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New skill lines? Maybe?

Zama666
Zama666
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Hullo,

I would like to see more weapons skill lines with the existing 1H&Shield, Bow

These skills would have to be leveled up for best usage and they would need more crafting lines

maybe:

Shields
Large - blocks more damage and costs more.
Small shields, block less but bash for more, or better for shield throw
Flail - damage and can cause concussion, or tangle, but easier to dodge or has a cast time
Whip - small damage but cause agony, better against lighter armor, worse against heavy

Bow,
Long Bow - more range slower rate of fire
Short bow, less range more rate of fire
Sling - less damage, but concuss or cause stumbling

Overall, I would like to see more skills added to existing skill lines

Thotz?

Z
  • Sockermannen
    Sockermannen
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    How would a rate of fire change affect gameplay given that skills have a global cooldown of 1 second? It could possibly affect light attack spam but that is hardly a viable way to do damage. Having the rate of fire affect skill global cooldown sounds like a balancing nightmare.

    I like the idea of having different types of shields that could affect how offensive/defensive your build turns out, like bucklers, heater shields, kite shields (smallest to largest).
  • ViggyBoi
    ViggyBoi
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    id still like to see a one hand and tome weapon line or spears and javelins but those are kind of encompassed in the arcanist and templar respectively
  • Zama666
    Zama666
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    @Sockermannen global cool down...did not even think about that...good point.. hoping the devs would have a way around that. or rate of fire could mean two shots come out at a time. Kind of like jabs - you get three jabs in one attack?

    Thanks for bringing that - appreciate the thoughts and ideas!

    I was also thinking about a tridents and nets. Tangling for the nets - some damage, no attack and lower resistances, no streak or charges?. Tridents can catch other weapons - disarm an opponent?
    Disarm would unequip their weapon so they can no longer attack with that weapon, but they can cast or run for a few turns?
    Just my thoughts. How the devs would deal with this....I dunno.

    Or could they be added to scribing?

    @ViggyBoi Templar has Piercing Javelin - which I love how it works already.
    Curious what you would want to see. Or are you saying for all classes? Wondering your thoughts on what javelin for all would do?

    Thanks,
  • ViggyBoi
    ViggyBoi
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    @Zama666 thats kind of what i meant when i mentioned templar. cant really make a spear dedicated weapon line without stepping on the aedric spear line's toes. although we still have dual wield and there are some skills from night blade's assassination tree that look as if they could also share some creative space.

    As for I want to see, it basically comes down to a number of different kinds of skills relying on a spear or traditional martial staff type weapon. maybe the gimmick with this skill line could be having increased range past 7 meters but you dont suffer the 10% damage loss from projectiles.
  • OtarTheMad
    OtarTheMad
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    Id love one hand a rune, and more staffs of other schools of magic like alteration, illusion, conjuration.

    Sadly, Spears is just Templar… so that’s a no go. I could see them just adding them as a weapon choice on two handed along with hammer, axe and sword.
  • ViggyBoi
    ViggyBoi
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    OtarTheMad wrote: »
    Id love one hand a rune, and more staffs of other schools of magic like alteration, illusion, conjuration.

    Sadly, Spears is just Templar… so that’s a no go. I could see them just adding them as a weapon choice on two handed along with hammer, axe and sword.

    the animation and spear models probably would not fit over a two hander. For instance you really cant make a Dizzy Swing or wrecking blow make visual sense with a spear.
  • TankHealz2015
    TankHealz2015
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    New mythic weapon -

    One handed torch - upon find the mythic you complete a quest line to open up three new skills that can be used when the mythic torch is equipped.

    Can be used as a one hand/shield or as a dual wield with normal dual wield options.

    Ideas for new torch skills:
    Color of flame dependant on enchantment type.

    Throw small vial of oil and set on fire to create a small oil/fire aoe
    Lighten the area and reduce trap/aoe damage for allies
    Throw your torch and set an aoe fire
    More...

    Cannot be equipped by vampire.
    Edited by TankHealz2015 on 8 December 2024 20:18
  • ViggyBoi
    ViggyBoi
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    Zama666 wrote: »
    @Sockermannen global cool down...did not even think about that...good point.. hoping the devs would have a way around that. or rate of fire could mean two shots come out at a time. Kind of like jabs - you get three jabs in one attack?

    Thanks for bringing that - appreciate the thoughts and ideas!

    I was also thinking about a tridents and nets. Tangling for the nets - some damage, no attack and lower resistances, no streak or charges?. Tridents can catch other weapons - disarm an opponent?
    Disarm would unequip their weapon so they can no longer attack with that weapon, but they can cast or run for a few turns?
    Just my thoughts. How the devs would deal with this....I dunno.

