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
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.