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3rd Skill Morph Ideas (Classes, Weapon Skills, World Skills, Guild Skills)

Avran_Sylt
Avran_Sylt
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If skills ever gain additional morphs (which will likely happen prior to any kind of spell creation/martial training), what kind of morphs would you like to see?

These are meant to be additional (3rd) morphs.
Here are some of my own:
Classes
Nightblade
Assassination
Death Stroke -> Ravage
-Increases the damage bonus against the target by 10% 5%

Assassin's Blade -> Shadowed Blade (Magicka)
-This ability now applies the bonus damage while attacking from stealth as well

Teleport Strike -> Blink
-No longer targets an enemy or deals damage, instead teleports the player to a selected location, can be used while in stealth.

Blur -> Shifting Aegis
-Grants a small damage shield upon activation

Mark Target -> Mark of Bloodthirst
-Mark applies minor life-steal on the target.

Grim Focus -> Endless Focus
-No longer applies Minor Berserk, but reapplies at no cost with each cast of Assassin's Will

Shadow
Consuming Darkness -> Sudden Darkness
-All enemies within the radius when cast are blinded for 3 seconds (miss all attacks)

Veiled Strike -> Deadly Strike
-Now deals bonus damage when attacking from stealth or while invisible

Shadow Cloak -> Elusive Cloak
- Grants Major Expedition for 2 seconds after use

Path of Darkness -> Darkened Path
- enemies damage by the path are slowed by 40% for 3 seconds

Aspect of Terror -> Painful Memories
-Converts to a single target ability, 10m range
-When the Fear ends, a shade spawns near the enemy and taunts the target

Summon Shade -> Summon Tormented Ghost
-Summon the spirit of a slain victim, whose basic attacks deal [x] damage (scales with max magicka) and will periodically throw out immobilizing whirlwinds

Siphoning
Soul Shred - >Soul Burst
Deals increased Damage but no longer stuns

Strife -> Consume
-Increases the % health conversion to 35%

Agony -> Shared Pain
-If Agony has been active for at least 10 seconds, it deals [x] damage and spreads to another nearby enemy (Max 3 occurrences)

Cripple - > Draining Grasp
-Applies minor Magickasteal on the enemy

Siphoning Strikes -> Consuming Aura
-When damaged by a magicka attack, regain [x] magicka, when damaged by a stamina attack, regain [x] stamina

Drain Power - Rend Essence
-Increases the damage done

Dragonknight
Ardent Flame
Dragonknight Standard -> Erupting Standard
-The standard now erupts from the ground, knocking enemies into the air and stunning them for 2 seconds

Lava Whip -> Caustic Whip
-Changes to a stamina based ability and deals poison damage
-Fling a caustic solution from your pores that reacts more strongly against poisoned targets
-Deals additional damage to poisoned targets (10% at rank IV)

Searing Strike -> Immolating Strike
-Increase the initial Flame Damage

Fiery Breath -> Fiery Shout
-Reduces the damage of the Damage over time but increases the Initial Damage done

Fiery Grip -> Reaching Anchor
-Immobilizes the enemy once the initial effect ends.

Inferno -> Updraft
-Grants Minor Expedition for the duration

Draconic Power
Dragon Leap -> Infernal Landing
-Creates a 6.5m radius fiery zone that deals [x] damage per second for 6 seconds

Spiked Armor -> Hardened Skin
-Changes to a Stamina based ability
-Grants minor protection for the duration

Dark Talons -> Sharp Talons
-Increases the Physical damage done

Dragon Blood -> Dragon's Constitution
-Changes to a stamina based ability
-Now heals [x] per second over 10 seconds
-increases the potency by up to 33% based on your missing health

Reflective Scales -> Absorbing Scales
-Projectiles are no longer reflected to the attacker, but you restore [x] magicka per absorbed projectile

Inhale -> Exhale
-Now longer has a channel or heals, instead just deals [x] Flame damage to nearby enemies

Earthen Heart
Magma Armor ->Molten Skin
-Now only reduces incoming damage by an additional 30%, but you deal higher AoE flame damage per sec over a larger radius

Stonefist -> Pummel
-If the target is stunned, deal an additional 50% damage

Stonefist -> Earthen Fist
-Changes to a stamina based ability
-Manifest your physical prowess into a stone sown punch
-Reduces Range
-Increases Damage

Molten Weapons -> Blazing Armaments
-No longer grants Major Sorcery, but Light and Heavy attacks deal an additional [x] Flame Damage

Obsidian Shield -> Obsidian Ward
-Allies shielded with Obsidian Ward gain Major Protection while blocking

Ash Cloud -> Enveloping Ash
-Now moves with the player, but the enemy Movespeed reduction is reduced

Templar (I don't play this class)
Aedric Spear
Radial Sweep -> Low Sweep
-Knocks down hit enemies

Puncturing Strikes -> Wide Strikes
-Deals damage in a wider conal area in front of the player

Piercing Javelin -> Pinning Javelin
-Now snares enemies by 40% when the stun ends

