Class Morph Idea

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  • TheShadowScout
    TheShadowScout
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    Wheres the assassin?
    "Assassination" is already the name of one of the skill lines, so it would be suboptimal to use it once again for my idea... but, if you were to take a closer look at the "monk", you may notice I borrowed some ideas for that one from ninja clichees which would make that one perfect for "assassin" type characters... ;)
    Lenikus wrote: »
    Your suggestions imply builds will be more "Specific" to a single role.

    That goes precisely against Elder Scrolls Online "Play your way" slogan...
    You mean... like, say, templars being "more specific for healing", or nightblades "more specific for stealth"? ;)
    The point is, I tried to avoid having a "DPS/tank/healer" setup to make each morph idea useful for a wider range. There may be lots of way my concept could be improved in detail - much of it was just a little soething I threw together after all, I am sure there are many more possibilities, some of which would certainly be better...

    I did try to have at least one morph useful for stamina and one for magica setup, with the third option one that can be useful for both, I also tried to loosely follow existing guidelines, both from NPCs and what the classes already have... thus "illusionist" for magica nightblades (the shade summoning is pretty illusionary IMO), or the "shaman" for templars since I thought nature magic would mesh best with their healing skills... (for example, spriggans have both nature-attacks and a selfheal...) or the cryomancer & necromancer NPCs in an "players wanna do it too" kind of way...
    A lot of the notions guiding my ideas did indeed come from "classic" character examples, one way or another. Be it the animal-friend ranger from D&D, be it the necromancer people have been asking for pretty much since launch, or the spanish inquisition (Yes, I know... noone expected that... ;) )

    But the main point for my idea is to add new options, allow people to diversify their characters... and make it more interesting through the "pick one outta three" thing; as well as "add new classes" in a way that everyone can refit to their characters, no matter if they have been playing since launch, or just finished the mainstory for the very first time...
  • ParaNostram
    ParaNostram
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    Wonderful thread, a shame it'll never become more than a fantasy.
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • Dracan_Fontom
    Dracan_Fontom
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    Imo some of these ideas would better fit on different claases. E.g. Monk would better suit the templar, the witch hunter/ shaman on nigthblade.
  • Zardayne
    Zardayne
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    Lenikus wrote: »
    Your suggestions imply builds will be more "Specific" to a single role.

    That goes precisely against Elder Scrolls Online "Play your way" slogan.
    Won't happen.
    period.

    They removed the "play your way" when they removed the soft caps...
  • Burning_Talons
    Burning_Talons
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    Nah fam, I want coldharbour flames on my DKs
  • Diozaels
    Diozaels
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    I would love these upgrades! Unfortunately between lag, frame rates, cheating, class imbalance, and new expansions every few months... I can't see this really happening.
  • Mettaricana
    Mettaricana
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    I'd say give each class all its previous scrapped or reworked morphs back like with dks inferno etc let us get the burn aura back aswell as keep the floating turret version on top of the two other morphs we have now. And do this with everything same with sorcs surge give us the flat rate + the reverted two morphs. This alone would give a huge skill choice opener. And if a morph is tweaked by zos it doesn't ruin an entire class.
  • ParaNostram
    ParaNostram
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    I like it!
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • Axoinus
    Axoinus
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    Ok. Sounds good.

    Need ETA.

    Thanks
  • DragonBound
    DragonBound
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    I have been positing the basic notion for quite a while now... over and over again... and so I thought it maybe was about time I put some more work into this, make a basic concept and post this for discussion... to show people what I am thinking about when I repost the idea, and maybe get some (hopefully not too negative) feedback...

    Anyways, here it goes (please don't hurt me ;) ):

    Personally I would think the best way to add more "classes" is to give each class, say, three different "class morphs", each with its own new skill/passives line. Perhaps becoming available after completing cadwells silver/gold... to reward people who do play through that – which incidentally would also give people the whole of cadwells gold to focus on making this new skill line… (a "reward" for finishing cadwells gold might be some alliance change quest, but that is another topic, to be discussed elsewhere…)
    Some possibilities:


    Dragonknight

    Gladiator (offensive self buffs & warcries; color: red/orange)
    Spoiler
    Skills:
    • Backhand Strike (physical strike with offhand for additional disorient, stamina skill)
    - Morph1: Backhand Bash (+ increased physical damage)
    - Morph2: Backhand Slap (+ taunt)
    • Challenge (taunt & target does less damage against all other enemies/duration)
    - Morph1: Intimidating Challenge (target does less damage against everyone)
    - Morph2: Mocking Challenge (+affects nearby targets, max 3)
    • Battle Cry (self-only weapon damage buff)
    - Morph1: War Cry (+ stamina regeneration buff)
    - Morph2: Battle Wail (+ fear AoE for short duration)
    • Endurance (increase physical resistance & health recovery, stamina skill)
    - Morph1: Enduring Rage (+ increased light/heavy attack speed & stamina recovery)
    - Morph2: Enduring Spirit (+ increase spell resistance and cleanse debuff, magica morph)
    • Empowered Shout (cone AoE damage & disorient)
    - Morph1: Thunderous Shout (+knockback)
    - Morph2: Empowered Scream (more channeled damage, disorient when channel ends/interrupts)

    Ultimate: Blood Rage (increase attack damage and good heal/time)
    - Morph1: Blood Frenzy (+ increased movement speed)
    - Morph2: Berzerk Rage (+ increased resistance)

    Passives:
    • Tough-minded: increased spell resistance
    • Arena Champion: reduce cost of gladiator abilities
    • Battle Rage: gain stamina for every enemy killed
    • Painbringer: gain ultimate when damaged

    Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
    Spoiler
    Skills:
    • Fireball (basic flame attack, + small burn DoT)
    - Morph1: Explosive Fireball (+ explodes on impact, AoE to nearby targets)
    - Morph2: Burning Fireball (+ higher and longer lasting DoT)
    • Fiery Blasts (two big balls of fire doing random ground AoE; like NPC pyromancers use)
    - Morph1: Fiery Bombardment (3 fireballs)
    - Morph2: Blazing Blasts (bigger AoEs)
    • Flame Shield (damage shield, does low burn damage if struck by melee)
    - Morph1: Inferno Shield (+ burn damage AoE around shield on cast)
    - Morph2: Flame Sanctuary (+ shield strength increases depending on health lost)
    • Fire Rain (channeled AoE, like Scamps use)
    - Morph1: Fire Hail (ticks faster, same damage in less time)
    - Morph2: Burning Rain (bigger AoE)
    • Summon Flame Atronarch (standard red-yellow flames, toggleable)
    - Morph1: Summon Blaze Atronarch (yellow-blue flame, + AoE flame aura)
    - Morph2: Summon Ash Atronarch (smoke-blackish, extra damage resistance)

