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Class Morph Idea - Mk.II

TheShadowScout
TheShadowScout
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I have been positing a version of this before, but now put in the effort to rework it a little after the appearance of the Warden class... updating the concept which I still think would be pretty nifty for ESO (but then I would, wouldn't I?)

Anyways, here it goes (please don't hurt me ;) ):

Personally I would think the best way to add more "classes" is to give each class, say, three different "class morphs", each with its own new skill/passives line. Perhaps becoming available after completing the main storyline… or possibly only after doing cadwells silver... to reward people who do play through that – which would also give people the whole of cadwells gold to focus on making this new skill line since in my experience that was the point where I had maxed all my basic class and guild skills on most of my characters… (a "reward" for finishing cadwells gold might be some alliance change quest, but that is another topic, to be discussed elsewhere…)

The basic idea is that you may get to "morph" your basic class into an advanced version, gaining an fourth skill tree in addition to the basic three, with three different "morph flavor" choices per basic class; such a morph could of course be redone just like skill morphs (though as with them, any new choices would need their skills maxed from the beginning)

These morphs could become simply available to choose at completion of some checkpoint quest (like mentioned, cadwells silver would be one possibility, the mainstory another for those people who really don’t like to quest a lot), though it might also come as part of some quest…
I think it actually would be great if one had to follow a "find the right trainer" quest to morph ones basic class to any of those advanced classes, which might make a nifty addition to ESO, could be a whole small guild-sized DLC... not even needing its own fullsize region, it could be a DLC that adds several locations all over the place to go and search for that master… a hidden nightblade training facility in some lonely alik’r mountain fortress; a secluded sorcery school in an separate oblivion plane, a templar cathedral to the divines standing proud at the cyrodil border, a dragonknight practice arena run by descendants of the imperial akaviri (perhaps even in an instanced cloud ruler temple!), a warden gathering place in the heart of skyrim woodlands... something like those ideas anyhow.
It might also be possible to do this as a package deal. Like… have one questline dependent on each basic class, and choices with diverting paths, and depending on how your character goes through the questing might determine your available class morph… also possibly with factions, side with this one, gain this morph at the end of the questline, side with that one, gain that morph… et cetera.
It might be too much to ask, but it definitely would be more interesting if this concept came with some questing to unlock new options (though I suppose hardcore PvPlayers might hate it – but then ZOS could always sell insta-class-morphin tokens in the crown store, just like for vampire or werewolf...)


Some possibilities:

Dragonknight

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Gladiator (offensive self buffs & warcries; color: red/orange)
Skills:
• Backhand Strike (physical strike with offhand for additional disorient, stamina skill)
- Morph1: Backhand Bash (+ increased physical damage)
- Morph2: Backhand Slap (+ taunt)
• Challenge (taunt & target does less damage against all other enemies/duration)
- Morph1: Intimidating Challenge (target does less damage against everyone)
- Morph2: Mocking Challenge (+affects nearby targets, max 3)
• Battle Cry (self-only weapon damage buff)
- Morph1: War Cry (+ stamina regeneration buff)
- Morph2: Battle Wail (+ fear AoE for short duration)
• Endurance (increase physical resistance & health recovery, stamina skill)
- Morph1: Enduring Rage (+ increased light/heavy attack speed & stamina recovery)
- Morph2: Enduring Spirit (+ increase spell resistance and cleanse debuff, magica morph)
• Empowered Shout (cone AoE damage & disorient)
- Morph1: Thunderous Shout (+knockback)
- Morph2: Empowered Scream (more channeled damage, disorient when channel ends/interrupts)
Ultimate: Blood Rage (increase attack damage and good heal/time)
- Morph1: Blood Frenzy (+ increased movement speed)
- Morph2: Berzerk Rage (+ increased resistance)
Passives:
• Tough-minded: increased spell resistance
• Arena Champion: reduce cost of gladiator abilities
• Battle Rage: gain stamina for every enemy killed
• Painbringer: gain ultimate when damaged

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Pyromancer (flame resist and even more fire; color: yellow/blue - gas flame!)
Skills:
• Fireball (basic flame attack, + small burn DoT)
- Morph1: Explosive Fireball (+ explodes on impact, AoE to nearby targets)
- Morph2: Burning Fireball (+ higher and longer lasting DoT)
• Fiery Blasts (two big balls of fire doing random ground AoE; like NPC pyromancers use)
- Morph1: Fiery Bombardment (3 fireballs)
- Morph2: Blazing Blasts (bigger AoEs)
• Flame Shield (damage shield, does low burn damage if struck by melee)
- Morph1: Inferno Shield (+ burn damage AoE around shield on cast)
- Morph2: Flame Sanctuary (+ shield strength increases depending on health lost)
• Fire Rain (channeled AoE, like Scamps use)
- Morph1: Fire Hail (ticks faster, same damage in less time)
- Morph2: Burning Rain (bigger AoE)
• Summon Flame Atronarch (standard red-yellow flames, toggleable)
- Morph1: Summon Blaze Atronarch (yellow-blue flame, + AoE flame aura)
- Morph2: Summon Ash Atronarch (smoke-blackish, extra damage resistance)
Ultimate: Pillar of Flames (AoE flame DoT, centered around caster, + physical resistance)
- Morph1: Storm of Flames (+ miss chance for attacks against caster)
- Morph2: Pillar of Conflagration (+ extra burning DoT for enemies after leaving AoE)
Passives:
• Flame-Eater: gain flame resistance
• Heart of Fire: reduce cost of pyromancer abilities
• Fuel for the Pyre: gain magica for every enemy killed with fire
• Burning Pain: increase fire attack critical chance

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Warlord (defensive group buffs, AoE standards, color: purple/gold)
Skills:
• Command (AoE stamina recharge & recovery buff)
- Morph1: Empowering Command (+ magica recharge & recovery buff)
- Morph2: Rallying Command (+ heal & health recovery buff)
• Standard of Smoke (Enemy miss chance against any target in large area)
- Morph1: Standard of Mist (+ HoT for every ally in area)
- Morph2: Standard of Ash (+ burn DoT for any enemy entering/in area)
• War Banner (increase group movement speed & stamina recovery, toggleable)
- Morph1: Battle Banner (+ increase group weapon & spell damage)
- Morph2: Siege Banner (+ increase group armor and spell resistance)
• Inspire (allies in range gain minor heroism each time you hit an enemy with a standard attack)
- Morph1: Leadership (+ extended duration for each enemy killed while active)
- Morph2: Presence (+ increased area of effect range)
• Standard of Pain (AoE snare and physical DoT while in area, similar to caltrops)
- Morph1: Standard of Harm (+ bleeding DoT in addition to area damage)
- Morph2: Standard of Denial (+damage increased by enemy in area)
Ultimate: Spirit Guard (summon two golden ghost warrior allies to fight by your side)
- Morph1: Spirit Army (summon four ghost warriors)
- Morph2: Soul Guard (+ extra power for summoned warriors, purple ghosts)
Passives:
• Veteran Commander: reduce cost of warlord abilities for every ally in range
• Combined Effort: weapon damage increased for every ally in range
• Strength in Numbers: stamina recovery increased for every ally in range
• Loyal Guardian: armor increased for every ally in range


Nightblade

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Illusionist (illusion summoning, mind magic; color: red/black - NPC illusionist)
Skills:
• Paralyze (stun for duration)
- Morph1: Confuse (+ decreased damage after stun ends)
- Morph2: Debiliate (+ snare after stun ends)
• Distracting Visions (reduce target damage & give chance to miss with attack / duration)
- Morph1: Cursed Visions (+ DoT)
- Morph2: Horrifying Visions (+ chance to freeze in panic for a sec every sec / duration)
• Fright Strike (ranged attack that ignores some damage resistance)
- Morph1: Fright Blast (+ AoE damage around target)
- Morph2: Panic Strike (+ fear effect after hit / short duration)
• Sanctuary (damage shield, strength dependent on total caster health)
- Morph1: Shadow Sanctuary (shield strength increased by number of nearby enemies)
- Morph2: Midnight Sanctuary (enemies who strike shield have a chance to suffer blind effect)
• Phantasm (summon shadowy melee attack pet, duration)
- Morph1: Phantasmal Beast (+ extra toughness)
- Morph2: Phantasmal Wraith (+ extra damage)
Ultimate: Chaotic World (ground AoE, random effect on those within each sec, fear, stun, blind, etc.)
- Morph1: Chaotic Trap (+ DoT while in field)
- Morph2: Chaotic Presence (AoE moves with caster)
Passives:
• Illusion Master: reduce illusionist ability costs
• Fata Morgana: increase illusionist ability duration
• Perfect Illusion: reduce enemy spell resistance against illusion abilities
• Chaos Mage: gain ultimate for every illusion ability cast

