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Class Skill Overview courtesy of Tamriel Foundry

artemisentr4artemisentr4 Member UncommonPosts: 1,431

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/

Ardent Flame

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.

  • [Ultimate] Dragonknight Standard – Plant a standard dealing damage to all nearby enemies and reducing the incoming healing they receive. This also initiates the Shackle synergy.
  • [Active] Fiery Reach – Pull an enemy towards you with a fiery chain, dealing damage.
  • [Active] Searing Strike – Burns the target, dealing damage over time.
  • [Active] Fiery Breath – Deal fire damage to all enemies in front of you, igniting them for additional damage over time.
  • [Active] Lava Whip – Deal fire damage and causes enemies to become off-balance if used on an immobilized or stunned foe.
  • [Active] Inferno – This toggle-able aura deals periodic damage to all nearby enemies while slowly draining the Dragonknight’s Magicka. The damage dealt and Magicka cost increase the longer the aura is active.
  • [Passive] Kindling – Increases the damage of burning effects applied by fire abilities.
  • [Passive] Warmth – Dealing Fire damage applies a snare to enemies.
  • [Passive] Searing Heat – Increases the duration of abilities in the Ardent Flame tree which apply burning.
  • [Passive] World in Flame – Increases the damage of fire-based AoE abilities.
  •  
  • Draconic Power
    • [Ultimate] Dragon Leap – Leap forward on magical wings, dealing AoE damage upon landing, knocking nearby foes backwards.
    • [Active] Spike Armor – Increases your damage resistance and returns damage to melee attackers.
    • [Active] Dark Talons – Root all nearby enemies, dealing additional damage to any enemies not already affected by talons.
    • [Active] Dragon Blood – Immediately heals the player and applies a medium-duration heal-over-time.
    • [Active] Reflective Scales – Reflects incoming projectiles for a short period of time.
    • [Active] Inhale – Absorbs health from every nearby enemy, then returns damage to affected foes depending on the total amount of health absorbed.
    • [Passive] Iron Skin – Increase the amount of damage you are able to block.
    • [Passive] Burning Heart – Increase healing received for each dragon ability on your bar.
    • [Passive] Elder Dragon – Increased passive health regeneration for each dragon ability on your bar.
    • [Passive] Scaled Armor – Increases your innate resistance to enemy spells.
    •  

    • Earthen Heart

      The final Dragonknight skill line, Earthen Heart, offers tremendous group utility and control tools which will be hugely useful in both PvE and PvP.

      • [Ultimate] Magma Armor – Limits incoming damage at a maximum percentage of your health per hit while dealing fire damage to all foes around you.
      • [Active] Stonefist – Draws a chunk of rock from the ground, hurling it at an enemy to deal physical damage and knocks down the target.
      • [Active] Molten Weapons – An AoE buff aura which increases the power of nearby allies, with double benefit applied to the Dragonknight.
      • [Active] Obsidian Shield – Create a shield of rock shards around nearby allies, absorbing a percentage of incoming damage they take. The strength of the shield is doubled for the Dragonknight.
      • [Active] Petrify – Applies a long duration stun to the target. The petrified enemy can take some damage while stunned, but sufficient damage will prematurely end the stun.
      • [Active] Ash Cloud – Summon a swirling ash storm, snaring affected foes while increasing their chance to miss. Initiates the Ash Shroud synergy.
      • [Passive] Eternal Mountain – Increase the duration of Earthen Heart abilities.
      • [Passive] Deep Breaths – Activating an Ultimate ability restores resources to the Dragonknight based on the ultimate cost.
      • [Passive] Mountain’s Blessing – Gain additional ultimate charge when activating an Earth ability.
      • [Passive] Helping Hands – Gain Stamina whenever one of your earth abilities is applied to another player.
  • 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/

 

Assassination

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.