    Ultimate: Pillar of Flames (AoE flame DoT, centered around caster, + physical resistance)
    - Morph1: Storm of Flames (+ miss chance for attacks against caster)
    - Morph2: Pillar of Conflagration (+ extra burning DoT for enemies after leaving AoE)

    Passives:
    • Flame-Eater: gain flame resistance
    • Heart of Fire: reduce cost of pyromancer abilities
    • Fuel for the Pyre: gain magica for every enemy killed with fire
    • Burning Pain: increase fire attack critical chance

    Warlord (defensive group buffs, AoE standards, color: purple/gold)
    Spoiler
    Skills:
    • Command (AoE stamina recharge & recovery buff)
    - Morph1: Empowering Command (+ magica recharge & recovery buff)
    - Morph2: Rallying Command (+ heal & health recovery buff)
    • Standard of Smoke (Enemy miss chance against any target in large area)
    - Morph1: Standard of Mist (+ HoT for every ally in area)
    - Morph2: Standard of Ash (+ burn DoT for any enemy entering/in area)
    • War Banner (increase group movement speed & stamina recovery, toggleable)
    - Morph1: Battle Banner (+ increase group weapon & spell damage)
    - Morph2: Siege Banner (+ increase group armor and spell resistance)
    • Inspire (allies in range gain minor heroism each time you hit an enemy with a standard attack)
    - Morph1: Leadership (+ extended duration for each enemy killed while active)
    - Morph2: Presence (+ increased area of effect range)
    • Standard of Pain (AoE snare and physical DoT while in area, similar to caltrops)
    - Morph1: Standard of Harm (+ bleeding DoT in addition to area damage)
    - Morph2: Standard of Denial (+damage increased by enemy in area)

    Ultimate: Spirit Guard (summon two golden ghost warrior allies to fight by your side)
    - Morph1: Spirit Army (summon four ghost warriors)
    - Morph2: Soul Guard (+ extra power for summoned warriors, purple ghosts)

    Passives:
    • Veteran Commander: reduce cost of warlord abilities for every ally in range
    • Combined Effort: weapon damage increased for every ally in range
    • Strength in Numbers: stamina recovery increased for every ally in range
    • Loyal Guardian: armor increased for every ally in range


    Nightblade

    Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
    Spoiler
    Skills:
    • Paralyze (stun for duration)
    - Morph1: Confuse (+ decreased damage after stun ends)
    - Morph2: Debiliate (+ snare after stun ends)
    • Distracting Visions (reduce target damage & give chance to miss with attack / duration)
    - Morph1: Cursed Visions (+ DoT)
    - Morph2: Horrifying Visions (+ chance to freeze in panic for a sec every sec / duration)
    • Fright Strike (ranged attack that ignores some damage resistance)
    - Morph1: Fright Blast (+ AoE damage around target)
    - Morph2: Panic Strike (+ fear effect after hit / short duration)
    • Sanctuary (damage shield, strength dependent on total caster health)
    - Morph1: Shadow Sanctuary (shield strength increased by number of nearby enemies)
    - Morph2: Midnight Sanctuary (enemies who strike shield have a chance to suffer blind effect)
    • Phantasm (summon shadowy melee attack pet, duration)
    - Morph1: Phantasmal Beast (+ extra toughness)
    - Morph2: Phantasmal Wraith (+ extra damage)

    Ultimate: Chaotic World (ground AoE, random effect on those within each sec, fear, stun, blind, etc.)
    - Morph1: Chaotic Trap (+ DoT while in field)
    - Morph2: Chaotic Presence (AoE moves with caster)

    Passives:
    • Illusion Master: reduce illusionist ability costs
    • Fata Morgana: increase illusionist ability duration
    • Perfect Illusion: reduce enemy spell resistance against illusion abilities
    • Chaos Mage: gain ultimate for every illusion ability cast

    Monk (melee support & assorted “martial arts” magic; color: blue/purple)
    Spoiler
    Skills:
    • Acrobatic Jump (jump over opponent like rouge NPCs – auto-dodge next enemy melee attack)
    - Morph1: Acrobatic Strike (+ auto light weapon attack while jumping, stamina morph)
    - Morph2: Shadow Jump (+ re-initialize Shadow Barrier)
    • Flash Bomb (AoE centered on caster, blinds enemies in area / duration)
    - Morph1: Smoke Bomb (+ dense blue-black smoke cloud, enemy attacks into have 50% miss)
    - Morph2: Toxic Bomb (+ thin purple smoke cloud, DoT damage for enemies in/entering cloud)
    • Poison Dart (blowpipe dart, slow & poison DoT, stamina)
    - Morph1: Poison Powder (shorter range but cone AoE attack)
    - Morph2: Defiling Dart (+reduces all healing / duration)
    • Power Strike (physical attack that bypasses half enemy armor)
    - Morph1: Power Slash (+ Bleeding DoT / duration; stamina morph)
    - Morph2: Nerve Strike (+ decrease physical damage / duration)
    • Inner Strength (cost magika, gain stamina, martial artist bossfight recovery scream animation!)
    - Morph1: Inner Might (+ also gain health)
    - Morph2: Inner Power (+ gain increased weapon damage / duration)

    Ultimate: Battle Spirit (increased movement speed, dodge chance & stamina regeneration)
    - Morph1: Warrior Spirit (+ increased defense & CC immunity)
    - Morph2: Berserker Spirit (+ health & stamina recovery on damage done)

    Passives:
    • Sweeping Strikes: chance to make an additional second hit to nearby target on light attack
    • Mental Discipline: add spell resistance
    • Lethal Strikes: increase critical rating
    • Combat Reflexes: basic 5/10% dodge chance against melee attacks only

    Ranger (animal summoning and nature magic; color: brown/green)
    Spoiler
    Skills:
    • Camouflage (reduce detection radius while sneaking, toggleable)
    - Morph1: Scouts Camouflage (+ increase speed in stealth)
    - Morph2: Snipers Camouflage (+ increase damage from stealth)
    • Wolf Trap (much like the traps some rouge NPCs use, damage & immobilize/duration, stamina)
    - Morph1: Poisoned Trap (+ poison DoT)
    - Morph2: Bear Trap (+ snare after immobilizing ends and increased damage)
    • Poisoned Weapons (add poison damage to attacks for caster and nearby allies, like DK Molten W.)
    - Morph1: Envenomed Weapons (+attacks increase duration)
    - Morph2: Poisoned Armaments (+damage increased against low health targets)
    • Call of the Wild: summons one creature to fight for you, dependent on area)
    - Morph1: Call of the Pack (summon two creatures)
    - Morph2: Call of the Beast (summon strong creature)
    • Campsite (ground AoE, increases resource recovery for all allies in area)
    - Morph1: Warded Campsite (+ increase resistance)
    - Morph2: Trapped Campsite (+ immobilizing traps vs. enemies around perimeter)

    Ultimate: Summon Swarm (AoE centered around target, DoT and spell interrupt / duration)
    - Morph1: Summon Hive (+ duration)
    - Morph2: Poisonous Swarm (+ extra poison DoT after swarm ends)

    Passives:
    • Woodrunner: add running speed
    • Animal Mastery: add HP & damage to summoned creature(s)
    • Tracker: increase detection range vs. other stealth
    • Master Hunter: bonus damage against beasts (including werewolves!)