Focused Charge -> Trampling Charge
-No longer targets an enemy, but targets a location
-Enemies you pass by are dealt damage

Spear Shards -> Volatile Shards
-when an ally uses the synergy, one enemy near them is stunned for 2 seconds

Sun Shield -> Red Giant
-While the shield persists, deal [x] Flame damage to nearby enemies every two seconds

Dawn's Wrath
Nova -> Black Hole
-Allies can activate the Collapse Synergy, which consumes the Nova but deals a significantly increased amount of synergy damage

Sun Fire -> Firebomb
-Now deals damage to all targets within 2m of the initial target

Solar Flare -> Sun Spot
-Now Targets an AoE (5m radius)

Backlash -> Retribution
-Increases the Maximum damage, but reduces the active time

Eclipse -> Singularity
-reduces the move-speed of the enemy by 30%

Radiant Destruction -> Overflowing Destruction
-Deals 30% of the damage to two nearby enemies

Restoring Light
Rite of Passage -> Ceremonial Passage
-You have reduced movement while channeling

Rushed Ceremony -> Extended Ceremony
-Heals for an additional [x] over 8 seconds

Healing Ritual -> Expanded Ritual
-Has a larger radius (15m)

Restoring Aura -> Healing Aura
-No longer applies Minor Magickasteal, but Applies Minor Lifesteal to all enemies around you for 15 seconds

Cleansing Ritual -> Shared Ritual
-Also cleanse one harmful effect from a nearby ally when cast

Rune Focus -> Hardened Focus
-Grants you a small damage shield that refreshes every second inside the Focus

Sorcerer (Don't play this too often)
Daedric Summoning
Summon Storm Atronach -> Lesser Storm Atronach
-No longer stuns or deals AoE impact damage. Has a cast time and will stay summoned as long as it is on your bar
-This atronach's basic attacks deal [x] shock damage over 2 seconds
-Reactivate again at 150 Ultimate to call upon the Lesser Atronach to use Shocking Torrent, sending a wave of electricity along the ground dealing [x] Shock damage to enemies that are in its path.

Unstable Familiar -> Volatile Banekin
-Summons a Banekin who runs at the targeted enemy and explodes, dealing [x] shock damage in a radius
-Becomes Instant-cast

Daedric Curse -> Spreading Curse
-Infects one nearby enemy with Daedric Curse upon detonation

Summon Winged Twilight - Lesser Grievous Twilight
-Summons a smaller Grievous Twilight
-Activate to have the Grievous Twilight swap positions with you

Conjured Ward - Fractured Ward
- Has lower Scalings
- When broken deals [x] AoE Magic damage

Bound Armor -> Bound Conduit (kinda... unsure about this one)
- While active, increases the amount of Lightning and Physical Damage you do by 5%

Dark Magic
Negate Magic - Expanded Field
-Increases the Radius by 2m

Crystal Shards - Crystal Lance (Think uppercut but crystal formed around the player's arm thrust foreward)
- Stamina Morph (Uninterruptible)
- Melee Range (Cast Time)
- Applies Major Fracture (and still stuns)

Encase - Reaching Shards
-Increases the immobilization Duration to 9 seconds

Rune Prison - Crushing Prison
-Once the effect ends, the enemy is snared and dealt [x] magic damage

Dark Exchange -> Dark Pact (seems... Op)
-Toggle
-Increase your Max Magicka by [x], but decrease your Max Health by [y]

Daedric Mines -> Daedric Bomb
- Only one mine is spawned beneath you
- Deals more damage and knocks-up and stuns for 2 seconds.

Storm Calling
Overload -> Power Spike
-Instant Cast Ultimate (no 3rd bar)
-Deals [x] AoE Shock damage around you

Mage's Fury -> Mage's Rage
-No longer deals execute damage
-Has higher Base Damage

Lightning Form -> Surge of Lightning
-The initial cast deals [x] shock damage in a radius

Lightning Splash - Thunderous Lightning
-The initial Tick stuns non-player enemies for 2 seconds.

Surge -> Surging Movement
-Gain Minor Expedition for the duration

Bolt Escape -> Bolt Traversal
-extends the radius at which this skill can be cast to

Warden:
Winter's Embrace
Sleet Storm -> Conjured Storm
-Also summons an Ice Wraith for 30 seconds whose attacks chill damaged enemies.

Frost Cloak -> Glacial Cloak
-Enemies who damage you or affected allies are slowed by [x]% for 4 seconds

Impaling Shards -> Freezing Needles
-Stamina Based
-Reduced Cost
-Increased Damage
-No longer damage over time
-Flex and break forth shards of ice from your skin

Arctic Wind -> Fierce Winds
- Up to [x] melee attackers are knocked back when they damage you while this ability is active.

