All over the forums in several posts, threads, & discussions it has been made well & sound to those who follow the issue that Stam, for obvious reasons, out competes magic in PvP. With radiant threads still in existence I want to make clear that i'm representing magic as whole & don't want that non-sense here as invalidation or resistance to the plead that I make for the game changing balance that one can only hope to come in such a big release such as One Tamrial.
Edited by Pinja on September 6, 2016 12:37PM
While parts of my imagining can be replaced the main portion of the suggestion is simple. The introduction of a one handed wand (perhaps relic scrolls to be more loreful,) & a separate Duel or Dual Wand skill tree & its addition to the sword & bored passives(which don't really recognize the held weapon. mace, wand, sword, ect.)
In it's plain practical sense what this allows for is fair & relative set combinations, more diverse-full attribute weapon scalings, & alleviative magical weapon attack weaving that makes for more effective sustain. This would remove the starving tart that Dual wield magica users face as casters. A neglect to some of the games primitive mechanic that cause magic to fall further & further back when faced against stam opponents. Effective stam opponents take advantage of dual enchants, set pieces, extra weapon damage, ontop of damage weaving to make uncomparable DPS bursts & sustain. The addition of duel or dual wands in this plain text could be nothing but fair & balancing. As I'll try to maintain in the elaboration of this suggestion. (Remember I'm not on the design team.)
To insure this adds a sense of sorcery to the gameplay while incorporating something new. The second concept foundation of this skill tree is to incorporate it with AoE & Buff, De-buff based active skills. With this play style's move pallet not needing to much separate damage as magic users have class based abilitys for damage. As mentioned earlier tho the bulk of its purpose is to allow for more appropriate damage scaling's while still having effectiveness with a weapon.
Like Two handed staffs these following wand suggestions have elemental variations that modify, apply, & exploit the Chilled, burning, concussed effects.
Basic attack's: All elemental wands produce medium attacks modeled after the basic Flame, Frost, & shock attacks from Skyrim. Mimicking the same effect, combining to become a stronger attacks when used in conjunction with another duel or dual wand. With a 5% chance (here's were I start guessing #'s) to apply an elemental effect for each weapon used. Making the range of the attack 15m which is quite short in game & only about 3x larger then basic attack range for melee users (5m).
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Curse of the elements:
Suscep you opponents to the plague of the elements for 10s. Damaging them for 1500(+20% max magic) pts of elemental carnage over 6s whenever they are afflicted with Burning, chilled, or concussed. (Removing the elemental effect) Applying one of each effect for the element used.
Burning enemy's are exposed to the toils of hot Armor, increasing ability cost by 8%.
Chilled enemies have their fires of war extinguished reducing weapon & spell damage by 300.
Concussed enemies radiate attractive static increasing incoming projectile damage by 15% & reducing passive dodge chance by 5%.
Grieving elements; Increase damage of DoTs effect by 40%.
Catastrophic elements: Increase the elemental effectiveness by 10% & effect duration by 2s. (In a gist)
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Cauldron of elements: (has cast time)
Conjure the elements into impactful storms barraging elemental effects at your opponent. (In this skill most textures for the concepts already exist in the game. one variation the elemental move may be determined off the main equiped wand if there is too much variation.)
Send forth a barrage (3) of icy whirlwinds (cryomancers move in a cone,) ensnaring & chilling (apply chilled effect) enemies in their path for 10s. (0% movement speed, frost astro stomp texture under foot.)
Scorch the air to create violent storms in the wake of you enemy setting them off balance when struck & applying concussed. (texture salvageable from Hew’s bane shark teeth Grotto's boss, First mate Rodros storm move.)
Collect & heave the power of your inferno wands damaging all opponents caught in its path burning them for 586 p/s.(+20% max magic) over 6s. (texture salvageable from Angof lair, trap of the cunning.)
-Ice + Fire wands.
Embue the power of your wands into the ground to summon a aquiferial torrent from under your enemies knocking up & damaging enemies in its radius for 780 (+10% max magic) magic damage. (ground target retextured blue sorc ensnare, active possessive effect texture Nereid splash.)
-Ice + Lighting wands
Unleash the power of an unbarring storm by channeling a mortifying conduit to mundus. Concussing & slowing entrapped enemy movement speed by 8% each second for 10s. (Basicly a channeled daedric archway made of ice with the portal replaced with a channeling torrent from liquid lighting’s initial strike animation forming the center of a fixed sized hurricane.)
-Lighting + Fire wands
Unleash the secret form of insanity on your enemies, Burning them with fear (a fear) for 430 flame damage e/s for 10s.
[Every non damaging AoE could probably use a low damage tic to reveal.]
Cauldron of the apprentice; creates a 2000pt magical detonation after the casted effect ends from cast location.
Mundes Tear; Removes cast time & becomes ranged ground cast. Amplifies or adds the effects to allied magical ground AoE’s in target location + an add additional 2000 damage to their effect. (Not really sure if you can make this mechanic exist but summoning a well to have allies synergyze on would carry the same concept.)
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Increase the effectiveness of weapon enchants by 30% of 26s.
