TheShadowScout wrote: »Dragonknight
- Berserker/Gladiator (offensive self buffs & warcries; color: red/orange)
- Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
- Warlord (defensive group buffs, AoE standards, color: purple/gold)
Nightblade
- Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
- Monk (melee support & assorted “matrial arts” magic; color: blue/purple)
- Ranger (animal summoning and nature magic; color: brown/green)
Sorceror
- Cryomancer (ice magic, color: white/clear - NPC cryomancer)
- Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
- Spellsword (melee support & buff magic; color: yellow/orange)
Templar
- Druid/Shaman (nature magic, totems, animal summons; color: green/brown)
- Paladin (melee support and aura-style buff magic; color: white/gold)
- Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)
ThiefCrossbow in left hand + one handed weapon in right hand
I've noticed that the Silver Bolts skill has a pretty nice model and animation, it would be a shame not to put it to better use than it is currently. Not to mention that for some reason, using Silver Bolts currently hides ALL your weapons, despite using only left hand for shooting. That's something that irritates me while I'm playing my gimped NB, who I intentionally play with 1 sword only, for fun.
This weapon class would focus on not being hit, and instead, crippling opponent. Has an combination of melee and ranged weapon skills, supporting hit&run tactics.
Skills:
1: Diagonal
- diagonal slash with right hand weapon, dealing average instant damage.
morph1: stuns and puts enemy off balance if you hit him while casting
morph2: adds short but strong bleeding DoT
2: Crippling Shot
- shoots a bolt for average instant damage, reducing enemy movement speed by 70% for 5 seconds.
morph1: aims for the knee, rooting the enemy instead for 5 seconds
morph2: aims for vital organs. Instead of reduced movement speed deals greater damage and a DoT
3: Riposte
- passive: blocking enemy attack increases your weapon damage by 15% for 5 seconds (refreshes, does not stack)
- active: pierces through an enemy. Deals full average damage, ignoring block
morph1: if the enemy was blocking, stuns and puts target off balance for 3 seconds
morph2: bashing the enemy also procs passive
4: Low Kick
- full circle spin that deals high damage (SPLIT among targets hit) average damage and knocks down all targets
morph1: uses main hand weapon instead of leg, dealing full damage to all targets
morph2: grants invulnerability (same as roll dodge has) for the full duration of animation
5: Headshot
- shoots bolt aiming for the head, dealing high damage. Has 1.2s cast time.
morph1: damage done is increased by up to 300%, inversely proportional to enemy HP percentage.
morph2: guaranteed critical hit when attacking from behind/stealth/sneak
passives:
- 5/10% bonus stamina regeneration
- 10/20% stamina cost reduction for weapon skills
- for 5 seconds after blocking an attack, movement speed is increased by 30%
- 5/10% increased critical chance
- reduces roll dodge cost by 20/40%
LancerSpear in one hand
Technically, spears are one handed weapons and were generally used together with shields, be it mounted combat or foot troops. I have nothing against using spear+shield, but that belongs technically to 1handed+shield, which means there would be no change there. Using ONLY spear has it's obvious downsides (lack of close-range countermeasures other than swinging around with spear's handle), but such lancer has far greater agility, mobility and precision in attacks than one clad in heavy armor with a shield.
Well, to be honest, this comes close to 2handed weapon, as most animations will probably grip spear with both hands.
Since CC immunity is implemented, there's no reason why not to use some more powerful effects just out of fear that it would be OP... behold the ultimate stamina AoE madness!
1: Snake Bite
- two slashes, one diagonal and one horizontal, dealing average damage to enemies in the frontal cone with each slash
morph1: deals double damage if the enemy is alone
morph2: also adds short but powerful poison DoT
2: Glorious Charge
- lunges forward with the spear, traveling up to 25m and dealing high damage.
morph1: target is knocked down for 3 seconds
morph2: inflicts short but powerful bleed and slows enemy movement by 70% for 4 seconds.