  • [Ultimate] Death Stroke ?- Deals damage to your target, and reduces their incoming healing. The damage dealt is increased by your Ultimate pool.
  • [Active] Assassin?s Blade ?- Deals moderate damage with a large damage multiplier when used against low health enemies.
  • [Active] Teleport Strike - Teleport directly to your target, dealing damage and stunning them for a short duration.
  • [Active] Blur ?- A medium duration self buff that gives attackers a percentage based miss chance when attacking the Nightblade.
  • [Active] Mark Target – Place a mark on a high-health target; while marked you deal extra damage to the target. Killing the marked target will heal the Nightblade.
  • [Active] Haste – Increases the attack speed of normal and power attacks for a moderate duration.
  • [Passive] Master Assassin – Deal increased damage while stealthed or invisible. Successful sneak attacks stun for longer.
  • [Passive] Executioner – Killing an enemy with an Assassination ability restores some Magicka.
  • [Passive] Pressure Points – Increases the Nightblade’s critical strike chance for every Assassination ability on their current hotbar.
  • [Passive] Hemorrhage – Increases the Nightblade’s bonus critical strike damage for each Assassination ability on their current hotbar.

Shadow

 

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.

  • [Ultimate] Consuming Darkness – An AoE snare that renders the Nightblade invisibile. Attacking an enemy removes the invisibility for a short time. Allies can activate the Slip Away synergy, also gaining invisibility.
  • [Active] Shadow Cloak – Gain invisibility for a short duration.
  • [Active] Veiled Strike – Deals increased damage and stun enemies. Requires Stealth.
  • [Active] Summon Shade – Summons a shade which attacks and debuffs your enemies causing them to deal less damage.
  • [Active] Path of Darkness – Deals damage in a path in front of you, increases your movement speed along that path.
  • [Active] Aspect of Terror – Nearby enemies are afflicted with Fear.
  • [Passive] Refreshing Shadow – Activating a Shadow ability increases stamina regeneration
  • [Passive] Shadow Barrier – Take less damage after coming out of stealth or invisibility
  • [Passive] Fortitude – Increase max Health per slotted Shadow ability slotted
  • [Passive] Dark Veil – Increase duration of Shadow abilities

Siphoning

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.

  • [Ultimate] Soul Shred – Deals PBAoE damage and stuns nearby enemies. Initiates the Leeching Strike synergy.
  • [Active] Strife – Places a DoT on your target which also heals you for the duration.
  • [Active] Agony – Stuns and DoTs an enemy for a long duration, but the effect is broken by any other damage.
  • [Active] Cripple – Places a DoT on an enemy which gradually decreases its movement speed, transferring an equal speed bonus to the Nightblade.
  • [Active] Siphoning Strikes – Sacrifice a portion of your own weapon damage in to restore a portion of your Magicka and Stamina with every hit.
  • [Active] Drain Power – Debuff the attack power of nearby enemies, transferring a portion of that power to the Nightblade for each affected enemy.
  • [Passive] Catalyst – Increase potion effectiveness
  • [Passive] Magicka Flood – Increase maximum magicka when you have a Siphoning ability slotted.
  • [Passive] Soul Siphoner – Increases healing taken by Siphoning abilities
  • [Passive] Transfer – Gain ultimate when dealing damage with a Siphoning ability

 

Sorcerer http://tamrielfoundry.com/2013/09/skill-overview-sorcerer/

Storm Calling

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.

  • [Ultimate] Overload – A toggle-able attack mode. While Overload is active, light and heavy attacks are replaced with empowered versions that cost Ultimate as their resource.
  • [Active] Mage’s Fury – Calls lightning from the sky, dealing shock damage. This spell also applies a debuff to the target which causes them to explode, dealing bonus damage once they pass below a health threshold.
  • [Active] Bolt Escape – Teleport forward in a straight line, stunning nearby enemies.
  • [Active] Lighting Splash – Create a pool of electrical energy that deals damage every second to enemies within its radius. An ally may exploit the area to activate the Conduit synergy.
  • [Active] Surge – A short duration self-buff which increases your Power.
  • [Active] Lightning Form – Wrap yourself in electrical currents, increasing your damage reduction for a short duration while dealing shock damage to all nearby enemies.
  • [Passive] Capacitor – Increases Magicka regeneration.
  • [Passive] Energized – Increases the damage done by your all lightning-based magic.
  • [Passive] Disintegrate – Your lighting-based spells have a chance to instantly disintegrate low health targets.
  • [Passive] Expert Mage – Reduces the cost of all lightning-based spells.
  •  

  • Dark Magic

    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.

