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Possible Skill Lines You'd Like to See in Game

rynth
rynth
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1. Polearm skill line
2. One Hand and Spell skill line or just a 1handed skill line
3. Necromancer skill line personally I think this would be a lot easier to do then do a whole new class. The Ultimate could be a raised Draugr the morph could either be a mage(dps) or a melee (tank)
4. Monk or hand to hand skill line

It seems like the way to go would be to add skill lines instead of creating whole new classes, I mean don't get me wrong I love new classes. But, it seems like way people feel towards class abilities and level playing field. That new skill lines are/is best way to offer a compromise between the two sides.

Some other ideas were Summoner or Dwarven Expert maybe something to deal with constructs, not sure after monk all I was really coming up with were skill lines that had to do with summoning stuff.
When asked what he would do for a Klondike bar. Grand Moff Tarkin said "why I would blow up Alderaan."
  • S'yn
    S'yn
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    These are good ideas and I mostly agree, but to add so many new skills with such a limited capacity to slot active skills seems kind of wasteful. I think the community would appreciate having skill slot #6 more than a bunch of new skill lines you can't make use of.

    PS: Wand/relic needs to happen as a skill line (1 H magika with high spell resistance item- like a shield but only magika based)
  • runagate
    runagate
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    Bard skills

    Sequencing notes to make songs

  • Myconos
    Myconos
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    I'd like a "dark magic" skill line (probably as a staff), giving necromancy like temporary skeleton summons, fear, and illusion skills. I see it as a sort of debuffing and summoning skill line that takes inspiration from necromancers and shadow skills like the skeletal fear mages and illusionists in Craglorn.
  • Morgul667
    Morgul667
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    Necromancy

    More alliance/BG related skills

  • AlienatedGoat
    AlienatedGoat
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    Psijic Order.

    With active skills.

    >_> <_< >_>
    PC-NA Goat - Bleat Bleat Baaaa
  • Gilvoth
    Gilvoth
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    assassin skill line:
    please note: the nightblade skill lines in eso that are similar to those i mention below simply aren't what stealth and alteration and illusion are like in the elderscrolls SP series. although there are some similarities in the current nightblade abilities and skill lines they simply are Heavily lacking in stealth abilities, here are a few examples of expanding that assassin skill line we currently have.

    Darkness: the ability to create darkness and shade and blend in with the environment around you - You are harder to detect in dark areas.
    the ability to blend in with a colorfull area mirroring the area you are at with foliage aperiance similar to the situation and areas your forced to blend with.

    noise:
    the ability to silence your every movement, including combat sounds. and sneaking sounds and walking and even fast paced running sounds.
    NOTE:Noise may be used to distract enemies or lead them away from your position in order to maintain stealth. For instance, shoot an arrow at a wall close to your target but far away from you and the enemy will investigate the noise--allowing time to leave or continue shooting.

    Backstab: skill line When making a stealth attack on an enemy, your weapon does extra damage. you are able to perform these on moving targets and there are several abilities associated with its skill line and abilities. and several choices of cutting the throat, or ribs, or legs ect ect ...

    an alteration:
    altering the environment around you with a sence of calm and relaxation so your target and completely relaxed and softened, thus your sting of Death has a Greater chance of reaching the deepest portions of the Targets Mind.

    an invisibility:
    skill line that allows for a toggle of invisibility that even is unable to be broken by Any means.
    the ability to become mist form like a small fog making it completely impossible to search you out even in very small quarters.

    Illusion:
    Illusion is the field of magic which prides itself on tom-foolery and faking people out.

    Muffle:
    While most spells require you to actively use them in combat situations or on specific objects to progress, there is at least one spell that doesn't: Muffle. Muffle is an Illusion spell that quiets your movements.

    Hypnotic Gaze:
    even when your subject Has found you and you have zero chance of stealthing yourself, you are able to meld thier thinking and skills become inactive due to your OverWhelming presence and poise of manirism that is like unto a King Cobra's ability in open battle.

    Very High Speeds in both sneak and running.
    this skill line should open up greater as you become able to escape after killing an enemy within a large group.
    thus allowing for complete escape.

    Quiet Casting:
    your every spell and even healing is silenced and muffled ...

    please add these skill lines to our nightblade class.







