Monk class and Hand to Hand skill line Concept

Kalifas
Kalifas
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The concept of this class is a monk that has mastery over their body, mind, and spirit. You will notice on some skills I add that you may or may not want to morph. Because I believe the two way morph from the original limits playstyle. However, I did not list 3 way morph or not for all skills because I could not come up with interesting ideas for those. If the class seems OP or underpowered. I am welcome to feedback.

Monk
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Martial Arts Skill Line
Ultimate
Active:Ten Thousand Fists Charge your fists with the power of you soul. Light attacks hit single targets and heavy attacks hit multiple enemies in proximity for [y] Physical Damage.
Both attacks deal 3% additional damage. Attacks deplete Ultimate until you run out or the ability is toggled off.
Morph 1: Fists of Fury Charge your fists with the power of you soul. Light attacks hit single targets and heavy attacks hit multiple enemies in proximity for [y] Physical Damage.
Both attacks deal 3% additional damage. Attacks deplete Ultimate until you run out or the ability is toggled off. Increase range and radius of heavy attacks.
Morph 2: Charging Fist Charge your fists with the power of you soul. Light attacks hit single targets and heavy attacks hit multiple enemies in proximity for [y] Physical Damage.
Both attacks deal 3% additional damage. Attacks deplete Ultimate until you run out or the ability is toggled off. Light and heavy attacks restore stamina, but has less bonus damage.
  • Ten thousand Fists is similar to Overload. Except it is physical based. The ability is toggle-able off and on and consumes ultimate until depleted versus consuming stamina.

Active: Intercepting Fist Increases your vision reflexes granting an ability to counter by 10% for 20 seconds. If counter fails you receive 2% additional physical damage from physical attacks.
Morph 1: Keen Fist Each successful counter increases your chance to counter by 2%. If counter fails you receive 2% additional physical damage from physical attacks.
Morph 2: Lasting Fist Each successful counter adds 2 seconds to the duration of the ability. If counter fails you receive 2% additional physical damage from physical attacks.

  • Description of counter: Counter is negating a physical attack and returning a physical attack equal to a light attack at the same time.


Active: Lunging Spear Fly shoulder first into an enemy dealing X physical damage. Enemy is also stunned for 3.5 seconds.
Morph 1:Solid Spear Fly shoulder first into an enemy dealing X physical damage. Enemy is also stunned for 3.5 seconds. You gain minor protection 6 seconds.
Morph 2:Ferocious Spear Fly shoulder first into an enemy dealing X physical damage.You gain Major Empower for 6 seconds and enemy is no longer stunned.

Active:Flip Kick Does a back flip kick dealing X physical damage and knocking them back 4 meters.
Morph 1:Whirling Kick Does a back flip kick dealing X physical damage and knocking them back 4 meters. Grants Minor Expedition for 8 seconds.
Morph 2: Spinning Kick Does a back flip kick dealing X physical damage and snares enemy. Grants Minor Endurance for 8 seconds.

Active: Raging Fist Does a lunging punch dealing X Physical damage inflicting Minor Maim for 6 seconds.
Morph 1: Pummel Same as Raging Fist dealing X physical damage.Adds a second following punch for X physical damage.
Morph 2: Arching Fist Same as Raging Fist dealing X physical damage. Increases the duration of Minor Maim to 12 seconds.

Active: Striking Blows Does punches and kicks to multiple enemies dealing X physical damage.
Morph 1: Subtle Blows Does punches and kicks to multiple enemies dealing X physical damage.Prevents skill usage from target for 4 seconds. Enemy can still do regular attacks.
Morph 2: Elemental Strikes Does punches and kicks to mutliple enemies dealing X wind damage. Skill gets converted to magicka.

Passive: Body FortressWhile a martial arts ability is slotted.
Rank 1: Absorbs 2% of damage as stamina.
Rank 2: Absorbs 4% of damage as stamina.

