So I'll preface this with acknowledging that 1H and Rune has been data-mined, but I like books, specifically adventurers who charge into battle with blades and books.
It warms me in my fuzzy spots.
I love the idea of magicka tanking. I started playing after the change of Frost Staves to a tanking weapon, and I loved this concept, though am completely aware of the many disadvantages a Frost Staff has compared with dual weld S+B.
This is less of a petition to make this idea come to life, and more simply me sharing my ideas and concepts of skill lines that offer viability in support roles. I've only been playing for about 8 months or so, so if I have misconstrued my understanding of a mechanic, I warmly welcome your corrective feedback.
One Hand and Tome is a separate skill-line that adds an extra option for support players. It is not primarily a tank set-up or a healer's set-up. I have designed it in a way that could be optimised for one or the other, or mutually, for you hybrid fiends out there who can't get enough of both. As with the Frost Staff, the 1H and Tome set up utilises Magicka as it's primary resource when blocking/bashing. Attacks are imbued with arcane energy, which causes the melee weapon to deal Magic Damage in place of Physical Damage and restore Magicka instead of Stamina on Heavy Attacks. They share the same range as their S+B counterparts. The blocking animation would be similar to the shield's, except the open tome would levitate in front of the player, projecting the warded shield from its pages.
I'd imagine that the tomes would be craftable of the woodworking set, their casing and pages come from wood after all, so it makes sense. If you wanted to imagine it, there could be three separate tomes with differing skill lines in respect to DPS, Tanking and Healing: Tome of Destruction, Tome of Alteration and Tome of Restoration. This is not mirrored with the skill list below, but the options would be nice.
Ultimate
General’s Ward [200 Ultimate] [Instant / 30 sec] [12m radius]
Infuse your magic into the armour of your comrades, conjuring wards that absorb [x] damage for up to six allies over 30 seconds.
Salvation [200 Ultimate] [Instant / 30 sec] [12m radius]
You draw upon the life essence of nearby enemy players to increase the potency of the ward. When the ward deactivates, it releases a surge of arcane magic that stuns nearby enemies.
+ Upon cast, increases shield strength by [x] % per nearby enemy player.
+ Upon shield dispel, stun enemies that are within 3m of the target.
Wizard’s Pawn [200 Ultimate] [Instant / 30 sec] [12m radius]
Refocus the wards with destructive energy, removing their ability to absorb damage. Affected friendly targets now inflict [x] Magic Damage to nearby enemies within a 2m radius. The surge of power imbues the friendly target with Major Expedition, increasing their Movement Speed by 30%.
+ No longer absorbs damage.
+ Up to six nearby friendly targets inflict [x] Magic Damage to enemies within 2m radius.
+ Affected friendly targets gain Major Expedition.
Active Skills
Skill One
War Cry [4050 Magicka] [Instant] [8m radius]
Your arcane speech penetrates deep into the mind, dealing [x] Magic Damage to enemies around you. Also, rouses the battle spirits of your allies, granting them Minor Resolve and Minor Ward for 15 seconds.
Morphs
Provocation [4050 Magicka] [Instant] [8m radius]
You weave illusory magic into your words, enraging two of the closest enemies to attack you for 15 seconds
+ Taunts the two closest enemies.
Inspiration [4050 Magicka] [Instant] [8m radius]
Invoke the art of restoration magic to mend the wounds of two nearby allies, healing them for [x] Health.
+ You heal 2 allies for [x] Health.
Skill Two
Fractured Battlefield [3240 Magicka] [Instant/10 seconds] [6m radius]
Using your command of alteration magic, you cause the nearby terrain to splinter, applying Major Breach and Major Fracture to affected enemies.
Reduces enemy Movement Speed by 70%.
Morphs
Stone Splinter [3240 Magicka] [Instant/10 seconds] [6m radius]
You also raise fragments of the earth to lock-hold of surrounding enemies.
+ Immobilises affected enemies for 4 seconds.
Spellplague [3240 Magicka] [Instant/10 seconds] [6m radius]
The alteration causes a rift in the aetherial weave, dealing [x] Magic Damage over time. The magical essence clouds the enemy’s senses, setting them off-balance.
+ Enemies affected are dealt [x] Magic Damage over 8 seconds and are set off-balance.
Skill Three
Soul Pierce [2160 Magicka] [Instant] [5m range, enemy]
Guided by your mystic vision, you thrust your weapon at the enemy’s spiritual core, dealing [x] Magic Damage. Deals up to 300% more damage against enemies under 25% Health.
Morphs
Mystic Overcharge [2160 Magicka] [Instant] [5m range, enemy]
Contact with the enemy’s spirit releases a burst of magical energy, causing the target to become Blind, failing to hit targets of all non-area of effect damage for 3 seconds. 8% chance of this surge afflicting Blindness to enemies within a 2m radius of the target.