Crystallized Shield -> Crystallized Aegis
-No longer absorbs projectiles, but grants a damage shield and slows melee attackers by 20%

Frozen Gate - Frozen Mine
-Instead of teleporting an enemy, when an enemy runs over it, it detonates and deals [x] Frost Damage

Green Balance
Secluded Grove -> Reaching Taproot
-Summons one sprigan for the duration who heals an ally outside the radius for [x] over 6 seconds. An ally can activate the Reaching Root synergy to be pulled to the spriggan.

Fungal Growth - Fungal Spores
- Now heals for an additional [x] over [y] seconds

Healing Seed - Growing Seed
-Each second heals a small amount

Living Vines - Barbed Vines
-For 10s, any enemy who melee attacks the healed ally is dealth [x] Physical Damage

Lotus Flower -> Refreshing Lotus
-Grants the Caster Major Fortitude, Increasing Health regen for 20 seconds

Nature's Grasp -> Nature's Allure
- No longer pulls you to the ally, but the ally can activate a synergy to pull themselves to you

Animal Companion
Feral Guardian -> Ferocious Guardian
-Bear Ult is now AoE Magic Damage and fears up to two nearby enemies

Dive -> Slam
-Command a Cliff Strider to land at the targeted location, knocking up enemies

Scorch -> Prolonged Assault
-One damaged enemy has the Emerge Synergy placed on them, an ally can activate this to summon a shalk to fight for you

Swarm -> Living Hive
-Scales with Max HP
-While Slotted, Melee Attackers take [x] Magic Damage, Ranged Attackers take [y] Damage

Betty Netch - Betty Matron
-Grants Minor Vitality for the Duration

Falcon's Swiftness -> Hawk's Dive
-Gain Minor Expedition for 10 seconds as well

Guilds
Undaunted
Blood Altar -> Verdant Altar
-No longer applies Minor Lifesteal, but Applies Minor Staminasteal

Trapping Webs -> Pulling Webs
-Becomes Single Target
-No Longer Deals Damage
-Pulls Target to you
-Synergy can be activated on a successful pull

Inner Fire -> Inner Weakness
-Synergy will now only apply minor Maim

Bone Shield - Bone Shatter
-If your shield breaks, deal [x] physical damage in a 5m radius around you (Where x scales with health)

Necrotic Orb -> Desecration Orb
-If an ally activates the synergy, a zombie is spawned near the explosion, loyal to you

Fighters Guild:
Dawnbreaker - Everlasting Dawn
Arm yourself with dawnbreaker, whose light attacks consume [x] ultimate and deal [y] Physical Damage. Heavy attacks deal [z] Physical Damage in a cone and consume [n] ultimate.

Silver Bolts - Holy Bolts
Deals %[x] extra damage to Undead and Daedra. (Stacks with Passive)

Circle of Protection - Last Resort
If an enemy enters the circle, it detonates, knocking back enemies and dealing [x] magic Damage in a radius.

Expert Hunter - Hidden Hunter
No longer reveals enemies, but when cast will stealth you for 4 seconds as long as there are no enemies within 6m of you.

Trap Beast - Trap Satchel
Can place up to three different Traps.

Mages Guild
Meteor -> Meteor Shower
Ground Targeted AoE with Increased Radius

Magelight -> Oppressive Light
Revealed enemies are afflicted with minor vulnerability

Entropy -> Consuming Entropy
If the enemy is killed you're restored [x] health and magicka.

Fire Rune -> Brimstone Tomb
Deals increased damage and enemies are slowed by 90%

Equilibrium -> Price of Power
While slotted gain Minor Mangle at all times, reducing your health by 10%, but increase your Max Magicka by [x]%.

World Skills
Vampire:
Bat Swarm -> Fleeting Swarm
-Reduces Ultimate Cost by 25

Drain Essence -> Ravage Essence
-Increases the Magic Damage done per second

Mist Form -> Shifting Mist
-Mist form Lasts for only 1 second
-Teleported to target area (think Sorc Bolt Escape)

Hypnotic Gaze (Magicka)
- Disorient an enemy for 20 seconds

Hypnotic Gaze -> Stunning Gaze
- Stuns for 2 seconds, rather than a Disorient, and deals [x] Magic Damage

Hypnotic Gaze -> Charming Gaze
- Applies minor maim on the target for 10 seconds after the disorient ends

Hypnotic Gaze -> Fearsome Gaze
- Fears target for 4 seconds

Bloodied Ground (Magicka)
-Spawn a pool of blood at a target area, dealing [x] Disease Damage every second for 10 seconds

Bloodied Ground -> Coagulation
-Enemies in the area are slowed and take additional damage.

Bloodied Ground -> Necrotic Ground
-Changes to magic Damage
-Allies can activate the "Summon Thrall" Synergy to summon your thralled servant to attack an enemy (You control the servant)

Bloodied Ground -> Feeding Grounds
-Allies can activate the "Feast" Synergy to deal [x] Disease Damage and summon a Bloodfiend to attack an enemy (You control the bloodfiend)

Bite (Gap closer with a max range of 5m) (Stamina)
Close in and bite an enemy, dealing [x] Physical Damage

Bite -> Consume
- If the target is stunned, or this attack is from stealth, deal additional damage and heal for [x] health

Bite -> Infected Fangs
- Target Takes [x] Disease Damage over 6 seconds

Bite -> Ravenous Bites
- If Bite is cast again within 1.5s, it stuns the enemy for 2 seconds.