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Monk (melee support & assorted “martial arts” magic; color: blue/purple)
Skills:
• Acrobatic Jump (jump over opponent like rogue NPCs – auto-dodge next enemy melee attack)
- Morph1: Acrobatic Strike (+ auto light weapon attack while jumping, stamina morph)
- Morph2: Shadow Jump (+ re-initialize Shadow Barrier)
• Flash Bomb (AoE centered on caster, blinds enemies in area / duration)
- Morph1: Smoke Bomb (+ dense blue-black smoke cloud, enemy attacks into have 50% miss)
- Morph2: Toxic Bomb (+ thin purple smoke cloud, DoT damage for enemies in/entering cloud)
• Poison Dart (blowpipe dart, slow & poison DoT, stamina)
- Morph1: Poison Powder (shorter range but cone AoE attack)
- Morph2: Defiling Dart (+reduces all healing / duration)
• Power Strike (physical attack that bypasses half enemy armor)
- Morph1: Power Slash (+ Bleeding DoT / duration; stamina morph)
- Morph2: Nerve Strike (+ decrease physical damage / duration)
• Inner Strength (cost magika, gain stamina, martial artist bossfight recovery scream animation!)
- Morph1: Inner Might (+ also gain health)
- Morph2: Inner Power (+ gain increased weapon damage / duration)
Ultimate: Battle Spirit (increased movement speed, dodge chance & stamina regeneration)
- Morph1: Warrior Spirit (+ increased defense & CC immunity)
- Morph2: Berserker Spirit (+ health & stamina recovery on damage done)
Passives:
• Sweeping Strikes: chance to make an additional second hit to nearby target on light attack
• Mental Discipline: add spell resistance
• Lethal Strikes: increase critical rating
• Combat Reflexes: basic 5/10% automatic dodge chance against melee attacks only

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Scout (stealth support and defense buffs; color: olive-khaki)
Skills:
• Camouflage (reduce detection radius while sneaking, toggleable)
- Morph1: Scouts Camouflage (+ increase speed in stealth)
- Morph2: Snipers Camouflage (+ increase damage from stealth)
• Healing Trance (channeled heal, immobile while channeling, usable while in stealth)
- Morph1: Healing Meditation (+magica recovery, stamina morph)
- Morph2: Recovery Trance (+stamina recovery)
• Tainted Weapons (add disease damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Vile Weapons (+attacks increase duration)
- Morph2: Tainted Armaments (+damage increased against low health targets)
• Protective Charm (damage shield vs. magic attacks)
- Morph1: Barrier Charm (+ damage shield vs everything)
- Morph2: Protective Talisman (+ stamina morph)
• Stink Grenade (projectile with lingering AoE cloud stun & snare effect on impact)
- Morph1: Taint Grenade (+ disease DoT for cloud effect)
- Morph2: Stink Bomb (increased AoE cloud size and duration)
Ultimate: Decoy (summons mirror image of caster to attack foe with basic attacks only, auto-taunt)
- Morph1: Explosive Decoy (+ AoE explosion when decoy is killed or duration expires)
- Morph2: Empowered Decoy (+ increased HP, attack & duration for decoy)
Passives:
• Unseen: increase stealth for each scout ability slotted
• Stubborn: chance to resist stun/snare/disorient
• Survivalist: increase health recovery for each scout ability slotted
• Toughness: gain bonus to physical damage resistance when below half health


Sorceror

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Necromancer (death magic and undead summoning; color: cyan - NPC coldfire)
Skills:
• Spectral Grasp (area snare, dodgeable, like lich)
- Morph1: Spectral Hold (+immobilize, then snare, like NPC necromancers)
- Morph2: Cursed Grasp (+ DoT, like undead death curse)
• Raise Undead (summon one skeleton, duration)
- Morph1: Raise Corpse (summon zombie, +special attacks – punch, vomit)
- Morph2: Army of Undead (summon 3 weak skeletons)
• Drain Strength (channeled, interruptable, do damage, gain magica)
- Morph1: Drain Life (+ also gain health)
- Morph2: Drain Power (+ reduce target spell damage for duration)
• Animate Dead (summon stronger undead, Draugr/Ra-netu, duration)
- Morph1: Animate Flesh (summon Flesh Atronarch)
- Morph2: Animate Bones (Summon Bone Colossus)
• Spirit Blast (like Mannimarco but smaller, two-tier AoE strike)
- Morph1: Spirit Bombardment (+area, Mannimarco sized)
- Morph2: Soul Blast (ignores some spell resistance)
Ultimate: Soul Cage (like the Lich spell, but with extra damage in spell area)
- Morph1: Soul Prison (+duration)
- Morph2: Etheral Cage (+area)
Passives:
• Gravesinger: undead pets get extra damage resistance/HP
• Necropotence: gain extra magica when necromancer pets are active
• Soul Render: do bonus damage against enemies affected by necromancer abilities
• Death Feeder: any time an enemy dies within 20 meters, gain health & magica

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Spellsword (melee support & buff magic; color: yellow/orange – golden lightning!)
Skills:
• Force Bolt (magic projectile, does damage and minor breach)
- Morph1: Force Blast (+ AoE damage around target)
- Morph2: Curse Bolt (+ snare)
• Lightning Blades (adds lightning damage to caster and nearby allies, like DK molten W.)
- Morph1: Shocking Blades (+attacks increase duration)
- Morph2: Lightning Armaments (+damage increased against low health targets)
• Lightning Charge (gap closer and shock damage on strike)
- Morph1: Blitz Charge (+ AoE shock damage around target on charge attack)
- Morph2: Lightning Steps (+ increased movement speed after charge)
• Thunderstrike (fan lightning attack, like NPC thundermaul but faster)
- Morph1: Thundershock (+ snare)
- Morph2: Stormstrike (+ knockback)
• Mystic Protection (all direct-target ranged attacks have miss chance / duration)
- Morph1: Mystic Shield (+ increased physical resistance)
- Morph2: Etheric Protection (miss chance doubled)
Ultimate: Thunderbolt (high damage singe file AoE shock strike hitting all targets in its path)
- Morph1: Dire Thunderbolt (does extra damage to targets affected by elemental effects)
- Morph2: Chain Thunderbolt (wider AoE path allowing for more targets struck)
Passives:
• Battlemage: spellsword abilities cost less to use
• Combat Meditation: heavy melee attacks also restore magica at 20/50% rate
• Energizer: casting a spellsword ability restores stamina
• Martial Arcane: heavy melee hits will empower your next magica attack

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Warlock (arcane magic; color: purple-ish, like NPC warlocks)
Skills:
• Eldritch Bolt (magic damage projectile, adds defile)
- Morph1: Doom Bolt (+ increased damage vs. low HP opponents)
- Morph2: Eldritch Volley (+ three bolts, like Reflective Light)
• Spellfire (magic bolt from sky, splitoff three attacks on impact, like NPC Warlocks)
- Morph1: Cursed Spellfire (+ lingering magic DoT for any foes hit)
- Morph2: Empowered Spellfire (+ splitoff six sub-attacks on impact)
• Cursed Weapons (add lifedrain damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Bewitched Weapons (+attacks increase duration)
- Morph2: Cursed Armaments (+damage increased against low health targets)
• Eldritch Burst (release surge of magic damage AoE around caster)
- Morph1: Cursed Burst (+ DoT for all targets hit)
- Morph2: Eldritch Wave (+ pushback for all targets hit)
• Arcane Ward (ground AoE, reduces enemy magic attack damage against allies inside)
- Morph1: Arcane Barrier (+ reduces physical attack damage)
- Morph2: Eldritch Ward (+ increases ally magica regeneration )
Ultimate: Eldritch Hail (large ground AoE, multiple random dodgeable magic strikes from above)
- Morph1: Cursed Hail (+ dodged strikes leave magic traps on ground after impact)
- Morph2: Eldritch Storm (+ DoT over whole AoE in addition to strikes)
Passives:
• Thaumaturge: lower cost of Warlock abilities
• Arcane Knowledge: increase magica recovery
• Witchcraft: increase pure magic damage
• Magica Manipulation: gain magica when damaged by magic


