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Develop the Soul Magic skill line

tinythinker
tinythinker
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What active or passive abilities would you like to see added to the Soul Magic skill line? What category? Crowd control? Resource management? Damage mitigation? Healing? Damage dealing? Something else?

Perhaps you have a more specific idea than just general categories? Maybe a super-expensive skill for rezzing up to x players within so many meters?

Let us know.
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  • Eddyble
    Eddyble
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    What active or passive abilities would you like to see added to the Soul Magic skill line? What category? Crowd control? Resource management? Damage mitigation? Healing? Damage dealing? Something else?

    Perhaps you have a more specific idea than just general categories? Maybe a super-expensive skill for rezzing up to x players within so many meters?

    Let us know.

    Hmmm, a passive ,once unlocked, that allows you to use the appropriate number of soul gems to res multiple people at once, in the usual range sounds sweet.
    Eddyb1e - Xbox One - NA
    Eddyble - PC - NA
  • phermitgb
    phermitgb
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    well, soul gems *used* to be used to create magic items - sorta glad that isn't a feature now..but...

    thinking maybe using soul gems as some sort of power buff - a soul gem skill to increase outgoing damage at the cost of increasing incoming damage maybe? a soul gem that summons a random npc ghost enemy (i.e. the trapped soul) to fight for you briefly?...

    some of this also sounds like a necromancer skill line, but the black soul gems (the ones that could contain mer souls and so on) were generally understood to be a primary source of power for necromancy in some earlier ES games...maybe turn the soul gem line into the necromancy line everyone has been wanting? or maybe incorporate soul gems into a necromancy line somehow? *shrug*

    either way, yes - I think, for an existing skill line, soul magic is a bit of a one-trick pony - mostly used to re-energize your weapons with some very mild damagey/restoration skills, I'm thinking the least we could do is expand soul gems into armor powers and personal powers, give us a few more reasons to use soul gems at the very least
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    James T. Kirk
  • tinythinker
    tinythinker
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    I almost mentioned necromancy in the op but left it out :tongue:

    As for crafting, maybe a special soul gem could be used to boost the chances of item improvement. Charging it could have a really long cool-down and be have a chance to be filled in end-game content (killing a trials boss, killing a player character in PvP, killing a vMA boss, etc.). So you could use the new skill to summon or prime the gem once per day.
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    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


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  • Avalon
    Avalon
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    Definitely need to add Necromancy, and Black Soul Gems. Perhaps a new passive under Soul Magic that is like a morph, if you choose one way, you unlock Necromancy skill line, if you choose the other, you get some form of Stendarr-related skill line? And, the Necromancy line requires gathering Black Soul Gems to increase levels? (sort of like Lore Books for Mage Guild?) Just throwing ideas out there... Perhaps there are specific targets to suck the souls out of, like DB Litany of Blood?
  • Resipsa131
    Resipsa131
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    I'd like to see Soul Trap be a purgeable weak single target DOT that could either slow the enemy for the duration or increase the damage by 20% (only one could be active at a time) similar to Crippling Grasp but it could be used in addition to crippling grasp and wouldn't be as good because it would have lower damage and wouldn't stun initially on cast or be unlimited enemies.
  • ShedsHisTail
    ShedsHisTail
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    What active or passive abilities would you like to see added to the Soul Magic skill line? What category? Crowd control? Resource management? Damage mitigation? Healing? Damage dealing? Something else?

    Perhaps you have a more specific idea than just general categories? Maybe a super-expensive skill for rezzing up to x players within so many meters?

    Let us know.

    Build it into a "Necromancy" skill line.
    Make the spells powerful, but also make them consume soul gems and maybe even impose criminal fines if performed in front of NPC and guards.
    "As an online discussion of Tamrielic Lore grows longer, the probability of someone blaming a Dragon Break approaches 1." -- Sheds' Law
    Have you seen the Twin Lamps?
  • vestahls
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    I genuinely miss the time when soul gems were used for enchanting. It made a lot of sense, the use of a sentient soul to empower an item - sort of trapping the person/soul into the item forever, very personalised and badass.

