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A suggestion for Argonian passives:

Fizzlewizzle
Fizzlewizzle
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A suggestion for new Argonian Racial passives (with explanations).

Amphibious:
Current:
Increase swimming speed by 50% and when you drink a potion restore 2/5/8% max health, magicka and Stamina.
Suggestion:
Increase Swimming speed by 50%, Increase movement speed by 5/10/15%.

Argonian Resistance:
Current:
Increase max health by 2/4/6% and your poison and disease resistance by X.
Suggestion:
Increase Magicka and Stamina Regeneration by 2/4/6% and poison and disease resistance by X.

Quick to Mend:
Current:
Increase healing Received by 3/6/9%.
Suggestion:
When max health is below 90%, Increase Health regeneration by 10/20/30%.
When max health is below 60%, Increase Health regeneration by 20/40/60%
When max health is below 30%, Increase Health regeneration by 30/60/90%.


Amphibious:
Having a bonus that is tied to consumables is a pretty bad mechanic. Every other class has bonuses which are always available, yet argonians have one that has a 45 second cooldown (by default).
I went for Movement speed (allround movement, not just sprint), as it helps any class in most situations, be it offensive or defensive. Amphibious also has the meaning that something can use both land and water, and since they have a movement speed bonus in water, might as well give one on and.

Argonian Resistance.
Basically a small switch from Amphibious to Argonian Resistance. People like their resources, especially if they fill up without having to use potions.
I swapped Max health for Magicka and Stamina regeneration, as a decent amount of Magicka or Stamina will often keep you alive longer compared to a bit of raw hp.

Quick to Mend:
Removed healing Received for a more basic (though a bit more powerful than average) staged health regen bonus.
Not every class has decent healing skills (Templar is probably the only one), and having Low HoTs or situational heals won't become viable with a 9% increase.

The Staged health regen will increase the players survivability the less HP the player has, up to (almost) double the normal regeneration when they reach execute range. Although some people might debate the usefulness of Health regeneration, like most builds it depends on the build of the player.
(Simple example: you can reach over 3K magicka regen on a class and race without any magicka regen bonuses in full heavy armor.)
Edited by Fizzlewizzle on October 4, 2015 12:16PM
Mending-The-Wounded, Aldmeri Dominion, Templar.
  • Van_0S
    Van_0S
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    What is the point in repeating this thread about argonian passive. You know well zenimax cares [snip] about the argonians, might as well reroll to any other race.

    [Moderator Note: Edited per our rules on Cursing & Profanity]
    Edited by ZOS_Racheal on October 4, 2015 2:35PM
  • AshTal
    AshTal
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    One day the might improve them.
    Not too sure about your suggestions. I would make it
    1) healing received and given Argonian healers would get a double hit.
    2) in crease health bonus to be 9 not 6
    3) Scrap amphibious . Either 3 bonus to magic and stamina, damage reduction or maybe something new. But nothing needing a potion to activate
  • dodgehopper_ESO
    dodgehopper_ESO
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    I'm also a proponent of Argonians getting a variant of Stealthy, one which would not include the extra crit, but improve their detection range.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Gerardopg
    Gerardopg
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    Increase swim speed by, 50%,100%,200%
  • Evergnar
    Evergnar
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    Slither:
    When rooted or immobilized your argonians tail detaches allowing for a quick escape.
    This can occur once every 5 minutes.
  • Fizzlewizzle
    Fizzlewizzle
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    Gerardopg wrote: »
    Increase swim speed by, 50%,100%,200%
    Although i like the swim speed, 200% seems a bit much.
    If anything it could be 25/50/75% or 50/100/150%. First one seems most reasonable, even though you don't have much options to swim.
    I'm also a proponent of Argonians getting a variant of Stealthy, one which would not include the extra crit, but improve their detection range.
    I did think about a stealthy bonus, to add to the Amphibious passive, but since the all round movement speed buff should affect sneak speed and stacking up to many bonuses from the get-go could cause people to dump this suggestion as OP/ not worth considering, i didn't add it.

    I do love some changes when it comes to Argonians, so i prefer to stay humble and (hope to) see some changes than go all-out and see this topic be ignored (as well).
    AshTal wrote: »
    One day the might improve them.
    Not too sure about your suggestions. I would make it
    1) healing received and given Argonian healers would get a double hit.
    2) in crease health bonus to be 9 not 6
    3) Scrap amphibious . Either 3 bonus to magic and stamina, damage reduction or maybe something new. But nothing needing a potion to activate
    I wouldn't mind a double healing bonus, as the healer playstyle is my prefered playstyle.
    I did consider this, but i went for the Health regen because of 1) the old Skyrim bonus and 2) because a decent health regen seemed more "all round friendly" option.

