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

  • idk
    idk
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    Avran_Sylt wrote: »
    @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)

    What's normal? Vamp is not the only skill line without 5 skills and an ult. It also isn't the smallest skill line in the game.

    If all your doing is thinking out loud regardless of any chance for the idea to be taken seriously than that's fine. I prefer to think about ideas that actually have a chance.

    Personally, I like the current skills. Useful. Heck, even use one of the skills in vHoF. Very helpful in one of the fights.
  • Avran_Sylt
    Avran_Sylt
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    @Giles.floydub17_ESO

    Generally it appears the 5 base and 1 ult is the norm, given weapons and class. But hey, whatever. (Armor skill)

    While I am thinking out loud, I wouldn't mind being taken seriously, it's just that the majority of criticism is "That's ***" without any indication as to why, or what would be preferred. I'm not saying that the current skills are not useful, I'm just brainstorming additional ones.

    While you criticize that the vamp skills I suggest are not the way to go, to me, those seem likely candidates. What about them makes them ***? What would you think are a better option?
    Edited by Avran_Sylt on August 22, 2017 5:35PM
  • DeHei
    DeHei
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    I would like 3th morph like selfcrafted. Or you can take one of your morph and can add another effect 1time for every classtree. On that way you morph that skills you are use more wisely B)
    DeHei - EP Magicka Templar Allrounder
    De Hei(Youtube)
  • Irylia
    Irylia
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    Really cool ideas.

    I think Dk's should have a standard that is either larger in radius or moves with them.

    Gain sorcs implosion passive and become eruption (mimic the passive) and be their underlying execute with all their fire dots.

    chains changed into an ability that allows them to roll like a Gorrun (sonic ball) starts at 15% ms increasing to major expedition after x seconds. If they run into an enemy it disorients and empowers their next whip.

    update talons visual to the talons that the new boss uses in bloodrootforge (shoots outwards and encases you)

    Update cinder storm visual to the lava in bloodrootforge (final boss)
  • Avran_Sylt
    Avran_Sylt
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    jcaceresw wrote: »
    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.

    I believe 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.

    I honestly don't think that the morphs themselves need a stam and magicka morph. That in itself seems rather, limiting.

    Take a look at the skill elemental blockade. You could bandage it with a stam morph, or you could create a skill like:

    Hearth-fire Caltrops:
    throw powder coated Caltrops on the ground, that ignite and burn over [x] seconds, dealing [y] flame damage.

    The flame damage here could scale based on stamina due to it allowing you to carry more heavily coated caltrops, or more of them. This could be expanded upon, whereas how the hell do your muscles spontaneously create flames.
  • idk
    idk
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    Avran_Sylt wrote: »
    @Giles.floydub17_ESO

    Generally it appears the 5 base and 1 ult is the norm, given weapons and class. But hey, whatever. (Armor skill)

    While I am thinking out loud, I wouldn't mind being taken seriously, it's just that the majority of criticism is "That's ***" without any indication as to why, or what would be preferred. I'm not saying that the current skills are not useful, I'm just brainstorming additional ones.

    While you criticize that the vamp skills I suggest are not the way to go, to me, those seem likely candidates. What about them makes them ***? What would you think are a better option?

    Soul - 1 skill ans 1 ult
    Undaunted- 5 skills no ult
    Legerdemain, TG & DB only passives.

    Other lines that don't fit the mold and they are just fine.

    Also. Ideas like your fire caltrops and the fire damage scaling off stam dows. It make sense. The fire damage would not benefit from most of a good CP build for stam. It's elemental.
  • Avran_Sylt
    Avran_Sylt
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    @Giles.floydub17_ESO

    I can't say I'm fond of mag=>stam or stam=>mag skill options, but that's just my suggestion if it were ever to happen.

    On the subject of other skill lines not having enough (Soul), or not having an ult (Und), yeah, They could use some. However I look at LM,TG, and DB right now as just passives. Though it could be cool if there were skills associated with them (like the TG having a cloak skill, or DB having an execute (that is the blade of woe but used differently)).
  • Xvorg
    Xvorg
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    I like your ideas...

    But this is ZoS I don't believe is gonna happen.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
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    That led to the wrong tendencies
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    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Nemesis7884
    Nemesis7884
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    Does zos analyse on a per class lvl which skills get used the most / the least? would be interesting if for example the bottom used skill(morph) of any class gets redone on a quarterly or semi annually basis...?
  • idk
    idk
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    Avran_Sylt wrote: »
    @Giles.floydub17_ESO

    I can't say I'm fond of mag=>stam or stam=>mag skill options, but that's just my suggestion if it were ever to happen.

    On the subject of other skill lines not having enough (Soul), or not having an ult (Und), yeah, They could use some. However I look at LM,TG, and DB right now as just passives. Though it could be cool if there were skills associated with them (like the TG having a cloak skill, or DB having an execute (that is the blade of woe but used differently)).

    Fond or not, skills that scale or stam/weapon dmg should do physical related damage just as skills that scale off magicka/spell dmg should do damage that relates to magicka types of damage. Zos has made some strides to improve the situation (stam was woefully left out at launch). It's part of the core mechanics of the game.

    As for other lines lacking an ult or not having 5 skills total. It's not really needed. Adding them for the sake of warm fuzzy feelings is not a justification.