    Or could they be added to scribing?

    @ViggyBoi Templar has Piercing Javelin - which I love how it works already.
    Curious what you would want to see. Or are you saying for all classes? Wondering your thoughts on what javelin for all would do?

    Thanks,

    I might have misunderstood what it was you were asking for. If you had wanted specific examples on what the individual skills could look like I could detail some ideas.

    I say "spear" but in practice this tree could draw from all sorts of weapons (halberds, glaives, polearms, lances, harpoons, etc.). Essentially, if its a long pointy stick, it can be used as inspiration. The differentiation I wanna focus on is the skill tree's emphasis on range and precision. The main draw from this potential spear focused weapon line could be the increase in range of martial attacks from the standard 7 meters while also not suffering the 10% damage penalty that projectile skills universally have. This could come at the cost of some coverage in terms of cleave for balancing purposes. Most of the skills would have this increased range as well as a passive that increases the range of your light and heavy attacks while having a spear equipped, that way you aren't benefitting non-spear based skills with extra range.

    ~~~~~~~~~~~~~~~~~~~~~~~

    Ultimate: Pike (Base Skill)
    Target: Enemy
    Range: 28 Meters (effectively 32 Due to Passive)
    Cost: 200 Ultimate

    Jump into the air and hurl your spear, impaling your target to the ground dealing X Physical Damage and gaining Major Force for 10 seconds, increasing your Critical Damage done by 20%. Your target is stunned for 2 seconds and rooted for an additional 2 seconds.

    The jump animation might have a cast time of 0.4 seconds similar to DB, Incap, Sweep, etc. Unlike Piercing Javelin, this skill focusses much more on being an offensive spear throw over a CC skill. The initial hit could be undodgable given its rather expensive but it definetly should be blockable.

    Skewer (Morph)
    Converts into Bleed Damage, applies the hemorrhaging status effect and the target takes X Bleed damage over 8 seconds. This morph just gives more damage.

    Forceful Pike (Morph)
    The spear deals damage to the initial target and then generates an 8 meter shockwave that deals X Physical to all enemies in range after impact and applies Sundered and minor vulnerability to those hit for 8 seconds. The less committal morph that does the same initial damage but instead also deals some AoE, applies sundered and minor vuln. All together less damage than Skewer but you get some offensive advantages with minor vuln and the 100 weapon and spell damage and armor shred from sundered if you didn't have those already which might make this morph preferable.

    One morph continues centering single target damage as a focus while adding an additional dot and hemorrhaging for the enemy. The other morph in contrast still has the single target initial hit but also does a quick instance of aoe damage and applying debuffs for some coverage. Neither morph is meant to carry massive amounts of damage on their own because the main draw for the ultimate should be the Major Force acquired by the base skill, which doesn't tend to have too many reliable sources, to emphasize the weapon's association with critical strikes and precision. If the ult lands as a crit its going to hurt.

    ~~~~~~~~~~~~~~~~~~~~~~~

    Active Skills:

    1) Lunge (Base Skill)
    Cost: Stamina
    Target: Enemy
    Range: 7 Meters (11 with passive)

    User thrusts forward with a precise one handed spear thrust, dealing X physical damage. Simple stamina spammable with the main draw being the increased range.

    Piercing Lunge (Morph)

    This morph grants the user Minor Berserk for 5 seconds after casting and shreds X amount of armor from the target for 5 seconds. This armor value is unique and stacks with named debuffs like major and minor breach. This morph lays into the piercing mitigation/bypassing qualities associated with spear/rapier type weapons.

    Perfect Strike (Morph)

    This morph of the skill grants a stack of Precision for every subsequent cast within 5 seconds, stacking up to 5 times. Each stack increases the damage of Perfect Strike by 5% with a maximum of 25%.


    2) Glaive Cleave (Base Skill)
    Cost: Stamina
    Target: Area
    Duration: 10 Seconds

    User runs the spear blade along the ground before cleaving upwards and out in front of them, sort of like how the smash scribing skill is animated but with more of an earth splitting precision in the animation and much less dust. This is meant to be the weapon skill line's "ground dot" where the affected area will remain raw and deal damage in a narrow cone, sort of like how Stampede leaves a smoldering crater,. The main differences being its not a gap closer and the area of effect has more forward range and a bit less cleave to the sides. There would still be an initial hit and a dot component however.

    Fissure (Morph)

    This morph could increase the range of the ground AoE as well as create a damaging projectile that travels along the ground, similar to the Flame Blossom proc but faster. The attack could be strong but only travel in the direction the user was facing to keep things fair, with the ground DoT being left in its wake.

