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Making hybrid builds viable: 1 handed skill line/focus item or glove

xellink
xellink
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This is not another i want 1 handed skill line thread.

This is a proposal to use 1-handed skill line for balance purposes (end of the post) as well as reviving hybrid builds. It is not the means to an end but a step in the right direction. This idea also brings back many skills and mechanics in previous games (and also the trailer) which have not been utilised in the current game. I am proposing a middle ground skill line. Everyone is shafted one side or the other which has killed build diversity. One-handed weapon animations are already in the game. If needed, a focus item can be worn as an off-hand can be given to those who complain that players are not doing anything with the other hand. Alternatively, an invisible focus or a magic glove can be worn as a weapon for those who want to make their characters look skyrim-esque.

A one-handed skill line is in line with ES lore and allows balance of hybrid builds based on ideas a few other games have used. I am proposing a mix of Magicka skills.

Skill proposals

1. Wizard rend (Stamina, based on wizard rend, arena morrowind and daggerfall)

1st skill, Melee attack, transfers enemy magicka to user. Stamina is used for too many basic things, blocking, rolling etc and a lot of passives directly benefit or affect it, draining stamina would be overpowered, such as energy leech in older es games. Draining magicka would add a new metagame. Morph, small chance of stun, as per previous ES games. Also, melee attacks already regain stamina.

2. Conjure Element (Magicka)

Adds elemental damage to your weapon's light and heavy attacks. This element will be the same element as the focus item/glove and will scale to your magicka. Morph can either inflict a condition or affect party members. (I think dunmers will benefit from conjure fire). Affecting party members allows taking advantage of enemy elemental weaknesses especially in PVE. Heavy attacks deal more damage than light attacks.

3. Elemental shield (Magicka) (based on previous games)

A shield that decreases damage from elements, starts off as only defending against one element, morphs into a more powerful version of one element with aoe effect (vampires/vampire groups will likely pick this), or morphs into a universal shield that provides a smaller bonus but against all elements.

4. Riposte (Stamina)

Defense skill/CC skill of some sort. While active, any melee skill/attack is blocked and physical damage is dealt to target. some CC/healing effects can be included in the morphs

5. Call to arms (stamina, based on skyrim)

A hybrid buff skill. A skill that gives a small boost to both spell power and weapon damage. Morph to affect allies vs self: stronger version. Increased power for potions when slotted (argonians may choose to use this).

Passives:
1. Spellsword (class in previous games): With a 1 hand weapon and focus equipped, Medium armor increases magicka, light armor increases stamina, Heavy armor provides a smaller increase to both.
2. Spell burst: PBAOE passive skill that triggers on bring hit.
3. Conservation: Decreases cost of both magicka and stamina skills
4. Fighting Stance (similarly named skill in skyrim): Heavy attacks deal more damage. Few people use heavy attacks, this will tie in well with conjure element.
5. For balance purposes, can be flexible.

Other notes/considerations:
1. No gap closer is required as it is assumed the player can use class ranged spells. By the time player runs out of mana, Melee attack can be used to regain magicka.
2. Fire has too much utility in the current metagame and some players, especially vampires would specifically defend against fire. Elemental resistance in this skill line adds more build diversity.
3. Dunmers should have an alternative class to select instead of dragonknight to make use of their passives, using elements as part of the skill line is logical.
4. Note that hybrid builds always have less spellpower than other classes. This skill line provides a little more power, uses some synergistic skills, and allow for longer sustain, using both magicka and stamina as resources.
5. A PBAOE magicka skill can be considered but this would be a repeat of what is available in the destruction staff line.
6. Names of most skills and mechanics are based on previous games where possible.
7. When not in melee range, support skills are provided by the skill line as described above. Ranged spells not provided as every class already has class skills to draw inspiration from. Also, we don't want to duplicate the destruction staff skill line.

Balance
I have selected certain areas of the game this skill will affect to improve balance, for example against vampires or for vampires.
a) The skills proposed allows for increased resistance against fire as well as damage against fire. Both numbers can be adjusted until vampirism is balanced.
b) Skills are unique to the weapon itself, certain effects like elemental shield should remain after switching weapon. Conjure element should not remain however (after all you are enchanting the weapon itself).
c) Argonians are given the short end of the stick. One skill in this line manipulates potion use, whilst it is available to all classes, this stacks with the bonus Argonians have and the short window for potion effects allows for hit and run tactics.

Discuss...
  • Artjuh90
    Artjuh90
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    draining magicka is OP vs NB just leave it here :D
  • xellink
    xellink
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    Artjuh90 wrote: »
    draining magicka is OP vs NB just leave it here :D

    Also consider the fact that you can only disable one magicka target at a time and dish out lower powered spells at the price of sustainability, support and skill diversity. Also, its a melee skill, there are no gap closers.. Unless the player approaches you, you should not be able to reach the player unless you waste another skill slot.

    Imagine spamming ransack, The effect is similar, except it drains a small amount of magicka and small chance to stun. Gap closers are more powerful, considering the root and the 1h+s version also offers a stun.

    The melee attack i am proposing is not a very powerful skill. The power of the skill can be adjusted and allows for balancing against magicka builds.
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