    Sorceror

    Cryomancer (ice magic, color: white/clear - NPC cryomancer)
    Spoiler
    Skills:
    • Frost Touch (DoT & slow, like Ghosts use but faster cast)
    - Morph1: Freezing Touch (+ freeze / duration, then normal effect)
    - Morph2: Frost Throw (extended range, iceicle throw animation)
    • Ice Wall (like the NPCs use, blocks/intercepts ranged attacks)
    - Morph1: Frost Wall (+ cold aura around wall, doing DoT to any enemies nearby)
    - Morph2: Ice Fortress (+ wall also adds to physical resistance while staying nearby)
    • Icy Weapons (add cold damage to attacks for caster and nearby allies, like DK Molten W.)
    - Morph1: Freezing Weapons (+attacks increase duration)
    - Morph2: Icy Armaments (+damage increased against low health targets)
    • Winters Breath (fan shaped area frost attack, like DK fire breath, but ice)
    - Morph1: Freezing Breath (+ lower weapon damage on hit / duration)
    - Morph2: Winters Wind (+ minor pushback)
    • Ice Spikes (random four AoE slow & DoT spots around caster, like the frost atronatrch)
    - Morph1: Ice Pillar (one spike with larger AoE, freeze chance if hit by ice in AoE, like ice ogres)
    - Morph2: Ice Cage (like warmages use, icy ring around caster, high DoT when stepping on it)

    Ultimate: Summon Ice Wraith (strong version, duration)
    - Morph1: Summon Winter Wraith (+ cold AoE aura on wraith)
    - Morph2: Summon Frost Atronarch (big, strong, cold and nasty)

    Passives:
    • Winters Grasp: adds additional weak slow or snare effect to all cold attacks
    • Cold Blooded: increases cold damage resistance
    • Chilled to the Bone: frost attacks ignore some spell resistance
    • Frozen Word: increases all cold damage

    Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
    Spoiler
    Skills:
    • Spectral Grasp (area snare, dodgeable, like lich)
    - Morph1: Spectral Hold (+immobilize, then snare, like NPC necromancers)
    - Morph2: Cursed Grasp (+ DoT, like undead death curse)
    • Raise Undead (summon one skeleton, duration)
    - Morph1: Raise Corpse (summon zombie, +special attacks – punch, vomit)
    - Morph2: Army of Undead (summon 3 weak skeletons)
    • Drain Strength (channeled, interruptable, do damage, gain magica)
    - Morph1: Drain Life (+ also gain health)
    - Morph2: Drain Power (+ reduce target spell damage for duration)
    • Animate Dead (summon stronger undead, Draugr/Ra-netu, duration)
    - Morph1: Animate Flesh (summon Flesh Atronarch)
    - Morph2: Animate Bones (Summon Bone Colossus)
    • Spirit Blast (like Mannimarco but smaller, two-tier AoE strike)
    - Morph1: Spirit Bombardment (+area, Mannimarco sized)
    - Morph2: Soul Blast (ignores some spell resistance)

    Ultimate: Soul Cage (like the Lich spell, but with extra damage in spell area)
    - Morph1: Soul Prison (+duration)
    - Morph2: Etheral Cage (+area)

    Passives:
    • Gravesinger: undead pets get extra damage resistance/HP
    • Necropotence: gain extra magica when necromancer pets are active
    • Soul Render: do bonus damage against enemies affected by necromancer abilities
    • Death Feeder: any time an enemy dies within 20 meters, gain health & magica

    Spellsword (melee support & buff magic; color: yellow/orange – golden lightning!)
    Spoiler
    Skills:
    • Force Bolt (magic projectile, does damage and minor breach)
    - Morph1: Force Blast (+ AoE damage around target)
    - Morph2: Curse Bolt (+ snare)
    • Lightning Blades (adds lightning damage to caster and nearby allies, like DK molten W.)
    - Morph1: Shocking Blades (+attacks increase duration)
    - Morph2: Lightning Armaments (+damage increased against low health targets)
    • Lightning Charge (gap closer and shock damage on strike)
    - Morph1: Blitz Charge (+ AoE shock damage around target on charge attack)
    - Morph2: Lightning Steps (+ increased movement speed after charge)
    • Thunderstrike (fan lightning attack, like NPC thundermaul but faster)
    - Morph1: Thundershock (+ snare)
    - Morph2: Stormstrike (+ knockback)
    • Mystic Protection (all direct-target ranged attacks have miss chance / duration)
    - Morph1: Mystic Shield (+ increased physical resistance)
    - Morph2: Etheric Protection (miss chance doubled)

    Ultimate: Thunderbolt (high damage singe file AoE shock strike hitting all targets in its path)
    - Morph1: Dire Thunderbolt (does extra damage to targets affected by elemental effects)
    - Morph2: Chain Thunderbolt (wider AoE path allowing for more targets struck)

    Passives:
    • Battlemage: spellsword abilities cost less to use
    • Combat Meditation: heavy melee attacks also restore magica at 20/50% rate
    • Energizer: casting a spellsword ability restores stamina
    • Martial Arcane: heavy melee hits will empower your next magica attack


    Templar

    Shaman (nature magic, totems, summons; color: green/brown)
    Spoiler
    Skills:
    • Coiled Lash (spectral ranged attack, like NPC shamans use)
    - Morph1: Spirit Lash (+ ignores some defense)
    - Morph2: Coiled Blast (AoE explosion on hit, doing damage to nearby enemies)
    • Grasping Vines (like the Strangler AoE attack, AoE damage and snare while in area)
    - Morph1: Thorny Vines (+ snare/duration after leaving area)
    - Morph2: Grasping Roots (increased area)
    • Pollen Cloud (like the Lurchers use, AoE damage)
    - Morph1: Poisonous Pollen (+ extra poison DoT)
    - Morph2: Irritating Pollen (+ reduced damage / duration)
    • Protective Totem (like NPC Shamans use; +resistance AoE, but stun if totem destroyed)
    - Morph1: Fortified Totem (no stun if totem destroyed)
    - Morph2: Vengeful Totem (DoT for enemies within totem area)
    • Floral Blast (cone AoE damage, like the Spriggans use, but stronger)
    - Morph1: Toxic Blast (+ DoT)
    - Morph2: Floral Gust (+ minor knockback)

