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Forgotten arts: a new skillset concept

RAGUNAnoOne
RAGUNAnoOne
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Wall of text warning

this concept is to involves a treasure hunt to get unique skillsets. while exploring specific types of dungeons you have a chance to find a scroll from containers or enemies that when used grants experience in one of 4 skill trees. each level requires 2 additional scrolls to level up. the scrolls are Not bound and can be traded or sold.

Dwarven mechanics: abilities that use magicka but scale off health and highest damage stat found in dwarven ruins
Electrobolt: a dwemer gun that shoots lightning for medium shock damage
Morph 1 adds DOT and 30%snare
morph 2 turns into a cone attack adds maim.

Dwemer Prison: disorient for 15 seconds
Morph 1: disorient shortened to 5 seconds but adds MAJOR maim for 8 seconds after effect ends
Morph 2: disorient is not broken by electric attacks

Summon dwarven spider: summon a spider for 20 seconds that slowly heals those in range until killed or times out
Summon charged spider: a stationary spider for that allies can synergize to gain major vitality for 12 seconds
Summon dwarven sphere: instead shoots crossbows and may do a ricochet wave dealing massive damage

Ultimate: dwarven wrath: Get in a special dwarven centurion light attacks shoot non elemental projectiles and heavy attacks attack with steam AOE for 20 seconds. damage taken is reduced by 40%
Morph 1: boosts damage and range
Morph 2: reduces damage by a further 15%

Passive:
Dwarven shield: each ability slotted boosts max health by 2-4 and increases block mitigation by 1-2%
Ancient knowledge: dwarven abilities have a 10% chance of healing you for 30% max health


Sword saint: always scales of stamina and weapon damage even if it uses magicka found in redguard ruins

Wind slash: uses stamina cone physical damage
Morph 1 uses magicka increased damage and bleed
morph 2: turns into a circle aoe centered around the caster knocks back enemies

Ash barrier: uses magicka ground DOT and snare
Morph 1: increases critical damage targets take
morph 2: adds minor evasion to allies

Focused strike: stamina gap closer take out a sword focus for 1 second and slash right at an enemy high damage.
Morph 1: adds minor brutality and force for 8 seconds
morph 2 adds major fracture and minor maim if it crits it deals 25% more damage

Ultimate: sandstorm: a AOE DOT focused on the caster for 8 seconds:
Morph 1: while active all sword saint moves deal 20% more damage but cost 10% more
morph 2: deals more damage and activation causes an immediate damage knockback and bleed

Passives
Desert spirit: deals 3-6% more damage to bleeding targets
Yokoudan teachings: boost critical chance by 8% for 5 seconds after activating a sword saint move

Way of the Voice: primary stamina skills but many have magicka morphs found in nordic tombs

Snowfist: stamina deals ice damage and reduces ice resistance
morph 1: turns into a magicka move and becomes a cone AOE
morph 2: Deals more damage and stuns chilled targets

Warrior within: A stamina burst heal
morph 1: adds minor brutality for 20 seconds.
morph 2: adds HOT

Ice breath: stamina deals frost damage in a large cone and snares for 3 seconds
Morph 1: becomes a magicka move leaves a ground DOT increased initial damage
Ice form: range is shorter but targets become frozen for 15 seconds unable to act and taking small frost damage per second. stun is broken upon taking too much damage from other sources

Ultimate: Unrelenting force: Deals physical damage in a large cone and knocks enemies back.
Morph 1: deals more damage and adds a stun
Morph 2 turns to magick damage and increases the users penetration for 10 seconds.