Passive: Focus
Rank 1: Increases chance to counter by 5%.
Rank 2: Increases chance to counter by 10%.

Passive: Meditation While using Martial Arts abilities.
Rank 1:Increases stamina recovery by 2% for each Martial Arts ability slotted.
Rank 2: Increases stamina recovery by 4% for each Martial Arts ability slotted.

Passive: Presence While using Martial Arts abilities.
Rank1: Increases healing received by 6% when a Martial arts ability is active.
Rank 2: Increases healing received by 12% when a Martial arts ability is active.

The Oneness Skill Line
Active:Rain of God Jumps in the air and shoots chaotic energies.While slotted you gain Minor Force, Minor Berserk, and Minor Fortitude, increasing critical damage amounts by 15%, Damage by 8%, and Health Recovery by 10%.Activate to share your blessings, granting you and your group Major Berserk and Major Fortitude, increasing their Damage done by 15% and Health Recovery by 20% for 15 seconds. Energies are single projectiles that explode when hitting ground dealing X magic damage to enemies in proximity.
Morph 1:Star Storm Jumps in the air and shoots chaotic energies.While slotted you gain Minor Force, Minor Berserk, and Minor Fortitude, increasing critical damage amounts by 15%, Damage by 8%, and increases Health Recovery by 10%.Activate to share your blessings, granting you and your group Major Force and Major Berserk increasing their Critical Damage by 40% and Damage done by 15%. Energies are single projectiles that explode when hitting ground dealing X magic damage to enemies in proximity.
Morph 2:Signs In Heaven Jumps in the air and shoots chaotic energies.While slotted you gain Minor Mending, Minor Vitality, and Minor Fortitude, increasing healing done by 8%, Healing Taken by 8%, and health recovery by 10%Activate to share your blessings, granting you and your group Major Mending and Major Vitality increasing healing by 30% and Healing taken by 30%.Energies no longer target enemies or deal damage. Energies target player and heal them for X amount of health.

  • Morph or don't morph depending on what boon you want.


Active: Frigid Winds Create a tunnel of cold air at the target location that deals [x] Wind Damage to nearby enemies every 1 second.
While active, allies can activate Blender to deal [y] Wind Damage to enemies near the ally.
Morph 1: Sustained Winds Create a tunnel of cold air at the target location that deals [x] Wind Damage to nearby enemies every 1 second.
While active, allies can activate Blender to deal [y] Wind Damage to enemies near the ally. Increased duration.
Morph 2:Seeping WindsCreate a tunnel of cold air at the target location that deals [x] Wind Damage to nearby enemies every 1 second.
While active, allies can activate Blender to deal [y] Wind Damage to enemies near the ally.Inflicts Minor Breach to enemies in radius.

Active: Gust Storm Invoke Meridia’s name to get a rush of power, granting you Major Intellect,increasing your magicka recovery by 30% for 33 seconds.
While active, dealing a Critical Strike heals you for [x] Health. This effect can occur once every 1 second.
Morph 1:Sand Storm Invoke Meridia’s name to get a rush of power, granting you Major Sorcery and Major Intellect increasing your Spell Damage by 20% and Magicka Recovery by 30% for 33 seconds. While active, dealing a Critical Strike heals you for [x] Health. This effect can occur once every 1 second.
Morph 2: Heavy Rain Invoke Meridia’s name to get a rush of power, granting you Major Brutality and Major Endurance, increasing your weapon Damage by 20% and stamina recovery by 30% for 33 seconds.While active, dealing a Critical Strike heals you for [x] Health. This effect can occur once every 1 second.
Increases the healing.

Active: Two Sided Mirror Creates magical mirrored sphere that absorbs 50% of damage inflicted by spells for 8 seconds in target area.
Morph 1: Shining Mirror Creates a magical mirrored sphere absorbs 25% of damage inflicted by spells as magicka in the targeted area for 5 seconds and returns 25% damage after mirror depletes.
Morph 2: Diamond Mirror Creates magical mirrored sphere that absorbs 25% of damage inflicted by physical damage as stamina in the targeted area for 5 seconds and returns 25% damage after the mirror depletes.