    Edited by Gilvoth on February 28, 2018 2:15AM
  • Thevampirenight
    Thevampirenight
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    Werebear

    Hand to Hand

    Acrobatics and Athletics
    PC NA
    Please add Fangs to Vampires.
  • RavenSworn
    RavenSworn
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    Bound weapons skill lines. This will act as the melee magicka weapons alot of players wanted. You could have a rune on the offhand to act as the 'conduit' to a physical one hander for the main hand, making it restore magicka instead of magicka with light and heavy attacks.

    With regards to the datamined info, a psijic skill line is most probably the next skill line to come up though. Traditionally a time based magic, we might see something that helps tanks or health based effects. Fg was predominantly stamina, MG was magicka so it stands to reason the next 'guild' skill line is based on health. Undaunted was mixed and perhaps the most versatile as they help with all roles rather than just one (albeit to a lesser degree for dps).

    What would be awesome though is if we get a battlemage class with a necromancer skill line as part of the 3 skill line, with an emphasis to damage dealing. I know a lot of people wanted necromancer as a class, but I just can't see it happening. With this, we get a necromancer skill line but tagged with a class that thematically can do necromancy, albeit on a smaller scale.
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
  • Maryal
    Maryal
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    Wabbajack skill line
  • VaranisArano
    VaranisArano
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    All I really want is my Morrowind spears back!
    Nord_silver_spear.png

    Edited by VaranisArano on February 28, 2018 2:45AM
  • ssewallb14_ESO
    ssewallb14_ESO
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    Daedric Weapons. In a similar fashion to the way Dawnbreaker was implemented, ie you "summon" the weapon when you cast a skill. Completing the relevant quest would unlock each skill.
    Edited by ssewallb14_ESO on February 28, 2018 3:13AM
  • ssewallb14_ESO
    ssewallb14_ESO
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    Also a bound weapons skill line, with similar light/heavy attack mechanics to stamina weapons, but damage that scales off of magicka based stats. Skills would be melee and pbaoe focused.
  • VaranisArano
    VaranisArano
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    Sometimes, a magicka character just wants to grab a battleaxe and go to town on their enemies.
    latest?cb=20120221171531
  • SkyIsTheLimit1206
    SkyIsTheLimit1206
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    An original idea: I made like a full thing k

    Bard’s College skill line (1 ultimate, 5 skills, 3 passives)

    All damage is calculated like how UESP does it

    E.g. (Rank 1/Rank 2/Rank 3/Rank 4)

    Ultimate: Bardsong

    Cost: 350/340/330/320 Ultimate

    Burst out in a loud song to **choose one: ** Give all damage dealers in your group Major Brutality and Major Sorcery for 30 seconds, increasing their weapon and spell damage by 20%, give all tanks in your group Major Resolve and Major Ward for 30 seconds, increasing their physical and spell resistance by 5280, or give all healers in your group Major Mending for 30 seconds, increasing their healing by 30%.

    Morphs

    Mead-Infused Holler: All members in your group also receive Major Berserk for 5/5.5/6/6.5 seconds, increasing their damage dealt by 25%.

    Throat-Ripping Ballad: Sacrifice 48%/47%/46%/45% of your health to increase the length of your song by additional 17/18/19/20 seconds. However, during the song’s length, you will not receive any healing.

    Active Skills

    1. Magical Lute

    Cost: 2760 Magicka

    Strum on your lute, increasing the Magicka Recovery of allies within an 8-meter radius by 270/280/290/300 for 17/18/19/20 seconds. You are immobilized for the length of the performance.

    Morphs

    Vigorous Strumming: You are snared for the duration of the performance instead of being immobilized, reducing your Movement Speed by 50%.

    Strings of Agony: Also deal 230/220/210/200 Magic Damage to all enemies in the radius of your performance.


    2. Ode to Bards

    Cost: 3250 Magicka

    Burst out a heart-wrenching song (*Red Diamond*) to increase the Max Health of all group members with a Bard ability slotted by 7%/8%/9%/10%.

    Morphs

    Ode to the Agile: Now costs 3250 Health and increases the Max Stamina of all group members with a Bard ability slotted by 11%/12%/13%/14%.

    Ode to the Willful: Now costs 3250 Stamina and increases the Max Magicka of all group members with a Bard ability slotted by 11%/12%/13%/14%.


    3. Daedric Hymn (Basically the Tamriellic form of Emo/Scream songs)

    Cost: 6780 Health

    Scream out your rage to give all allies within a 10-meter radius Minor Berserk for 17/18/19/20 seconds, increasing their damage dealt by 8%.