Werewolf:
Werewolf Transformation -> Werewolf Elder
-Gain Major Toughness while in werewolf form (Might be a bit too op, could lower to minor)

Pounce -> Leap
-Extends the max range

Hircine's Bounty -> Hircine's Hide
-Gain minor Protection for 15 seconds

Roar -> Debilitating Roar
-Nearby and feared enemies are afflicted with minor Maim for 10 seconds.

Piercing Howl -> Instigating Howl
-Taunts the target as well

Swipe (Becomes the base ability)
-Snares enemies hit

Swipe -> Infectious Claws
(regular morph)

Soul Magic (this one is a bit off the wall)
Soul Strike -> Burn Essence
A DoT is applied to the target for 6 seconds, dealing [x] magic damage over the duration.

Soul Trap -> Condemn Soul
Increases the duration (and thus, damage).

Soul Rune (channel time of 2 seconds, it and its morphs consume 1 soul gem)
Conjure a rune beneath you that grants you Major Protection while standing in it (consumes a soul gem) and lasts for [x] seconds.

Soul Rune -> Soul Ritual
Conjure a ghost to fight by your side

Soul Rune -> Soulfire Armaments (name needs work)
Empower your weapons with a soul of one slain, causing your full Light and Heavy attacks to deal [x] (Static Value?) magic damage over [y] seconds.

Soul Rune -> Volatile Soul
Inscribe a rune beneath you with enough essence to detonate for [x] (Static Value?) Oblivion Damage when crossed.

Soul Pummel (it and morphs consume a soul gem) (name needs work, and the idea itself)
Shatter a soul gem, releasing the essence inside and dealing [x] magic damage to those around you. targets nearer you take additional damage.

Soul Explosion- > Oblivion's Calling (channel time 1s, interruptible)
Targets effected by Soul Trap consume the effect and deal all damage at once. Targets will not fill a soul gem in this case(?).

Soul Explosion -> Cursed Soul (Instant, projectile, ranged)
Single Target, but now stuns the enemy.

Soul Explosion -> Soul Nova
Damaged enemies take additional damage over time.

Soul Smite.. lost at a 5th ability right now... will come back to it later.

Weapon Skills
Two Handed
Berserkerer Strike-> Bloodthristy Strike
Healed for 50% of the damage dealt.

Uppercut -> Riposte
When cast deals [x] Physical damage before beginning the slam.

Critical Charge -> Charging Slash
Deals the same damage to enemies in a cone behind the target.

Cleave -> Cull
Initial Damage Deals up to [x]% more damage to targets above 50% health.

Reverse Slash -> Evasive Slash
No longer scales based on enemy health.
When cast, gain Major Evasion for [x] seconds.

Momentum -> Persevering Momentum
While Active, the effectiveness of slows is reduced on you by [x]%

One-hand and Shield
Shield Wall-> Shield Trample
Enemies within 1m of you are knocked down and dealt [x] Physical Damage

Puncture-> Carve
Enemy takes [x] bleed damage over 10 seconds

Low Slash-> Slash and Bash
If cast on an enemy already slowed by this ability, consumes the slow and bashes them with your shield, dealing [x] Physical Damage and setting them off-balance.

Defensive Posture-> Adaptive Posture
No longer reflects projectiles
Becomes a Toggle
While Toggled Heavy attacks restore Magicka instead of Stamina

Shield Charge-> Shield Tackle
No Longer Deals Damage. Enemy is Knocked-Down for 2 seconds. This knock-down is applied even to a blocking target.

Power Bash-> Shield Counter
If the stun is applied to a casting enemy, they are afflicted with minor vulnerability for 5 seconds.

Dual Wield
Rend -> Gouge
Changes to Single Target and reduces the ult cost

Flurry -> Rapid Blows
Chance to set off-balance, and the final hit does extra damage to off-balance targets.

Twin Slashes -> Deep Slashes
Increases the Duration of the Bleed

Whirlwind -> Cyclone
Snares and slows enemies for 4s

Blade Cloak -> Spiked Mantle
No AoE.
LA/HA deal an extra [x] physical damage and melee attackers take [x] Physical Damage

Hidden Blade -> Concealed Dagger
Melee Range
Deals extra damage while you're behind the target.

Bow
Rapid Fire -> Deft Shots
Converts to cost on use (min 100)
LA now fires two arrows

Snipe -> Full Draw
Reduced Damage and cost
No Cast Time

Volley -> Loaded Volley
Deals increased damage at the beginning and less at the end

Scatter Shot -> Bombard Shot
Deals AoE damage at a target area

Arrow Spray -> Quick Spray
Reduces the cost

Poison Arrow -> Wounding Arrow
Causes the Target to Bleed

Destruction Staff Skills
Elemental Storm -> Primeval Storm
Each damage tick deals damage split among Frost Fire and Shock and has an increased chance of causing a status effect.