  • Morph or don't morph depending on what boon you want.



Active: Elemental Strikes Makes weapon you wield an air elemental weapon. Deals X air magic damage and additional air damage over 8.5 seconds.
Morph 1: Formless Strikes Makes weapon you wield a gas formed elemental weapon dealing X magic damage and additional elemental damage over 8.5 seconds.The element gained is determined by what elemental enchantment you have equipped on the weapon. Each attack increases the duration of Formless strikes by 2 seconds.
Morph 2: Solidus Strikes Morphs your gas formed elemental weapon into a solidified physical weapon. Deals X physical damage and additional bleeding damage over 10 seconds. Converts into a Stamina ability and deals bleeding Damage. Each attack in creases the duration of Solidus Strikes by 2 seconds.

Passive: Turbine(Erosive is equivalent to burning for wind)
Rank 1: Increases the damage of erosive and bleeding status effects by 33%.
Rank II:Increases the damage of erosive and bleeding status effects by 66%.

Passive: Mental Fortress While a oneness ability is slotted.
Rank 1:Absorbs 2 % of damage as magicka
Rank 2:Absorbs 4 % of damage as magicka.

Passive: Expert Mage
Rank 1:Increases Spell Damage and Weapon Damage by 1% for each Oneness ability slotted.
Rank II: Increases Spell Damage and Weapon Damage by 2% for each Oneness ability slotted.

Passive: Turbulence
Rank 1:Increases your Physical and Air Damage by 3%.
Rank II: Increases your Physical and Air Damage by 5%.

Inner Energy Skill line
Ultimate
Active: Air WardenManifest yourself as a giant wind spirit,barraging nearby enemies with wind and rain dealing [x] Wind Damage every 1 second for 15 seconds.
While in this form you also gain Major Resolve and Major Ward, increasing your Physical Resistance and Spell Resistance by 5280 for 15 seconds. Each wind barrage acts as weak taunt.
Morph 1:Air Enforcer Manifest yourself as a giant wind spirit,barraging nearby enemies with wind and rain dealing [x] Wind Damage every 1 second for 15 seconds.
While in this form you also gain Major Resolve and Major Ward, increasing your Physical Resistance and Spell Resistance by 5280 for 15 seconds. Each wind barrage acts as weak taunt. Converts into a Stamina ability and deals Physical Damage. Increases in size and damage the longer it is active. Also Grants Minor Protection while active.
Morph 2:Blessing Of WindsManifest yourself as a giant wind spirit,barraging nearby enemies with wind and rain dealing [x] Wind Damage every 1 second for 15 seconds.
While in this form you also gain Major Resolve and Major Ward, increasing your Physical Resistance and Spell Resistance by 5280 for 15 seconds. Each wind barrage acts as weak taunt.
Also grants Minor Vitality while active.

  • Morph or don't morph depending on what boon you want.


Active: Vigor Boost Focus your energy inward increasing max health and health recovery by 2% every second for 10 seconds. After 10 seconds health defaults to normal.
Morph 1:Spirit Boost Focus your energy inward increasing max stamina and stamina recovery by 2% every second for 10 seconds.After 10 seconds stamina defaults to normal.
Morph 2:Mental Boost Focus your energy inward increasing max magicka and magicka recovery by 2% every second for 10 seconds. After 10 seconds magicka defaults to normal.

  • Note:The Boost skill line affects the Chi Blast skill line. Don't morph boost if you want Chi to scale off health. Chooses Aura if you want it to scale off magicka. Choose Giant if you want it to scale off stamina.


