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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.
Dragonknight http://tamrielfoundry.com/2013/09/skill-overview-dragonknight/
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.
Nightblade http://tamrielfoundry.com/2013/10/skill-overview-nightblade/
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.
Templar http://tamrielfoundry.com/2013/09/skill-overview-templar/
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?
R.A.Salvatore
Comments
This game is going to ROCK!
All of these skills look so exciting and epic. Can't wait.
A PS4 ESO guild accepting applications at http://lowlyknights.enjin.com
How does this come close to a classless game? Those sure look like classes to me. Looks like pretty standard MMO classes even.
I thought we would be able to build a character based on the skills you took not the class you are.
Look at the class skills closely. They are very flexible, and to a large extent are independent of armor and weapon type. In most games, its your armor type and weapon type that determine your class. But in ESO it will be very different, because those choices are flexible, and could fit with different choices of the four 'classes'. For example I could see a nightblade tank, a Templar or dragon knight in medium (or even light) armor, etc. There is so much flexibility across the 3 trees of each 'class', that a character focusing on one tree could play very differently than another character focusing on a different tree of the same 'class'. I put class in quotes because it has little to do with armor or weapon choice which again is how we usually think of classes. Another example, I could see a character in heavy armor which uses a bow effectively then switches to 1H/shield when the enemy closes. Etc etc
Elladan - ESO (AD)
Camring - SWTOR (Ebon Hawk)
Eol & Justinian - Rift (Faeblight)
Ceol and Duri - LotRO (Landroval)
Kili - WoW
Eol - Lineage 2
Camring - SWG
Justinian (Nimue), Camring - DAoC
Very nice, I love me some Tamriel Foundry!
4 classes? 3 trees for each class?
How is that a be anything you want to be MMO? I thought we were going to build our characters via a skill system? Not be pigeon holed into a class system like every other game out there.
I still do not see what is supposed to be innovative or different about this game compared to other MMOs.
You should read everything before you post. You get skills from weapon choice as well. Skills from the fighters guild, mages guild, dark brotherhood and thieves guild when in game. The weapon skills can morph to two alternate skills by just using them. Any class can use any weapon or armor. You want to be a sorcerer in plate and use a restoration staff to heal you can. And you can only use 6 skills at a time with another 6 with a weapon swap. And skills use a lot of majicka or stamina so you will be using left mouse button for a basic attack and the right for block more than skill spamming.
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?
R.A.Salvatore
You are also missing the big picture. These are just the class skills. Doesn't include Race Skills or Weapon Skills or Guild skills. There will be hundreds of skills you can get as you progress your character. They said at level 50 you will only have about 30 percent of your skills. You will have to continue to progress after 50 to get the rest.
There will be Destruction staves in the game. These staves can be used by any class. These staves have skills attached and can be morphed after you increase your skill level with the staff. So some of what you are missing will be connected to the staves and can be used by all classes.
The Mages guild will have more spells. But many of the spells for the guild will have to be found by questing and exploring. You will not just be handed spells. You have to find them.
The class is just a starting point. Probably a crutch as well for those that couldn't figure out how to build an effective character without some kind of structure via class skills. Any skill you learn should be able to be placed in one of the 6 spots on the skill bar. There are spots for ultimates, class skills, weapon skills and guild skills.
You can use these skills regardless of what weapon you have. If you are using a sword and board, you can still cast a spell you learned from the Mages guild. There is a lot more freedom than just the class list. Plus the weapon swap will give you 6 more to play with on the fly.
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?
R.A.Salvatore
this is a good example of complain first, ask questions later. lol
no it isn't like a standard mmo class system, its not exactly like skyrim either though.
i would say its more of a hybrid. you pick a class and are indeed locked into that classes skill lines, but that's not even close to the only skill lines you get in the game.
i believe there are 5 main skill lines....class, weapon, armor, racial, and guild.
plus i am pretty sure there are going to be more as well like the emperor skill line, werewolf, and vampire. also remember with the guild skill lines, there is more than one guild to choose from too.
especially after they launch the thieves guild and dark brotherhood.
so yeah, this isn't like a "standard" mmo class system.
I can agree with the "we will see". I am not going in blind or with tinted glasses that can only see anything good. But I know for a fact that if nothing else, I will get an Elder Scrolls game that I can play for a while. With the ability to take any race and class and use any armor or weapon to create "my character" build with skill choice.
They are doing what another game should have done that is using story. They are giving me the ability to see just about everything with one character. Once I finish the storyline from my faction, I get to go to a second faction and do the story again from there with an all new area to quest and explore in. Plus all the mobs will be 50+ and I get end game rewards as well as veteran rewards and progression of my skills. Then I can do it a third time after completing the story the second time. But they did say you may have to bring a friend to complete the 3rd faction 50++.
Adventure zones will have 4 to 24 man content. You also get veteran points at level 50 from these zones. There will be 16 four man dungeons with 6 that continue to new areas at 50 for 4 man master dungeon content that gives veteran points. There will be 16 more public dungeons and a large number of caves that are solo encounter dungeons.
Then the large area PvP with keeps, PvE content, material to protect, rewards for everyone in your faction for taking and holding keeps, becoming emperor and earning veteran points for kills.
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?
R.A.Salvatore
Thanks for posting that here also. It's been around at some of the more unsavory fan sites for a while but nice to have it here.
What I still haven't seen and would love to see is lists of the skills that come from other sources: guilds, RvR, weapons, lycanthropy, vampirism, etc.
This should be made into a sticky where we can add the other skills once they're known.
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