Force Pulse - Force Detonation
When cast upon an enemy with an elemental status effect, consumes it and deals [x] damage of the respective type.

Wall of elements -> Pillar of elements
Significantly increases the length of the AoE and increases the damage.

Destructive Touch -> Destructive Grasp
Target takes additional damage from status effect damage while the DoT persists.

Weakness to Elements -> Overwhelming Elements
Target takes 1% additional damage for each unique elemental status effect applied

Impulse -> Elemental Impulse
Has additional effects based on damage type
-Fire Deals additional damage over time
-Frost slows enemies by [x]%
-Shock increases the radius

Restoration Staff Skills
Panacea -> Elixir of Life
Increases the duration and the cost. (125)

Grand healing -> Rejuvenating Grounds
Increases the cost, but applies a synergy that restores the lowest resource of an ally (hp,mag,stam)

Regeneration -> Patient Regeneration
Increases the duration and ticks less often, but heals more each tick.

Blessing of Protection -> Blessing of Body and Mind
No longer grants minor resolve or minor ward. Grants Minor Endurance and Minor Intellect

Steadfast Ward -> Enduring Ward
Increases the Missing Health scaling.

Siphon Spirit -> Echoing Siphon
If the target dies prior to the end of this skill, Siphon Spirit is applied to [x] nearby enemies.
Edited by Avran_Sylt on September 15, 2017 2:40PM
  • Avran_Sylt
    Avran_Sylt
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    Updated main post to include some Dragonknight ideas.
  • Fishoscandi
    Fishoscandi
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    I really like some of these. Also thank you for using spoiler tabs :)
    Fishoscandi - Orc NB
    Cookie of Dough - Dunmer Templar
    Smells Like Tree Spirit - Bosmer Sorc

    EU PC

  • GeorgeBlack
    GeorgeBlack
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    This topic will become toxic very soon.

    I want a stamina costing Stone Giant without the crappy looking animation of the morph.
    I'm picking the least useful of the DK CCs as to not make my stamDK OP.
  • Teridaxus
    Teridaxus
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    Seeing doomfist in overwatch makes the dragon knight stonefist even more pathetic...
    make it a stam spamable with melee range like how most dk are close range.
  • Avran_Sylt
    Avran_Sylt
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    @GeorgeBlack @Teridaxus

    Stonefist -> Earthen Fist
    -Changes to a stamina based ability
    -Manifest your physical prowess into a stone sown punch
    -Reduces Range
    -Increases Damage
    Edited by Avran_Sylt on July 8, 2017 8:43AM
  • leepalmer95
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    Some of your ideas are a bit broken.

    Some change the entire reason to actually use the skill.

    Some aren't bad to be honest. Though try think of different effects for dead morphs and not base skills.
    PS4 EU DC

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  • Avran_Sylt
    Avran_Sylt
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    @leepalmer95

    Hmm, care to elaborate or point out some of the broken ones?

    I'd find it cool if some skill morphs would actually open up new avenues of skill use.

    TBH I'm not entirely sure what morphs are considered dead morphs atm. Consider a skill such as Igneous weapons (major sorcery + major brutality), a great group buff for lowby dungeons, but end-game it's not so useful. There is a place for it, but it more for a fresh DK support/tank.

    This is generally just a brainstorm post, so any of your own ideas are welcome!
  • IcyDeadPeople
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    Dragonknight - change molten whip morph to stamina morph

    Sorcerer - change crystal blast morph to stamina morph

  • Avran_Sylt
    Avran_Sylt
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    Added in some Templar ideas (forewarning, I don't play Templar)
  • Neyane
    Neyane
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    I like a lot of the ideas here, I wish there were more options for skill morphs, at least more than 2.
    The most important thing in life is enjoying yourself.
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  • Avran_Sylt
    Avran_Sylt
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    Undaunted
    Blood Altar -> Verdant Altar
    -No longer applies Minor Lifesteal, but Applies Minor Staminasteal

    Trapping Webs -> Pulling Webs
    -Becomes Single Target
    -No Longer Deals Damage
    -Pulls Target to you
    -Synergy can be activated on a successful pull

    Inner Fire -> Inner Weakness
    -Synergy will now only apply minor Maim

    Bone Shield - Bone Shatter
    -If your shield breaks, deal [x] physical damage in a 5m radius around you (Where x scales with health)

    Necrotic Orb -> Desecration Orb
    -If an ally activates the synergy, a zombie is spawned near the explosion, loyal to you
    Edited by Avran_Sylt on July 9, 2017 12:30AM
  • Malamar1229
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    Rework Undaunted Mettle

    increases dmg to raid bosses and monsters by 1/2/3%
  • Ffastyl
    Ffastyl
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    Templar here.