Active:Chi Blast Release the energy you built from the boost skills into a huge ball of energy to slam into a foe dealing X damage.Scales based of the type of boost you release. Scales off health if Vigor Boost, Stamina if Spirit Boost, Magicka if Mental Boost. A spike damage single target skill. Restores 25% of damage done as health.
Morph 1: Aura Blast Release the energy you built from the boost skills into a huge ball of energy to slam into a foe dealing X damage. Scales based of the type of boost you release. Scales off health if Vigor Boost, Stamina if Spirit Boost, Magicka if Mental Boost. Aura Blast becomes an AoE spike damage spell with additional enemies besides the primary target receiving 25% less damage.
Morph 2: Giant Blast Release the energy you built from the boost skills into a huge ball of energy to slam into a foe dealing X damage. Scales based of the type of boost you release. Scales off health if Vigor Boost, Stamina if Spirit Boost, Magicka if Mental Boost. A spike damage single target skill.Giant Blast deals additional erosive damage for 560 per second for 5 seconds. Remains Single Target.

  • Morph or don't morph depending on what boon you want.


Active:Terracotta FormTransforms skin into a terracota surface. Decreases physical damage taken by 4%.
Morph 1: Monsoon FormTransforms skin into a heavy wind. Decreases magical damage taken by 4%.
Morph 2: Shining Form Transforms skin into a being of light. Increases health recovery by 4%.

  • Again, Morph or don't morph depending on what boon you want.


Active:Howling MistBreathes out a blessing of chi healing yourself and allies over time by X amount for 6 seconds.
Morph 1:Roaring Mist Breathes out a blessing of chi healing yourself and allies over time by X amount over time by X amount for 8 seconds and removes one harmful effect.
Morph 2:Swift Mist Breathes out a blessing of chi healing yourself and allies for X amount. Burst heal, does not remove harmful effects.

  • Morph or don't morph depending on what boon you want.


Passive: Form Shift
Rank 1: Increases skin boons for Terracota, Monsoon, and Shining Forms by 2% if an Inner Energy skill is slotted.
Rank 2: Increases skin boons for Terracota, Monsoon, and Shining Forms by 4% if an Inner Energy skill is slotted.

Passive: Spirit Fortress While a Inner Energy ability is slotted.
Rank 1: Absorbs 2 % of damage taken as health.
Rank 2: Absorbs 4% of damage taken as health.

Passive: Inner Respite For each Inner Energy Skill slotted.
Rank 1: Increases the duration of boost by 1 second.
Rank 2: Increases the duration of boost by 2 seconds.

Passive: Mending
Rank 1: Increases the healing effects from your Inner Energy abilities by up to 5%, in proportion to the severity of the target's wounds.
Rank II: Increases the healing effects from your Inner Energy abilities by up to 10%, in proportion to the severity of the target's wounds.

Hand to Hand Skill Line
In the Hand to Hand line the weapon is gauntlets with properties just as other weapons have. Slashing, Piercing, and Blunt.

Gauntlets are equipped in each weapon slot, main and offhand. <--Edited due to Dsalter feedback.

Active:Flurry: Grants a the ability to light attack twice in one round every 2nd attack.
Morph 1:ComboGrants the ability to light attack thrice in one round every 3rd light attack.
Morph 2:Heavy Hitter Grants the ability to heavy attack twice in one round every 3rd heavy attack.


  • Morph or don't morph depending on what boon you want.


Active:Counter: Grants the ability to negate one physical attack and return damage equal to a light attack at the same time every 5th attack. Uses the same button cost as button as block does. Restores 15% of health.
Morph 1:Energy StealGrants the ability to negate one physical attack and return damage equal to a light attack at the same time every 5th attack. Uses the same cost and button block does. Restores 15% of Stamina.
Morph 2: Mind DominationGrants the ability to negate one physical attack and return damage equal to a light attack at the same time every 5th attack. Uses the same button cost as button as block does. Restores 15% of magicka.

  • Morph or don't morph depending on what boon you want.


