When you morph your pets, this is what you should see for options.
No no, not the misspelling of Clannfear, the fact that you should be able to "train" them.
My proposal!
Let me explain...
When you unlock a summon and it has been morphed, it will unlock its own dedicated tree that is cascaded and indented underneath "Daedric Summoning" in the left pane view.
As pets rank from I to IV they will unlock a total of 4 active and 4 passive abilities.
These abilities can be slotted to the empty boxes close to the top of the image.
- Active abilities correspond to the bar the pet is slotted on, if the pet is slotted on the overload bar, then they get a total of 3 active abilities.
- Passive abilities vary in effect but involve the conjurer and/or summon specifically.
Lets start with the scamp:
Rank I Active Ability [Static Current]: Point at your target to command the scamp to charge for X seconds a moving current of electricity at a far range that deals shock damage. It should continue through NPC/player collision till it reaches a static object or its full range. The scamp will turn during the charge to ensure accuracy! This can help initiating the scamp in combat instead of waiting for him to get in melee range.
Rank II Active Ability [Volatile Pulse]: the scamp pulses for [y] Shock Damage every 2 seconds for 4 seconds to enemies near him. The final pulse will stun all enemies hit for 3 seconds.
Rank III Active Ability [Indignation]: Point at your target and the scamp will channel a small stationary circular telegraph at your target's location, it will create a lightning storm that deals a very short DoT AoE, at the end, a large bolt strikes down knocking enemies away from the center of the area.
Rank IV Active Ability [Electrostatic Discharge]: Point to a location of the ground where the scamp will run to radiating for 5 seconds, the scamp releases a blast of energy that deals minor breach for X seconds and immobilize enemy movement for ~4 seconds. This gives enemy players time to react while giving people a "safe" spot to stand in and hold enemies.
Rank I Passive Ability [Spell Magnet]: The scamp's regular attacks deal minor breach for a few seconds, supporting the teams DPS.
At the end of the duration the affected receives a light surge of electricity (lets say the debuff is 3 seconds so the damage is in-between the scamp's attack intervals (2 seconds).
Rank II Passive Ability [Static Guard]: the scamp has a 10% chance when taking damage to create a “static ward” on itself for X seconds that causes enemies’ to take Y damage when using melee attacks on the pet.
Rank III Passive Ability [Electroluminescence]: 10% chance when an enemy is hit by the scamp with shock damage to lose some vision, reducing accuracy by 5% (5% chance to miss) for Y seconds... Or maybe make the scamp glow and have a 10% dodge chance.
Rank IV Passive Ability [Vengeful Convulsion]: Scamp remains until killed or unsummoned, at which time it explodes, dealing X% of your Max Magicka as damage and stunning nearby enemies for Y seconds, you and allies within the explosion recover Z Max Magicka.
Next is the Clannfear:
Rank I Active Ability [Ram]: Point at a target, the clannfear charges forward knocking any enemies between the clannfear's position and the target over dealing X physical damage, the target is immobilized for 1.5 seconds dealing low DoT. This will be funny to watch in pvp.
Rank II Active Ability [Tail Whip]: Command the clannfear to charge for 2 seconds and release a tail whip that deals AoE damage and does a lower than player priority taunt for 4 seconds.
Rank III Active Ability [War Screech]: Clannfear screeches and emits a red aura and a red channel from the pet to the player similar to guard will heal the player and Clannfear for X% health every .5 seconds while granting minor protection for 1.5 seconds. This will make the ability look unique from the twilight matriarch's heal while behaving as a damage mitigation technique that can be timed when necessary.
Rank IV Active Ability [Hold and Drag]: Point at a target, the clannfear rushes forward, snaring the target for 50% dealing low DoT for 6 seconds, command again during this time to tell the clannfear to pull towards you (the enemy is then snared 100% and the clannfear pulls at 50% speed and lets go at the end of the 6 seconds), second command does not reset the duration.
Rank I Passive Ability [Beaking the Armor]: Crowd control effects by the clannfear deals minor fracture for 5 seconds.
Rank II Passive Ability [Sick'em]: Being damaged by the clannfear also snares for 20% for 3 seconds, this applies to all active abilities.
Rank III Passive Ability [Tank's Assistant]: While the clannfear is active, the player is granted 9% max health and 10% health and stamina recovery.