3: Whirling Steel
- using both hands swings the spear in a circle around character's body, dealing average damage to all nearby (about 6m player centered AoE) targets
morph1: also deals bonus damage to casting targets, interrupts, stuns and puts them off balance
morph2: adds a knockback and a short knockdown to all enemies in range
4: Lancer Stance
- toggle: trades 20% weapon damage for 35% dodge chance.
morph1: dodging enemy's attack increases your next attack's damage (DoT ticks do not count) to normal amount (= makes you ignore that 20% wd debuff for next attack)
morph2: also reduces spell damage by 20%, but dodge chance is increased to 45%
5: Steel Storm
- channeled. Alternates between slashes and stabs in a frontal cone, dealing high damage with each tick.
morph1: deals 50% more damage if it's only hitting one target
morph2: reflects maximum of 1 spell per second that are cast from frontal cone while channeling
passives:
- area of effect weapon skills are 5/10% stronger
- weapon skills cost 10/20% less stamina
- melee range is increased by 2/4m
- roll dodge travels 2/4m farther away
- critical strikes with physical abilities has a 20/40% chance to leave a DoT
FencerRapier (a very light sword with slender blade, often sharpened only along one endge and a point)
Ultimate swordsman is here! Main objectives: 1) never get hit yourself, 2) hit everything that's moving! One word: fast! Fencer is a polar opposite of Lancer, posessing no area of effect abilities at all, instead excels at locking down and finishing a single enemy at a time, not giving him much chances to fight back.
1: Double Slash
- slashes diaginally from bottom up and back down (it's a bit more complicated motion since it only has one sharp edge and fencer has to twist his hand a bit), dealing 2x moderate damage. Critical damage is increased by 20%.
morph1: deals up to 300% increased damage, inversely proportional to remaining HP of the enemy
morph2: stuns casting enemy and puts him off balance
2: Wild Dash
- increases weapon damage by 20% and movement speed by 40% for 10 seconds
morph1: reduces movement speed buff to 25%, but it stays active at all time while the ability is slotted
morph2: each critical strike adds 2 seconds to the buff duration
3: Exploit
- deals average damage. If used within 2 seconds after blocking an attack, damage is doubled.
morph1: also taunts target for 5 seconds (pseudo offtank? why not?)
morph2: attacking from behind deals 25% increased damage (so it may be somewhat useful even outside soloing)
4: Fencing Mastery
- toggle: while active, light attack animation is twice as fast and apply the same effect as blocking for a short while (realistically parrying - furiously mashing left mouse button negates attacks the same as holding right button would), but light attacks deal 50% less damage (same dps, as animation is twice as fast).
morph1: also deflects single target spells from frontal cone
morph2: also adds 40% dodge chance for the duration of charging a heavy attack
5: Flash
- extremely fast stab through the enemy, dealing high damage and stunning it for 3 seconds.
morph1: changes 3s stun to 15s disorient
morph2: Also adds short but powerful bleeding DoT
passives:
- increases attack speed by 10/20%.
- reduces weapon skill stamina costs by 10/20%
- weapon skills and and attacks ignore 10/20% armor
- reduces cost of roll dodge and blocking by 10/20%.
- increases dodge chance by 5/10% and amount blocked by 10/20%.
☆ Unarmed Combat
☆ Heromofo's Idea
Come on who does not enjoy bashing some skulls in with their fists.
Now imagine a new weapon skill line based on just this called Unarmed.
Now i am just going to post an example and not go to far into detail just an example.
As stjobe pointed out to overcome the enchanting problem just offer it as different hand wraps and gloves.
I will list a possible ultimate because i believe all weapon lines should have an ultimate ability and with luck soon they will.
Ultimate Ability
Lighting Speed: Both movement speed and attack speed are increased by x amount for x amount of time.
Morphs
Triple Thunder: Further increases the effects by x amount.
Ever Lasting Speed: Increases the duration by x amount.
Abilities
Ability 1
Fists of fury: line a target up for a multiple strike combo each hit also stuns the target.
Morphs
Flying Palm Strikes: The target is now stunned even longer.
Heavy handed: Each attack has a chance to cause damage over time.
Ability 2
Flying Kick: launch at the target dealing massive amounts of damage and knocking them back.
Morphs
Powered Kick: Deals more damage and increases the knock back effect.
Saving Charge: The move can now be used on allies lunging at them taking all attacks for them at a reduced amount for x amount of seconds.
Ability 3
Focused Power: As engery builds your attacks get stronger and stronger for x amount of time:
Morphs
Critical Surge: Each attack Increases the chance your next hit will critical.
Slow Release: Increases the duration.