Active:Silent Blows Grants the ability to silence surrounding enemies for 4 seconds and deals X amount of damage to all enemies. Enemies cannot cast spells during that time.Can only use once every 30 seconds.
Morph 1: Crippling Blows Grants the ability to prevent surrounding enemies from using weapon skills for 4 seconds and deals X amount of damage to all enemies. Enemies cannot use weapon skills during that time. Can only use once every 30 seconds.
Morph 2: Paralyzing Blows Grants the ability to prevent surrounding enemies from using light or heavy attacks for 4 seconds and deals X amount of damage to all enemies. Enemies cannot use light or heavy attacks during that time. Can only be used once every 30 seconds.

  • Morph or don't morph depending on what boon you want.


Active: Flying Punch Launch across the earth and punch an enemy for [x] Physical Damage and stuns enemy for 3.5 seconds.This attack is always a Critical Strike.
Morph 1: Fierce Punch Launch across the earth and smash an enemy for [x] Physical Damage.This attack is always a Critical Strike. Deals more damage based on distance traveled.
Morph 2: Muddled Punch Launch across the earth and smash an enemy for [x] Physical Damage.This attack is always a Critical Strike. Knocks back an enemy inflicting minor fracture.

  • Morph or don't morph depending on what boon you want.


Active:The Claw: Bear down on an enemy crushing their heart for X amount of bleeding damage over time for 8 seconds. Health is restored to you equal to the amount of damage inflicted.
Morph 1: Razor ClawBear down on an enemy crushing their heart for X amount of bleeding damage over time for 8 seconds. Gain Major Brutality for duration of bleeding.
Morph 2: Forked ClawBear down on multiple enemies crushing their heart for X amount of bleeding damage over time for 8 seconds. Gain Minor Expedition for the duration of bleeding.

  • Morph or don't morph depending on what boon you want.


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Passive:Hardened Gauntlets: With gauntlets equipped:
Rank 1: Spikes- gives your weapon attacks a 25% chance to bleed enemies for [x] Physical Damage over 4 seconds.
Rank 2: Spikes- gives your weapon attacks a 25% chance to bleed enemies for [x] Physical Damage over 8 seconds.

Rank 1: Blunt- equipped allows your weapon attacks to ignore 4% of an enemy's Physical Resistance.
Rank 2: Blunt- equipped allows your weapon attacks to ignore 8% of an enemy's Physical Resistance.

Rank 1: Sharpened- equipped increases the critical damage of your weapon attacks by 4%.
Rank 2: Sharpened- equipped increases the critical damage of your weapon attacks by 8%.<--Edited +physical damage to critical damage plus due to feedback from susmitds.

Passive:Steady Hands: With gauntlets equipped:
Rank 1: Reduces the cost of gauntlet abilities by 10%.
Rank 2: Reduces the cost of gauntlet abilities by 20%.

Passive:Martial Mastery: With gauntlets equipped
Rank 1: Reduces the time it takes to charge a heavy attack by 5%.
Rank 2: Reduces the time it takes to charge a heavy attack by 10%.

Passive: Battle Rush With gauntlet equipped
Rank 1: Increases your Stamina Recovery by 15% for 10 seconds after killing a target.
Rank II: Increases your Stamina Recovery by 30% for 10 seconds after killing a target.


Edited by Kalifas on June 12, 2016 5:12PM
An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
  • susmitds
    susmitds
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    In my opinion, Hand to Hand combat should be based on high amounts of critical damage rather than pure weapon damage.
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  • Kalifas
    Kalifas
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    susmitds wrote: »
    In my opinion, Hand to Hand combat should be based on high amounts of critical damage rather than pure weapon damage.