Passives:
Way of the voice: Way of the voice abilities are 4-8% stronger and last 10-20% longer
Voice of the sky: Activating a way of the voice ability while gaining ultimate increases ultimate by 10 with a 10 second cooldown

Alyid magic:magicka abilities found in alyid ruins

Arcane bolt: deals spammable oblivion damage
Morph 1: adds minor defile for 10 seconds if it crits you gain minor leach for 8 seconds
Morph 2: adds a DOT and if the initial hit crits the DOT is increased by 125%

Alyid sanctuary: a ground move that adds Minor protection to allies lasts 14 seconds
Morph 1 adds minor maim to enemies in the circle
Morph 2 damages enemies that enter the circle

Ariels light: deals magick damage to 1 enemy
Morph 1 becomes a ground targeted AOE attack adds a slight fire DOT
morph 2: Heals the user based on damage done

Ultimate: Finger of the mountain: deals massive burst shock damage to 1 enemy and increases magick damage they take by 7-10% for 8 seconds.
Morph 1: less damage but hits enemies around the target.
Morph 2: grants the user the ability to penetrate 100% spell resist for 8 seconds

Passives:
Dodge roll cost is decreased by 2-5% and magick recovery is increased by1-2% for each Alyid magick ability slotted
When you activate an alyid magick ability you have a 5% chance to recover blank magicka and stamina over 5 seconds

PvP rewards can also drop these scrolls IN ADDITION to the rewards you usually get

What do you think they will definitely need rebalancing but this is the gist of my plan. What do you think can I get an @Gidorick review?
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  • Gidorick
    Gidorick
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    Interesting concept... instead of using skill points to level these specific skills, you would use scrolls that you can trade and buy. This really seems more like a general design principal than something that should be added to what we currently have.

    What would be the purpose of the inclusion of these new skill types be? To give players new skills? Then I would say ZOS could add Class Morphs or new Guild Skills (ACTIVE skills... passive skills are a cop out) or Weapon Skills

    I wonder if, conceptually, skyshards were consumable items that were sellable... would that serve the same purpose? Perhaps you're looking for something more along the lines of mechanics growth and not just a skill leveling change.

    I like the base idea of adding a new skill type and having the item to upgrade that skill be tradable, I'm just not getting why these skills would be inherently different than the other skills we have.
    Edited by Gidorick on April 29, 2016 6:48PM
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  • TheShadowScout
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    Personally I would much rather see this as one new guild... "Archeologist Guild", where you gain guild XP by finding special archeology texts and turning them in at your local mages guild (much like levelling up mages guild, perhaps even without the extra "turn-in" step)

    And this would gain you accesss to passives related to tomb-raiding...

    But - to unlock each active skill you have to find a rare "skill tome" - and the guild has -one- active skill per tomb type, not a whole mini skill line. Find the ayleid tome, gain the ayleid skill, find the dwemer tome, gain the dwemer skill... the tome acting like a "slot-bound" skill point, and the skill cannot be unlocked (or morphed for that matter) without first finding a tome... either in a tomb, or in a guild store.
    Tomb types might be the mentioned ones... Ayleid-Direnni, Dwemer, Atmoran-Dragonpriest, Yokudan-RaGarda... perhaps also Daedric-Cultist, maaaaybe even Saxheel, though the dwelves for those might be limited to shadowfen. I suppose there could even be some snow elf stuff lying around in skyrims ice caves...
    Once unlocked though, those skills would increase with XP gaines just like any other skill... but require another tome to morph them.

    ...there could even be a whole DLC around this, with some "tomb raider" or "indiana jones" themed storyline, and including a opportunity to do tamriel-wide dwelve clearing daily missions... and perhaps a weekly public dungeon clearing one? (the full dungeons are still undaunted territory, meek archeologists are not supposed to brave their dangers after all! ;) )
    I'd buy that DLC! :D
  • Gidorick
    Gidorick
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    Those ideas add some good direction to the concept @TheShadowScout. I like the idea of each skill in the skill line (or perhaps one active and once passive) equating to an arcane society.

    Archeologist sounds out of place. Perhaps something like "Arcanist" as in someone who is interested in the Arcane

    I could even see this concept working in conjunction with my Advanced Mapping Concept (http://forums.elderscrollsonline.com/en/discussion/154057/eso-advanced-mapping-concept/p1) where the delves and dungeons players are sent to are uncharted and players are also tasked with mapping these locations.

