Necromancer Class, Healers & Hunters Guild (Expansion Id

Post » Fri Feb 21, 2014 9:16 am

Necromancer (Expansion Class)

I know it's very early to talk about future expansion content for ESO, but it's always fun to speculate. With that said, if Zenimax were to add another class, what should it be? After some thought, I was thinking the best class might be a Necromancer. This class would be versatile with the proposed skill lines below...

“Icy Touch” Skill Line

The first skill line is the bread and butter for offensively minded Necromancers. By channeling frozen energy, they wreak havoc with powerful Frost spells. The player will have access to abilities such as: Frostbite, Ice Spike, Wall of Frost, and Blizzard.

“Black Arts” Skill Line

The second skill line is a defensive pet variant. The Necromancer calls forth the undead, turning them into a formidable defensive force. The player will have access to abilities such as: Raise Zombie, Reanimate Corse, and Raise Skeletal Mage.

“Affliction” Skill Line

Affliction Necromancers are the masters of damage over time, draining their target’s health with an array of powerful spells. The player will have access to abilities such as Drain Life and Death and Decay.

Healers Guild (Expansion Guild)

Here is an idea for post-launch content down the road. This new NPC guild (Healers Guild), which is made up of healers, priests, and alchemists, will lead up on a series of quests to cure the diseased/poisoned. This guild can be found in the chapel in each major city. Traveling will be very extensive, since you’re required to journey many miles to tend to the sick, collect ingredients for potions, and find books on curing various diseases, etc. In addition to adding many hours of new content, a new skill line would be added:

“Healers” Skill Line

Cure Poison

Cure Paralysis

Cure Disease (Ataxia, Bone Break Fever, Brain Rot, Droops, Rattles, Rockjoint, and Witbane)

Cure Vampirism (Sanguinare Vampiris)

Cure Lycanthropy

With the addition of the Healer Guild, the developers would also add numerous diseases to the game. Lastly, the Healers Guild is mentioned in the lore but has never been included in an Elder Scrolls game.

Hunters Guild (Expansion Guild)

This new NPC guild (Hunters Guild), which is made up of hunters, archers, and rangers, will lead you on a series of quests to hunt down and kill rare and unique beasts scattered throughout Tamriel. There's no other objective but to explore the land while hunting worthy game. You'll have a hunters log that shows which animals you need to hunt down and kill. In addition to adding many hours of new content, a new skill line would be added:

“Hunters” Skill Line

Detect Animal

Oakflesh

Ranger Trap

Night-Eye

Hawk Companion

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ONLY ME!!!!
 
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Post » Fri Feb 21, 2014 7:47 am

Love the hunters idea. Very cool

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Peetay
 
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Post » Fri Feb 21, 2014 8:55 pm

I am attempting to make a "Necro" or "Dark Mage" with a Nightblade using mainly siphoning and shadow abilities, combined with Vampire skills and a Mages Guild DoT tossed in. Using Ice staff mainly.

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Dagan Wilkin
 
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Post » Fri Feb 21, 2014 7:05 am

Not bad .. I appreciate the reference from TES. Though would immerse better w/ a more TES faction name.

Necro - Top choice, I love undead pets. I've commanded 2 Draugr Archers :)

Healers - Eh, it's okay but need more lore fluff to be fully supported

Hunters - Feesible, specially attracting animal pets be cool.

Also would be nice to see Lychanthrope (hate word werewolf) / Vampire faction guild too.

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Lexy Corpsey
 
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Post » Fri Feb 21, 2014 3:14 pm

I would love to see a calm animal and command animal skill somewhere in the game.

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Stephy Beck
 
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Post » Fri Feb 21, 2014 10:28 am

I think rather than a class of its own, Nercomancy would be better implemented as a "guild" skill line. Thematically (and to some extent mechanically) it overlaps too much with the Sorcerer.

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brenden casey
 
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Post » Fri Feb 21, 2014 11:29 am

Some good ideas, some less good :smile:

Here is my impression:

Necromancer class:

-The icy touch skill line is not worth adding to the game if you ask me. Anyone can achieve those attacks with a frost destruction staff, it is too similar.

-Wall of frost = Wall of elements

-Frostbite/Ice spike = Destructive touch

The idea itself of a frost damage skill tree is not so bad (the sorcerer has a lightning skill tree even if you can achieve lightning attacks with the destruction staff), but I think it would need abilities that don't seem the same as the destruction staff ones. You suggested Blizzard, I think that's a good one, but as I said, Wall of frost is the exact same thing as wall of elements

-Black Arts skill line, which I would personnaly rename "Necromancy" skill line, seems like a good idea to me, depending on how it is implemented.

-Would it require you to find a dead body to summon your undead?