Krazak’s Surge; Increase the effectiveness of all enchants by 30% for 26s.
Possessed Infusion; Increase the effectiveness of weapon enchants by 50% & reduce enchantment cooldown from 4-2 seconds.
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Use the elemental power of your wands to enhance your connection with mundus & sharpen your senses. Guaranteeing the hit chance of your ranged abilities for the next 10s.
Piercing Element; Adept yourself to feel things threw the very air around you. Breaking illusions & revealing to you the shadows.
Fervent Element; Empower the next damaging ability you cast by 20%.
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Blazing Glory: 1min duration passive effect.
When active, once your health reaches at or below 1HP, stay your death & become temporarily immune to all effects by thrusting your wands up into air to dissolve your body & channel the last of your soul into a devastating elemental barrage that will blanket the area in over a total of 110113 (+70% of you max magica) elemental damage accumulated in 15 randomly distributed ground attacks over 6s, the last of which targeting you & your ground location for 50% of the effects damage. (This effect takes similar posture from other mages in the game; Such as, The Mage, Hel-Ra’s group #2 boss (via order of gate locks,) Kurog’s Mom, Valaca scoria, Molag Kena, & several other mediocre unnameable necromancers who just get to be kooler than us because we don’t have this move yet. Like It utterly breaks the immersion.)
Death in Asylum; With Extra willpower withhold the effects of your channel to only target your ground location after 6s.
Daedric Pact; Rather than releasing your soul to Mundus make a Pact with Mehrune dagon, summoning a bound Archfiend Titan to your ritual location for 15s.
-Spell Laminate: Increase that chance to apply burn, chilled, or concussed with wand effects by 10%. Also increase the duration of each effect by 5s depending on the wands equipped.
-Tyromancer: Increase the effectiveness of same type wand attacks & abilities by 15%.
-Poised Inclination: Increased spell damage by 5% for each active dual wand ability (max 15%).
-Elemental concentrate: Enemies that are inflicted with elemental effects from basic wand attacks have extra debuffs. Chilled opponent's move 4% slower. Burning enemies take an additional 500 dmg when the effect ends or is removed. Concussed enemy’s are given a 5% miss chance on all attacks.
-Elemental Haze: While channeling wand basic attacks reduce incoming damage by 10%.
Away from the classic core components there have been some rumors floating about that mention the arrival of weapon ultimates. In staying unique, balanced, & cannon to sorcerers I’ve rectified one in preparation with its release in one Tamriel that ought to serve the community fairly & unbiasedly with the careful risks & sacrifices in its use.
Ritual of Emeric: Transform yourself into a conduit of the Elements channeling your willpower for 12s into 9 devastative Elemental Blasts across 3 area locations over 15s. Each doing 1200 elemental damage. Up to 5 allies can synergize to join the ritual to contribute up to 20% of their max stat in damage as part of the channel. [Essentially the concept of this is like a ‘spontaneous’ arcane sidge, to add a little surprise to cyrodiil & maybe even for the daring an attempt at a quick add wipe in PvE. Constructed out of literal sidge projectiles, this concept recycles trebuchet’s; Cold stone as lighting projectiles, Fire as Fire, & Ice as Ice. Just with the more formidable damage each element will strike each of the 3 locations, in some order, 5 seconds between the barrage of each element. Maybe even cover the down time with colored support flare animations to make it look like they shattered, making 9 projectiles by the time the effect ends. The configurable Nuff to this move is like that of a battering ram in the sense that it restrains 6 ppl to a limited area to work at full strength. Additionally have it lock players in the dark ritual animation, exposing them to battle, to have it drain 20% of whatever their max is to contribute to the ritual. Making that the actual contributive damage, similar to the mechanic used by the magic totems in Sanctum. The rate could also be 20% across the 12s so late comers won't contribute much to the ritual. +Aiming is like aiming an invisible treb for the caster.]
Council of Darklad’s; Successful contributors to the ritual are granted Overkill for 20s.
Emperor's War Seat; Ritual time extended to 15s & all 9 projectiles can be individually directed.
Adjacent from that new implementation, this built skill line will add more to the diversity & effectiveness of magical classes, namely sorcerers, prep orientation & timing making for fairer & more engaging fight for all players to enjoy. Magical move weaving is too far restrained as is. Out of only two magical weapon trees there is only one that presents itself as useable, force pulse. A combo weave that is drastically outperformed by bow in range & damage combination. In all these years nowhere have I seen a force pulse hit a player for 16k as snipe crits can in a weave. One could even run PTS naked & find no such build.
*Uncovered dilemma, do you allow wand & melee combos? maybe just adds an elemental impact to melee attacks. Or a separate tree.
Regarding that if your legal Team gives you trouble implementing anything written here in, because © Pinja 2016, feel free to contact me via the forum or the email linked in association with the account.
Pinja for Dual Wands
Pinja's three server solutions:
A Sorcerer's suggestion: Dual Wand concept. 30 votes
I like that concpet , Implement it.
I'd like to see somethings modified like__.
Not Really with you because...
Didn't really read it. dude you write to much, but...