    Do you mean the sharpened passive or something else? Can you be a bit more elaborate?
    An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
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  • GazettE
    GazettE
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    Lore breaking class
    561+ CP

    Sorcerers - Stamina - Magicka - Stormproof

    Templar - Magicka - Healer

    NightBlade - Magicka - DPS
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  • AugustoCP
    AugustoCP
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    No, thank you. That would be a nightmare for balancing, especilly due to having no weapon on.
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  • Kalifas
    Kalifas
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    What class is locked to a weapon?
    An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
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  • timidobserver
    timidobserver
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    AugustoCP wrote: »
    No, thank you. That would be a nightmare for balancing, especilly due to having no weapon on.

    If they made it a toggle like WW or Overload, that would solve this issue? Some way of saying that visually your weapoons go away, but they are still there mathematically.
    Edited by timidobserver on June 11, 2016 8:17PM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

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  • Kalifas
    Kalifas
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    AugustoCP wrote: »
    No, thank you. That would be a nightmare for balancing, especilly due to having no weapon on.

    If they made it a toggle like WW or Overload, that would solve this issue? Some way of saying that visually your weapoons go away, but they are still there mathematically.

    Yeah the idea was based around something like Overload. I guess I didn't elaborate clearly enough on that. A stamina weapon based overload that consumes ultimate and is toggle-able on and off.
    An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
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  • Malmai
    Malmai
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    This is not Diablo and yes it will never happen...
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  • Mojmir
    Mojmir
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    so basically diablo
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  • OGLezard
    OGLezard
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    sadly they have already stated no to hand to hand. i have asked multiple times and they dont want to/think its to much. i would love hand to hand, i could get so many more friends to play with this one added concept
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  • Moonscythe
    Moonscythe
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    No monks in Tamriel, they just don't fit.
    Scura di Notte - Altmer Nightblade (gear)
    Lalin del Sombra - Bosmer Sorcerer (alchemy/enchanting)
    Angevin Sarkany - Bosmer Dragonknight
    Alkemene Velothi - Dunmer Warden (Morrowind)
    Sanna yos'Phalen - Altmer Sorcerer (provisioning)
    Cosima di Mattina -Altmer Sorcerer
    Naria Andrano - Dunmer Templar
    Luca della Serata - Redguard Templar
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  • Elhanan
    Elhanan
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    No thanks. No new classes, just new skill lines (especially via spellcrafting).
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  • dodgehopper_ESO
    dodgehopper_ESO
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    GazettE wrote: »
    Lore breaking class

    Monk isn't lorebreaking per se, but I would say a variation of Templar-Alchemist with a unarmed skill line would exemplify what it has been in the past. I think unarmed will be fine as a skill line, as long as they keep it to tradition of not being a direct damage oriented skill, but rather a debuffing skill.
    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>
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  • Lumenn
    Lumenn
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    Screenshot_2016-06-09-07-48-38_1_zps9hcuz3u4.jpg

    Again, Tang Mo Monks!

    Honestly why not? We already have a monk type with the Moth Priests. Just MAYBE they can defend themselves....I mean they gotta exercise.
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  • dodgehopper_ESO
    dodgehopper_ESO
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    Kalifas wrote: »
    AugustoCP wrote: »
    No, thank you. That would be a nightmare for balancing, especilly due to having no weapon on.

    If they made it a toggle like WW or Overload, that would solve this issue? Some way of saying that visually your weapoons go away, but they are still there mathematically.

    Yeah the idea was based around something like Overload. I guess I didn't elaborate clearly enough on that. A stamina weapon based overload that consumes ultimate and is toggle-able on and off.

    I like the idea of a fisticuff overload-style physical ulti though. Just realize that Monk in the series has a little different meaning than what it is in other games you have probably played. You're not going to be the Iron Monk, Master Po type.


    I like to add the stuff you wrote sounds interesting, and I like the notion of adding the cold/ice damage as you wrote. I'm not knocking your idea, just pointing out that the series has Monk's fairly defined already in what they are. The fisticuff element of the class is there, but they're simply a lot more like Friar Tuck than they are like Kung fu Panda.
    Edited by dodgehopper_ESO on June 12, 2016 12:41AM
    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>
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  • Xundiin
    Xundiin
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    GazettE wrote: »
    Lore breaking class
    Moonscythe wrote: »
    No monks in Tamriel, they just don't fit.