Templar

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Crusader (melee support and aura-style buff magic; color: white/gold – holy light)
Skills:
• Radiant Aura (AoE light aura around crusader increasing stealth detection / duration)
- Morph1: Blessed Aura (+ spell resistance for caster & allies in aura)
- Morph2: Radiant Flash (insta-effect larger AoE stealth auto-reveal & blinds enemies)
• Blessed Smite (summon spiritual rod melee strike for splash AoE damage, like mini-dawnbreaker)
- Morph1: Holy Smite (+ extra damage against undead and daedra)
- Morph2: Blessed Smash (+ knockback)
• Crusader Aura (caster AoE aura, weapon damage buff for all allies in aura range)
- Morph1: Fanatic Aura (+ magica & stamina regeneration boost)
- Morph2: Paladin Aura (+ HP regeneration & healing received boost)
• Blessed Weapons (add magic damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Sanctified Weapons (+attacks increase duration)
- Morph2: Blessed Armaments (+damage increased against low health targets)
• Divine Light (DoT magic damage AoE aura around caster, + enemy miss chance in aura)
- Morph1: Holy Light (+ extra damage vs. undead & daedra)
- Morph2: Divine Flare (+ miss chance persists / duration after leaving aura)
Ultimate: Divine Wrath (Pillar of Divine Flames, high single-target DoT & snare)
- Morph1: Holy Wrath (+ extra damage against undead and daedra)
- Morph2: Divine Punishment (less initial damage, but AoE explosion & knockdown when DoT ends)
Passives:
• Divine Favor: reduce crusader ability costs
• Enduring Faith: increase crusader ability duration
• Holy War: increase critical strike chance
• Judgement: casting a crusader ability restores stamina

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Pilgrim (buff magic and healing support; color: yellow/green)
Skills:
• Divine Blessing (damage & spell resistance buff to self and nearby allies)
- Morph1: Divine Protection (+ small chance for enemy spells to reflect)
- Morph2: Holy Blessing (+ duration refresh chance at suffering damage)
• Weaken (debuff enemies attack damage / duration)
- Morph1: Harm (+ DoT)
- Morph2: Wither (+ also reduce enemies movement and defense)
• Purify (heal over time, purge one negative status effect)
- Morph1: Quick Purify (+ ticks faster)
- Morph2: Mass Purify (+ affects 3 allies)
• Sanctity (become immune to all attacks but cannot attack / duration, cost increases per recast)
- Morph1: Blessed Sanctity (+ heal over time)
- Morph2: Enduring Sanctity (+ increased duration)
• Sanctified Ground (ground AoE, allies increase all resource regeneration in area)
- Morph1: Sanctified Soil (increased area)
- Morph2: Holy Ground (+undead and daedra take DoT in area)
Ultimate: Deliverance (summons divine spirit which will take half damage for caster & auto-taunt)
- Morph1: Wrathful Deliverance (+ spirit attack increased depending on caster lost HP)
- Morph2: Blessed Deliverance (+ spirit defense increased depending on caster lost HP)
Passives:
• Pious: pilgrim abilities cost less
• Benevolence: increase all healing per pilgrim ability slotted
• Aedric Favor: boost magica recovery when casting a pilgrim ability
• Divine Investure: add minor buff to any ally healed or blessed by pilgrim

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Witch-hunter (counterspells, spell resistance/shields, silencing; color: purple/red)
Skills:
• Spirit Shackles (immobilize and magica drain, broken by any other damage)
- Morph1: Spirit Chains (+ snare after shackles broken/end)
- Morph2: Soul Shackles (+ magica DoT after shackles broken/end)
• Purge Curse (removes all harmful effects from target, DoTs, debuffs, etc…)
- Morph1: Deny Curse (+ gives immunity to harmful magic effects / duration)
- Morph2: Purge Magic (+ also removes beneficial effects, shields, buffs, pets, etc…)
• Spell Shield (increases spell resistance)
- Morph1: Mystic Shield (+ added physical resistance)
- Morph2: Spell Mirror (+ reflects first spell cast back on caster)
• Chant of Silence (prevents spellcasting for a short duration)
- Morph1: Stroke of Silence (+ damage if cast at spellcasting target)
- Morph2: Chant of Muteness (+ stuns if cast at spellcasting target)
• Magebane (damage after duration depending on target magica use while effect active)
- Morph1: Empowered Magebane (+extra base damage irregardless of magica use)
- Morph2: Overcharged Magebane (damage dealt as AoE explosion)
Ultimate: Negate Magic (yes, -exactly- the one the sorcerors have too, just color-shifted)
- Morph1: Suppression Field (as sorceror)
- Morph2: Absorption Field (as sorceror)
Passives:
• Spiritual Fortitude: add spell resistance
• Inquisitor: reduce cost for witch-hunter abilities
• Fervor: gain magicka every time damaged by a spell
• Injunction: increase witch-hunter abilities duration


Warden

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Cryomancer (ice magic, color: white/clear - NPC cryomancer)
Skills:
• Frost Touch (DoT & slow, like Ghosts use but faster cast)
- Morph1: Freezing Touch (+ freeze / duration, then normal effect)
- Morph2: Frost Throw (extended range, iceicle throw animation)
• Ice Wall (like the NPCs use, blocks/intercepts ranged attacks)
- Morph1: Frost Wall (+ cold aura around wall, doing DoT to any enemies nearby)
- Morph2: Ice Fortress (+ wall also adds to physical resistance while staying nearby)
• Icy Weapons (add cold damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Freezing Weapons (+attacks increase duration)
- Morph2: Icy Armaments (+damage increased against low health targets)
• Winters Breath (fan shaped area frost attack, like DK fire breath, but ice)
- Morph1: Freezing Breath (+ lower weapon damage on hit / duration)
- Morph2: Winters Wind (+ minor pushback)
• Ice Spikes (random four AoE slow & DoT spots around caster, like the frost atronatrch)
- Morph1: Ice Pillar (one spike with larger AoE, freeze chance if hit by ice in AoE, like ice ogres)
- Morph2: Ice Cage (like warmages use, icy ring around caster, high DoT when stepping on it)
Ultimate: Summon Ice Wraith (strong version, duration)
- Morph1: Summon Winter Wraith (+ cold AoE aura on wraith)
- Morph2: Summon Frost Atronarch (big, strong, cold and nasty)
Passives:
• Winters Grasp: adds additional weak slow or snare effect to all cold attacks
• Cold Blooded: increases cold damage resistance
• Chilled to the Bone: frost attacks ignore some spell resistance
• Frozen Word: increases all cold damage

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Ranger (animal summoning and nature magic; color: brown/green)
Skills:
• Animal Friend (make normal animals non-hostile, toggleable)
- Morph1: Nature Friend (+ also works on nature mobs like Spriggans, Lurchers, etc.)
- Morph2: Animal Ally (+ chance to have any nearby animal NPC temporarily help if in combat)
• Wolf Trap (much like the traps some rouge NPCs use, damage & immobilize/duration, stamina)
- Morph1: Poisoned Trap (+ poison DoT)
- Morph2: Bear Trap (+ snare after immobilizing ends and increased damage)
• Poisoned Weapons (add poison damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Envenomed Weapons (+attacks increase duration)
- Morph2: Poisoned Armaments (+damage increased against low health targets)
• Call of the Wild: summons one creature to fight for you / duration, dependent on area)
- Morph1: Call of the Pack (summon two creatures)
- Morph2: Call of the Beast (summon strong creature)
• Campsite (ground AoE, increases resource recovery for all allies in area)
- Morph1: Warded Campsite (+ increase resistance)
- Morph2: Trapped Campsite (+ immobilizing traps vs. enemies around perimeter)
Ultimate: Summon Swarm (AoE centered around target, DoT and spell interrupt / duration)
- Morph1: Summon Hive (+ duration)
- Morph2: Poisonous Swarm (+ extra poison DoT after swarm ends)
Passives:
• Woodrunner: add running speed
• Animal Mastery: add HP & damage to summoned creature(s)
• Tracker: increase detection range vs. other stealth
• Master Hunter: bonus damage against beasts (including werewolves!)