    Morphs

    End of the World: Literally kill yourself to deal 12000/12500/13000/13500 Magic Damage over 6 seconds to the closest enemy to you within 6 meters and apply the dealt damage as a damage shield to all allies within the 6 meters after all the damage has been dealt. (Still applies the original buff.)

    Anthem of the Damned: Instead of affecting all allies near you, you slam down a pillar to chant the song for you. All enemies within the 10-meter radius of the pillar are also snared, reducing their Movement Speed by 50%.


    4. Beat of the Ancient

    Cost: 2560 Stamina

    Sit down in a chair and drum out a rhythmic beat. All allies within 5 meters of the beat gain Minor Protection, reducing damage taken by 8%. The beat lasts until you decide to move.

    Morphs

    Little Drummer Boy: Summon a friendly goblin to drum the beat for you. The goblin has 4700/4800/4900/5000 health, and will continue to drum the beat for you until you use the ability again or when it is killed.

    Beat of Vitality: Allies within 5 meters also gain Minor Vitality, increasing their healing received by 8%.


    5. Fleeting Flute

    Cost: 3240 Magicka

    Play a vigorous ditty to give all allies within a 20-meter radius Major Expedition and Major Evasion for 20 seconds, increasing their Movement Speed by 30% and their Dodge Chance by 15%. You may not sprint nor mount while playing this song.

    Morphs

    Horseback Ditty: You may now both sprint and mount while playing this song. This song will also grant Major Gallop to all allies within a 20-meter radius for 20 seconds as well, increasing their Mounted Speed by 30%.

    War Flute: Also increase damage dealt to enemy players within a 20-meter radius by 10% for 20 seconds.


    Passives


    Freeform Dancing: Increase the length of the effects by 5/10 seconds per affected member dancing.


    Settling the Heart: Reduce the Health costs of Bard abilities by 10%/20%.

    Magic Flute: Casting the Fleeting Flute ability and its morphs gains **other** allies within a 4-meter radius 500/1000 Magicka per cast.


    Thanks for reading! Just my spontaneous bored creativity of the day :P


    With strength and intelligence comes hard work.

    Which is why not a lot of people are strong nor intelligent.
  • SydneyGrey
    SydneyGrey
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    Wand and rune (or wand and wand) skill for magicka users. Basically, a dual wield-type skill for magicka that will allow magic users to wear a full monster set plus two 5-piece sets like stamina can.

    Necromancy line

    Psijic line
  • ThinkerOfThings
    ThinkerOfThings
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    Bard/Skald Skill line, with buff / debuffs and maybe a soldier pet that fires off damage for a short time, or inspires the party by playing a song, maybe even a knockback skill with an instument.

    Here are some ideas:

    Horn of justice: Play a powerful note and do (x) damage in a cone in front of you, has chance to set enemies off balance ( Maybe has a kickback effect )

    Fight song: Rally you and your comrades, Increases Health regeneration for party and increases primary resource regeneration from heavy attacks

    Inspire: Summons warriors to your aid with a rousing speech, temporary melee combat summons ( morph: Maybe summons two archerers to do ranged damage, or the melee pet may taunt )

    Demoralize: Curse your enemies, doing an aoe debuff and a small aoe dot (morph might switch the minor debuff to a major debuff, or increase dot damage )

    Just some ideas...
    "It is very, very sad being mortal. There is happiness, yes. But mostly sadness. As I have said, count only the happy hours." - Vivec
    XBOX - EP: Sen Sadri ( DE NB )
  • Seraphayel
    Seraphayel
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    runagate wrote: »
    Bard skills

    Sequencing notes to make songs

    Yeah I'd love to have bard skills so I can make giant turd statues explode. Or sing Kwama Queens back to sleep!
    ______

    I am still waiting for Necromancy though.
    Edited by Seraphayel on February 28, 2018 5:14AM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • WakeYourGhost
    WakeYourGhost
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    Summoning Skill Line (Perhaps Conjuration Staff?) for -

    -Flame Atronach Traveling Pet ult
    ~Morph 1 : On Death, it detonates for a large AoE attack and leaves behind a ground fire for 5 seconds.
    ~Morhp 2 : "Re-Summon" it instantly to drop it on a target location and focus it's attacks on a chosen enemy.


