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Tamriel Foundry has done a lot of work to give us info on ESO. The skills for each class is just a part of what is over there. This list is just the class skills.
All classes can use all armor and weapons. Each weapon comes with it's own set of skills as well as an ability to morph these skills into two options as you use them. The heavy, medium, and light armor have health, stamina and magicka attached respectively. There will also be PVE guilds to join that add to the skill pool for each class. A mages guild and fighters guild will be in a launch. The dark brotherhood and thieves guild will be in after launch. Then there will also be the vampire and werewolf skills as well as the emperor skill line.
The first skill line for the Dragonknight is called Ardent Flame. This skill line is flame-centric, focusing on fiery attacks and debuffs. The most offensive of the three lines, players that use multiple abilities from the Ardent Flame tree will be more offensively capable, at the expensive of some versatility and defensive tools.
The final Dragonknight skill line, Earthen Heart, offers tremendous group utility and control tools which will be hugely useful in both PvE and PvP.
The Dragonknight’s second skill line, Draconic Power, is a more defensive variant, geared towards turning the Dragonknight into a formidable defensive force, whether for tanking in PvE or controlling the battlefield in AvA.
The first skill tree the Nightblade has access to, Assassination, focuses on this very strategy, incorporating heavy hitting melee attacks and abilities designed to deliver high melee DPS. Assassination also gives a bit of avoidance, to help the Nightblade stay in the thick of the action for long enough to secure their kill.
Next up, the Shadow line provides some great utility to complement the assassin style. Shadow includes a nice bag of tricks, that can be used strategically to turn the course of a fight in the Nightblades’ favor.
Siphoning presents an alternative approach to the Assassination tree, rather than overwhelming a foe with burst damage, Siphoning focuses on prolonging fights and wearing your enemies down with DoT’s, crowd control, and self-heals.
The first skill line, Storm Calling will be the bread and butter for offensively minded Sorcerers. This line is predominately damage-centric, although it offers two really great utility spells as well. I expect that the Storm Calling line will feature pretty prominently in PvP builds for this reason.
The second Sorcerer skill line, Dark Magic, focuses mainly on utility and crowd control. A sorcerer loaded out with these abilities will be an invaluable support and control class for his or her group. This line doesn’t offer much in the way of damage, but that can always be remedied by mixing these skills with other lines.
The third skill line for the Sorcerer is Daedric Summoning. These skills are heavily influenced by the Conjuration school; summoning Daedra, curses, and items to assist the caster in combat. This line offers great versatility, and could easily be incorporated into a wide variety of build types.
While there is not spear weapon line in ESO, these skills draw inspiration from the weapon, conjuring a magical spear of light. For the many spear enthusiasts, the Templar class may offer a reasonable chance to incorporate your favorite weapon into your ESO gameplay regardless of whether it is eventually added as an expansion weapon type. These skills reinforce the holy warrior theme of the Templar, but give the player enough tools to remain a versatile and mobile fighter.
[Ultimate] Radial Sweep – Sweeps a conjured weapon in a deadly arc, dealing Magic damage to all enemies around you.
[Active] Puncturing Strikes – A four hit attack dealing chained damage to any foes in front of you, the final hit knocks back the closest enemy.
[Active] Piercing Javelin – Hurl a spear, dealing damage and knocking the target backwards.
[Active] Focused Charge – Charge to an enemy, interrupting them and dealing Magic damage.
[Active] Spear Shards – Deals Magic damage to all enemies in a target area. One target is disoriented for a short duration. An ally may pick up the spear granting both of you bonus damage for a short time.
[Active] Sun Shield – Create a damage absorption shield with strength based on your maximum health, dealing damage to nearby enemies on activation. The shield returns a damage and is replenished by a small amount each time it is struck by an enemy. The Templar no longer regenerates Magicka while the shield holds.
[Passive] Piercing Spear – Increases the critical strike chance with spear abilities and deal bonus damage to blocking targets.
[Passive] Spear Wall – Increase the amount of damage you block while you have a spear ability slotted.
[Passive] Burning Light – Adds a chance to deal bonus damage with spear skills.
[Passive] Balanced Warrior – Increases your weapon power and spell resistance by a small amount.
The Dawn’s Wrath line focuses heavily on damage dealing, channeling the raw power of the Sun to damage, stun, and blind enemies. PRAISE THE SUN! The ranged DPS potential for a Magicka based templar hurling spells from afar seems considerable, and I suspect this may be the go-to tree for glass cannon mages.
[Ultimate] Nova – Calls forth a miniature sun at your target location, causing all nearby enemies to deal less damage while taking damage over time. Allies may activate the Supernova synergy, dealing damage and stunning all enemies in the area.
[Active] Sun Fire – Hurls a white-hot projectile at an enemy, dealing both initial damage and additional damage over time. The target is snared for a short duration.
[Active] Solar Flare – Deal damage to the target and any nearby enemies; affected foes takes extra damage from the next attack.
[Active] Backlash – Stores up incoming damage, when the effect ends nearby enemies each take some base damage plus the full amount of damage taken by the Templar during the Backlash duration.
[Active] Eclipse – The Templar reflects negative single target spells back towards enemy casters. Re-casting the Eclipse spell becomes more expensive for a short time.
[Active] Blinding Light – Causes all incoming enemy attacks to miss. Sometimes a missed attack causes the attacker to become off-balance.
[Passive] Enduring Rays – Increases the duration of all Dawn’s Wrath abilities.
[Passive] Prism – Gain additional Ultimate when activating a Dawn’s Wrath ability.
[Passive] Illuminate – Take less incoming damage from enemies which are affected by your Dawn’s Wrath abilities.
[Passive] Restoring Spirit – Restore a small amount of Magicka when activating an ability.
The Restoring Light skill line provides an intriguing opportunity for players to operate as a full group healer without being constrained to use of the Restoration Staff weapon line. This line is fully compatible with the Paladin-esque feel of the Templar for those who enjoy the holy warrior archetype.
[Ultimate] Rite of Passage – Channels a restorative aura; nearby allies take less damage while channeling. Heals the caster while channeling.
[Active] Rushed Ceremony – Heals a nearby wounded ally.
[Active] Healing Ritual – Heals all nearby allies, the caster receives additional healing.
[Active] Restoring Aura – When slotted; you have increased Stamina and Health regeneration. When activated; allies regenerate Health and Stamina at a faster rate.
[Active] Cleansing Ritual – Instantly removes a negative effect from the caster and heals allies in an area. Allies may activate Purify, removing all negative effects.
[Active] Rune Focus – Creates an area of self protection, gaining immunity to interrupt effects and taking less damage while the effect lasts.
[Passive] Master Ritualist – Increased resurrection speed, players are resurrected with additional health with a chance of not consuming a soul gem in the process.
[Passive] Light Weaver – Your Restoring Light abilities gain the following effects; Restoring Aura – duration increased, Healing Ritual – cost reduced, Rite of Passage – take less damage while channeling.
[Passive] Mending – Increases the critical strike chance of Restoring Light abilities on allies. The magnitude of increase is based on the amount of health the ally is missing.
[Passive] Focused Healing – Increases the healing done to allies standing in your areas of protection (Rite of Passage, Cleansing Ritual, and Rune Focus).
After going through these, I think I have decided on a class. I want to be a Paladin type of character. Going with the Templar class and mostly heavy armor with 2 pieces of light for increased magicka. Going with 2h and sword & board for melee for the weapon swap, but I will also be looking at working on a destruction staff for fire spells needed against things like trolls. I will join both the mages guild and fighters guild. The mages guild for spells found while exploring and more melee skills with the fighters guild.
How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?