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Shaman (nature magic, totems, summons; color: shades of green)
Skills:
• Coiled Lash (spectral ranged attack, like NPC shamans use)
- Morph1: Spirit Lash (+ ignores some defense)
- Morph2: Coiled Blast (AoE explosion on hit, doing damage to nearby enemies)
• Grasping Vines (like the Strangler AoE attack, AoE damage and snare while in area)
- Morph1: Thorny Vines (+ snare/duration after leaving area)
- Morph2: Grasping Roots (increased area)
• Pollen Cloud (like the Lurchers use, AoE damage)
- Morph1: Poisonous Pollen (+ extra poison DoT)
- Morph2: Irritating Pollen (+ reduced damage / duration)
• Protective Totem (like NPC Shamans use; +resistance AoE, but stun if totem destroyed)
- Morph1: Fortified Totem (no stun if totem destroyed)
- Morph2: Vengeful Totem (DoT for enemies within totem area)
• Floral Blast (cone AoE damage, like the Spriggans use, but stronger)
- Morph1: Toxic Blast (+ DoT)
- Morph2: Floral Gust (+ minor knockback)
Ultimate: Call on Nature (summon strong Nature Lurcher, like in that Greenshade quest)
- Morph1: Call on Spring (summon strong Rain Lurcher, self-healing)
- Morph2: Call on Summer (summon strong Fire Lurcher, flame AoE damage aura)
Passives:
• Naturalist: resistance to poison and disease
• Wilderness Totem: increase spell damage while in totem area
• Deep Roots: increase shaman ability durations
• Nature’s Blessing: gain ultimate every time activating a shaman ability


Another possible idea was to not only have an added skill line with its own flavor of visual effects, but maybe even morph the existing effects to match.
So for example if a sorceror goes necromancer, their spells might be color-shifted to necromancer "coldfire" cyan, and if they turn warlock, their lightning may turn purple instead of white-blue, or a nightblade going scout would have their reddish effects recolored to something camo-ish olive green & khaki brown... that sort of stuff. For more visual goodieness and varietee between classes.
Perhaps even morph the spell effects to some degree... like, for summoned armor might look daedric on normal sorc, something magic-ish arcane on warlock, worm cult / lich on necromancer, and some knightly style on spellsword, etc.
That idea might perhaps take a bit too much coding to be viable though... I'd be happy with pure color shifts.

...of course, all those quick ideas are just very rough concepts, without much consideration but character fluff. I merely tried to give some options, and went for three instead of just two "magica-specialization / stamina specialization" - It's supposed to be more for added character diversity then anything else after all. And I had to rework them from the first version with the introduction of the warden, shift some ideas, add more to compensate…

Thus for example with Nightblades, there might be one magica-caster based with "illusionist"; one stamina melee based with "monk" (Yes, a nod at the old D&D class of the name, the first “martial arts” powered class I remember in fantasy gaming); and finally I went for "scout" as sneaky survivalist option after shifting the animal-flavored idea to warden…

Similar thoughts for the Sorceror - "spellsword" for stamina sorcerors; replacing the original cryomancer idea I came up with "warlock" as standoff caster class and to grab those "Witch/Warlock NPC" abilities I always wanted for player characters as well; and "necromancer" because all too many people really, really want that... ;)

Templar... has "crusader" is for stamina templars as the class name has been appearing in TES games before, despite tamrielic religions having less a focus on "cross" then where the name originated, and my "witch-hunter" idea is kinda inspired by the spanish inquisition (Yes, I know noone expected that :smirk: ), its "warhammer" imperial counterpart and also "Dragon Age", I admit it... seems logical to set up the aedric-flavored templars as natural enemies of the more deadric-flavored sorcerors... and finally replacing the warden-gone shaman idea came a "pilgrim" as support and summoner class...

Dragonknight I had the fewest ideas, since I kinda dislike that class. More fire magic for dragonknight magica-casters with "pyromancer" is a natural first thought... so then I went with "warlord" as "leader-style group play support" and "gladiator" as "berserker-style single combatant" flavors, though there may be better ideas then those...

Finally, for the new Wardens I grabbed some of my original ideas from other classes as they fit better, the "shaman" is a very natural idea, between all those druid-type characters like breton wyressess, argonian treeminders and bosmer spinners, expanding on the wardens plant-healing nature magic with some more aggressive plant based spells was rather obvious; "cryomancer" since ice staves have no matching offensive skill line yet (while fire and lightning staves sort of have) while the warden ice skills are generally more tanky in nature; and "ranger" was also pretty obvious, and giving them even more woodland creatures to call as well as some related skills for the "hunter" playstyle would seem applicable.


The skills itself are also just rough concepts - some I am quite happy with, others I feel might benefit from more thought and ideas… but it's a start I suppose, a proof of concept kind of notion, something like that… with ample room for refinement and reworking.
(also note that many of those I "borrowed" from existing mobs without knowing the actual in-game name of the abilities, just by remembering what I could from the time some mob used them unsuccessfully against one of my characters, so please, don't get too hung up on the names I used here, all right? ;) )

In any case, since more diversity is always something I would love to see... much more fun having more choices in realizing your "perfect" character, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose anyhow, so adding more active skills only increases a characters choices, not exactly their power...

And yes, spellcrafting might be able to cover some of those... but for one spellcrafting won't give you passives, which these skill lines should, and for another we have no idea whatsoever if, when or how spellcrafting might ever come to ESO... so I would rather put out an good (hey, at least I think so ;) ) idea then bet on a far off "maybe"...
Edited by TheShadowScout on October 18, 2018 10:32AM
  • Chrlynsch
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    Some men just want to watch the world burn...
    Edited by Chrlynsch on September 4, 2017 6:24PM
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
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  • TheShadowScout
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    Chrlynsch wrote: »
    Some men just want to watch the world burn...
    Pyromancer2.jpg
    ;)
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  • TelvanniWizard
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    It is a good idea. Almost everything that´s about adding more skill lines and further customisation seems good to me. Sadly we won´t probably ever see something like this.
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  • Yamakaziing
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    Hey man interesting stuff. Lots of thought into this post. I like your creativity. The pyromancer I would fall in love with. As would everyone else. I do think however there would be too much fire damage everywhere.
    Edited by Yamakaziing on December 28, 2017 3:28PM
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  • Kanar
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    This is a cool idea and I think its much better than new class suggestions. With this approach, there's even a necromancer so we can stop seeing all those threads.

    Given the limitations on number of active skills, it may be best to have these be small skill lines, like 2 active and 2 passive
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  • Lynx7386
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    Interesting and well laid out ideas. Too bad that if something like this ever does hapoem6, it'll probably cost crowns for each class morph unlock.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
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  • Seraphayel
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    I love this! Great work OP!
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    Aldmeri Dominion
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  • TheShadowScout
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    Kanar wrote: »
    Given the limitations on number of active skills, it may be best to have these be small skill lines, like 2 active and 2 passive
    Nah, that would be too limiting. After all, the fun is having all those skills, and then still being only able to slot 5+U, thus it makes a great deal of sense to make each a full class skill line, and let people choose their load as they like...
    Lynx7386 wrote: »
    Interesting and well laid out ideas. Too bad that if something like this ever does hapoem6, it'll probably cost crowns for each class morph unlock.
    Well, I would hope they might do something a little bit more player friendly. At least make them all available in one "masterclass" DLC, or even add them to the base game (yeah, I know, they will want to see some profit for their effort, I say it myself often enough)
    Heh... I could see them add them to the base game per se, but require a "prove your worth" quest for each of them, and then have those quests go into DLC/expansion regions... like, wanne be pyromancer, find the masterclass trainer in the basic regions, but then you would have to go to Vvardenfell and visit the foot of red mountain for your quest before you can morph your class... that way people who have all the DLCs and expansions can morph away, and others... habe an incentive to invest in those, something the powers that be could only approve at, yes? ;)



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  • Kendaric
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    Interesting for sure, great work.
      PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!. Outfit slots not being accountwide is ridiculous given their price. PC EU/PC NA roleplayer and solo PvE quester
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    • SkyIsTheLimit1206
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      Taking all them Elder Scrolls Legends card arts without credit like


      man
      With strength and intelligence comes hard work.