    Ultimate: Call on Nature (summon strong Nature Lurcher, like in that Greenshade quest)
    - Morph1: Call on Spring (summon strong Rain Lurcher, self-healing)
    - Morph2: Call on Summer (summon strong Fire Lurcher, flame AoE damage aura)

    Passives:
    • Naturalist: resistance to poison and disease
    • Wilderness Totem: increase spell damage while in totem area
    • Deep Roots: increase shaman ability durations
    • Nature’s Blessing: gain ultimate every time activating a shaman ability

    Crusader (melee support and aura-style buff magic; color: white/gold – holy light)
    Spoiler
    Skills:
    • Divine Blessing (damage & spell resistance buff to self and nearby allies)
    - Morph1: Divine Protection (+ small chance for enemy spells to reflect)
    - Morph2: Holy Blessing (+ duration refresh chance at suffering damage)
    • Crusader Aura (caster AoE aura, weapon damage buff for all allies in aura range)
    - Morph1: Fanatic Aura (+ magica & stamina regeneration boost)
    - Morph2: Paladin Aura (+ HP regeneration & healing received boost)
    • Sanctified Ground (ground AoE, allies increase all resource regeneration in area)
    - Morph1: Sanctified Soil (increased area)
    - Morph2: Holy Ground (+undead and daedra take DoT in area)
    • Blessed Weapons (add magic damage to attacks for caster and nearby allies, like DK Molten W.)
    - Morph1: Sanctified Weapons (+attacks increase duration)
    - Morph2: Blessed Armaments (+damage increased against low health targets)
    • Divine Light (DoT magic damage AoE aura around caster, + enemy miss chance in aura)
    - Morph1: Holy Light (+ extra damage vs. undead & daedra)
    - Morph2: Divine Flare (+ miss chance persists / duration after leaving aura)

    Ultimate: Divine Wrath (Pillar of Divine Flames, high single-target DoT & snare)
    - Morph1: Holy Wrath (extra damage against undead and daedra)
    - Morph2: Divine Punishment (less initial damage, but AoE explosion & knockdown when DoT ends)

    Passives:
    • Divine Favor: reduce crusader ability costs
    • Enduring Faith: increase crusader ability duration
    • Holy War: increase critical strike chance
    • Judgement: casting a crusader ability restores stamina

    Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)
    Spoiler
    Skills:
    • Spirit Shackles (immobilize and magica drain, broken by any other damage)
    - Morph1: Spirit Chains (+ snare after shackles broken/end)
    - Morph2: Soul Shackles (+ magica DoT after shackles broken/end)
    • Purge Curse (removes all harmful effects from target, DoTs, debuffs, etc…)
    - Morph1: Deny Curse (+ gives immunity to harmful magic effects / duration)
    - Morph2: Purge Magic (+ also removes beneficial effects, shields, buffs, pets, etc…)
    • Spell Shield (increases spell resistance)
    - Morph1: Mystic Shield (+ added physical resistance)
    - Morph2: Spell Mirror (+ reflects first spell cast back on caster)
    • Chant of Silence (prevents spellcasting for a short duration)
    - Morph1: Stroke of Silence (+ damage if cast at spellcasting target)
    - Morph2: Chant of Muteness (+ stuns if cast at spellcasting target)
    • Magebane (damage after duration depending on target magica use while effect active)
    - Morph1: Empowered Magebane (+extra base damage irregardless of magica use)
    - Morph2: Overcharged Magebane (damage dealt as AoE explosion)

    Ultimate: Negate Magic (yes, -exactly- the one the sorcerors have too, just color-shifted)
    - Morph1: Suppression Field (as sorceror)
    - Morph2: Absorption Field (as sorceror)

    Passives:
    • Spiritual Fortitude: add spell resistance
    • Inquisitor: reduce cost for witch-hunter abilities
    • Fervor: gain magicka every time damaged by a spell
    • Injunction: increase witch-hunter abilities duration


    Another possible idea was to not only have an added skill line with its own flavor of visual effects, but maybe even morph the existing effects to match.
    So for example if a sorceror goes necromancer, their spells might be color-shifted to necromancer "coldfire" cyan, and if they turn cryomancer, their dark magic crystals will turn ice-ish in effects, spells will get color-shifted to white-blue or white-purple, or a nightblade going ranger would have their reddish effects recolored to something nature-ish green & brown... that sort of stuff. For more visual goodieness and varietee between classes.
    Perhaps even morph the spell effects to some degree... like, for summoned armor might look daedric on normal sorc, worm cult / lich on necromancer, and ice armor on cryomancer, etc.
    That idea might perhaps take a bit too much coding to be viable though... I'd be happy with pure color shifts.

    ...of course, all those quick ideas are just very rough concepts, without much consideration but character fluff. I merely tried to give some options, and went for three instead of just two "magica-specialization / stamina specialization" - It's supposed to be more for added character diversity then anything else after all.

    Thus for example with nightblades, there might be one magica-caster based with "illusionist", one stamina melee based with "monk" (Yes, a nod at the old D&D class of the name, the first “martial arts” powered class I remember in fantasy gaming) and one pet based as "ranger" since nightblades mesh very well with bow, and giving them woodland creatures for the "hunter" playstyle would seem applicable.

    Similar thoughts for the sorceror - spellsword for stamina sorcerors, cryomancer since ice staves have no matching skill line yet (while fire and lightning staves sort of have), and necromancer because all too many people really, really want that... ;)

    Templar... the druid/shaman is a very natural idea, between breton wyressess, argonian treeminders and bosmer spinners, nature magic meshes very well with Templar healing and sunlight-powered spells; crusader is for stamina templars as the class name has been appearing in TES games before, despite tamrielic religions having less a focus on "cross" then where the name originated, and my "witch-hunter" idea is kinda inspired by the spanish inquisition (Yes, I know noone expected that :smirk: ), its "warhammer" imperial counterpart and also "Dragon Age", I admit it... seems logical to set up the aedric-flavored templars as natural enemies of the more deadric-flavored sorcerors...

    Dragonknight I had the fewest ideas, since I kinda dislike that class. More fire magic for dragonknight magica-casters with pyromancer is a natural first thought... so then I went with "leader-style group play support" and "berserker-style single combatant" flavors, though there may be better ideas then those...

    The skills itself are also just rough concepts - some I am quite happy with, others I feel might benefit from more thought and ideas… but it's a start I suppose, a proof of concept kind of notion, something like that… with ample room for refinement and reworking.
    (also note that many of those I "borrowed" from existing mobs without knowing the actual in-game name of the abilities, just by remembering what I could from the time some mob used them unsuccessfully against one of my characters, so please, don't get too hung up on the names I used here, all right? ;) )

    In any case, since more diversity is always something I would love to see... much more fun having more choices in realizing your "perfect" character, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose anyhow, so adding more active skills only increases a characters choices, not exactly their power...