    I'd swap Binding Javelin's and Aurora Javelin's resource consumption. I would use Binding Javelin for the superior CC but almost 4k without cost reduction, I never use the morph. Swapping them also falls in line with the Magicka vs Stamina balancing, if ZOS hasn't switch to homogenizing yet.

    Reflective Light and Radiant Glory I'd consider changing to Stamina since they seem a) underused and b) bar Stamina Templars from critical class tools.

    Healing Ritual is a dead skill, not just a dead morph. It heals for about the same as Rushed Ceremony but has a cast time, therefore less HPS for PvE and virtually useless in PvP.

    I dislike the changes to Radiant Aura as they removed a class defining utility (+80% Health Recovery and Stamina Recovery pre-1.6).


    In terms of out of class skills, Cleave's DoT is useless so long as it deals less DPS than the upfront damage. Removing the DoT makes Cleave literally an AoE light attack (same damage as light attack, assuming no CP modifiers), so shortening the DoT to make each tick stronger seems the best route. 6 seconds, like the axe bleed, seems right.

    Immovable, the base skill, is over priced. At 4.2k, it provides 5 seconds of CC-immunity and 15 seconds of Major Armor. That is roughly the same cost as Break Free, which grants 7 seconds of CC-immunity. Unstoppable potions grant 15 seconds of CC-immunity. In class Major Armor skills cost the same in Magicka but all provide 22 seconds of Major Armor in addition to other benefits. Immovable's competitor, Evasion, lasts 22 seconds, costs 3.8k and provides 15% dodge chance, which is by Law of Averages double the damage reduction Immovable provides. Even in 7/7 Heavy, there is little reason to use Immovable and its morphs over Evasion.
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  • Avran_Sylt
    Avran_Sylt
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    Added in a section for the Sorcs.
  • Avran_Sylt
    Avran_Sylt
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    Added in ideas for the Warden:

    Warden:

    Winter's Embrace
    Sleet Storm -> Conjured Storm
    -Also summons an Ice Wraith for 30 seconds whose attacks chill damaged enemies.

    Frost Cloak -> Glacial Cloak
    -Enemies who damage you or affected allies are slowed by [x]% for 4 seconds

    Impaling Shards -> Freezing Needles
    -Stamina Based
    -Reduced Cost
    -Increased Damage
    -No longer damage over time
    -Flex and break forth shards of ice from your skin

    Arctic Wind -> Fierce Winds
    - Up to [x] melee attackers are knocked back when they damage you while this ability is active.

    Crystallized Shield -> Crystallized Aegis
    -No longer absorbs projectiles, but grants a damage shield and slows melee attackers by 20%

    Frozen Gate - Frozen Mine
    -Instead of teleporting an enemy, when an enemy runs over it, it detonates and deals [x] Frost Damage

    Green Balance
    Secluded Grove -> Reaching Taproot
    -Summons one sprigan for the duration who heals an ally outside the radius for [x] over 6 seconds. An ally can activate the Reaching Root synergy to be pulled to the spriggan.

    Fungal Growth - Fungal Spores
    - Now heals for an additional [x] over [y] seconds

    Healing Seed - Growing Seed
    -Each second heals a small amount

    Living Vines - Barbed Vines
    -For 10s, any enemy who melee attacks the healed ally is dealth [x] Physical Damage

    Lotus Flower -> Refreshing Lotus
    -Grants the Caster Major Fortitude, Increasing Health regen for 20 seconds

    Nature's Grasp -> Nature's Allure
    - No longer pulls you to the ally, but the ally can activate a synergy to pull themselves to you

    Animal Companion
    Feral Guardian -> Ferocious Guardian
    -Bear Ult is now AoE Magic Damage and fears up to two nearby enemies

    Dive -> Slam
    -Command a Cliff Strider to land at the targeted location, knocking up enemies

    Scorch -> Prolonged Assault
    -One damaged enemy has the Emerge Synergy placed on them, an ally can activate this to summon a shalk to fight for you

    Swarm -> Living Hive
    -Scales with Max HP
    -While Slotted, Melee Attackers take [x] Magic Damage, Ranged Attackers take [y] Damage

    Betty Netch - Betty Matron
    -Grants Minor Vitality for the Duration

    Falcon's Swiftness -> Hawk's Dive
    -Gain Minor Expedition for 10 seconds as well
  • Grumble_and_Grunt
    Grumble_and_Grunt
    ✭✭✭✭
    I still think skills should have 4 morphs that branch off as 2 and 2. One branch being PvP tailored morphs and accessible only in PvP zones and the other being PvE related and available everywhere except PvP Zones. Then ZoS balances those skills and morphs as they see fit.
    Edited by Grumble_and_Grunt on July 23, 2017 10:33PM
    PC EU
    Fix Powerful Assault
    #3Qbiken
  • Madrr
    Madrr
    ✭✭
    The sorc needs more stamina morphs for the Stam sorc. And I don't even play Stam sorc.
    Edited by Madrr on July 23, 2017 10:35PM
  • PlagueSD
    PlagueSD
    ✭✭✭✭✭
    Dive -> Slam
    -Command a Cliff Strider to land at the targeted location, knocking up enemies