    -Dremora temporary pets, Like summon a Dremora Archer for 7 Seconds to attack
    ~Morph 1 : a Dremora Mage morph that does heavy Singe Target Attacks with Minor Breech/Minor Fracture
    ~Morph 2 : Three Dremora Archers that target up to three enemies or a Dremora AoE archer

    -Rain of Oblivion Fires from the Deadlands on a Target over 10 seconds
    ~Morph 1 : Tiny radius of splash damage - 2.5 meters, 70% damage to secondary targets
    ~Morph 2 : Two seconds after the effect ends, the target takes a burst of Oblivion Damage

    -Summon a Seducer to Heal yourself 3 times over 9 seconds, once every 3 seconds (3,6,9+Leave)
    ~Morph 1 : Seducer causes Fear on a single target between heals
    ~Morph 2 : Seducer instead lasts 6 seconds, but it gives you a Damage Shield when it first appears.

    -Release the mind-shattering force of the Dreamstride on everyone in an 8 meter radius, doing damage
    ~Morph 1 : Causes off balance and maybe interrupt casting or apply DoT
    ~Morph 2 : Reduced radius to 5 Meters, but snares and stuns

    -Call on the Great Darkness to grant Major Lifesteal (Why not) and reflect back 2% of all damage done to you for 14 seconds
    ~Morph 1 : When an Enemy dies near by, restore 3% of your Health and Resources
    ~Morph 2 : When an Enemy dies near by, increase your damage by 4% for 6 seconds - Stacks up to 5 times.


    Just a thought..
    Maybe just add in Daedra Worship skill lines for a small handful of Daedra that lock one another off?
  • Enslaved
    Enslaved
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    Fishing
  • Tasear
    Tasear
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    Loyal fan of necromancer dream

    But I really want some taming.
  • lucky_Sage
    lucky_Sage
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    Phage wrote: »
    Psijic Order.

    With active skills.

    >_> <_< >_>

    lol
    DC PC NA
    Magdk - main
    Stamcro - alt

    AD PS4 NA -retired (PC runs way better to play on console)
    magdk
    magblade
    stamplar
    magden
    magsorc

  • rynth
    rynth
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    An original idea: I made like a full thing k

    Bard’s College skill line (1 ultimate, 5 skills, 3 passives)

    All damage is calculated like how UESP does it

    E.g. (Rank 1/Rank 2/Rank 3/Rank 4)

    Ultimate: Bardsong

    Cost: 350/340/330/320 Ultimate

    Burst out in a loud song to **choose one: ** Give all damage dealers in your group Major Brutality and Major Sorcery for 30 seconds, increasing their weapon and spell damage by 20%, give all tanks in your group Major Resolve and Major Ward for 30 seconds, increasing their physical and spell resistance by 5280, or give all healers in your group Major Mending for 30 seconds, increasing their healing by 30%.

    Morphs

    Mead-Infused Holler: All members in your group also receive Major Berserk for 5/5.5/6/6.5 seconds, increasing their damage dealt by 25%.

    Throat-Ripping Ballad: Sacrifice 48%/47%/46%/45% of your health to increase the length of your song by additional 17/18/19/20 seconds. However, during the song’s length, you will not receive any healing.

    Active Skills

    1. Magical Lute

    Cost: 2760 Magicka

    Strum on your lute, increasing the Magicka Recovery of allies within an 8-meter radius by 270/280/290/300 for 17/18/19/20 seconds. You are immobilized for the length of the performance.

    Morphs

    Vigorous Strumming: You are snared for the duration of the performance instead of being immobilized, reducing your Movement Speed by 50%.

    Strings of Agony: Also deal 230/220/210/200 Magic Damage to all enemies in the radius of your performance.


    2. Ode to Bards

    Cost: 3250 Magicka

    Burst out a heart-wrenching song (*Red Diamond*) to increase the Max Health of all group members with a Bard ability slotted by 7%/8%/9%/10%.

    Morphs

    Ode to the Agile: Now costs 3250 Health and increases the Max Stamina of all group members with a Bard ability slotted by 11%/12%/13%/14%.

    Ode to the Willful: Now costs 3250 Stamina and increases the Max Magicka of all group members with a Bard ability slotted by 11%/12%/13%/14%.


    3. Daedric Hymn (Basically the Tamriellic form of Emo/Scream songs)

    Cost: 6780 Health

    Scream out your rage to give all allies within a 10-meter radius Minor Berserk for 17/18/19/20 seconds, increasing their damage dealt by 8%.

    Morphs

    End of the World: Literally kill yourself to deal 12000/12500/13000/13500 Magic Damage over 6 seconds to the closest enemy to you within 6 meters and apply the dealt damage as a damage shield to all allies within the 6 meters after all the damage has been dealt. (Still applies the original buff.)