    Droooooools, cryomancers, spellswords, and nature magic oh my!!!!
  • DragonBound
    DragonBound
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    And just fyi I would spend 60 bucks for the classes alone.
  • TheShadowScout
    TheShadowScout
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    I totally would not mind if they picked up my class morph idea, and put it in an DLC.
    Some special region where people have to go find the right teacher to unlock their class morphs... and some questing around the whole thing, with some minor story (like TG and DB) and all that... I'd buy it in an instant.

    Heck, I'd buy it even if there was no special region or questing, if they just made a DLC to unlock special "master trainers" in world somewhere, you have to go to to get your class morph training... and have them give out random questings (remember the "TES:Daggerfall" random quests? Go to -random dwelve-, find -random NPC/object- do -interact/pickup/kill-, return for reward) to add more meat to the matter.
  • Captain8504
    Captain8504
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    They could also have a druid class as well.
  • trbrelinskib14_ESO
    trbrelinskib14_ESO
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    I really like this! I linked to it already. I like your initial draft ideas. Really want a Ranger or Druid type character using Nature Magic and can summon actual animals and not daedra... Love the Monk idea. Really want Unarmed Combat and Martial Saves in the game!

    Another idea would be for multiple base classes to be able to morph to the same morph. Like have Nightblades and Templars morph into Ranger. That would give two different types of Rangers. One more combat based and one more Stealth based. That would be cool.
  • TheShadowScout
    TheShadowScout
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    I really like this! I linked to it already. I like your initial draft ideas. Really want a Ranger or Druid type character using Nature Magic and can summon actual animals and not daedra... Love the Monk idea. Really want Unarmed Combat and Martial Saves in the game!
    You may want to take a look at another idea of mine then: https://forums.elderscrollsonline.com/en/discussion/259011/additional-weapon-skill-ideas/p1
    ;-)
    Another idea would be for multiple base classes to be able to morph to the same morph. Like have Nightblades and Templars morph into Ranger. That would give two different types of Rangers. One more combat based and one more Stealth based. That would be cool.
    Hey, that is something I hadn't considered... might be iffy with how the game system was set up... I really could see it happen though, I mean, most of the morph ideas i came up with are tailored to the basic class at hand, but some could be expanded...

    Like for example, allow ranger for nightblade AND templar, allow shaman for templar AND dragonknight (to mesh well with the earthen heart magic), allow warlord for dragonknight AND sorceror (sorceror warlords are common among the empire, or so one hears), allow necromancer for sorceror AND nightblade (which would make for a nice combi in blood and death magic)... something like that, anyhow.

    Although, to be honest I'd much rather add more skill lines as guild skills... https://forums.elderscrollsonline.com/en/discussion/306759/additional-guild-ideas - for some thoughts I had on that particular matter...
  • Bbqdinner
    Bbqdinner
    Soul Shriven
    It really would be awesome if ZOS added this in the game.
    The BBQ of all BBQ's. Just don't eat me, ok? I taste weird.
  • TheShadowScout
    TheShadowScout
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    I reposted an updated version there:
    https://forums.elderscrollsonline.com/en/discussion/369966/class-morph-idea-mk-ii
    Just in case someone follows an outdated link here ;)
  • STORMCROW0707
    STORMCROW0707
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    I have been positing the basic notion for quite a while now... over and over again... and so I thought it maybe was about time I put some more work into this, make a basic concept and post this for discussion... to show people what I am thinking about when I repost the idea, and maybe get some (hopefully not too negative) feedback...

    Anyways, here it goes (please don't hurt me ;) ):

    Personally I would think the best way to add more "classes" is to give each class, say, three different "class morphs", each with its own new skill/passives line. Perhaps becoming available after completing cadwells silver/gold... to reward people who do play through that – which incidentally would also give people the whole of cadwells gold to focus on making this new skill line… (a "reward" for finishing cadwells gold might be some alliance change quest, but that is another topic, to be discussed elsewhere…)
    Some possibilities:


    Dragonknight

    Gladiator (offensive self buffs & warcries; color: red/orange)
    Spoiler
    Skills:
    • Backhand Strike (physical strike with offhand for additional disorient, stamina skill)
    - Morph1: Backhand Bash (+ increased physical damage)
    - Morph2: Backhand Slap (+ taunt)
    • Challenge (taunt & target does less damage against all other enemies/duration)
    - Morph1: Intimidating Challenge (target does less damage against everyone)
    - Morph2: Mocking Challenge (+affects nearby targets, max 3)
    • Battle Cry (self-only weapon damage buff)
    - Morph1: War Cry (+ stamina regeneration buff)
    - Morph2: Battle Wail (+ fear AoE for short duration)
    • Endurance (increase physical resistance & health recovery, stamina skill)
    - Morph1: Enduring Rage (+ increased light/heavy attack speed & stamina recovery)
    - Morph2: Enduring Spirit (+ increase spell resistance and cleanse debuff, magica morph)
    • Empowered Shout (cone AoE damage & disorient)
    - Morph1: Thunderous Shout (+knockback)
    - Morph2: Empowered Scream (more channeled damage, disorient when channel ends/interrupts)

    Ultimate: Blood Rage (increase attack damage and good heal/time)
    - Morph1: Blood Frenzy (+ increased movement speed)
    - Morph2: Berzerk Rage (+ increased resistance)

    Passives:
    • Tough-minded: increased spell resistance
    • Arena Champion: reduce cost of gladiator abilities
    • Battle Rage: gain stamina for every enemy killed
    • Painbringer: gain ultimate when damaged

    Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
    Spoiler
    Skills:
    • Fireball (basic flame attack, + small burn DoT)
    - Morph1: Explosive Fireball (+ explodes on impact, AoE to nearby targets)
    - Morph2: Burning Fireball (+ higher and longer lasting DoT)
    • Fiery Blasts (two big balls of fire doing random ground AoE; like NPC pyromancers use)
    - Morph1: Fiery Bombardment (3 fireballs)
    - Morph2: Blazing Blasts (bigger AoEs)
    • Flame Shield (damage shield, does low burn damage if struck by melee)
    - Morph1: Inferno Shield (+ burn damage AoE around shield on cast)
    - Morph2: Flame Sanctuary (+ shield strength increases depending on health lost)
    • Fire Rain (channeled AoE, like Scamps use)
    - Morph1: Fire Hail (ticks faster, same damage in less time)
    - Morph2: Burning Rain (bigger AoE)
    • Summon Flame Atronarch (standard red-yellow flames, toggleable)
    - Morph1: Summon Blaze Atronarch (yellow-blue flame, + AoE flame aura)
    - Morph2: Summon Ash Atronarch (smoke-blackish, extra damage resistance)

    Ultimate: Pillar of Flames (AoE flame DoT, centered around caster, + physical resistance)
    - Morph1: Storm of Flames (+ miss chance for attacks against caster)
    - Morph2: Pillar of Conflagration (+ extra burning DoT for enemies after leaving AoE)