    I don't even want to imagine what the child support payments would be for that ability...
  • Casul
    Casul
    ✭✭✭✭✭
    I've had an idea for the base stamina cliff racer ability. When it hits an enemy it should lower their stamina, magicka, and health regen by 15% for 5 (8 at max) seconds.. That would give it some utility as the lower damage morph. It should be a purgable effect though.
    PvP needs more love.
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    ✭✭
    Adding in 3 more vampire skills to meet the 5 standard, added 3rd morph to all additional skills, also added werewolf

    Vampire:
    Bat Swarm -> Fleeting Swarm
    -Reduces Ultimate Cost by 25

    Drain Essence -> Ravage Essence
    -Increases the Magic Damage done per second

    Mist Form -> Shifting Mist
    -Mist form Lasts for only 1 second
    -Teleported to target area (think Sorc Bolt Escape)

    Hypnotic Gaze (Magicka)
    - Disorient an enemy for 20 seconds

    Hypnotic Gaze -> Stunning Gaze
    - Stuns for 2 seconds, rather than a Disorient, and deals [x] Magic Damage

    Hypnotic Gaze -> Charming Gaze
    - Applies minor maim on the target for 10 seconds after the disorient ends

    Hypnotic Gaze -> Fearsome Gaze
    - Fears target for 4 seconds

    Bloodied Ground (Magicka)
    -Spawn a pool of blood at a target area, dealing [x] Disease Damage every second for 10 seconds

    Bloodied Ground -> Coagulation
    -Enemies in the area are slowed and take additional damage.

    Bloodied Ground -> Necrotic Ground
    -Changes to magic Damage
    -Allies can activate the "Summon Thrall" Synergy to summon your thralled servant to attack an enemy (You control the servant)

    Bloodied Ground -> Feeding Grounds
    -Allies can activate the "Feast" Synergy to deal [x] Disease Damage and summon a Bloodfiend to attack an enemy (You control the bloodfiend)

    Bite (Gap closer with a max range of 5m) (Stamina)
    Close in and bite an enemy, dealing [x] Physical Damage

    Bite -> Consume
    - If the target is stunned, or this attack is from stealth, deal additional damage and heal for [x] health

    Bite -> Infected Fangs
    - Target Takes [x] Disease Damage over 6 seconds

    Bite -> ....... K, lost at this one for now

    Werewolf:
    Werewolf Transformation -> Werewolf Elder
    -Gain Major Toughness while in werewolf form (Might be a bit too op, could lower to minor)

    Pounce -> Leap
    -Extends the max range

    Hircine's Bounty -> Hircine's Hide
    -Gain minor Protection for 15 seconds

    Roar -> Debilitating Roar
    -Nearby and feared enemies are afflicted with minor Maim for 10 seconds.

    Piercing Howl -> Instigating Howl
    -Taunts the target as well

    Swipe (Becomes the base ability)
    -Snares enemies hit

    Swipe -> Infectious Claws
    (regular morph)
    Edited by Avran_Sylt on August 6, 2017 9:35PM
  • Fuxo
    Fuxo
    ✭✭✭✭
    TBH there is no need to have 3 morphs. Some existing morphs are pretty weak/useless and need to be reworked in the first place. ZOS should consider some you suggested though.
  • generalmyrick
    generalmyrick
    ✭✭✭✭✭
    Really great idea! I'd love 3rd skill morphs!
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
    Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

    Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

    Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    ✭✭
    @Fuxo

    What morphs do you consider to be weak/useless?
  • Betsararie
    Betsararie
    ✭✭✭✭✭
    Please no more skill morphs.

    I constantly have to reassign morphs enough as it is
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    ✭✭
    Fighters Guild:
    Dawnbreaker - Everlasting Dawn
    Arm yourself with dawnbreaker, whose light attacks consume [x] ultimate and deal [y] Physical Damage. Heavy attacks deal [z] Physical Damage in a cone and consume [n] ultimate.

    Silver Bolts - Holy Bolts
    Deals %[x] extra damage to Undead and Daedra. (Stacks with Passive)

    Circle of Protection - Last Resort
    If an enemy enters the circle, it detonates, knocking back enemies and dealing [x] magic Damage in a radius.

    Expert Hunter - Hidden Hunter
    No longer reveals enemies, but when cast will stealth you for 4 seconds as long as there are no enemies within 6m of you.

    Trap Beast - Trap Satchel
    Can place up to three different Traps.
  • jcaceresw
    jcaceresw
    ✭✭✭✭✭
    I believe you should consider this is not a easy feature. Adding a third morph implies all current and future abilities will need to give that option which no only increases balancing issues but also give ZOS much more work to think about what those morphs should do.

    Instead of your idea, I propose they should convert every ability to have a stam and magicka version on morph phase. Example: if a double hand skill uses stam as primary dps resource upon morphing it should present a stam or magicka version. Conversely, a destro ability that uses magicka should allow you to choose a stam version.

