Crossbows
- single-target (mostly), stamina oriented weapon
- longer range than bow (on weapon attacks and actual "shooting" skills)
- incapable of light attacks
- instant heavy attack, followed by period of reloading (length equal to heavy attack charging of other weapons, movement speed slowed by 40% for the duration)
- cannot use Crossbow skills while reloading. Also using Crossbow skills that shoot projectiles (Heavy Bolt, Elemental Bolt) triggers reloading and therefore cannot be followed by weapon attack
- playstyle is inversed to other weapons - where you charged attack and then used class skills - with Xbow you'll want to do it in reverse order
- crossbows can only be enchanted with damage dealing enchants, also heavily relies on enchant type and strength. Crossbows without enchants (or with depleted enchant) are SEVERELY gimped.
1. Heavy Bolt
- 35m range, instant, 35 stamina
- Deals 14 (+ weapon damage as physical) Physical Damage to the enemy. Target takes an additional 4 Bleed damage over 2 seconds.
Morph1:
- Shrapnel
- Bleed damage strength is doubled. Interrupts casting. Successful interrupts stun the target and put it off-balance for 3 seconds.
Morph2:
- Penetrating Bolt
- Initial damage increased by 20%, target no longer bleeds. If the target is blocking, Penetrating Bolt stuns the target for 1 second, puts it off-balance and decreases their armor by 15% for 6 seconds.
2. Elemental Bolt
- 35m range, instant, 56 stamina
- Deals 14 damage (element based on crossbow enchant) (+ weapon damage as physical) to primary targets and 50% reduced damage to targets within 2m radius of main target.
- Additional elemental effects (does not work when enchant is depleted):
Fire - Stuns for 2 seconds
Frost - Roots for 4 seconds
Shock - Disorients and puts off-balance for 3 seconds
Unresistable - Deals double damage to Daedra, Undead (including vampires) and Werewolves
Absorb Magicka - Regenerates 2% max magicka per target hit
Absorb Stamina - Regenerates 2% max stamina per target hit
Absorb Health - Regenerates 2% max health per target hit.
Morph1:
- Heavy Elemental Bolt
- Increases damage secondary targets take to 75%.
Morph2:
- Light Elemental Bolt
- Decreases stamina cost by 15%.
3. Enchanted Bolts
- toggle (no cost, having it active depletes weapon enchant faster)
- weapon hits always apply enchant effect.
Morph1:
- Sharpened Bolts
- weapon hits also ignore 20% armor.
Morph2:
- Unstable Bolts
- enchant damage is applied in 2m radius of main target
4. Stock Bash
- instant, 70 stamina, 7m range
- Deals 10 physical damage to the enemy, stuns and puts them off-balance for 3 seconds.
Morph1:
- Evasive Bash
- also performs roll dodge to the back after hitting the enemy.
Morph2:
- Stock Swing
- No longer puts off-balance, but stuns all nearby enemies for 3 seconds.
5. Payload
- buff, 40 stamina, self
- next weapon attack deals 100% more damage.
Morph1:
- Lethal Armaments
- passively increases weapon damage by 10%.
Morph2:
- Heavy Payload
- next weapon attack also knocks target down and puts it off-balance for 4 seconds.
Passives:
1. Fleet Footed
- Decreases the movement speed penalty of reloading to 20/0%.
2. Expert Crossbowman
- Converts Attack Speed into Reloading Speed. Also, reloading takes 5/10% shorter.
3. Machinery
- Crossbow feats cost 10/20% less stamina
4. Point Blank
- close targets take up to 7/15% more damage.
5. Soul Harvest
- kills by Crossbow abilities have 5/10% chance to refill Crossbow enchantment by 25%.
[ADDITIONAL NOTES]
[costs and damage adjusted as WOULD be seen on lvl 1, but rank IV of ability]
[2nd and 4th ability would be probably better off swapped, aka CC is needed sooner than AoE.. but since good half of possible Elemental effects will cause CC anyway, it doesn't matter]
Edited by ArRashid on 4 May 2014 16:46