    Edited by Gidorick on April 29, 2016 7:00PM
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • TheShadowScout
    TheShadowScout
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    Archeologist was just off the top of my head, i agree that something more fantasy-sounding would be better. Arcanist though may be a bit too magical-sounding... it should be more scholarly methinks. But that is details... I am sure something good can be found with a bit of thought. "Tomb Raider"? No, different game license. "Relic Hunter"? No, crappy TV show. "Graverobber"? Uhm... well... a bit too scummy sounding... Maybe just "Scholar"? Not sure... but... something along those lines.

    As for mapping... Yay, another nifty @Gidorick concept that I somehow overlooked before - Count Me In!
    Sadly, the game already has fully open maps... -mutters- these young whippersnappers today have no idea how good they have it today, back in the old days, any map we wanted, we had to draw outselves... while questing uphill both ways, through freezing snows and burning deserts, where mosters did not patiently wait in the distance, but jumped you without you ever knowing they were there until you found yourself in combat, now gerroffmahlawn... ;)
    ...
    ...e-hem!
    ...but anyways...
    ...there could be quests to "properly survey" those maps! Use your magical position surveyance tool in (insert number depending on map) specific spots of the dungeon for the daily mission - something like that.

    Though IF they ever were to change the maps to a "map it yerself, yer an adventurer aren't ye?"... I'd be sooooo giddy... though I can see how many people would disapprove. Maybe if the maps were shared among the account? Then they would only have to do the cartographing once after all... anyways, different discussion.
  • Gidorick
    Gidorick
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    yea @TheShadowScout ... I miss mapping the world myself!

    I had another thought for this concept because I like the idea of people having make "choices" in games. :smile: In my concept I include the idea of Crown Store Map Packs so players could purchase map packs and get them automatically revealed like we have them now. They would have to do something like... lower the price of the DLC by 500 crowns and sell the map pack for 500 crowns.

    Alternatively, the skill lines could be morphed with the tombs. So let's say the skill line has 4 active and 4 passive skills. Players could use the tome to active each of those skills as a skill form an arcane society. So each skill could be morphed into a Ayleid skill, a Dwemer Skill, etc... That way a player could have a selection of skills from each of the different arcane societies or they could specialize and have all their skills be from one society.

    ZOS could even include "set bonuses" so a player who specializes gets bonuses and they could also have "synergistic bonuses" to where mixing and matching the arcane societies would have benefits of their own.
    Edited by Gidorick on April 29, 2016 7:09PM
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • TheShadowScout
    TheShadowScout
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    Yeah... I'd have liked do-it-yourself mapping. With an option to spend some gold on the "full map", without markers, just like we have now in ESO. And another option to spand more gold for "markers filled in as well"... would have been nifty.

    But I am really starting to like this "Scholar Guild" idea now... Like mentioned, it could even make a complete new DLC for when they want a "filler" between larger storyline DLCs... some small region somewhere for an scolar headquaters, and lots of quests all over tamriel... a plotline whewre a rugged adventurer hero is contracted to help a few weak wristed scolars with problems that grew over their heads (and I am not talking journals to be reviewed)... lots of cameos from many old dungeon raiders like the Varnos siblings, Telegner the Artificer or Lady Laurent and her manservant... I could see this happening in a year or two!

    The "different morphs her skill tome"... I am not so sure the current "one skill, two morphs" system could do this, that is why I went with an "one skill per tomb type, tomes as sort of type-locked skill points" notion... if it was a guild, it could go with four active skills (see above) and maybe an ultimate that unlocks under other conditions... (like clearing an extra special dungeon that only unlocks once you maxed the basic guild line?)
  • milesrodneymcneely2_ESO
    milesrodneymcneely2_ESO
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    Fantastic ideas. Would LOVE to have some old Dwemer skill lines.

    However, if we get dwarven stuff before I get my Hand-to-Hand skill line, I will be bitter, you hear me?

    BITTER.

    LOL! :p
  • UltimaJoe777
    UltimaJoe777
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    Gidorick wrote: »
    yea @TheShadowScout ... I miss mapping the world myself!

    Yeah cartography would be neat. Maybe they can add it to player housing maps :p
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
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