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Combat Pet Ideas

SirMewser
SirMewser
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When you morph your pets, this is what you should see for options.
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No no, not the misspelling of Clannfear, the fact that you should be able to "train" them. :)

My proposal!
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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:
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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:
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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. <3

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:
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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.
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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).
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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.
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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:
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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.
Edited by SirMewser on June 11, 2018 4:40AM
  • Gothren
    Gothren
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    lol this will never happen.

    On a side note ZOS needs to rework that awful twilight tormentor morph. twilight matriarch is a far better morph.
  • Mic1007
    Mic1007
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    This would be a much more fun - and useful - way to use a pet build, though I really don't see ZOS applying any of this to the game.
    @Mic1007
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  • Mojmir
    Mojmir
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    separate class altogether, should not be inside sorcs class.
  • SanSan
    SanSan
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    TABLES LADDERS CHAIRS! WELCOME TO WWE TAMRIEL!!!!
  • olsborg
    olsborg
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    I like your suggestion, sorc pets need moar love thats for sure.

    PC EU
    PvP only
  • SirMewser
    SirMewser
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    I do agree that this will never happen...

    To summarize what does need to happen;
    • Counters to pet's AI in terms of being damage and being far from the summoner.
    • Passive utility that makes pets dynamic and a team player. ;)
    • Daedric Summoning passives needs to be reworked.
    • Clannfear's and Twilight Tormentor's active ability needs to be reworked.
    • Bound Armor needs to be reworked.

    Some of that shouldn't be too hard to do since some of it means bringing back some old things while others are shown possible in-game with NPCs and other class abilities.

    It's just a nice thought... :)
    Edited by SirMewser on October 3, 2016 2:11PM
  • waterfairy
    waterfairy
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    Oh the things ESO addicts do when the servers are down :p
  • kongkim
    kongkim
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    I would looooove to see better pets and more fun stuff done with them :)
  • AnviOfVai
    AnviOfVai
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    marry me please? Your right this will never happen but GOD this is what SHOULD happen :)
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  • Gothren
    Gothren
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    @ZOS_GinaBruno make our storm atronach be able to move. otherwise get rid of its legs since they are useless.
  • SirMewser
    SirMewser
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    Gothren wrote: »
    @ZOS_GinaBruno make our storm atronach be able to move. otherwise get rid of its legs since they are useless.

    I believe the reason why the Storm Atronach became stationary is because of the problem with the current pets we have in pvp. The atronach would chase players (at a slow pace) into the distance and ignore all other targets unless the summoner commanded it so.

    This is an easy "fix" to something that is not just an ultimate, but duration and health based, however, the AI has proven problematic for not just this but all the sorc pets. A distance from summoner to pet check would improve pets in several aspects:
    1. Rationality: pets would no longer run off into the distance after something (and die).
    2. Survivability: applied buffs are more likely to be in range (ei. wards).
    3. Reliability: activating the pets active ability will be more successful (sometimes they are out of range).
    4. Consistency: pets' damage will be slightly more stable (specifically the Winged Twilight and Storm Atronach).

    I would then see no reason for the Storm Atronach to be immobile.

    NPCs are capable of doing the following...
    • Ending combat when player is Y distance away from NPC's post.
    • Jump over and behind the player.
    • Go invisible.
    • Back up.
    • Use X ability when at Y distance.
    • Use X ability when an ally used Y ability (ei. "Light it up!")
    • Evade responsibly to AoEs/DoT channels from the player.
    • Phase based abilities.
    • Interact with mechanics/surroundings.

    It's not a matter of capability, it's the willingness of the developers.
    Edited by SirMewser on October 5, 2016 3:03AM
  • GrumpyDuckling
    GrumpyDuckling
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    That was fun to read and I enjoyed the creativity.

    Pets are so pathetic in their current state (unless you're spamming shields 24/7 to keep them alive at the cost of doing damage) that I would settle for invincible, but silence-able, pets so we could at least use their skills/heals instead of having to re-summon them.

    Instead of dying, just have pets become silenced (unable to move/attack) for 3 seconds when they take too much damage. It's a simple fix that doesn't make them OP but doesn't completely remove their skills from combat. So tired of them being wasted slots.
  • Mettaricana
    Mettaricana
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    Make a new class called conjurer remove pets from sorcs add new skill line to replace it make entirely new class conjurer gain two more summon based skills like necromancy and reach magic suddenly we have 5 classes and more options
  • Thealteregoroman
    Thealteregoroman
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    THIS IS COMING IN SPELLCRAFTING.
    ****Master Healer...****
  • runagate
    runagate
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    TLC pet daedra morphs



    TLC.jpg
    Edited by runagate on October 5, 2016 3:46AM
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    I'm actually trying a pet build I pretty good at keeping the my Ward up if the pets did more damage they would be able to kill players as the Sorc just recasts the shield when a 20k shield is the only power you need to live as your pets kill it would be The Elder Scrolls Pets Online.

    I strongly believe pets should be move to World magic as we all have been to Oblivion and should be able to do that. Sorcerers should get 1-2 Melee attacks. Their range counter Nightblade's Melee. Sorcs are golden in the damage buffs department so new attacks would be sexy.
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