Maintenance for the week of November 25:
• PC/Mac: NA and EU megaservers for maintenance – November 25, 4:00AM EST (9:00 UTC) - 7:00AM EST (12:00 UTC)
• Xbox: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)
• PlayStation®: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)

Ideas for Thieves Guild abilities and Dark Brotherhood abilities

thomas.manzellaub17_ESO
Thieves guild

Blackjack- Stuns target for 1 second and sets them off balance for 5 seconds. If stealthed, target is stunned for 3 seconds and set off balance for 5 seconds Target's damage is reduced by 15%(for 5 seconds) after coming out of stun.

Pickpocket- Can only be used in stealth. Gives you a chance to pick gold and sometimes loot out of enemies pockets.

Bribery: Pay guards or npcs to let you get by with questionable things during quests. Hire Mercenaries to deal with NPCs that wont be intimidated or persuaded.
Lady luck: Increases crit and spell crit by 1%/2%/3%

Fate: Increases damage to humanoids by 2%/3%/4%

Light weight: Reduces sprinting cost and roll cost by 2%/3%/4%

Slow Fall: Reduces fall damage by 25%/35%/50%

Nocturne's Gift: Critical Hits restore 2% / 5% magicka and Stamina



Dark Brotherhood

Blood and Fire- Hurls a ball of fire at the enemy causing x damage and stunning the target for 3 seconds. After the stun ends the target is snared and set off balance for 5 seconds. Passive: Increases crit damage to disabled targets by 10%

Fear and agony- Target is feared for 3.5 seconds, takes x poison damage every .5 seconds for the duration. Heals caster for 10% of the damage dealt.

Dark Ritual- Sacrifice 20% of your Stamina and 20% of your magicka to even out the HP % of you and your targeted enemy.

Shadow Stalk- Turn invisible for 2.5 seconds.(give night-blades a better skill to replace what they have, now everyone can play like a stealth character)

Madness- Create 3 copies of yourself that fight the target each deal 15% of your damage. Copies last for 5 seconds.
Agent of torment: All attacks have a 5% chance to set target off balance for 2 seconds.

Death and Destruction: increases damage and magic damage by 2%/3%/5%

Poisonous Attacks: 15% chance to deal additional 30/60/90 poison damage on hit.

Swift and the Dead: Increases attack speed and reduces cast time of non channeled spells by 1%, 2%, 4%

Sadism: All damage you do heals you for 2%/ 4% of the damage dealt by you.
  • The_Sadist
    The_Sadist
    ✭✭✭✭✭
    The passives seem a little bit.. amazing when paired with class passives and whatnot. I also find the Dark Brotherhood attack spells a little bit lacklustre.

    I like your thieves skill line completely, however more active spells are required. Perhaps a few toggle spells or something. I feel this skill line should be more critical orientated with a bit of stun (CC) thrown and should be Stamina based.. Your passives reflect that.

    The Dark Brotherhood skill line seems interesting but ultimately falls a little short for me. I think this would be a lovely time to use poison damage as that seems to be the damage we currently lack (alongside frost and disease, but they could work with a necromancer line). So perhaps blood and fire should be replaced to something more poison orientated, an AoE poison damage over fire (that aside you have used poison quite a bit, so that's awesome). Dark ritual would have balancing issues when it comes to bosses and it would be extremely situational, I don't really like it but that's just me. Further madness seems a bit.. odd, would said copies deal light/heavy attacks? Spells? How much HP would they have? I think something similar to 'summon an ally but lose x% Stamina / Magicka' could work, but eh, seems a bit out of place.
    I feel the Dark Brotherhood skill line should be a mixture of Magicka and Stamina based abilities and your passives seem to reflect that. The passives are actually pretty amazing.

    If your ideas are implemented I'm pretty sure I'm going to have to go Nightblade :P, the synergy would be lovely.
    "Each event is preceded by Prophecy. But without the hero, there is no Event." ― Zurin Arctus, the Underking.
    Tragrim - How do I work this thing?
    Casually stalking the forums
  • Khazaad
    Khazaad
    ✭✭✭
    Awesome ideas. Can you rebuild mage Guild while you're at it?
  • Saltypretzels
    Saltypretzels
    ✭✭✭✭
    thieves guild so have something that affects lock picking. Like more time to pick locks, or slighly longer shaking allowed, or picks break less often, or something like that.
  • IJustAre
    IJustAre
    Soul Shriven
    On the note of a more poison involved skill line for The Dark Brotherhood, it would provide a great skill line to pursue against werewolves, seeing as there is a lot of talk about werewolves being reworked and buffed a little, it would be acceptable to see them as a viable threat in the coming months. Werewolves receive 50% more damage from poison than other players, so this gives all players a useful skill line to choose.

    However, with that said, if implemented, the Fighters Guild line would have to become relatively ineffective against werewolves for The Dark Brotherhood to be used more frequently.
    Owner of the Ebonheart Trade-Union with 400+ members, pm @IJustAre in game to join.
  • SirPuppingtonVonHat
    SirPuppingtonVonHat
    ✭✭✭✭✭
    The trees need ultimates. No idea what the thieves guild would be, and Dark Brotherhood should be something-something-sithis. Also, GIVE ME THOSE PASSIVES.
    The Psijic Order
  • KenjiJU
    KenjiJU
    ✭✭✭
    I wonder if these two lines could be saving grace for Stamina focused users. Terhats ZoS is holding off on more drastic stamina changes because of what they've already got planned.

    Kind of tough to think of some thief-like offensive abilities that aren't all murder-y like DB. I think flash powder and explosives could fit.
    Edited by KenjiJU on 8 September 2014 05:57
  • AlexDougherty
    AlexDougherty
    ✭✭✭✭✭
    ✭✭
    Thieves guild needs more, also Bribery would go in the passives section, like Persuade and Intimidate does for mages and fighters guild. Also the damage to humanoids is out of place for the thieves guild (who avoid conflict where possible)

    Dark Ritual is so not Dark Brotherhood, they would have a spell that does massive damage if target is under 30% health. The Dark Brotherhood passives you are proposing are fine in themselves, but combined give you too much of an edge (balance issue).

    But overall nice.
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
Sign In or Register to comment.