    Anthem of the Damned: Instead of affecting all allies near you, you slam down a pillar to chant the song for you. All enemies within the 10-meter radius of the pillar are also snared, reducing their Movement Speed by 50%.


    4. Beat of the Ancient

    Cost: 2560 Stamina

    Sit down in a chair and drum out a rhythmic beat. All allies within 5 meters of the beat gain Minor Protection, reducing damage taken by 8%. The beat lasts until you decide to move.

    Morphs

    Little Drummer Boy: Summon a friendly goblin to drum the beat for you. The goblin has 4700/4800/4900/5000 health, and will continue to drum the beat for you until you use the ability again or when it is killed.

    Beat of Vitality: Allies within 5 meters also gain Minor Vitality, increasing their healing received by 8%.


    5. Fleeting Flute

    Cost: 3240 Magicka

    Play a vigorous ditty to give all allies within a 20-meter radius Major Expedition and Major Evasion for 20 seconds, increasing their Movement Speed by 30% and their Dodge Chance by 15%. You may not sprint nor mount while playing this song.

    Morphs

    Horseback Ditty: You may now both sprint and mount while playing this song. This song will also grant Major Gallop to all allies within a 20-meter radius for 20 seconds as well, increasing their Mounted Speed by 30%.

    War Flute: Also increase damage dealt to enemy players within a 20-meter radius by 10% for 20 seconds.


    Passives


    Freeform Dancing: Increase the length of the effects by 5/10 seconds per affected member dancing.


    Settling the Heart: Reduce the Health costs of Bard abilities by 10%/20%.

    Magic Flute: Casting the Fleeting Flute ability and its morphs gains **other** allies within a 4-meter radius 500/1000 Magicka per cast.


    Thanks for reading! Just my spontaneous bored creativity of the day :P


    awesome I like this at first with mention of bard my first impression was too D&D but, this would be really cool to play.
    Summoning Skill Line (Perhaps Conjuration Staff?) for -

    -Flame Atronach Traveling Pet ult
    ~Morph 1 : On Death, it detonates for a large AoE attack and leaves behind a ground fire for 5 seconds.
    ~Morhp 2 : "Re-Summon" it instantly to drop it on a target location and focus it's attacks on a chosen enemy.


    -Dremora temporary pets, Like summon a Dremora Archer for 7 Seconds to attack
    ~Morph 1 : a Dremora Mage morph that does heavy Singe Target Attacks with Minor Breech/Minor Fracture
    ~Morph 2 : Three Dremora Archers that target up to three enemies or a Dremora AoE archer

    -Rain of Oblivion Fires from the Deadlands on a Target over 10 seconds
    ~Morph 1 : Tiny radius of splash damage - 2.5 meters, 70% damage to secondary targets
    ~Morph 2 : Two seconds after the effect ends, the target takes a burst of Oblivion Damage

    -Summon a Seducer to Heal yourself 3 times over 9 seconds, once every 3 seconds (3,6,9+Leave)
    ~Morph 1 : Seducer causes Fear on a single target between heals
    ~Morph 2 : Seducer instead lasts 6 seconds, but it gives you a Damage Shield when it first appears.

    -Release the mind-shattering force of the Dreamstride on everyone in an 8 meter radius, doing damage
    ~Morph 1 : Causes off balance and maybe interrupt casting or apply DoT
    ~Morph 2 : Reduced radius to 5 Meters, but snares and stuns

    -Call on the Great Darkness to grant Major Lifesteal (Why not) and reflect back 2% of all damage done to you for 14 seconds
    ~Morph 1 : When an Enemy dies near by, restore 3% of your Health and Resources
    ~Morph 2 : When an Enemy dies near by, increase your damage by 4% for 6 seconds - Stacks up to 5 times.


    Just a thought..
    Maybe just add in Daedra Worship skill lines for a small handful of Daedra that lock one another off?

    this would be really cool as well for a summoner skill line.


    It almost seems like we should just get rid of classes and just have skill lines to choose from to define our character. Have all the skills lines and at start of character creation we choose which three main skill lines to work from a list from class skill tree. Like skill pts. and attributes offer a shrine that you pay a certain fee and you can change your "class" skill line. Thus we never have to ask/beg for a new class and just add in a new class skill line or a "regular" skill line.