      Which is why not a lot of people are strong nor intelligent.
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    • FloppyTouch
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      I like this a lot
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    • Chaos2088
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      Brutal honesty I was very much against having subclasses or class morphs....after reading that I would actually be very interested in using this function if it was added.

      Really good post and even a rough outline of abilities got me going..."that would be ace"

      :)
      Edited by Chaos2088 on March 23, 2018 8:49AM
      @Chaos2088 PC EU Server | AD-PvP
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    • Feanor
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      It would be a nightmare to balance these. Also, the line between “cool” and “overpowered” is really thin. It’s a struggle even with the abilities we have.
      Main characters: Feanor the Believer - AD Altmer mSorc - AR 46 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
      Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
      All chars 50 @ CP 1700+. Playing and enjoying PvP with RdK mostly on PC EU.
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    • TheShadowScout
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      Taking all them Elder Scrolls Legends card arts without credit like
      I use what I can find freely available on the internet to link to, to illustrate my ideas for a bit of added visual impact. Naturally, I look for elder scrolls themed pix first. Not really a surprise those would pop up foremost, yes? And its not like I "take" them, I just... borrow the image (like any image from the internet linked to at the forums here), an elder scrolls themed image to illustrate an elder scrolls themed discussion... ;)
      Feanor wrote: »
      It would be a nightmare to balance these. Also, the line between “cool” and “overpowered” is really thin. It’s a struggle even with the abilities we have.
      And that is why I felt it would be wrong to assign any values to the ability outlines I dreamt up. Since that is where the balancing devil hides, in the details... how much damage does this or that do, now big a percentage chance would this or that have to trigger, how long would this or that effect last - those are the very "game balance" questions that you worry about, and those I cannot really dare to touch upon, as that would require a lot of comparison and some playtesting. Still, the PTS does exist should they ever pick up that idea, yes? ;)

      But in any case, game balance will -always- be a struggle, and will always need refitting. Look at how many changes they made in the time since launch! I have no doubt that this too would go that way if they went there - starting with estimated values, and then getting nerfed and buffed when they find out some skill under- or over-performs...

      The point is, game balance is always a "work in progress", and I would rather have fun with new skills and more character diversity and see them nerf something that proves too good them just have them fiddle endlessly with the same skills we always had in the name of some unattainable "perfect balance"... ;)
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    • TheGrayChangeling
      I love everything about this, except...with the Sorcerers. I agree that the demand from a certain segment of the playerbase would necessitate a Necro build. But after that...

      Spellswords/Battlemages are already present in all 5 classes, all of which have access to weapon lines and spells. If they ever expanded beyond your suggested 3 Class Morphs per class - then I could see adding that option in, but not in the first run.

      Warlocks are already present - ESO calls them Sorcerers. They summon daedra, use dark magic and curse. Can't get much more "warlocky" than that really. Although I agree that the visual flair of some of the NPC abilities would be nice.

      But if you look for missing caster options in the franchise classes (including NPC) you would get:

      Conjurer, Destruction Mage, Enchanter, Mage, Mystic, & Witchblade. This leaves out other magicka focused ES classes that seem more appropriate to other ESO classes - like Priest & Healer (Templar) or Apothecary & Witch (which both might fit just as well in Warden or Nightblade).

      So the question is what flavor is missing - and for my money after Necromancer, the next most glaring omission is non-elementalist/daedric magicka damage, and the mysticism/alteration support spells. So I'd hope to see a Mage or Mystic class morph for sorcerers.

      An addendum...

      I'd also love to see a Bard class Morph for Nightblade or Templar (Bards have a long association with both Sacred and Roguish flavors IRL).

      And as long as we are in non-traditional ES territory with the Wardens anyway, a Druid morph for Warden would be awesome with shape shifting (for the D&D appeal), and plant based spells and conjurations (for the ESO Glenmoril flavor).

      Critique and addendum aside - this is one of the best suggestions I've seen on the forums and I hope ZoS has seen it and will give it serious consideration. It's still not true Elder Scrolls train-whatever-skills-you-like...but it would allow for a wider range of class concepts than the current limited selection. Making it easier to retain players, and attract new ones who are put off by the 5 existing hybrids. And I think you are right that no matter how they implement the idea - whether through dlc questing, purchasing the skill line pack in the crown store or both - it would be a money maker - there's no question about that.

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    • TheShadowScout
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      I love everything about this, except...with the Sorcerers. I agree that the demand from a certain segment of the playerbase would necessitate a Necro build. But after that...

      Spellswords/Battlemages are already present in all 5 classes, all of which have access to weapon lines and spells. If they ever expanded beyond your suggested 3 Class Morphs per class - then I could see adding that option in, but not in the first run.
      Battlemages do. they are in the game and all as NPC class often annoying us with negate and ice rings. Spellswords on the other hand... not so much, and I tried to have each class at least get one specialization for magica and stamina build support... as well as keep to the old elder scrolls class names from prior games whenever I could...
      Warlocks are already present - ESO calls them Sorcerers. They summon daedra, use dark magic and curse. Can't get much more "warlocky" than that really. Although I agree that the visual flair of some of the NPC abilities would be nice.
      ...and that's how I got most of my ideas, from my "NPC envy" of abilities I would like to see become available for PCs too! ;)
      But you are incorrect in assuming ESO "calls Warlocks Sorcerors" - ESO has sorcerors, which do curses, conjuring and lightning, and then NPC Warlocks that do other purple magicky stuff as well. So a further specialization into more purple magic might not be such a far fetched idea, yes? ;)
      But if you look for missing caster options in the franchise classes (including NPC) you would get:

      Conjurer, Destruction Mage, Enchanter, Mage, Mystic, & Witchblade. This leaves out other magicka focused ES classes that seem more appropriate to other ESO classes - like Priest & Healer (Templar) or Apothecary & Witch (which both might fit just as well in Warden or Nightblade).
      Actually... not quite.
      We -cannot- look at the "elder scrolls franchise", since the "schools or magic" that have been a staple of all TES games beforre ESO do not exist yet in this time period according to lore. There is even a in-game book on this... where they suggest the mages guild reorganize into eight schools of magic (a system ESO-currently only in use at Shad Astula). Until that proiposal gets accepted and implemented (whioch we know from the lore it will), there are no tamriel-wide "destruction mages" or "conjurers", etc. Not that this -ever- was a class in a TES game, merely a personal choice in what direction a character might lean in their spell selection anyhow.
      So the question is what flavor is missing - and for my money after Necromancer, the next most glaring omission is non-elementalist/daedric magicka damage, and the mysticism/alteration support spells. So I'd hope to see a Mage or Mystic class morph for sorcerers.
      In ESO, "Mages" is already covered by the Mages Guild skill line by my reckoning. Mysticism on the other hand kinda already seems split over several - I see some of it in soul magic, obviously, others in the mages guild (magelight, entropy), or the light armor active skill... and even some in the sorceror skills (negate magic)... while the teleport is covered by the "TP to wayshrine" ability everyone has... so what would be left in mysticism to use for making it a specialization? Telekinesis? That's all? Not enough I figured, and went with other things...

