"The Mages Guild is a guild dedicated to the collection, preservation, and distribution of magical knowledge with an emphasis on ensuring that all citizens of Tamriel benefit from this knowledge. Members of the Guild receive many benefits, including training, services, and education in the established laws regarding the proper use of magic."
I originally posted some ideas in the nightblade thread but thought i'd post them in their own thread to see what people think and generally start a discussion. Please keep everything constructive and lets see if we can get some cool improvements
DISCLAIMER: Yes I do mainly play PvP so i'd like to hear some thoughts from those that don't to see hw things might effect them and also get some suggestions from different perspectives
Now the reason I've posted this is to look into the 2 skills that are rarely used if at all, Equilibrium and Fire Rune, and possible adjustments to those and possibly entropy as well. Below is a list of spells available in the Elder Scrolls which you can learn through the mages guild in other ES games.
Spells are cast using magicka.
The spells of The Elder Scrolls universe are divided into several magical schools. Increasing the player's proficiency in the schools depends on spell uses and training.
Damage — Lowers health, fatigue, magicka, attribute or skill. Can only be restored with a Restore effect, such as a blessing from the chapel, a spell or a potion.
Drain — Temporarily and gradually lowers health, fatigue, magicka, attribute or skill for a duration of time.
Resist — Reduces shock, frost, fire, magicka, the damage afflicted by a normal weapon or reduces the chance of being poisoned, paralyzed, or diseased. Shield is similar to Resist.
Restore — Recovers health, fatigue, magicka, attribute or skill back towards normal level
Fortify — Similar to Restore, but can temporarily increase the skill in question beyond the normal level
Weakness — Decreases resistance to shock, frost, fire, magicka, the damage afflicted by a normal weapon or to disease, poison, and paralysis
Reflect — Reflects normal or spell damage back at the opponent.
Now they look very interesting...
Lets start with the Mages Guild passives in ESO:
Persuasive Will - Allows player to Persuade certain NPCs in conversations
Mage Adept - Reduces Magicka and Health cost of Mages Guild abilities by 15%.
Everlasting Magic - Increases duration of Mages Guild Abilities by 20%
Magicka Controller - Increases Max Magicka and Magicka Regeneration by 2% for each Mages Guild ability slotted
Might of the Guild - Casting a Mages Guild ability grants Empower, increasing the damage of your next attack by 20% as long as it's activated within 5 seconds.
I personally think the passives are spot on. Now with those in mind, lets look at some suggestions for the skills
Here are my comments/idea's from the nightblade thread
Now, because i'm not sure where to put this due to there being no specific thread for it, I thought here was as good a place as any.
@Wrobel @ZOS_GinaBrunoMages GuildEntropy - While an often used skill, Perhaps a rework though in conjunction with equilibrium so that entropy becomes an execute. Perhaps something like Mages Wrath? (don't hate me) Or maybe remove the heal over time and make it a straight damage over time ability that also grants major sorcery or perhaps minor breach? Perhaps it could provide minor defile to reduce the enemies healing.
Equilibrium - Correct me if i'm wrong but this is one of the least used skills in the game in its current state. Can you please look into making this a healing ability? (it already has the breath of life animation)
This would go a long way to helping out magicka builds and providing much needed balance across magicka classes in the same way that Vigor did for stamina classes. Dragon knights and Nightblades probably lack the most in this department currently (although Coagulating blood needs more testing).
All of the classes have 3 skill trees - One for tanking, dps, and healing. The passives and skills have morphs that suit those play styles.
The tough part is how would the heal work? We don't need more breath of life spammers.. So maybe something a bit different with some utility that's not going to make more players invincible and is different to what the other classes have? Can still call it bartering magicka for health?
1) A heal the opposite of rally - a single burst heal followed by a heal over time every 2 seconds for 10 seconds.
* Morph 1 - increased cost, grant minor intellect increasing magicka recovery, a larger burst heal but only lasts 6 seconds
* Morph 2 - grants major heroism and minor fortitude for 10 seconds
2) A burst heal - Heal for X amount and cleanse 1 negative affect from you and 1 other player
* Morph 1 - Heal for X amount and cleanse 1 negative affect from you and 1 other player also granting minor bezerk for 8 seconds
* Morph 2 - Cleanse up to 3 negative affects from you and one other player. if a negative effect is removed, the heal is increased by 10% per negative effect removed
This second suggestion for healing could also replace the
Purge skill in the Alliance War support tree if the it is not suitable for the Mages Guild lore
(edit: this would still be fine after doing some research as it comes under restoration spell casting which is taught in the mages guild)
Now myself personally, I would like to see a burst heal that provides some utility. I really like option 1 mentioned above. Part of the key for any heal would be so that it doesn't make the Restoration Staff skill line redundant though however being in mages guild does make it more useful to magicka dps/ 1vX's anyway rather than healers due to the passives. I cant really see it effecting PvE content as much as PvP, but perhaps as long as its not over done, then I can only see it as a good thing?
Another thing to consider is the current state of Heavy Armour survivability. There are already unkillable tanks floating around in PvP and the last thing i'd like to do is make them stronger. So I think most of us are unanimous in saying that Heavy Armour needs to be toned down so this should benefit light armour users most of all.
As for Fire Rune, I don't really have many idea's. I think its a good skill but could perhaps affect more than 1 player? perhaps it could add a snare or defile while in the radius? Mages from the guild are pretty handy like that!
An interesting thought I also just had was to make the fighters and mages guild exclusive of one another - You could be apart of one but not the other? Like either you're a Vampire or a Werewolf? So you can only access one of those skill lines at time? Surely this wouldn't be a bad thing as fighters guild seems to be mainly for stamina users and vise versa for mages and magicka. Kind of makes a bit sense though right?
Let me know your thoughts!
Nocturnal
Australian ESO member since Beta
Aldmeri Dominion
890+ CP
Jade Skyblade 50* Magicka Templar
Jedrzej 50* Magicka Dragonknight
Stâpês 50* Stamina Nightblade
Skyblàde 50* Magicka Nightblade
Akâiden 23* Stamina Templar
Stapés 38* Stamina Warden
Siluca 50* Magicka Sorcerer