-Would this body have to be humanoid? (That would make more sense than extracting a skeleton from a dead spider)

-Affliction skill line: Not sure they will want to add another siphoning skill line in the game, since they already have one for the nightblade and some for the vampire.

The idea of adding the healer's guild is not bad in itself, but I don't think the way you suggest it would work.

-Finding books and stuff for the guild is just way too similar to finding books for the mage's guild. It would basically be the same thing all over again.

-As for the skill line, I'm afraid I must say that all the skill lines in it are completely useless:

-Go check the Argonian racial skills, you will see they have disease resistance. That means diseases are already in the game, no need to add them.

-Cure Poison/Cure Paralysis/Cure Disease: Those 3 skills are useless. In the templar tree, you have "Cleansing Ritual" and in the support tree, you have "Purge". Both these abilities remove any "negative effects", whatever they are, there is absolutely no need for abilities that would remove only one specific type of debuff and take one precious slot on your ability bar.

-As for cure vampirism/cure lycanthropy, those things are not cured by a spell. You need to perform specific rituals to cure them. Anyway, I wouldn't see the point of using an ability slot for something you would barely use like that.

As I said, implementing a healer's guild might not be a bad idea, but with quests that are more different from the mage's guild's and with useful abilities. I wouldn't mind a new skill tree with some useful healing abilities and passives.

I like this idea; hunting mighty beasts across the land, maybe some strongs that would require a group? A few things though:

-From my experience in the beta, night-eye is not needed. The night is not so dark that it would impair you that much, and I wouldn't want it to take one of my ability slots. Unless you meant it to be a passive?

-I would choose something else than a hawk as a companion. It just isn't very strong, you know, having your tiny hawk attacking some daedra monster. Maybe more something like a wolf or a hunting dog.

-I'm not sure about the usefulness of detect animal. Enemies are not hard to find and a lot of enemies cannot be considered animals, making this ability near-to-useless.

We say werewolves because they are the only lycanthropes represented so far in ESO (as far as I know). There is no mention of werebears, wereboars, werevultures, werelions, werecrocodiles, weresharks or weremudcrabs.

I'm pretty sure they won't add another skill line/guild for werewolves since there is already one.

Those were my impressions, I hope you don't think I'm bashing your ideas, I'm just adding my grain of salt :smile:

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emily grieve
 
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Post » Fri Feb 21, 2014 6:45 pm

You could say the same thing about Storm Calling or, to some extent, Ardent Flame and Dawn's Wrath. Fact is, we are indeed missing class sources of cold damage.

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Josephine Gowing
 
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Post » Fri Feb 21, 2014 6:45 pm

Liking the hunter guild idea, but a Necromancer can pretty much be made already (I plan on making one as an alt). I would like to see a bard and a nature/pet class introduced in the future. And it's never too early too talk expansion ideas ;).
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Brooks Hardison
 
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Post » Fri Feb 21, 2014 10:55 pm

anything that adds more dark magic to the game is ok by me.

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Dalia
 
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Post » Fri Feb 21, 2014 10:44 pm

The problem with necromancy is that it is forbidden, and Mannimarco did no good to the necromancer's bad reputation.

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Timara White
 
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Post » Fri Feb 21, 2014 6:39 pm

Do not want them to add any future classes. Much rather they add future World/Guild/PvP/PvE/Weapon/Armor/Crafting skill trees or enhance existing skill trees.

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Nick Pryce
 
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Post » Fri Feb 21, 2014 12:09 pm

I'd prefer beeing able to join a specific temple or faith rather than just a generic healers guild, maby granting an aditional ability depending on the diety.

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Heather Dawson
 
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Post » Fri Feb 21, 2014 1:26 pm

Read further please.

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Catharine Krupinski
 
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Post » Fri Feb 21, 2014 11:19 pm

Don't forget The Undaunted Guild. They've got a few necro'ey looking spells.

As for Hunters and Healers, they've kind of been and gone. The Warden class were nature themed defensive spellcasters. I don't know about pets with a bow you probably could have played them as hunters, and they definitely sounded like healers.

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Stryke Force
 
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Post » Fri Feb 21, 2014 8:39 pm

Adding hard to find pets to tame, not kill would be my pick. But they must make the pet a danger to others and not an after thought like Wow did. No just ignore the pet and kill the Hunter repeats...

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Captian Caveman
 
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Post » Fri Feb 21, 2014 9:41 pm

If you do that you have to reduce the lethality of the player itself. The reason WoW moved to the pets having much lowered lethality was because the players got tired of the class being weak without it. The stronger the pet, the weaker the rest of the class has to be. This can make balance a nightmare with the openness of classes in this game.

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Stephani Silva
 
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