    The Monk represents the ancient art of combat through fists and agility. Whereas the Monk seems like a peaceful and - truly - difficult class to play, it has the ideal advantages of being a hybrid class, specializing in melee, ranged combat and spellcasting. Most notably, they can fulfill the role of a Thief, Warrior or Archer, all in one. Leveling a Monk is somewhat difficult due to the different kinds of major skills, but if one switches the use of weapons and spells frequently, playing as a Monk can be quite entertaining.

    A Monk fights either at close range with his or her fists or afar with their bows. Learning to switch between the two is what it takes to be a good Monk. On the downside, in melee Monks have no armor mastery and must rely on Alteration for protection and using fists needs a good speed to cope with, so if they manage to dodge successfully whilst hitting the opponent enough times, the target also loses Fatigue. At times, this and quick reflexes can be a key factor, since a Monk will not have much health to go along. Thanks to mastery in sneaking, Monks can also dispatch their foes from a crouching position with a well-aimed bow shot.

    All in all, the Monk is a character for those who are good at dodging and like to vary their combat techniques. Paired with the Thief Birthsign, this class excells in a profession less holier-than-thou than the title of the class pertains. The Monk is not burdened by most weapons and all armor-which will leave your inventory ripe for the picking of stolen loot and merchandise. This will come in handy for side quests involving the Thieves Guild.

    Khajiit make the perfect Monks, as they have a bonus to Hand-to-Hand, Athletics, and Acrobatics. It can also be proven as a viable class for other, although less gifted races, such as Nords and Dunmer, for their Strength and Speed attributes, respectfully. Bosmer character's could technically also be considered, though their skills in Marksman leave much better pre-made classes to be desired.

    http://elderscrolls.wikia.com/wiki/Monk_(Oblivion)

    Playable character in

    The Elder Scrolls: Arena
    The Elder Scrolls II: Daggerfall
    The Elder Scrolls III: Morrowind
    The Elder Scrolls IV: Oblivion
    An Elder Scrolls Legend: Battlespire
    The Elder Scrolls: Oblivion Mobile

    http://elderscrolls.wikia.com/wiki/Monk
    #SavePlayer1
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  • cyclonus11
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    Argonian monks should have the additional tail swipe attack, like the Iksar in EverQuest.

    I would like to see a brawler class. Even if monks are too lorebreaking, there are definitely barroom ruffians.
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  • Ra'Shtar
    Ra'Shtar
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    GazettE wrote: »
    Lore breaking class

    No its not its even in the upcoming CTG TES game as a class, khajiits have been moon monks for centuries you can even find some training in a temple at Kenarthis Roost. Imperials also have some history with monks.
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  • mechsauc3
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    Wish they would listen to the community, for once :)


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  • greylox
    greylox
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    Have knuckleduster/ fist weapons for dps and staves for healing/ buffs. The class itself wouldn't be lorebreaking...but I wouldn't call it a monk.
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  • Mojmir
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    its only lore breaking if you made it instead of ZOS.
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  • Kalifas
    Kalifas
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    greylox wrote: »
    Have knuckleduster/ fist weapons for dps and staves for healing/ buffs. The class itself wouldn't be lorebreaking...but I wouldn't call it a monk.

    I wanted to add a Martial Staff aka Stamina Based Weapon but got brain fuzz thinking out what I thought up so far. The idea would be the monk could be a DPS stamina monk with Hand 2 Hand or Martial Staff. Then they could use different staff like Destruction for elements, Restoration for healing, Alteration Staffs for tanking.

    The staff line would increase utility Boost and Chi Blast with my Inner Chi line. Run around in between boosting and playing Ranged Burst DPS or Healer.