    For PVP abilities this should be the same. Vigor is stam only and its not fair magicka users can't use it.

    All ultimates are fine as they are.
    Edited by jcaceresw on August 22, 2017 6:50PM
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Avran_Sylt wrote: »
    Adding in 3 more vampire skills to meet the 5 standard, added 3rd morph to all additional skills, also added werewolf

    Vampire:
    Bat Swarm -> Fleeting Swarm
    -Reduces Ultimate Cost by 25

    Drain Essence -> Ravage Essence
    -Increases the Magic Damage done per second

    Mist Form -> Shifting Mist
    -Mist form Lasts for only 1 second
    -Teleported to target area (think Sorc Bolt Escape)

    Hypnotic Gaze (Magicka)
    - Disorient an enemy for 20 seconds

    Hypnotic Gaze -> Stunning Gaze
    - Stuns for 2 seconds, rather than a Disorient, and deals [x] Magic Damage

    Hypnotic Gaze -> Charming Gaze
    - Applies minor maim on the target for 10 seconds after the disorient ends

    Hypnotic Gaze -> Fearsome Gaze
    - Fears target for 4 seconds

    Bloodied Ground (Magicka)
    -Spawn a pool of blood at a target area, dealing [x] Disease Damage every second for 10 seconds

    Bloodied Ground -> Coagulation
    -Enemies in the area are slowed and take additional damage.

    Bloodied Ground -> Necrotic Ground
    -Changes to magic Damage
    -Allies can activate the "Summon Thrall" Synergy to summon your thralled servant to attack an enemy (You control the servant)

    Bloodied Ground -> Feeding Grounds
    -Allies can activate the "Feast" Synergy to deal [x] Disease Damage and summon a Bloodfiend to attack an enemy (You control the bloodfiend)

    Bite (Gap closer with a max range of 5m) (Stamina)
    Close in and bite an enemy, dealing [x] Physical Damage

    Bite -> Consume
    - If the target is stunned, or this attack is from stealth, deal additional damage and heal for [x] health

    Bite -> Infected Fangs
    - Target Takes [x] Disease Damage over 6 seconds

    Bite -> ....... K, lost at this one for now

    Werewolf:
    Werewolf Transformation -> Werewolf Elder
    -Gain Major Toughness while in werewolf form (Might be a bit too op, could lower to minor)

    Pounce -> Leap
    -Extends the max range

    Hircine's Bounty -> Hircine's Hide
    -Gain minor Protection for 15 seconds

    Roar -> Debilitating Roar
    -Nearby and feared enemies are afflicted with minor Maim for 10 seconds.

    Piercing Howl -> Instigating Howl
    -Taunts the target as well

    Swipe (Becomes the base ability)
    -Snares enemies hit

    Swipe -> Infectious Claws
    (regular morph)

    Horrible idea. It works fine for then WW and looks cool. For vamp, trashing the current ult and limiting it to being in camp form. Would have to be a hell of a change so it doesn't become the most stupid idea ever.

    Your idea presented for the vampire is not how it would be if they gave call a full 5 skills. That much is obvious.
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    ✭✭
    @Giles.floydub17_ESO

    What about the vamp ult? I'm not suggesting changing anything about the base ult. Just added in an idea of a morph that just lowers the cost a bit.

    *And added a few skills*

    Anyway, present some of your own for the vamp skills if it interests you. All ideas be welcome.
    Edited by Avran_Sylt on August 22, 2017 4:39PM
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Avran_Sylt wrote: »
    @Giles.floydub17_ESO

    What about the vamp ult? I'm not suggesting changing anything about the base ult. Just added in an idea of a morph that just lowers the cost a bit.

    *And added a few skills*

    Anyway, present some of your own for the vamp skills if it interests you. All ideas be welcome.

    The basis of your suggestion will never happen like that so it's pointless for me to suggest additional skills.

    It strongly appears you are just adding some skills to the vamp line to put it on par with the WW yet you are still keeping vampires able to use their skills full time and have a useful ultimate but forcing WW to use the WW ult if they want to use WW wills and it's only briefly (though briefly can last an entire dungeon.

    There is a reason WW has a full bar width of skills and vamps do not. Zos will not be manning vampires more like WWs and they're certainly not going to give vamps a full skill line with the current design for the affliction.
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    ✭✭
    @Giles.floydub17_ESO

    Well, just to put it on par with what seems to be the norm, around 5 skills.
    So what if it's pointless to suggest skills? Ain't you got something that you'd think would be cool?

    Why can't vamps have a full skill line? If you hadn't noticed, a few of those skills I suggested are purely utility, scale off of stamina, hybrid, or work off of teamplay.

    The fear one might be way too lucrative, but I doubt anyone would slot all of them. Though the necrotic ground one might need to be tweaked to still deal disease damage (such that it doesn't give mags another good AoE)
    Edited by Avran_Sylt on August 22, 2017 5:14PM
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