    • [Ultimate] Negate Magic – Dispel enemy magic effects in an area, enemies who are spellcasting within the field are silenced and take additional damage.
    • [Active] Encase – Dark shards erupt from the ground, immobilizing enemies in front of you.
    • [Active] Repulse – Nearby enemies are knocked backwards and snared for a short duration.
    • [Active] Rune Prison – Seal an enemy within a runic prison. Imprisoned enemies are disoriented, but benefit from increased health regeneration while affected.
    • [Active] Dark Exchange – Channel dark magic, restoring your own Health and Magicka at the cost of Stamina.
    • [Active] Daedric Mines – Summon 3 mines in front of you. The mines take a few seconds to arm themselves, after which they immobilize and deal magic damage to enemies who touch them.
    • [Passive] Unholy Knowledge – Reduce the Magicka and Stamina costs of all abilities.
    • [Passive] Blood Magic – Hitting an enemy with any Dark Magic skill heals you for a small amount.
    • [Passive] Persistence – Increases the duration of all Dark Magic spells.
    • [Passive] Exploitation – Increases your critical strike chance when attacking a target affected by Dark Magic.
    •  

    • Daedric Summoning

      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.

      • [Ultimate] Summon Storm Atronach – Summons an immobile Storm Atronach at the targeted location. Enemies in the area are stunned and take shock damage. The Atronach casts lightning spells and is extremely durable.
      • [Active] Unstable Familiar – Summon a Daedric familiar to attack enemies; the maximum Magicka of the caster is reduced by a small amount while the familiar is alive.
      • [Active] Daedric Curse – Curse an enemy, when the effect expires all nearby enemies take damage. Only 1 curse may be active at a time.
      • [Active] Summon Winged Twilight – Summon a Winged Twilight to attack nearby enemies; the maximum Magicka of the caster is reduced by a small amount while the Twilight is alive.
      • [Active] Bound Armor – Summon magical armor. While toggled gain increased Armor at the expense of Magicka regeneration.
      • [Active] Conjured Ward – Create a damage shield on yourself and your summoned creatures, absorbing a percentage of the damage taken.
      • [Passive] Rebate – Receive Magicka back when one of your summons are killed.
      • [Passive] Power Stone – Reduces the cost of ultimate abilities.
      • [Passive] Daedric Protection – Increases your health regeneration while any summoning ability is slotted.
      • [Passive] Expert Summoner – Your summoned creatures gain additional bonuses; Winged Twilight duration increased, Familiar movement speed increased, Atronach range increased.

 

Templar http://tamrielfoundry.com/2013/09/skill-overview-templar/

Aedric Spear

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.

 

Dawn’s Wrath

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.

 

Restoring Light

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

  • superconductingsuperconducting Member UncommonPosts: 871

    This game is going to ROCK!

    All of these skills look so exciting and epic. Can't wait.

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  • Cosmonaut79Cosmonaut79 Member UncommonPosts: 175
    Any word on any type of Necromantic summoning?
  • Chief021Chief021 Member Posts: 107
    Thank you for this post.  It is nice to see some real information about the game.

    image

    A PS4 ESO guild accepting applications at http://lowlyknights.enjin.com

  • SiugSiug Member UncommonPosts: 1,257
    So it seems I'll go with Sorcerer as my main and Dragonknight as an alt. 
  • SNAFUdamusSNAFUdamus Member UncommonPosts: 59

    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.