Rank IV Passive Ability [Adult Clannfear]: The clannfear is looking a bit bigger, 9% bonus to health and can now perform block at times for a few seconds. Heavy attacks cause target to stagger when clannfear is blocking.
Next is the Twilight Matriarch:
Rank I Active Ability [Tri-heal]: heal the matriarch and up to 2 other friendly targets. I would like the Matriarch to do an animation to show that she is casting it.
Rank II Active Ability [Safe Guard]: Point to a location on the ground, the twilight will move to and sits at the location like a statue for 5 seconds while creating a barrier, the barrier absorbs X% of your max magic worth of damage before consuming the health of the twilight or the duration ends.
Rank III Active Ability [Twilight]: Based on the time of day the ability changes. Dusk: radiate light that grows brighter and brighter, healing for X health every second for Y seconds within Z meters, the closer to dusk the more this ability heals for. Dawn: emit darkness that grows and expands, dealing damage and snaring for 5% every 0.5 seconds (additively) for Y seconds, the snare endures for Z seconds. The closer to dawn the longer the casting duration, therefore, stronger snare.
Rank IV Active Ability [Refractive Gail]: Target an ally (if you don't then this ability affects you), twilight fights close beside, if a projectile is casted, the twilight will try to refract it with a gust of wind.
Rank I Passive Ability [Fatal Aid]: passively transfer health a player with a channel that she use to have for (x% max magic) every second for 3 seconds up to a Y meter range when a group member is below 20% health once every 60 seconds. This way she might be able to help prevent execution of a player.
Rank II Passive Ability [Retaliate/Areal Mow]: Pushes target back by 2 meters after she does two consecutive melee attacks, this way she can follow up with one ranged attack before going melee again while delaying the enemy from attacking multiple times in a row at close range.
Rank III Passive Ability [Magician's Assistant]: While the Winged Twilight is active, max magic is increased by 9% to the summoner and magic recovery +10% for those within 5 meters of her. (Give bound armor max health and instead this will have the max magic buff).
Rank IV Passive Ability [Azura's Warrior]: The winged twilight gains armor which increases her health by 5K, physical and spell resistance increase by 3.5K.
Next is the Twilight Tormentor:
Rank I Active Ability [Berserk]: The twilight will deal 50% more damage to targets over 50% health for 20 seconds, she also attacks at 1.5 seconds instead of 2 second intervals (so the skill is not useless half of the time).
Rank II Active Ability [Heavy concealment]: Point to a target for the twilight to conceal with her wings for 5 seconds which snares them for 50% while she deals a DoT that increases based on the amount of health missing. This effect ends if she dies.
Rank III Active Ability [Twilight]: Same as other morph but dawn deals more damage, so the other morph should then heal for more.
Rank IV Active Ability [Tempest Gail]: The twilight spins slowly while pulling in energies for 2 seconds before spinning, knocking enemies back by X meters from her.
Rank I Passive Ability [Keeping Foes at Bay]: Pushes target back by 2 meters and cast a purple channel that deals X damage every second while snaring for Y% for Z seconds up to an 8 meter range, no cooldown.
Rank II Passive Ability [Twitch]: Normal attacks apply a condition that snares targets by 60% for 1 second every 5 seconds for 20 seconds. When the snare happens a small spark moves around the target to indicate the effect.
Rank III Passive Ability [Magician's Assistant]: Same as other morph.
Rank IV Passive Ability [Azura's Warrior]: Same as other morph.
Now the Storm Atronach:
This one doesn't need a menu but the following buffs should be granted... The AI and duration of this summon is not what makes it shine, it is the initial impact.
Passive Ability [Connective Current]: deal X shock damage to all enemies within a Y meter range of the primary target. This will make the player active synergy beneficial to the atronach itself and keep enemy players moving while improving this DPS in dungeons.
Passive Ability [Charged Storm Atronach]: Storm atronach pounds the ground to summon an AoE lightning storm when the atronach receives 3 melee attacks within a 5 second window with a 6 second cooldown and get rid of the other morph of this ability. Give stamina players an air atronach dealing physical damage as the other morph.
Passive Ability [Overcharged]: Grants minor force for player and atronach for X seconds.
Additional ideas:
- Bound Armor should have an active ability.
- Daedric Summoning passives should be reevaluated since I threw them into the pets skill trees except for Power Stone (reduce ultimate cost).
- If a pet is more than X meters away from the summoner, they should drop whatever target they are focusing on and return to the summoner or focus on a target in less than X range of the summoner.