+ Target afflicted with Blindness for 3 seconds.
+ 8% chance to afflict enemies within 2m radius of the target with Blindness.
Imbibe [2160 Magicka] [Instant] [5m range, enemy]
Absorb a portion of the target’s soul, directing it to yourself or an ally, healing them for 25% of the damage inflicted. The spell targets the creature with the lowest health within 15m. The spiritual energy amplifies your healing abilities, granting you Major Mending for 3 seconds
+ Heals you or an ally for 25% of the damage inflicted.
+ Grants you Major Mending for 3 seconds.
Skill Four
Call-to-Arms [2700 Magicka] [Cast Time: 1.5sec] [28m range, enemy]
Conjure the spirit of a fallen comrade, honour-bound to continue fighting for the cause for 15 seconds. The Spirit’s attacks deal [x] Magic Damage.
Morphs
Psijic Valor [2700 Magicka] [Cast Time: 1.5sec] [28m range, enemy]
The Spirit’s presence on the battlefield reinforce your nerve, granting you Minor Heroism, where you gain 1 Ultimate every 1.5 seconds for 9 seconds. The Spirit grasps the target and teleports them to the caster.
+ Grants Minor Heroism
+ Removes the cast time and pulls the enemy to the player.
Mystic Champion [2700 Magicka] [Cast Time: 1.5sec] [28m range, enemy]
The Spirit’s aetherial aura weakens the target’s constitution, applying Minor Staminasteal to the target, restoring [x] Stamina every 1 second while damaging the target.
+ Applies Minor Staminasteal
Skill Five
Arcane Field [3240 Magicka] [Instant / 8 seconds] [8m radius]
You channel your magical energy into the ground, damaging nearby enemies for [x] Magic Damage every 1 second, and healing you for 50% of the damage done.
Morphs
Desecrated Ground [3240 Magicka] [Instant / 8 seconds] [8m radius]
The energy of the surrounding dead corrupts the arcane field, applying minor defile to enemies, reducing healing taken and health recovery by 15%.
+ Applies Minor Defile to targets within range.
Sanctuary [3240 Magicka] [Instant / 8 seconds] [8m radius]
You use your restoration magic to refocus the arcane field into a protective sanctuary for your allies. The field no longer applies damage, but heals for [x] Health every 1 second for 8 seconds. While standing in the sanctuary, yourself and friendly targets receive arcane blessings, gaining Minor Endurance and Minor Intellect, increasing Magicka Recovery and Stamina Recovery by 10% and for up to 8 seconds after leaving.
+ No longer deals damage.
+ Applies Minor Intellect and Minor Endurance while within range, and for up to 8 seconds when exiting range.
Passive Skills
Wardweaver
Rank 1
Reduces cost of block by 9% and increases amount of damage blocked, from all sources, by 6%
Rank 2
Reduces cost of block by 18% and increases amount of damage blocked, from all sources, by 13%
Rank 3
Reduces cost of block by 36% and increases amount of damage blocked, from all sources, by 20%
Spellsword
Rank 1
Reduces cost of One Hand and Tome abilities by 10%
Rank 2
Reduces cost of One Hand and Tome abilities by 15%
Battle Cleric
Rank 1
When dealing damage with an area-of-effect attack, you gain Minor Mending, increasing healing done by 8% for 3 seconds.
Rank 2
When dealing damage with an area-of-effect attack, you gain Minor Mending, increasing healing done by 8% for 6 seconds.
Mystic’s Eye
Rank 1
Reduces the Magicka cost of bash by 20%. When you successfully interrupt an enemy, nearby players gain Minor Sorcery and Minor Brutality, increasing their spell and weapon damage for 5 seconds.
Rank 2
Reduces the Magicka cost of bash by 40%. When you successfully interrupt an enemy, nearby players gain Minor Sorcery and Minor Brutality, increasing their spell and weapon damage for 10 seconds.
War Caster
Rank 1
Increase range of One Hand and Tome abilities by 2.5m
I've tried tanking and healing with all five different classes. Each has their own unique advantages and disadvantages, and I feel a two-slot weapon skill line that focuses on the core mechanics of these support roles would help promote the expanded use of less favourable classes, while raising a well-deserved flipped bird to the 'Meta". I get why people are so focused on BiS, but that shouldn't limit ourselves to playing and experimenting with new builds, nor should it promote exclusivity of desired play styles; that very idea flies in the face of what sandbox games are designed for.
Anyway, thanks for taking the time to read and indulging me in my creativity and apologies for the minor rant at the end...
I humbly welcome your feedback!