    I'm not really a fan of max stat bonuses, as they contribute little to the actual playstyle and don't really give an insight into the characters "special abilities" (High elves ignored in this statement, as they are described as masters of magic).
    I prefer more bonuses for multiple play styles rather than the perfect tool for min-maxing a certain one.

    The two themes i went for in my suggestion were Mobility and Regeneration.
    Both can be used offensively and defensively, depending on your playstyle.
    Movement is quite important in Guerilla Tactics (the most common fighting style in argonian lore), and magicka and stamina regen because they have some aptitude with both magic and melee combat. Health regen is, as i said before, mostly based on hist skin.
    Edited by Fizzlewizzle on October 4, 2015 6:07PM
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • Enraged_Tiki_Torch
    Enraged_Tiki_Torch
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    Quick to Mend:
    Current:
    Increase healing Received by 3/6/9%.
    Suggestion:
    When max health is below 90%, Increase Health regeneration by 10/20/30%.
    When max health is below 60%, Increase Health regeneration by 20/40/60%
    When max health is below 30%, Increase Health regeneration by 30/60/90%.

    That would get OP real fast. Argonians definitely need love.

    My solution to Champion Point System here
  • UltimaJoe777
    UltimaJoe777
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    Amphibious:
    Current:
    Increase swimming speed by 50% and when you drink a potion restore 2/5/8% max health, magicka and Stamina.
    Suggestion:
    Increase Swimming speed by 50%, Increase movement speed by 5/10/15%.

    How does changing Potion effects to Movement Speed even make sense? I mean honestly the point of the passive for the most part is an increase to Swim Speed, hence the name. Sure one could argue Potion effects don't make sense either but like I said it's mainly for the Swim Speed. That's all I care about in that passive, at least.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Fizzlewizzle
    Fizzlewizzle
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    Amphibious:
    Current:
    Increase swimming speed by 50% and when you drink a potion restore 2/5/8% max health, magicka and Stamina.
    Suggestion:
    Increase Swimming speed by 50%, Increase movement speed by 5/10/15%.

    How does changing Potion effects to Movement Speed even make sense? I mean honestly the point of the passive for the most part is an increase to Swim Speed, hence the name. Sure one could argue Potion effects don't make sense either but like I said it's mainly for the Swim Speed. That's all I care about in that passive, at least.
    The change itself doesn't make much sense, but if you look at the meaning of the word "Amphibious" it might ring some bells.
    I also use it for nothing but the swim speed, as i don't really use pots (got over 300 of each VR15 pot already, and i don't do much stuff where i can earn them).
    Quick to Mend:
    Current:
    Increase healing Received by 3/6/9%.
    Suggestion:
    When max health is below 90%, Increase Health regeneration by 10/20/30%.
    When max health is below 60%, Increase Health regeneration by 20/40/60%
    When max health is below 30%, Increase Health regeneration by 30/60/90%.

    That would get OP real fast. Argonians definitely need love.
    I don't really see how it could be OP. Only someone who stacks Health regen could get a lot out of it, but that would just make them a Tank (without much offense).


    Maybe a second suggestion (based on some of the reactions):
    Amphibious:
    Current:
    Increase swimming speed by 50% and when you drink a potion restore 2/5/8% max health, magicka and Stamina.
    Suggestion:
    Increase Swimming speed by 50/100/150%, Decrease Sneak rsadius by 1/2/3M and increase detection radius by 5/10/15M.

    Argonian Resistance:
    Current:
    Increase max health by 2/4/6% and your poison and disease resistance by X.
    Suggestion:
    Increase poison and disease resistance by X.
    When Rooted or Immobilized, auto-break CC and gain a 20/40/60% movement speed bonus for 5 seconds (5/4/3 minute cooldown).

    Quick to Mend:
    Current:
    Increase healing Received by 3/6/9%.
    Suggestion:
    Increase healing done and healing received by 3/6/9%.
    Edited by Fizzlewizzle on October 5, 2015 1:04PM
    Mending-The-Wounded, Aldmeri Dominion, Templar.
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