    Passives:
    • Flame-Eater: gain flame resistance
    • Heart of Fire: reduce cost of pyromancer abilities
    • Fuel for the Pyre: gain magica for every enemy killed with fire
    • Burning Pain: increase fire attack critical chance

    Warlord (defensive group buffs, AoE standards, color: purple/gold)
    Spoiler
    Skills:
    • Command (AoE stamina recharge & recovery buff)
    - Morph1: Empowering Command (+ magica recharge & recovery buff)
    - Morph2: Rallying Command (+ heal & health recovery buff)
    • Standard of Smoke (Enemy miss chance against any target in large area)
    - Morph1: Standard of Mist (+ HoT for every ally in area)
    - Morph2: Standard of Ash (+ burn DoT for any enemy entering/in area)
    • War Banner (increase group movement speed & stamina recovery, toggleable)
    - Morph1: Battle Banner (+ increase group weapon & spell damage)
    - Morph2: Siege Banner (+ increase group armor and spell resistance)
    • Inspire (allies in range gain minor heroism each time you hit an enemy with a standard attack)
    - Morph1: Leadership (+ extended duration for each enemy killed while active)
    - Morph2: Presence (+ increased area of effect range)
    • Standard of Pain (AoE snare and physical DoT while in area, similar to caltrops)
    - Morph1: Standard of Harm (+ bleeding DoT in addition to area damage)
    - Morph2: Standard of Denial (+damage increased by enemy in area)

    Ultimate: Spirit Guard (summon two golden ghost warrior allies to fight by your side)
    - Morph1: Spirit Army (summon four ghost warriors)
    - Morph2: Soul Guard (+ extra power for summoned warriors, purple ghosts)

    Passives:
    • Veteran Commander: reduce cost of warlord abilities for every ally in range
    • Combined Effort: weapon damage increased for every ally in range
    • Strength in Numbers: stamina recovery increased for every ally in range
    • Loyal Guardian: armor increased for every ally in range


    Nightblade

    Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
    Spoiler
    Skills:
    • Paralyze (stun for duration)
    - Morph1: Confuse (+ decreased damage after stun ends)
    - Morph2: Debiliate (+ snare after stun ends)
    • Distracting Visions (reduce target damage & give chance to miss with attack / duration)
    - Morph1: Cursed Visions (+ DoT)
    - Morph2: Horrifying Visions (+ chance to freeze in panic for a sec every sec / duration)
    • Fright Strike (ranged attack that ignores some damage resistance)
    - Morph1: Fright Blast (+ AoE damage around target)
    - Morph2: Panic Strike (+ fear effect after hit / short duration)
    • Sanctuary (damage shield, strength dependent on total caster health)
    - Morph1: Shadow Sanctuary (shield strength increased by number of nearby enemies)
    - Morph2: Midnight Sanctuary (enemies who strike shield have a chance to suffer blind effect)
    • Phantasm (summon shadowy melee attack pet, duration)
    - Morph1: Phantasmal Beast (+ extra toughness)
    - Morph2: Phantasmal Wraith (+ extra damage)

    Ultimate: Chaotic World (ground AoE, random effect on those within each sec, fear, stun, blind, etc.)
    - Morph1: Chaotic Trap (+ DoT while in field)
    - Morph2: Chaotic Presence (AoE moves with caster)

    Passives:
    • Illusion Master: reduce illusionist ability costs
    • Fata Morgana: increase illusionist ability duration
    • Perfect Illusion: reduce enemy spell resistance against illusion abilities
    • Chaos Mage: gain ultimate for every illusion ability cast

    Monk (melee support & assorted “martial arts” magic; color: blue/purple)
    Spoiler
    Skills:
    • Acrobatic Jump (jump over opponent like rouge NPCs – auto-dodge next enemy melee attack)
    - Morph1: Acrobatic Strike (+ auto light weapon attack while jumping, stamina morph)
    - Morph2: Shadow Jump (+ re-initialize Shadow Barrier)
    • Flash Bomb (AoE centered on caster, blinds enemies in area / duration)
    - Morph1: Smoke Bomb (+ dense blue-black smoke cloud, enemy attacks into have 50% miss)
    - Morph2: Toxic Bomb (+ thin purple smoke cloud, DoT damage for enemies in/entering cloud)
    • Poison Dart (blowpipe dart, slow & poison DoT, stamina)
    - Morph1: Poison Powder (shorter range but cone AoE attack)
    - Morph2: Defiling Dart (+reduces all healing / duration)
    • Power Strike (physical attack that bypasses half enemy armor)
    - Morph1: Power Slash (+ Bleeding DoT / duration; stamina morph)
    - Morph2: Nerve Strike (+ decrease physical damage / duration)
    • Inner Strength (cost magika, gain stamina, martial artist bossfight recovery scream animation!)
    - Morph1: Inner Might (+ also gain health)
    - Morph2: Inner Power (+ gain increased weapon damage / duration)

    Ultimate: Battle Spirit (increased movement speed, dodge chance & stamina regeneration)
    - Morph1: Warrior Spirit (+ increased defense & CC immunity)
    - Morph2: Berserker Spirit (+ health & stamina recovery on damage done)

    Passives:
    • Sweeping Strikes: chance to make an additional second hit to nearby target on light attack
    • Mental Discipline: add spell resistance
    • Lethal Strikes: increase critical rating
    • Combat Reflexes: basic 5/10% dodge chance against melee attacks only

    Ranger (animal summoning and nature magic; color: brown/green)
    Spoiler
    Skills:
    • Camouflage (reduce detection radius while sneaking, toggleable)
    - Morph1: Scouts Camouflage (+ increase speed in stealth)
    - Morph2: Snipers Camouflage (+ increase damage from stealth)
    • Wolf Trap (much like the traps some rouge NPCs use, damage & immobilize/duration, stamina)
    - Morph1: Poisoned Trap (+ poison DoT)
    - Morph2: Bear Trap (+ snare after immobilizing ends and increased damage)
    • Poisoned Weapons (add poison damage to attacks for caster and nearby allies, like DK Molten W.)
    - Morph1: Envenomed Weapons (+attacks increase duration)
    - Morph2: Poisoned Armaments (+damage increased against low health targets)
    • Call of the Wild: summons one creature to fight for you, dependent on area)
    - Morph1: Call of the Pack (summon two creatures)
    - Morph2: Call of the Beast (summon strong creature)
    • Campsite (ground AoE, increases resource recovery for all allies in area)
    - Morph1: Warded Campsite (+ increase resistance)
    - Morph2: Trapped Campsite (+ immobilizing traps vs. enemies around perimeter)

    Ultimate: Summon Swarm (AoE centered around target, DoT and spell interrupt / duration)
    - Morph1: Summon Hive (+ duration)
    - Morph2: Poisonous Swarm (+ extra poison DoT after swarm ends)

    Passives:
    • Woodrunner: add running speed
    • Animal Mastery: add HP & damage to summoned creature(s)
    • Tracker: increase detection range vs. other stealth
    • Master Hunter: bonus damage against beasts (including werewolves!)


