more on churning content that works within the game's current state.

    The latest trailer is oddly reminiscent of a "The Sims" trailer. And I'm not entirely convinced that that's not the direction the game is steering.
    Edited by DenverRalphy on June 14, 2025 4:24PM
  • noblecron
    noblecron
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    The Devs (who don't have to worry about balancing classes any more)
    I voted for Devs. One one of my friends brought up a good point to me. When ZOS made the original 4 classes they were going for tank, mag dps, stam dps healer. Once they started including other classes they did the play how you want style and gave them kits for tanking, healing and dpsing. Unfortunately it meant they had to balance the older classes and due to ZOS having more and more trouble balancing and newer classes being able to outperform older classes (Looks at Arcanist which is top class rn). It's really to help out poorer classes that can't perform like the newer classes. DK healer for instance can heal better now if you want to do DK healing
  • Ishtarknows
    Ishtarknows
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    Artanisul wrote: »

    We really need content that requires the characters we can build.

    I agree with this sentiment!
  • xylena_lazarow
    xylena_lazarow
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    PvPers (I put this in here so you wouldn't feel left out)
    me
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Renato90085
    Renato90085
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    The Devs (who don't have to worry about balancing classes any more)
    I chose this because other type player I met in this month many hate this
    casual players hate more exp farm or need lv up more toon
    Pve endgame hate only 3 skill line better than pure class and other 1k+ other build 50~100k dps
    Pvper hate I think is balanced so broken
    But same time I met some mid pve use this op thing try clean they first trial hm clean
    and I hate this killed my pure dps ,but I like this in healer,40+sec can got 500ult very carzy
  • Artim_X
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    IMO, none of the above captures the totality of the decision.

    I for one think it's to add more choice and variety in general without having to generate new assets to add more skills. 1) To save time 2) engine limits for adding new stuff 3) enable more play how you want builds.
    (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).
  • HalfDragoness
    HalfDragoness
    ✭✭✭
    If I'm honest it feels like subclassing came out of nowhere. It didn't seem like anyone was asking for it and suddenly here it is. There wasn't even much warning between the time they announced and it being added into the game.

    This suggests to me that this change is the groundwork for something in the future. They've said they're changing the way content is added so it's possible this will start to make more sense a year or two from now.

    I know this isn't how most players think but in game development terms things take a long time to come to fruition.

    Alternatively maybe they'll add it in and then do absolutely nothing with it... like they have with scribing. We shall see.
  • Jaimeh
    Jaimeh
    ✭✭✭✭✭
    ✭✭✭✭✭
    The Devs (who don't have to worry about balancing classes any more)
    I thought to myself 'the devs' even before I had the chance to read the options. It was the easiest way to offer a 'new' system without actually working on something new.
  • Muizer
    Muizer
    ✭✭✭✭✭
    Endgame PvE players (because every group needs 300k dps players and only one healer)
    Danikat wrote: »
    I disagree. I can understand how it might seem that way to someone who isn't a casual player,

    Well I can't say anything about that, being a casual player myself.
    Danikat wrote: »
    but a lot of people do find replaying quests on new characters interesting. Even when the quests themselves don't offer a choice role-playing can add variety, and a lot of casual players tend to take their time with things and don't mind going back to older areas of the game so it's more likely repeating quests means replaying something they haven't done for a few years, rather than doing a 3rd or 4th back to back run through the latest chapter to check it off as completed on all their characters. I've just made a new character (finally making an arcanist) and he'll be my 3rd DC character, but going through Coldharbour and getting dropped into Stros M'kai is more like the feeling of going back to a game I haven't played in a while, because it's been a while since I was there.

    Yeah but you're talking about creating a new character on a class you haven't played yet. That I can somewhat understand, though personally I have stopped taking them through the questing content. I go through the zones to collect the skyshards for skill points (it's more than enough).

    Multi-classing is something I'd be inclined to do most on an existing character that I want to improve/change in some way. But the question then is "what for?". A leveled character is already way too strong for most casual content. It is difficult enough as it is to truly play that content in different combat styles because those different styles just don't matter.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
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