Ability 4
Headbutt: A quick attack that stuns your target for x amount of time.
Morphs
Lingering Effect: Stuns lasts longer and after the stun finishes the target is slowed for x amount of time.
Power Up: Increases the damage and increases the chance your next attack will critically hit by x amount.
Ability 5
Dizzy Punch: Launches a powerful fist attack at the stomach area causing the target to stagger.
Morphs
Tornado Punch: Hurls the target backwards and the target cannot cast spells for x amount of time.
Reaping Blow: gives x amount of the damage afflicted as health.
Then just add some passives zos.
☆ @stjobe Idea
Having an Unarmed Skill tree would make things so much easier, even more fun, and perhaps even viable at later levels!
Here's what such an Unarmed skill tree could look like:
Active Abilities
A2: Kick. A kick attack doing X physical damage
A4: Flurry. A flurry of six punches doing X physical damage
A14: Sweep. You sweep the legs of your opponent, knocking them down for X seconds
A20: Flying kick. You jump to and kick an enemy up to 22 m away
A38: Focus. Your unarmed attacks do X/Y more damage for Z seconds
Passive Abilities
P5: Fists of Steel. Increases damage when unarmed by X/Y
P10: Rigourous Training. Reduces the cost of unarmed abilities by X/Y
P17: Lightning Reflexes. Increases dodge chance when unarmed by X/Y
P30: Conditioning. Decreases damage taken by X/Y
P41: Deflect Arrows. Blocks X/Y damage from projectiles
As for missing out on weapon enchants I see two possible solutions:
1. Either make the unarmed abilities inherently better than weapon attacks to make up the difference,
2. or (preferably) have unarmed "weapons" e.g. hand wraps that you can enchant.
Needless to say, I'm all for an Unarmed skill tree being added.
tinythinker wrote: »Background
This is something that I thought about when I started playing during beta testing. I recall there was something vaguely similar posted on these forums early on after the game's release. The discussions of upcoming features from The Future of ESO panel at QuakeCon 2014 provoked new thoughts about a pair of mutually exclusive Devotion skills line that I will share here. But first, here is what I submitted as a suggestion during beta for context. Feel free to skip below this to see where it leads:I've always found the cultural elements to be an intriguing part of the background and atmosphere of Tamriel, especially the religious aspects. But these aren't typically explored as deeply as other elements. For example, while it is common to have single quests/rewards for Daedric Princes in single player Elder Scrolls games, and limited numbers of quests for some of the Aedric powers, devotion doesn't really play into character creation/development and broader interactions with specific individuals or categories of NPCs. None of these though are as deep as the "guild" quest lines, and they have little effect other than gaining certain quest items or the odd active effect. It would be interesting to be able to explore more of these kinds of cultural elements/factions and have increased standing with one official/named or unofficial faction hurt you with another. This was seen to a small degree in Skyrim when possessing Daedric artifacts caused problems with the Vigilantes of Stendarr.
A way to incorporate it into ESO game play and character development would be to have such activities open up additional skill lines which would be mutually exclusive depending on which path you take, such as choosing to either serve the Aedra or the Daedra. Basically this involves limiting character options by choosing one option and the expense of others in a way that is more concrete, consequential, and immersive in the game world. Not only because those two skill lines are mutually exclusive, but because limited skills points per character would make choosing to serve particular powers costly. Perhaps there might even be items particular to each power that give special abilities or attributes that can only be used by those who have chosen to serve one set of powers or another and have progressed sufficiently in the skill line (different bonuses/abilities tacked on the skill line attributes that reflect the flavor of a particular power?). Players who want to have a fuller experience can play through again and pursue different options, just like they might do in order to explore each Alliance or to become a master crafter in a particular discipline.
Notice that at the time I was new to ESO and as I had never made it beyond level the mid-teens with my beta characters, so I had no idea that you would in fact play through each alliance with the same character. But I still think the basic idea for a Devotional skill line would be fun and add some depth to character customization.
How It Might Work
Technically, you can say the Templars are already servants of the Aedra, but so what? Nighblades will eventually see a Thieve's Guild and the Dark Brotherhood. Sorcerers already have the Mages Guild and Dragonknights the Fighters Guild. Having a religious flavored skill line that any class can join doesn't seem unreasonable.