    Sorceror

    Cryomancer (ice magic, color: white/clear - NPC cryomancer)
    Spoiler
    Skills:
    • Frost Touch (DoT & slow, like Ghosts use but faster cast)
    - Morph1: Freezing Touch (+ freeze / duration, then normal effect)
    - Morph2: Frost Throw (extended range, iceicle throw animation)
    • Ice Wall (like the NPCs use, blocks/intercepts ranged attacks)
    - Morph1: Frost Wall (+ cold aura around wall, doing DoT to any enemies nearby)
    - Morph2: Ice Fortress (+ wall also adds to physical resistance while staying nearby)
    • Icy Weapons (add cold damage to attacks for caster and nearby allies, like DK Molten W.)
    - Morph1: Freezing Weapons (+attacks increase duration)
    - Morph2: Icy Armaments (+damage increased against low health targets)
    • Winters Breath (fan shaped area frost attack, like DK fire breath, but ice)
    - Morph1: Freezing Breath (+ lower weapon damage on hit / duration)
    - Morph2: Winters Wind (+ minor pushback)
    • Ice Spikes (random four AoE slow & DoT spots around caster, like the frost atronatrch)
    - Morph1: Ice Pillar (one spike with larger AoE, freeze chance if hit by ice in AoE, like ice ogres)
    - Morph2: Ice Cage (like warmages use, icy ring around caster, high DoT when stepping on it)

    Ultimate: Summon Ice Wraith (strong version, duration)
    - Morph1: Summon Winter Wraith (+ cold AoE aura on wraith)
    - Morph2: Summon Frost Atronarch (big, strong, cold and nasty)

    Passives:
    • Winters Grasp: adds additional weak slow or snare effect to all cold attacks
    • Cold Blooded: increases cold damage resistance
    • Chilled to the Bone: frost attacks ignore some spell resistance
    • Frozen Word: increases all cold damage

    Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
    Spoiler
    Skills:
    • Spectral Grasp (area snare, dodgeable, like lich)
    - Morph1: Spectral Hold (+immobilize, then snare, like NPC necromancers)
    - Morph2: Cursed Grasp (+ DoT, like undead death curse)
    • Raise Undead (summon one skeleton, duration)
    - Morph1: Raise Corpse (summon zombie, +special attacks – punch, vomit)
    - Morph2: Army of Undead (summon 3 weak skeletons)
    • Drain Strength (channeled, interruptable, do damage, gain magica)
    - Morph1: Drain Life (+ also gain health)
    - Morph2: Drain Power (+ reduce target spell damage for duration)
    • Animate Dead (summon stronger undead, Draugr/Ra-netu, duration)
    - Morph1: Animate Flesh (summon Flesh Atronarch)
    - Morph2: Animate Bones (Summon Bone Colossus)
    • Spirit Blast (like Mannimarco but smaller, two-tier AoE strike)
    - Morph1: Spirit Bombardment (+area, Mannimarco sized)
    - Morph2: Soul Blast (ignores some spell resistance)

    Ultimate: Soul Cage (like the Lich spell, but with extra damage in spell area)
    - Morph1: Soul Prison (+duration)
    - Morph2: Etheral Cage (+area)

    Passives:
    • Gravesinger: undead pets get extra damage resistance/HP
    • Necropotence: gain extra magica when necromancer pets are active
    • Soul Render: do bonus damage against enemies affected by necromancer abilities
    • Death Feeder: any time an enemy dies within 20 meters, gain health & magica

    Spellsword (melee support & buff magic; color: yellow/orange – golden lightning!)
    Spoiler
    Skills:
    • Force Bolt (magic projectile, does damage and minor breach)
    - Morph1: Force Blast (+ AoE damage around target)
    - Morph2: Curse Bolt (+ snare)
    • Lightning Blades (adds lightning damage to caster and nearby allies, like DK molten W.)
    - Morph1: Shocking Blades (+attacks increase duration)
    - Morph2: Lightning Armaments (+damage increased against low health targets)
    • Lightning Charge (gap closer and shock damage on strike)
    - Morph1: Blitz Charge (+ AoE shock damage around target on charge attack)
    - Morph2: Lightning Steps (+ increased movement speed after charge)
    • Thunderstrike (fan lightning attack, like NPC thundermaul but faster)
    - Morph1: Thundershock (+ snare)
    - Morph2: Stormstrike (+ knockback)
    • Mystic Protection (all direct-target ranged attacks have miss chance / duration)
    - Morph1: Mystic Shield (+ increased physical resistance)
    - Morph2: Etheric Protection (miss chance doubled)

    Ultimate: Thunderbolt (high damage singe file AoE shock strike hitting all targets in its path)
    - Morph1: Dire Thunderbolt (does extra damage to targets affected by elemental effects)
    - Morph2: Chain Thunderbolt (wider AoE path allowing for more targets struck)

    Passives:
    • Battlemage: spellsword abilities cost less to use
    • Combat Meditation: heavy melee attacks also restore magica at 20/50% rate
    • Energizer: casting a spellsword ability restores stamina
    • Martial Arcane: heavy melee hits will empower your next magica attack


    Templar

    Shaman (nature magic, totems, summons; color: green/brown)
    Spoiler
    Skills:
    • Coiled Lash (spectral ranged attack, like NPC shamans use)
    - Morph1: Spirit Lash (+ ignores some defense)
    - Morph2: Coiled Blast (AoE explosion on hit, doing damage to nearby enemies)
    • Grasping Vines (like the Strangler AoE attack, AoE damage and snare while in area)
    - Morph1: Thorny Vines (+ snare/duration after leaving area)
    - Morph2: Grasping Roots (increased area)
    • Pollen Cloud (like the Lurchers use, AoE damage)
    - Morph1: Poisonous Pollen (+ extra poison DoT)
    - Morph2: Irritating Pollen (+ reduced damage / duration)
    • Protective Totem (like NPC Shamans use; +resistance AoE, but stun if totem destroyed)
    - Morph1: Fortified Totem (no stun if totem destroyed)
    - Morph2: Vengeful Totem (DoT for enemies within totem area)
    • Floral Blast (cone AoE damage, like the Spriggans use, but stronger)
    - Morph1: Toxic Blast (+ DoT)
    - Morph2: Floral Gust (+ minor knockback)

    Ultimate: Call on Nature (summon strong Nature Lurcher, like in that Greenshade quest)
    - Morph1: Call on Spring (summon strong Rain Lurcher, self-healing)
    - Morph2: Call on Summer (summon strong Fire Lurcher, flame AoE damage aura)