      By the way, the non-elementalist, non-daedric damage magicka dealsers are magica templars and nightblades and wardens. What I would prefer to see is for them to get more options in weapon selection instead of just the "destroction magic" staff and "restoration magic" staff... at least some more "flavors", like green "acid" destro staves or red "blood magic" resto staves... perhaps also some other options for magica casters, both in skill lines and weapon choice like I outlined in a differnet set of ideas: https://forums.elderscrollsonline.com/en/discussion/371862/additional-weapon-skill-ideas-mk-ii ;)
      I'd also love to see a Bard class Morph for Nightblade or Templar (Bards have a long association with both Sacred and Roguish flavors IRL).
      I actually had an idea for bards... but not as class morph, since I see them more as a guild that -any- class could take, and thus that idea is in another discussion: https://forums.elderscrollsonline.com/en/discussion/387560/additional-guild-ideas-mk-ii ;)
      And as long as we are in non-traditional ES territory with the Wardens anyway, a Druid morph for Warden would be awesome with shape shifting (for the D&D appeal), and plant based spells and conjurations (for the ESO Glenmoril flavor).
      I avoided shapeshifting for two reasons - for one because we kinda already have it with werewolf, for another because the "druid turns into animal" thing is a bit too... "already done" from other sources, yet -never- was any sort of option in any TES game (barring alchemical transformations in story quests, like that monkey business in the vile laboratory).
      And while "traditional TES" does not fully apply (see above, second era and all that), there was no in-game indication of any nature class shapeshifting back and forth at will (though several of people shifting into animal form more or less permanently, or at least possessing an wolf spiritually; and the aforementioned alchemy). In fact, even the nature-ish bosmer "shifting" was treated as wererwolf, and so...
      Also, shapeshifting into various animals for different tasks might be iffy, since an obvious one would be shifting into a harpy to fly, or a shark to dive, and that would be iffy with the game system entirely. So maybe it would be best to keep that option out of players sight and minds, and let it be lycantropy only...

      As for plant based magic - isn't my Shaman idea flora-power enough for your taste? ;)
      Critique and addendum aside - this is one of the best suggestions I've seen on the forums and I hope ZoS has seen it and will give it serious consideration. It's still not true Elder Scrolls train-whatever-skills-you-like...but it would allow for a wider range of class concepts than the current limited selection. Making it easier to retain players, and attract new ones who are put off by the 5 existing hybrids. And I think you are right that no matter how they implement the idea - whether through dlc questing, purchasing the skill line pack in the crown store or both - it would be a money maker - there's no question about that.
      Thanks, and obviously I think it would make a much better addition to ESO then just adding new classes (since I keep posting that whevenever I see someone making a discussion about new classes). Because refitting new skill lines to existing characters would be good for -everyone- not just the new players that have only a handful of characters done...

      Also, noone is saying those "three choices" I have been thinking up must always remain three.
      I keep hoping people will have thoughts to add -more- choices, dream up the specializatiuon -They- would like to see and add them to this discussion! The more choices, the merrier! As long as it makes sense, and they bring enough for everyone... if anyone wants to take my idea and think up option four anf five for each class - be my guest! ;)
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    • TheGrayChangeling
      ...and that's how I got most of my ideas, from my "NPC envy" of abilities I would like to see become available for PCs too! ;)But you are incorrect in assuming ESO "calls Warlocks Sorcerors" - ESO has sorcerors, which do curses, conjuring and lightning, and then NPC Warlocks that do other purple magicky stuff as well. So a further specialization into more purple magic might not be such a far fetched idea, yes? ;)

      I think you may be missing my point entirely here...and in focusing more on the later classification of magic into differing schools doubling the obfuscation of that point. ESO's sorcerers would be called warlocks in most any other game. Two of their three skill lines are "Dark" and "Daedric". ESO's Sorcerers are not a neutral wizard/mage template, they have a distinct, dark flavor from the word "go".
      In ESO, "Mages" is already covered by the Mages Guild skill line by my reckoning. Mysticism on the other hand kinda already seems split over several - I see some of it in soul magic, obviously, others in the mages guild (magelight, entropy), or the light armor active skill... and even some in the sorceror skills (negate magic)... while the teleport is covered by the "TP to wayshrine" ability everyone has... so what would be left in mysticism to use for making it a specialization? Telekinesis? That's all? Not enough I figured, and went with other things...

      But they are not. You cannot build a non-elementalist, non-daedric wizard-flavored-mage that is viable for all or even most content using only the mage guild skill line. And the mage guild skill line contains what? A passive masquerading as an active ability (mage light), a fire rune spell (which is at least blue for flavor - which I honestly appreciate) and one each of: Dark Magic & Oblivion/Daedric centered abilities plus the celestial/elemental Ultimate. And there are only a couple of active skills and a handful of passives in the Sorcerer line that can be pushed in that direction.

      As for the statement on Mysticism...spell effects not present in ESO (so far) include:


      Mysticism:
      • Daggerfall added Banish Daedra, Detect*, Fenrik's Door Jam, Open, Recall, Spell Reflection, Tongues (basically a magically enhanced fast-talk-your-way-out-of-a-fight), Wizard Lock, Wizard Rend.
      • Morrowind added Demoralize Humanoid, Detect Animal, Detect Enchantment, Absorb Attribute, Almsivi Intervention, Divine Intervention, Mark, Recall (Wayshrine teleports which are neither instant cast, nor targetable to player chosen locations are more directly comparable to the Elder Scrolls Fast Travel and Guild Guide Travel options than to past Teleportation magics), & Telekinesis.
      • Oblivion added nothing new and...
      • Skyrim dropped the school mixing it's remaining spells and spells that might otherwise have landed there into other schools (as for example the spell Clairvoyance).

      But there is also Alteration which has slowly absorbed a large chunk of the Mysticism school:

      Alteration:
      • Daggerfall added Force Bolt, Free Action, Hand of Sleep, Jumping, Medusa's Gaze(paralysis), Slowfalling, Spell Drain, Water Breathing, Water Walking, & Wizard Rend.
      • Morrowind added Lock, Open, Levitation and Swift Swim.
      • Oblivion added nothing new.
      • Skyrim added Mage/Candlelight (which unlike the ESO corollary provided a usable level of light for 60 sec instead of just being a stat buff sitting on the action bar/very short duration pvp utility - I would kill for mage/candlelight), Oak/Stone/etc flesh, & Transmute.

      Finally there are the Missing Destruction spells without which a non-daedric, non-elementalist pure mage build is impossible:

      Destruction:
      • Daggerfall gave us: Acidic Field, Energy Leech (in ESO speak Absorb Stam), Force Bolt (a multi-school spell), Hand of Decay (disintegration), Hand of Sleep, & Magicka Leech
      • Morrowind gave us: Damage Attribute, Damage Fatigue, Damage Health, Damage Magicka, Disintegrate Armor, Disintegrate Weapon, Drain Attribute, Drain Fatigue, Drain Health, Drain Magicka, Drain Skill (the Drain spells are DoTs not absorbs as an fyi), Poison, Weakness to Magicka, & Weakness to Poison.
      • Oblivion gave us: nothing new
      • Skyrim added: some of the dragon shouts like Unrelenting Force which used non-daedric, non-elementalist force/damaging effects.

      With a selection of utility and destruction spells from above in one of your proposed class morphs it would, at last, be possible to create a vanilla mage - as it has basically been possible, even without mods, in every other iteration of the franchise - but which is not really viable in this one. Admittedly that has been most true from Morrowind forward - but that's not a small stretch of time.
      By the way, the non-elementalist, non-daedric damage magicka dealsers are magica templars and nightblades and wardens. What I would prefer to see is for them to get more options in weapon selection instead of just the "destroction magic" staff and "restoration magic" staff... at least some more "flavors", like green "acid" destro staves or red "blood magic" resto staves... perhaps also some other options for magica casters, both in skill lines and weapon choice like I outlined in a differnet set of ideas: https://forums.elderscrollsonline.com/en/discussion/371862/additional-weapon-skill-ideas-mk-ii ;)

      I'm sorry, but I'm not sure how you are seeing it that way.

      Magicka Templars are Clerics, Magicka Nightblades are at best Blood Sorcerers and in a lot of ways make Vampires redundant, and Wardens are Primalists (Druids/Shamans). Casters, one and all - sure. But none of those are neutral, Wizardly, Mages.

      That said, I do agree though more staff options would be nice. And a pure Magicka damage staff would also be awesome, in addition to your suggestions for acid etc.

      Regarding my suggested Warden morph...
      Also, shapeshifting into various animals for different tasks might be iffy, since an obvious one would be shifting into a harpy to fly, or a shark to dive, and that would be iffy with the game system entirely. So maybe it would be best to keep that option out of players sight and minds, and let it be lycantropy only...