After sharing my additional thoughts, I'd be interested to see how other players might want to set up such a skill line. So here goes an off-the-top-of-my-head sketch:
Aedric Champion
"Aedric Champions have devoted themselves to serving the Eight by upholding their virtues and defending Nirn from the corrupting influence of Daedric assaults and mortal perversion. They are chosen by the Divines for their commitment to dispelling the fear, violence, and indifference to justice plaguing the citizens of Tamriel. Favor with the Eight increases with alms, defending the weak, and completing tasks appointed by the Voices of the Divines."
There are already random opportunities to give to the poor (for an achievement called Golden Palms) as well as places where bandits are threatening travelers. These would be examples of dispelling fear, violence, and indifference to justice. Other opportunities along these lines could be added as well. With the advent of the justice system, for example, bringing criminals to justice would also add to the relevant experience gains for the skill line.
However, like the NPC Guilds, Vampirism, and Lycanthropy, there would need to first be a specific triggering event or some starter quest. Also, additional quests offered by the Voices (ephemeral presences that appear at Aedric Temples and Shrines) would be key for really advancing in the skill lines.
As suggested in my early thoughts, some of these quests could lead to objects associated with a particular Divine, and the object itself would have unique uses fitting that Divine's portfolio. It would be fun if each object -- let's call it a focus -- fit in with one or two of the passive abilities (as yet to be thought up) of the skill line, but that might be too complicated.
To show how it might work, let's use Zenithar, patron of wealth, labor, commerce, and communication. Let's say that his focus granted a boon to prices for items bought and sold (better than enchantment glyphs), and perhaps also to how many items you can carry. A passive for this skill line might increase the focus effect by some percentage.
Even better, to me at least, would be to take that previous example and turn it into a permanent effect called a Blessing that shows up on your character sheet screen. The focus would still be a special item that would grant some utility or ability, but that use or power would be more about affecting active changes in the world rather than simply benefiting the character. In this scheme, the one or two amplifying passives mentioned above would work to amplify the Blessing or to allow additional Blessings, up to a maximum of say three or so. That is, you could have active Blessings from more than one Divine.
Either way, whether its a Focus or a Blessing and Focus, the remaining passives would be associated with any active ability/abilities in the skill line.
All of this would requires lots of investment on the part of the player, as with other skill lines, so that not just anyone is going to be walking around with (multiple) Blessings of the Eight. And a focus might need to be activated or charged by some kind of appropriate activity. In the case of Zenithar, perhaps such activity would involve giving up some your hard earned gold coin.
Oh, and, committing crimes, especially murder in the justice system that is being developed, would actually cause you to have some or all blessings to be suspended and advancement in this skill line to be frozen until penance was made.
So if you steal someone's sweet role, getting a blessing from a priest at a temple in a city or town and making a small monetary donation would be adequate. For somewhat more serious offenses, a minor quest to some remote shrine, gathering certain objects to burn at the shrine, and then earning some points for doing good (again, alms to the poor, rescuing travelers, etc) would be sufficient. For murder and extreme blasphemy, a major quest (with multiple parts/sub-quests) and sacrificing very hard to find/valuable items would be required.
(There is no official order of Crusaders implied here, such as the Knights of the Nine, a group founded in the Third Era, or the Vigilants of Stendarr, who appeared in the Fourth Era. If a group affiliation were desired, the Abbey of the Eight and its Knights, located in southwestern Cyrodiil during the time of Molag Bal's invasion of Nirn, might be a suitable starting point.)
Daedric Servant
"Daedric Servants have devoted themselves to exploring the power and potential offered by Daedric Princes by pursuing the unconventional perspectives and secret paths of Oblivion. They prove themselves worthy by demonstrating their commitment to seeking the freedom to circumvent or overturn the arbitrary restrictions and false limitations that bind mortals to a mundane and ineffectual existence. Favor with the Daedric Princes is curried by showing strength of will, acting on a consuming passion for transformation, and completing tasks appointed by the Whispers of the Oblivion."
Essentially, this follows a similar structure in terms of Blessings, Foci, and so on already described for the Aedric Champions. For example, the focus for Mephala might require the murder of NPCs, putting those who would serve her at odds with the enforcers of the game's upcoming justice system.