  • Eol-Eol- Member UncommonPosts: 274
    Originally posted by SNAFUdamus

    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

  • TibbzTibbz Member UncommonPosts: 613

    Very nice, I love me some Tamriel Foundry!  

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  • SNAFUdamusSNAFUdamus Member UncommonPosts: 59

    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.

  • artemisentr4artemisentr4 Member UncommonPosts: 1,431
    Originally posted by SNAFUdamus

    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

  • artemisentr4artemisentr4 Member UncommonPosts: 1,431
    Originally posted by Gorwe
    While reading this I actually had those wow talent icons in my mind's eye. And I agree with snaf. How is this anything like Elder Scrolls? Let me try to elaborate by using actual examples:

    Here we can see three takes on the Destruction school of Magic. The first(Dragon Knight) is the very reason why some wanted to merge the schools of Alteration and Destruction-a preposterous thought in itself. I mean it is creative. The second is Lightning based. Ok fair enough. And the third one is sun based??? WTF where in TES have you heard someone channeling the power of the sun? Couldn't they just call it Holy fire and make it fire tree? Fair enough, the description is TOTALLY missed, but the flavour(fire) is ok.

    Now, where are the things such as the pure Magicka attacks(damage health etc)? Or their Illusion based counterparts(drain health)? How about poison damage(remember the time when daedroths used to cast POISONbloom? How about the toxic Cloud Spell?)? Or even better! Where in the nine blazes is the element of water??? I mean this is sacrilege! No ice, no water, no nothing! It is one of the four BASIC elements ffs!

    Moving on. Alteration: we can say that is contained within the Dragon Knight right? But that is more of thu'um stuff than proper magic. Where are levitates/jumps/slowfalls/passwalls etc? Barriers(Elemental shields), shields and such?

    Illusion: it's nowhere to be seen. Expect disappointment.

    Mysticism: yes, this was the proper school of Magic back in the 2E. Dark Magic is somewhat reminiscent, but anyone who used Mysticism for any amount of time(like yours truly) can categorically dismiss the ridiculous notion that the Mysticism is dark for any reason. Plus, where are absorbs? Mysticism had its Offensive branch you know...

    Conjuration: has nothing to do with Curses lol. Curses are pure magickal manipulation and belong in either Illusion or Mysticism schools. If they actually damage, in the Destruction school. Too few summons as well. Where the frak are the undeads(is not like I would EVER use them, but still...)? It's not about Summoning the minions from just the daedric realms(the Oblivion). It's also about fetching the minions from the outer realms and making them serve you(recently dead, family ancestors etc). If they don't understand this...no comment.

    Restoration: is fine. If you ask me, I'd move Absorb spells from the Mysticism to the Restoration and give mystics some other way of dealing damage. It's otherwise presented in just fine manner.

    Now when you have concrete examples, answer me this:

    "How does this in any shape or form resemble TES schools of Magic?"

    (I usually don't predict, but I smell a huge disappointment for the TRUE{Daggerfall and onwards, NOT Skyrim and onwards} TES players/fans. What a shame)

    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

  • baphametbaphamet Member RarePosts: 3,311


    Originally posted by SNAFUdamus
    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.


    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. :)

  • artemisentr4artemisentr4 Member UncommonPosts: 1,431
    Originally posted by Gorwe
    I am not quite sure. Something about this game makes me very wary. Can't put my finger on it. Perhaps it is the amount of things they promise?

    Nevermind. If it'll be as you say, everything'll be fine. But I am still disappointed about the chosen payment model(wtf no b2p). They'll have to really work hard to win me over again after that. And yes, that includes including Mysticism and including it in its full glory. But seeing how I'm an ENFP, I guess I should be open minded and say the following:

    "We will see"

    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

  • IselinIselin Member LegendaryPosts: 18,719

    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.

    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

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    “Microtransactions? In a single player role-playing game? Are you nuts?” 
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