    Earth Splitter (Morph)

    This morph increases the duration to 15 seconds and widens the cone, making the split along the ground appear less clean and more of a zig-zagging classic depiction of a fissure.

    3) Harpooner's Strike
    Cost: Stamina
    Target: Enemy
    Maximum Range: 28 Meters (32 with Passive)
    Duration: 20 Seconds

    Launch a harpoon into the target, dealing X Physical Damage and linking them to you with a spectral chain. The chain is barbed and deals X Physical Damage to all enemies around the chain and between you and the initial target. This is the "sticky dot" of this skill tree. For maximum damage per cast the user is incentivized to be sure the tether does not break after casting.

    Reeling Strike (Morph)

    This morph has reduced range down to 22 Meters (26 with passive) as standard with all Pull abilities, but the initial hit pulls its target to the caster and snares them by 30% for 4 seconds. Both the initial hit and the DoT components deal execute damage, ramping up to deal up to 300% more damage against targets under 50% health.

    Brittle Bond (Morph)

    This morph of the skill is the same as the base skill, however once the skill expires or if the tether is broken early, the chain shatters dealing X Physical Damage in an AoE between the target and user, punishing purges or LoSing with a powerful burst. This is more so useful in PvP but maybe could also have some PvE uses.

    4) Vaulting Kick
    Cost: Stamina
    Target: Area
    Maximum Range: 15 Meters
    Area: 6 Meters

    Vault forward and deliver a powerful kick, dealing X Physical Damage to a target in your path and knocking them back 8 meters and stunning them for 2 seconds. You gain Minor Expedition for 8 seconds after landing. Casting again within 4 seconds costs 33% more Stamina.

    This skill is partially a movement skill like Mist Form and partially a knock back CC like Scatter Shot. It is a Blink/Teleport skill that can be cast without a target, but if a valid one is in the path of the user, they are knocked backwards. This Skill only hits a single target during the flying vault.

    Crushing Vault (Morph)

    This morph does not knock back a target while the user flies, but deals X Physical Damage to and knocks back all targets within an 8 Meter radius of the landing location, 4 meters back and stunning them for 2 seconds.

    Valiant Vault (Morph)

    This morph reduces the cost and increases the duration of Minor Expedition from 8 seconds to 15.

    Phalanx Form
    Cost: Stamina
    Target: Self
    Duration: 15 Seconds
    The user takes a defensive stance gaining a damage shield that lasts for 6 seconds, and granting themselves Minor Courage and Major Evasion for 15 seconds, increasing their Weapon and Spell Damage by 215 and reduces damage taken from Area of Effect attacks by 20%. Your typical Phalanx inspired skill, meant to have a healthy balance of both defense and offense.

    Immovable Phalanx (Morph)
    This morph also grants the user immunity to snares and immobilizations for 4 seconds, and removes those effects.

    Battleline Phalanx (Morph)
    In addition to the base skill's effects, this morph grants Minor Evasion to the users nearby allies for 15 seconds.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Passive Skills:

    Long Reach - Increase the range of light and heavy attacks by 2 meters with a spear equipped. Increase the range of Pike, Lunge, Glaive Cleave, and Harpooner's Strike by 4 meters.

    Stand Together - Increase your damage done and Reduce your damage taken by 6% when within 6 meters of an ally for 5 seconds. (Must have a Spear Equipped)

    Precision - Gain 4% critical chance, and an additional 1% for every 200 weapon and spell damage you have.

    Lancer - Reduce the Stamina cost of Spear abilities by 15%.

    Dragoon - Your Spear abilities ignore 2974 of your enemies physical resistance.
    Edited by ViggyBoi on 8 December 2024 16:49
  • Avran_Sylt
    Avran_Sylt
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    How would a rate of fire change affect gameplay given that skills have a global cooldown of 1 second? It could possibly affect light attack spam but that is hardly a viable way to do damage. Having the rate of fire affect skill global cooldown sounds like a balancing nightmare.

    I like the idea of having different types of shields that could affect how offensive/defensive your build turns out, like bucklers, heater shields, kite shields (smallest to largest).

    Rate of fire could dictate if a skill has cast-time and is interruptible (such as snipe), changing the way your rotation might come out, or be preferable for up-close bow PvP.

    Shortbow Heavy could be rapid shots instead of a single-draw.

    Multiple damage ticks can interact better with things such as the Draugrkin set that adds flat damage to everything, proc poisons more reliably, trigger % chance on hit sets more easily, perhaps have unique interactions with the sets that add flat damage to light and/or heavy attacks, which could be build crafted around basic attacks.
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