    As for adding actual skills to TG or DB, I cannot recall any new active skills added via a DLC. Certainly adding a cloak (essentially beginning to homogenize yet another skill) would essentially make TG required for PvP. It seems DLCs have not had any active skills by design.
  • Avran_Sylt
    Avran_Sylt
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    @Giles.floydub17_ESO

    Yeah, which is why I'm leaving TG, DB out of the picture, (and haven't touched on them). The cloak would be situational anyways (see the fighter's guild, hidden hunter morph suggestion) anyway, such that the NB would still have the superior combat cloak.
    --
    ... dude. I freaking agree with you that stam/mag skills should generally deal their respective damage category if it scales with it. I was just showing how (if for whatever reason they decided not to do that) I would like to see it done.
    --
    Warm Fuzzies have nothing to do with it. If it adds a new avenue of gameplay, that's what I'd go for, and if not, at least make it unique. I don't want to make skills that have zero use anywhere in the game.

    Take an undaunted ult: Undaunted is more about teamwork and synergies. Adding anything damage related will make it overtuned or undertuned when considering a skill such as aggressive warhorn when it comes to boss fights. So, for an Ultimate like that, you could take a look at survivability and/or CC (Essentially an Add ultimate). Templars already have an ultimate that fits that bill (Nova/Solar Prison), so perhaps adding a player buff somewhere would be nice, and perhaps swapping the positions of the stuns could work too:

    Unbroken Bonds:
    Rally the Bond forged within you and your allies, pinning all nearby enemies with chains for 5 seconds and dealing [x] Physical Damage. (Stun comes first, good for tanks to hold down an area when they've rounded them up). An Ally can activate the "Unshaken" Synergy against a pinned foe (So it can't be used against bosses that have no nearby adds). Causing the player to cry out and grant themselves and all nearby allies Major Berserk for 4(?) seconds.

    Now this is an ultimate best used in coordinated groups when it comes time to burn adds. Useful for scenarios such as with Firemaw in City of Ash II, wayrest, and for tanks who want more control over the field. Since it requires a pinned target for the synergy to be used, it won't replace warhorns usefulness when it comes to horn rotations against a single damage sponge target except for a few bosses who have suitable adds (which means that it becomes a situational ult in place of warhorn occasionally)

    of course that's all speculation.

    (Here's the morphs I'd add)

    Strengthened Bonds: Synergy also Grants all players minor protection for 4 seconds.
    Healing Bonds: Synergy also heals all players for [x]
    Reaching Bonds: Increases the radius and duration of the pinned effect.
  • Avran_Sylt
    Avran_Sylt
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    I'ma bit iffy about weapon skills, but here's some so far.

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

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

    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.
    Edited by Avran_Sylt on August 31, 2017 6:18PM
  • Vercingetorix
    Vercingetorix
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    What's the point? Combat "balance" is an utter joke right now and pve is boring as hell because of Morrowind. Adding morphs to abilities is pointless if it's a damn chore to manage resources. Combat itself is stale and restrictive now - those morphs wouldn't even be able to be used much since ZoS requires all DPS to be primarily Lightning Staff heavy attacks.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Avran_Sylt
    Avran_Sylt
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    Had some time and decided to think of some for the rest of the stam weapon skills.

    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
  • Solypsys
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    Summon Shade -> Furious Shade

    Significantly increases the damage that the shade deals, removes the minor maim application.

    This would actually give magblade some gearing flexibility allowing them to more effectively run War Maiden and even Necropotence.

    Also not a morph but something I've always wanted:

    Undaunted level 10 passive:
    Seasoned Plunderer
    The drop rate of items already in your inventory is reduced and the droprate for all other items in the loot table is increased.
  • templesus
    templesus
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    Uhhhh you realize the restoring focus morph of rune focus already gives minor protection, as well as minor vitality....
  • Taylor_MB
    Taylor_MB
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    Awesome ideas @Avran_Sylt

    Sorry that so many people apparently can't conduct criticism constructively.
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  • Avran_Sylt
    Avran_Sylt
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    templesus wrote: »
    Uhhhh you realize the restoring focus morph of rune focus already gives minor protection, as well as minor vitality....

    Nope, didn't realize that. Gonna make it grant a damage shield while you stand in it.
  • HatchetHaro
    HatchetHaro
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    I actually really like the work and thought you've put into this, and I really hope that ZOS gives this a look for the sake of build diversity and more options.

    A major deal-breaker, though, is balancing, and you know how capable ZOS is at that.
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  • Tornaad
    Tornaad
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    What I would like to see is the champion point system redesigned to give players to further customize the effect of their skills and even diversify what the character can do.
    Each class has 3 skill groups so each of the skill groups could represent one skill group. From there the different champion abilities would put different twists onto the way you use your abilities.
  • Bowser
    Bowser
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    Dragonknight -> Ardent Flame -> Firey Grip

    Derisive Grip
    Also taunts the enemy for 15 seconds.
    @King-Koopa
    World First DK Tank Execute on Rakkhat HM
    Play how you want - no meta allowed!
  • Avran_Sylt
    Avran_Sylt
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    Tried my hand at Destro, Resto, and Soul Magic.

    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.

    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.

    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.
  • Avran_Sylt
    Avran_Sylt
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    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]%.
  • Nighn_9
    Nighn_9
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    We don't need 3rd morphs until AFTER spellcrafting
    NA / PC
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