      Game engine limitations would be game engine limitations and I can't address what is or isn't iffy, but given the varying cosmetic effects used in game I'm guessing it would be less restrictive (outside of flight and underwater exploration) than you are maybe thinking it is.
      As for plant based magic - isn't my Shaman idea flora-power enough for your taste? ;)

      I despise totems. I don't know why, but aesthetically, mechanically, I just loathe them. It also reminds me strongly of a certain McDonalds of the western MMO industry (with Millions and Millions served) which I also despise...so...I'll confess I only briefly scanned when I saw the words "Shaman" and "Totems". I'm not opposed to others playing Shamans - just not my thing.




      Edited by TheGrayChangeling on April 17, 2018 5:14AM
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    • TheValar85
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      Let me make this clear for you sir :s sadly those images are trade marked,and i am sure the authors will not agree to use their products in ESO.

      BTw that DK is looks like an ORC to me from WoW :D
      GM Of The Lusty Argonian ERP
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    • Caetto
      Caetto
      Since every game I play I go for the water or ice line (as long as is isn't tanky) I cannot tell you how disappointed I was when the entire warden ice line is pretty much tanky. However, with that being said, there is almost nothing I wouldn't do to have the cyromancer skill line in this game. That would make me even happier than I currently am with ESO!
      Edited by Caetto on April 17, 2018 4:02AM
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    • TheShadowScout
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      ...and that's how I got most of my ideas, from my "NPC envy" of abilities I would like to see become available for PCs too! ;)But you are incorrect in assuming ESO "calls Warlocks Sorcerors" - ESO has sorcerors, which do curses, conjuring and lightning, and then NPC Warlocks that do other purple magicky stuff as well. So a further specialization into more purple magic might not be such a far fetched idea, yes? ;)

      I think you may be missing my point entirely here...and in focusing more on the later classification of magic into differing schools doubling the obfuscation of that point. ESO's sorcerers would be called warlocks in most any other game. Two of their three skill lines are "Dark" and "Daedric". ESO's Sorcerers are not a neutral wizard/mage template, they have a distinct, dark flavor from the word "go".
      I do not think I am missing the point.
      I am saying, the game has NPC "warlocks" which are using at least two effects unavailable to PC "Sorcerors" (the purple bolt, and the purple "bomb"). That's where I went from.

      As for calling and general theme... well, every universe has their own criteria as to what magician is named how. In some, "sorceror" denominates a mage that gains their power through pacts with (often demonic) spirits, summonings and dark (though not neccessarily evil) magic - fitting, yes? While a warlock generally IS an evil mage (since the name derived from an old word for "oathbreaker"), though also often seems used as meaning "male witch" (which can or can not be including an "evil" flavor, depending on background)
      In ESO, "Mages" is already covered by the Mages Guild skill line by my reckoning. Mysticism on the other hand kinda already seems split over several - I see some of it in soul magic, obviously, others in the mages guild (magelight, entropy), or the light armor active skill... and even some in the sorceror skills (negate magic)... while the teleport is covered by the "TP to wayshrine" ability everyone has... so what would be left in mysticism to use for making it a specialization? Telekinesis? That's all? Not enough I figured, and went with other things...

      But they are not. You cannot build a non-elementalist, non-daedric wizard-flavored-mage that is viable for all or even most content using only the mage guild skill line. And the mage guild skill line contains what? A passive masquerading as an active ability (mage light), a fire rune spell (which is at least blue for flavor - which I honestly appreciate) and one each of: Dark Magic & Oblivion/Daedric centered abilities plus the celestial/elemental Ultimate. And there are only a couple of active skills and a handful of passives in the Sorcerer line that can be pushed in that direction.
      True enough.
      Even adding the soul magic line, its still a bit thin.

      Still, "Mages" in ESO seems to be more or less a denomination for either magica builds, or mages guild members. So the common skills would be... the mages guild skills! And then there would be fire mages (magica DK), blood mages (magica NB), aedric mages (magica templars that consider themselves mages and not priests) nature and ice mages (magica Wardens) and of course stormcallers, summoners and dark mages (magica sorcs)
      As for the statement on Mysticism...spell effects not present in ESO (so far) include:
      various Absorb - Nightblade siphoning line, light armor anulment and rune enchantments; or not applicable
      various Banish - incorporated into effects that do extra damage against undead/daedra
      various Detect - magelight (with some centuries refinement)
      Intervention; Mark/Recall - wayshrine & homestead TP (with some centuries refinement)
      Demoralize - NB Aspect of Terror
      Dispel - Sorceror Negate Magic
      Silence - (okay, I admit I took that one for my "WitchHunter" suggestion)
      Soul Trap - soul magic line
      Spell Reflection - DK wings and S&B Defensive Posture
      Tongues - since it seems all monsters in ESO attack, no matter what... -sighs- but there is the mages guild "persuade"...

      The way I see it, all that's left would be telekinesis, lock manipulation (and I really would love a way for non-thief characters to get past locks at a hefty magica expense - but ESO is not set up for locking doors individually, so...) and maaaaybe some better teleport options (like a recall to the maps mages guild instead of a wayshrine - I doubt they will want to let people set marks -anywhere tho).
      Not all that much, huh?
      But there is also Alteration which has slowly absorbed a large chunk of the Mysticism school:
      ...which has some more interesting things, yet... a lot of movement enhancing stuff that is not applicable for ESO (water walking, really? When they depend on their slaughterfish from us wandering off-zone? Or levitation and jumping in cyrodil sieges?)
      Mage/Candlelight (which unlike the ESO corollary provided a usable level of light for 60 sec instead of just being a stat buff sitting on the action bar/very short duration pvp utility - I would kill for mage/candlelight)
      I wish ESO had some -dark- dungeons, where one would need torches/lanterns/magical light... sadly, they thought that too complex, and thus almost every dungeon is well lit (except the lightless oubilette)

      I so would have loved a consumable "torch" (made as disguise, makes sneaking impossible, dropped when in combat for a -duration- lighting effect when it burns out on the ground), with some advanced versions - reusable lanterns, floating magic lightstones that do not get dropped in combat, etc.
      But sadly... all we get is almalexias lantern, and that is more a "effect" gimmick...
      Finally there are the Missing Destruction spells without which a non-daedric, non-elementalist pure mage build is impossible:
      ...and since they kinda dripped all those into staves... or into enchentments (since in ESO, those are different from spells somehow) -sighs-

      I say again, I would -love- to see way more destro stave flavors! Acid/poison! Pure magic! Coldfire! Maybe some more too, like "Kinetic force" or "Sleep" (for a "subduing" staff). And a lifedrain resto staff, maybe a "Disease" resto staff as well.
      By the way, the non-elementalist, non-daedric damage magicka dealsers are magica templars and nightblades and wardens. What I would prefer to see is for them to get more options in weapon selection instead of just the "destroction magic" staff and "restoration magic" staff... at least some more "flavors", like green "acid" destro staves or red "blood magic" resto staves... perhaps also some other options for magica casters, both in skill lines and weapon choice like I outlined in a differnet set of ideas: https://forums.elderscrollsonline.com/en/discussion/371862/additional-weapon-skill-ideas-mk-ii ;)

      I'm sorry, but I'm not sure how you are seeing it that way.

      Magicka Templars are Clerics, Magicka Nightblades are at best Blood Sorcerers and in a lot of ways make Vampires redundant, and Wardens are Primalists (Druids/Shamans). Casters, one and all - sure. But none of those are neutral, Wizardly, Mages.
      They are "non-elementalist, non-daedric magica damage dealers" tho! And that was what you asked about in that senteance...

      But I agree that the "basic mage" feeling isn't -quite- there in ESO. Makes me wish they had added more damage skills with "basic" flavor somewhere, soul magic or mages guild... (see my guild thread about the half-baked notion of allowing people to pick one guild to "master" unlocking a second "advanced" skill line for them - the mages guild mastery giving you access to all that would make quite a bit of sense, yes?)
      Hmmm...
      Or maybe give us two new world skill lines, one that unlocks when you get to 30 attribute points in stamina and has "warrior athleticism" type stuff, and the other that unlocks at 30 magica and has "basic mage" skills and passives...
      Also, shapeshifting into various animals for different tasks might be iffy, since an obvious one would be shifting into a harpy to fly, or a shark to dive, and that would be iffy with the game system entirely. So maybe it would be best to keep that option out of players sight and minds, and let it be lycantropy only...