    Passives:
    • Naturalist: resistance to poison and disease
    • Wilderness Totem: increase spell damage while in totem area
    • Deep Roots: increase shaman ability durations
    • Nature’s Blessing: gain ultimate every time activating a shaman ability

    Crusader (melee support and aura-style buff magic; color: white/gold – holy light)
    Spoiler
    Skills:
    • Divine Blessing (damage & spell resistance buff to self and nearby allies)
    - Morph1: Divine Protection (+ small chance for enemy spells to reflect)
    - Morph2: Holy Blessing (+ duration refresh chance at suffering damage)
    • Crusader Aura (caster AoE aura, weapon damage buff for all allies in aura range)
    - Morph1: Fanatic Aura (+ magica & stamina regeneration boost)
    - Morph2: Paladin Aura (+ HP regeneration & healing received boost)
    • Sanctified Ground (ground AoE, allies increase all resource regeneration in area)
    - Morph1: Sanctified Soil (increased area)
    - Morph2: Holy Ground (+undead and daedra take DoT in area)
    • Blessed Weapons (add magic damage to attacks for caster and nearby allies, like DK Molten W.)
    - Morph1: Sanctified Weapons (+attacks increase duration)
    - Morph2: Blessed Armaments (+damage increased against low health targets)
    • Divine Light (DoT magic damage AoE aura around caster, + enemy miss chance in aura)
    - Morph1: Holy Light (+ extra damage vs. undead & daedra)
    - Morph2: Divine Flare (+ miss chance persists / duration after leaving aura)

    Ultimate: Divine Wrath (Pillar of Divine Flames, high single-target DoT & snare)
    - Morph1: Holy Wrath (extra damage against undead and daedra)
    - Morph2: Divine Punishment (less initial damage, but AoE explosion & knockdown when DoT ends)

    Passives:
    • Divine Favor: reduce crusader ability costs
    • Enduring Faith: increase crusader ability duration
    • Holy War: increase critical strike chance
    • Judgement: casting a crusader ability restores stamina

    Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)
    Spoiler
    Skills:
    • Spirit Shackles (immobilize and magica drain, broken by any other damage)
    - Morph1: Spirit Chains (+ snare after shackles broken/end)
    - Morph2: Soul Shackles (+ magica DoT after shackles broken/end)
    • Purge Curse (removes all harmful effects from target, DoTs, debuffs, etc…)
    - Morph1: Deny Curse (+ gives immunity to harmful magic effects / duration)
    - Morph2: Purge Magic (+ also removes beneficial effects, shields, buffs, pets, etc…)
    • Spell Shield (increases spell resistance)
    - Morph1: Mystic Shield (+ added physical resistance)
    - Morph2: Spell Mirror (+ reflects first spell cast back on caster)
    • Chant of Silence (prevents spellcasting for a short duration)
    - Morph1: Stroke of Silence (+ damage if cast at spellcasting target)
    - Morph2: Chant of Muteness (+ stuns if cast at spellcasting target)
    • Magebane (damage after duration depending on target magica use while effect active)
    - Morph1: Empowered Magebane (+extra base damage irregardless of magica use)
    - Morph2: Overcharged Magebane (damage dealt as AoE explosion)

    Ultimate: Negate Magic (yes, -exactly- the one the sorcerors have too, just color-shifted)
    - Morph1: Suppression Field (as sorceror)
    - Morph2: Absorption Field (as sorceror)

    Passives:
    • Spiritual Fortitude: add spell resistance
    • Inquisitor: reduce cost for witch-hunter abilities
    • Fervor: gain magicka every time damaged by a spell
    • Injunction: increase witch-hunter abilities duration


    Another possible idea was to not only have an added skill line with its own flavor of visual effects, but maybe even morph the existing effects to match.
    So for example if a sorceror goes necromancer, their spells might be color-shifted to necromancer "coldfire" cyan, and if they turn cryomancer, their dark magic crystals will turn ice-ish in effects, spells will get color-shifted to white-blue or white-purple, or a nightblade going ranger would have their reddish effects recolored to something nature-ish green & brown... that sort of stuff. For more visual goodieness and varietee between classes.
    Perhaps even morph the spell effects to some degree... like, for summoned armor might look daedric on normal sorc, worm cult / lich on necromancer, and ice armor on cryomancer, etc.
    That idea might perhaps take a bit too much coding to be viable though... I'd be happy with pure color shifts.

    ...of course, all those quick ideas are just very rough concepts, without much consideration but character fluff. I merely tried to give some options, and went for three instead of just two "magica-specialization / stamina specialization" - It's supposed to be more for added character diversity then anything else after all.

    Thus for example with nightblades, there might be one magica-caster based with "illusionist", one stamina melee based with "monk" (Yes, a nod at the old D&D class of the name, the first “martial arts” powered class I remember in fantasy gaming) and one pet based as "ranger" since nightblades mesh very well with bow, and giving them woodland creatures for the "hunter" playstyle would seem applicable.

    Similar thoughts for the sorceror - spellsword for stamina sorcerors, cryomancer since ice staves have no matching skill line yet (while fire and lightning staves sort of have), and necromancer because all too many people really, really want that... ;)

    Templar... the druid/shaman is a very natural idea, between breton wyressess, argonian treeminders and bosmer spinners, nature magic meshes very well with Templar healing and sunlight-powered spells; crusader is for stamina templars as the class name has been appearing in TES games before, despite tamrielic religions having less a focus on "cross" then where the name originated, and my "witch-hunter" idea is kinda inspired by the spanish inquisition (Yes, I know noone expected that :smirk: ), its "warhammer" imperial counterpart and also "Dragon Age", I admit it... seems logical to set up the aedric-flavored templars as natural enemies of the more deadric-flavored sorcerors...

    Dragonknight I had the fewest ideas, since I kinda dislike that class. More fire magic for dragonknight magica-casters with pyromancer is a natural first thought... so then I went with "leader-style group play support" and "berserker-style single combatant" flavors, though there may be better ideas then those...

    The skills itself are also just rough concepts - some I am quite happy with, others I feel might benefit from more thought and ideas… but it's a start I suppose, a proof of concept kind of notion, something like that… with ample room for refinement and reworking.
    (also note that many of those I "borrowed" from existing mobs without knowing the actual in-game name of the abilities, just by remembering what I could from the time some mob used them unsuccessfully against one of my characters, so please, don't get too hung up on the names I used here, all right? ;) )

    In any case, since more diversity is always something I would love to see... much more fun having more choices in realizing your "perfect" character, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose anyhow, so adding more active skills only increases a characters choices, not exactly their power...


    @ZOS_JessicaFolsom

    @ZOS_GinaBruno
    Edited by STORMCROW0707 on March 27, 2018 9:27AM
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