    Seeing as that's not an option in ESO though, I'll also go for the Necromancy angle. Soul gems already have that link to it, so we're practically half-way there, and it would please a lot of players.

    You could, for example, soul-trap some poor NPC, and use a power to summon this as a temporary ghost to fight for you, very quick, just 5 or 6 seconds maybe. Morph could be longer lasting ghost or summing 3 at once or something.

    Or you could use soul-gems to summon not captured souls, but bound weapons from Oblivion, a la Skyrim. They hit harder but have a temporary duration, can't be enchanted or smith'd, etc.
    “He is even worse than a n'wah. He is - may Vivec forgive me for uttering this word - a Hlaalu.”
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    simple as
  • Myyth
    Myyth
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    A spell to turn the stacks of hundreds of soul gems wasting bagspace into something useful like sweet rolls!
  • Banana
    Banana
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    Necromancer would be more interesting
  • Avran_Sylt
    Avran_Sylt
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    Turn Soul Magic into the Mysticism skill line, then take necromancy and have it as a subset of the summoning skill line.
  • NewBlacksmurf
    NewBlacksmurf
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    Let's start with making the line more useful and desireable
    Bound items should go here if anything is added
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • tinythinker
    tinythinker
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    Any other non-necro ideas?
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • Madness1
    Madness1
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    Keep Necromancy and turn it into it's own skill line with a future expansion guild, or when they advance the main game's story. You kind of do some Necromancy in the main campaign after all with that Flesh Atronach. In other words, a new class like we see with the Warden.

    As for the Soul Magic tree, like Avran_Sylt said above:
    Avran_Sylt wrote: »
    Turn Soul Magic into the Mysticism skill line.

    I mean think about it all the abilities a Mysticism line could offer:
    Various kinds of absorption.
    Stam and Mag Regen abilities
    Health leaching (but give the NB version a buff)
    A way to dispel harmful effects (but give the Templar version a buff)
    A way to make objects float to make stealing easier
    An ability that'd remove the lockpicking mini-game (I know some people dislike it)

    All of this could be done with that line. I think that'd be fantastic.
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    Hail Sithis.
  • Avalon
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    How about use the Soul Magic line for crafting jewelry
  • Faulgor
    Faulgor
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    Soul Infusion
    Grants Minor Enchantment for 20 seconds, increasing all enchantments by 8%.
    Consumes 1 filled Soul Gem.

    > Soul Siphon
    When attacking, 10% chance to automatically cast Soul Trap.

    > Ideal Adept
    Grants Major Enchantment instead, increasing all enchantments by 20%.
    Consumes 20 filled Soul Gems.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Jim_Pipp
    Jim_Pipp
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    Love this thread. I never understood why the main quest skill line stops at just 6.

    Ideas?
    1) a passive ability that gives 15/30% chance on a kill to recharge your weapon enchantment a bit. Hardly overpowered, but a nice passive for all build's that use weapon enchantments.

    2) active abilities. The return of the mark and recall spells, they would be really convenient, especially if your group can activate a synergy to recall with you.

    3) if mark and recall aren't an option then something like morrowinds divine intervention, an active ability you can use to travel to your nearest wayshrine. It's the same mechanic as when you die and get released at a way shrine, but instead you would slot a skill to do it (and slot something else when you arrive).

    4) a summon ability. With 3 of the 5 classes having summons, I think a generic summon would be acceptable. Ideally I would like to summon a ghostly version of myself, who will light/heavy attack with the same weopon I have equipped.
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  • Galwylin
    Galwylin
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    I personally have never used this skill line. I have leveled up the various choices (and there's so many with that one skill and one ultimate) and even a couple of the passives. I took it out and recently put them back. However, still haven't made it onto my bars. Maybe for PvP but using stamina. Its such a weird line that suffers from fear of being interesting.
  • idk
    idk
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    Soul line already has resource management help along with dealing some damage.
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