    I would definitely like to see monk as well as other classes even if it isn't anything like the monk I thought up. :)

    The ShadowScout's Class Morph idea
    Edited by Kalifas on June 12, 2016 4:36AM
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  • Mordiez
    Mordiez
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    GazettE wrote: »
    Lore breaking class

    Couldn't be any more wrong than this, monk was in a few of the other games as a hand to hand class, Morrowind, Oblivion. the skills he posted wouldn't go so well but the class as a whole already has a place in the lore.
    Edited by Mordiez on June 12, 2016 4:37AM
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  • Wolfshead
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    I dont get one thing why would people like to try ESO into WoW clone serious WoW have monk and i think those suck and dont fit into WoW and now people here ask about same class and basic tell ZoS copy the monk class from WoW for some off those skills is what monk in WoW.
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  • Kalifas
    Kalifas
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    Wolfshead wrote: »
    I dont get one thing why would people like to try ESO into WoW clone serious WoW have monk and i think those suck and dont fit into WoW and now people here ask about same class and basic tell ZoS copy the monk class from WoW for some off those skills is what monk in WoW.

    I was inspired by FFXI Monk and some of the classes here. I never got into WoW even though it has been so popular, couldn't get into the cartoony art. So not every idea I added is 100% original. But I thought them up the best I could to fit into a playstyle of ESO. I have never even played Diablo 3, I don't like the camera views and instanced nature of it.
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  • Sausage
    Sausage
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    Monk is what Ive suggested too, they could add Staff and Fist weapons to the game too. Fist Weapons has high dmg but shorter range, then Staff is long range weapon. That would give nice twist to the PVP.
    Malmai wrote: »
    This is not Diablo and yes it will never happen...

    Whats wrong with Diablo 3. They have taken inspiration from D3 in my opinion, that one dungeon is so Diablo, I cant remember it's name then also Scamps in IC.

    EDIT: If you start to think about it, monk is so overused how about Brawler, Knuckles are one and then Polearms. That would be more badass if asked from me. I'd imagine Polearm and Knuckles combination works better for Nord or Orcs players of ESO.
    Edited by Sausage on June 12, 2016 6:47AM
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  • Lumenn
    Lumenn
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    Good grief no one is trying to turn the game. There is precedence for monks(listed above) and there isn't much that can't be twisted as not being original. (Templars sorcerer have been around longer than anything)OP came up with some ideas that weren't half bad based on what he knows. I know if I were to come up with a skill set it would be closer to EQ cause that's just what I know. (never played another mmo) .

    It WOULD be nice though. We have a class whos main focus has been studying magic so doesn't need a weapons etc. They can wiggle their fingers to attack. Also a bunch of hybrids. Why not a class who goes the opposite? Dedicated to physical instead of magic. Focus their body and mind into a deadly weapon. I AM biased since my Monk was my main for 8 years on EQ but I can't be(and obviously not with all the posts I've seen) the only one who likes pure melee. Monk is a great choice btw.
    Screenshot_2016-06-09-07-48-38_1_zps9hcuz3u4.jpg


    Tang Mo Monks!
    Edited by Lumenn on June 12, 2016 7:32AM
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  • Mojmir
    Mojmir
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    I swear to sithis people need to get out of their "lore/immersion bubble".otherwise it's going to be very stale, yes the one player games we're great but this is an mmo.it needs to appeal to a broad variety of players.
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  • Rune_Relic
    Rune_Relic
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    greylox wrote: »
    Have knuckleduster/ fist weapons for dps and staves for healing/ buffs. The class itself wouldn't be lorebreaking...but I wouldn't call it a monk.

    I believe the term you are looking for is cestus
    Nothing stopping players loading cestus into weapon slot either.
    Edited by Rune_Relic on June 12, 2016 11:19AM
    Anything that can be exploited will be exploited
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  • dsalter
    dsalter
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    GazettE wrote: »
    Lore breaking class

    the khajiit and imperials have monks. try harder.

    http://elderscrolls.wikia.com/wiki/Monk
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

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