      Game engine limitations would be game engine limitations and I can't address what is or isn't iffy, but given the varying cosmetic effects used in game I'm guessing it would be less restrictive (outside of flight and underwater exploration) than you are maybe thinking it is.
      Possibly. Still, they would have to restrict the most logical usage (turning into birds for flying, spiders for wall & mountain climbing, fish for swimming, cheetahs for running, snakes for cave dwelving, etc.), and leave it as purely "turn into bear for combat" or something. And that has -so- been already done, yes? And also is not something we much see in TES lore...
      As for plant based magic - isn't my Shaman idea flora-power enough for your taste? ;)

      I despise totems. I don't know why, but aesthetically, mechanically, I just loathe them. It also reminds me strongly of a certain McDonalds of the western MMO industry (with Millions and Millions served) which I also despise...so...I'll confess I only briefly scanned when I saw the words "Shaman" and "Totems". I'm not opposed to others playing Shamans - just not my thing.
      True, I would not like totems either.
      But - the effect is in the game, and I did make most of my suggestions with an eye towards making NPC abilities available for players. I decided to cast my net wide in that regard, and not just cherry-pick the ones -I- would have wanted for myself...
      TheValar85 wrote: »
      Let me make this clear for you sir :s sadly those images are trade marked,and i am sure the authors will not agree to use their products in ESO.
      ...those images are not "used in eso" they are linked to from here to where they have -already- been put up on the public internet - generally that sort of thing is covered under the "fair usage" terms of copyright laws.
      If ZOS wanted to actually use those images in ESO... then yes, they would have to talk to the trademarkholders and pay licensing fees. But fans merely "borrowing" them to illustrate a point? Not even downloading any image, but linking to where it was already made public on the internet? I fail to see how that would be so much of an issue... especially since I did not upload them to the internet, just linked to where they already were.

      If this -was- an issue, they would have to remove the "link to image..." function since at least 80% of all the images on the forums are used that way - not stuff people made themselves, but stuff they found on the internet, yes?
      TheValar85 wrote: »
      BTw that DK is looks like an ORC to me from WoW :D
      Well, that was the most "gladiatory" image I found that did look "fantas" instead of "roman empire" ;)
      Caetto wrote: »
      Since every game I play I go for the water or ice line (as long as is isn't tanky) I cannot tell you how disappointed I was when the entire warden ice line is pretty much tanky. However, with that being said, there is almost nothing I wouldn't do to have the cyromancer skill line in this game. That would make me even happier than I currently am with ESO!
      That's the general idea! ;):smiley:
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    • TheGrayChangeling
      They are "non-elementalist, non-daedric magica damage dealers" tho! And that was what you asked about in that senteance...

      Pretty much summarizes your position. Your oversimplified, dismissive, and frankly bad-faith treatment of the Mysticism, Alteration and Destruction spell list I presented (in which you include spells I had left out because they were redundant, while ignoring spells I included because they aren't in the game, in order to make your "point") makes it crystal clear. This is a disingenuous "discussion"...which makes this:
      Also, noone is saying those "three choices" I have been thinking up must always remain three. I keep hoping people will have thoughts to add -more- choices, dream up the specializatiuon -They- would like to see and add them to this discussion! The more choices, the merrier! As long as it makes sense, and they bring enough for everyone... if anyone wants to take my idea and think up option four anf five for each class - be my guest! ;)

      ...ironic at best. I get that in my initial post I was critical of two of your suggestions (saying they were redundant) and maybe that got you on the defensive. It certainly wasn't my intention to offend you. But...this...is just silly. No need for further walls of text just to restate what has already been said.

      I still like the concept. I hope it gets consideration. But I'm bowing out of this "conversation".
      Edited by TheGrayChangeling on April 17, 2018 6:45PM
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    • josiahva
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      I like this idea...I like the fact that each "morph" specifically puts you into a given skill line, this would lead to a large increase in build diversity(except for meta-chasers who will always play the FOTM builds)
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    • Stewart1874
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      An excellent idea that would refresh the combat system and allow a much deeper degree of customisability. I'd be happy with just 2 twists on each class though as I think that would be far more manageable than the many you're suggesting.

      Fantastic post and really well thought out! :)
      PS4 - Europe - Aldmeri Dominion
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    • TheShadowScout
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      I get that in my initial post I was critical of two of your suggestions (saying they were redundant) and maybe that got you on the defensive...
      Possibly.
      But I think it is rather... that I disagree with that position in general.
      I do not see them as "redundant", I see them... as "further specialization" from the main class.
      In the same breath you could say that my "Pyromancer" is redundant, because magica DKs are already that, or my "Cryomancer" because magica wardens with an ice staff already fill the nice... I however say, it is merely a further specialization along lines they already have, just like I see "necromancer" as further specialization from conjuring (aka, daedric summoning), as outlined in the Lore... ;)

      After all, this idea is supposed to be about -specializations-, not about adding completely new stuff (that would come as guild skill lines - and I have my own ideas about those...)
      I still like the concept. I hope it gets consideration. But I'm bowing out of this "conversation".
      Your choice. I myself like it when someone who does not agree entirely adds their own thoughts, that always feels like a whetstone to hone my ideas edge... grating sometimes, but in the end - beneficial! ;)
      I'd be happy with just 2 twists on each class though as I think that would be far more manageable than the many you're suggesting.
      Maybe - but not nearly as much fun!
      See, I wanted people to have -choices- and if we went with two, then one would indubiately be "magica build support" and the other "stamina build support", which kinda makes them... little choice at all. So I went with that and added a third "flavor support" choice that can be (more or less) useful for either... and is different depending on the main class, so DKs get "leader stuff" and NBs get "stealth support" and sorcs get "pet stuff" and templars get "anti-magic", and wardens get... a way out of the pigeonholing "Ice=Tank; Plants=heals; Animal=DPS" setup... ;)

      ...and as I have said, I would hope people might look at the cocept, and dream up -more- choices then the three per I have here... more "flavor" skill lines people could specialize in!
      Go ahead, anyone! Add something that would make sense as "specialization"!

      And if its an idea that would do better as non-specialization skill line... well, I also have the aforementioned discussion about new guild ideas, and keep hoping people would add their own notions about what guilds ESO might still benefit from in a similar format there!

      And for those who start mumbling about "monk" (yeah, I already used the name for my "ninja" like specialization for nightblades, since "ninja" is not a TES term, and "assassin" was already taken for one of the NB skill lines...) and brawling... that would be a weapon skill line; I have been suggesting those as well! ;)
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    • Tessitura
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      I know this is old, but I gotta ask, why is Necromancer a Skyrim screenshot while everything else has a art asset, especially when there is so many resources to choose from for Necromancer images. Disappointing.
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    • TheShadowScout
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      Tessitura wrote: »
      I know this is old, but I gotta ask, why is Necromancer a Skyrim screenshot while everything else has a art asset, especially when there is so many resources to choose from for Necromancer images. Disappointing.
      ...it is because back when I first posted this, I could not find any better "elder scrolls necromancer". And I always tried to use the more "elder scrolly" art I could find on the 'net to link to... loads of non-TES necromancers, but... I wanted something as elder scrolly as possible... so I went with the skyrim dude.
      ...
      But now... well... you reminding me got me searching again and... I found something, so... updated!
      Happy with the new I hope? ;)
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    • MornaBaine
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      I would love this but I fear it's more work than they would ever be willing to do. Alas. Warden was such a huge letdown for me. The weird combo of Morrowind stuff and the bear is just offputting. Would have been nice if we could have chosen between a Morrowind theme and a more woodland theme.
      PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

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    • doc_ketamine
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      Sounds just like the prestige system that's part of Path of Exile, actually.
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    • TheShadowScout
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      Sounds just like the prestige system that's part of Path of Exile, actually.
      The basic idea is actually a bit older... coming from the "prestige classes" of Dungeons&Dragons-3rdEdition - but I suppose either way, its nothing new, really... but still something ESO could profit from by breathing fresh experiences into characters both old and new... ;)
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    • Jeremy
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      Sounds just like the prestige system that's part of Path of Exile, actually.

      Prestige or Ascendancy? It's been awhile since I played that game. Did they add some new type of class aside from the three ascendant options?
      Edited by Jeremy on December 25, 2018 7:56AM
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