Clarifications
A few things to make clear:
- Yes, Templars are supposed to serve the Aedra, and yes, they could choose instead to turn to the Daedra in this system. While Templars may choose to be Aedric Champions, this is optional, just as Nightblades may opt out of joining the Dark Brotherhood (when it shows up) or Sorcerers may opt out of being part of the Mages Guild.
- Yes, the majority of city-dwelling Dunmer follow what they believe to be the true manifestations of their God-ancestors in the form of the Tribunal, but not all dark elves agree with this practice. Ashlanders, for example, still follow Azura, Boethiah, and Mephala.
- Yes, Vampires were created by Molag Bal and Werewolves by Hircine, but that doesn't mean all such creatures venerate or choose to serve those Princes.
- No, it isn't assumed that "Aedra = Good" and "Daedra = Evil". The descriptions of each choice for the Devotion skill line, whether going with Aedra or Daedra, allow for the complexity of each group of beings while emphasizing similarities in their character. One could choose, for example, a devotion to Meridia, to Azura, or possibly both (see the sample suggestion for a passive related to this), and still see oneself as doing good in the world and fighting against evil.
Anyway, this is just the start of an idea. Obviously the abilities of the skill lines proposed here are more or less blank, but it's the larger logic/framework of the skill line that was of initial interest. Suitable abilities can be added in to fit the themes.
Hello fellow TES Lore-mongers! I came across The Guilds Act recently and would like to discuss how it could benefit ESO.
In the book History of the Fighters Guild, First Edition we find the following:
"n the 321st year of the 2nd Era, the Potentate gave his approval to the Guilds Act..." which sanctioned the following guilds:
- Mages
- Tinkers
- Cobblers
- Prostitutes
- Scribes
- Architects
- Brewers
- Vintners
- Weavers
- Ratcatchers
- Furriers
- Cooks
- Astrologers
- Healers
- Tailors
- Minstrals
- Barristers
- The Syffim (Soldiers aka Fighters)
http://www.imperial-library.info/content/history-fighters-guild-first-edition
We have 18 different guilds here and 16 that do not yet exist in the world of ESO, but could since ESO takes place a few hundred years after the Guilds act was written. While I don't expect these to have the same presence as the Mages and Fighters Guilds I think they could be introduced as time marches on. For example, The Minstral Guild could be introduced with the Bard's College in Solitude. The Prostitute's Guild could very well be similar to the Minstral Guild and provide similar support style buffs. Not having combat-guild skills but could offer social buffs and a passive Guild Skill of "Beguile" which would act like intimidate and persuade.
Many of these guilds are for crafting professions so it might not make sense for them to have their own guild-skill-tree. I am not sure what a weaver could do in combat. These guilds could, however, be a vehicle with which ZOS could create a more dynamic player-driven economy.
Do you have any thoughts on how some of these guilds could be implemented in game? Should they all be joinable by the player with accompanying storylines and skill trees?
....
Yea, unfortunately @JamilaRaj, when a game needs to be monetized (B2P/F2P) the only way to do so effectively includes methods that seem "unfair".
If you want to allow players to grow and advance... those that pay will grow and advance. Add into this the fact that with the Elder Scrolls fan-base comes an additional concern for lore-appropriateness. If ZOS stays lore-appropriate and they do not include any items, DLC, etc. that give a paying player the advantage over the non-paying player then what are they left with?
Yea, unfortunately @JamilaRaj, when a game needs to be monetized (B2P/F2P) the only way to do so effectively includes methods that seem "unfair".
Indeed, that is why this business model is inherently unethical and has to go.If you want to allow players to grow and advance... those that pay will grow and advance. Add into this the fact that with the Elder Scrolls fan-base comes an additional concern for lore-appropriateness. If ZOS stays lore-appropriate and they do not include any items, DLC, etc. that give a paying player the advantage over the non-paying player then what are they left with?
Fun?
Yea, unfortunately @JamilaRaj, when a game needs to be monetized (B2P/F2P) the only way to do so effectively includes methods that seem "unfair".
Indeed, that is why this business model is inherently unethical and has to go.If you want to allow players to grow and advance... those that pay will grow and advance. Add into this the fact that with the Elder Scrolls fan-base comes an additional concern for lore-appropriateness. If ZOS stays lore-appropriate and they do not include any items, DLC, etc. that give a paying player the advantage over the non-paying player then what are they left with?
Fun?
Lol. How do you monetize fun?