    I know this idea would change balance of classes and throw the current builds out the window and many people would fear and go nuts over this. But, the idea has great potential to redefine character creation and character builds sort of like what 1 Tamriel did for the game.
    When asked what he would do for a Klondike bar. Grand Moff Tarkin said "why I would blow up Alderaan."
  • navystylz_ESO
    navystylz_ESO
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    I made this concept 4 years ago (ya, and 4 years later is still my most desired skill line) and tweaked it with input from other. The idea was a whole Lich line, but could just be used for a necromancer skill line. Could actually be expanded since Werewolf gives an ult and 5 actives, and then its passives. Obviously a lot has changed in 4 years and with warden out has taken the ice line. Some things just don't fit because the way the game has changed. I would change deep freeze to something death related.

    Lich (Worm Cult Guild)

    Not housing your soul in your body comes with advantages. Hungry for the power this allows you, you decide to perform a dark ritual to forever house your soul in an external receptacle.


    Visual: The lich stage is merely cosmetic. Lich lich may perform a dark meditation over the body of a recently slain enemy to reestablish their illusion of humanity. Each stage last 24 hours.
    • Stage 1: Visually the Lich will look like a normal player but with their eyes the undead glowing blue of powerful undead creatures/liches (Draug'r style)
    • Stage 2: The toll of being undead and housing a powerful soul begins to wear on the Lich's body. The body and face begin to take on a more gaunt, emaciated look.
    • Stage 3: The lich ritual preservating their normal appearance is on the wane. The Lich now looks like a skeleton covered with sallow skin.
    • Stage 4: The lich forgoes the illusion of humanity. They become but a skeletal frame housing the furance of their soul. (Eye glow brighter... slight aura glow of their soul spilling from their frame).

    Lichdom: All attacks apply the plague effect allowing caster to heal % damage done.

    Plague effect: Dealing damage to plagued target with light/heavy attacks heals attacker for (X)% damage done for 10 seconds and ignores defile.

    Weakness: Liches take 25% 35% less healing from all sources except from plague effect. Liches take 20% 25% more damage from fire. Cannot gain healing from potion effects.

    Above stuff would be scratched for necromancer.



    Actives

    Defile: Defile the ground in a 20 yard radius immobilizing target and dealing damage over time. Applies plague effect. (Effect would be spectral hands coming out ground and grasping targets)

    Morphs:
    • Desolation: Defile the ground in a 20 yard radius immobilizing targets and dealing damage over time. Applies plague effect. Affected targets take 10% more damage from all sources.
    • Chained Spirit: Defile the ground in a 20 yard radius immobilizing targets and dealing damage over time. Applies plague effect. Targets killed while under effect will spawn a specter to fight for caster.

    Specter: Specters dauntlessly attack your foe for 30 seconds (Heavy attack retarget would apply). Specters cannot be fooled by stealth or invisibility. Only 4 specters can be summoned at a time.


    Plague Zombie: Summons a zombie to attack enemies. Zombies occasionally performs a cone disease attack dealing X disease damage. Toggle to active.

    Morphs:
    • Bone Colossus: Summon a Bone Colossus to attack enemies. Bone Colossus performs a cleave attack that causes additional threat. This is a tanky pet. Remains until killed or unsummoned.
    • Draugr Frostmage: Summon a Draugr Frostmage to attack enemies. Draugr Frostmage frost attacks may apply frost status effect. Remains until killed or unsummoned.


    Deep Freeze: Flash freeze the blood in target stunning it for 3 seconds in a block of ice.

    Morphs:
    • Hypothermia: Flash freeze the blood in target stunning it for 2 seconds in a block of ice. When stun wears off target is slowed for X seconds.
    • Brittle Ice: Flash freeze the blood in target stunning it for 3 seconds. If target is below 20% health there’s 15% chance to shatter the block of ice killing target. (Bosses take damage instead)


    Death Tap: Caster drains X amount of magicka from nearby corpses. Each corpse may only be used once for this effect.

    Morphs:
    • Unholy Well: Caster turns nearby corpses into a well of magicka 15 seconds. Friendly players within 5 yards of corpse will regain 2% magicka per second but suppress incoming healing while standing in the well. Players that pass through the well will be linked to its magic retaining 50% of the effect for X seconds after leaving its area of effect. (Stay on the well get a lot of magicka regain, but can't receive heals. Step off it, get part of the effect over time but able to be healed.)
    • Transient Veil: Caster rips the souls from nearby corpses, gaining X soul rush charges for X seconds. Casting a spell will expend one charge of soul rush to cause an additional instance of the spell for 15% of it’s effect. (The souls would come to orbit around the lich. A spell will cast the effect again at 15% of the dmg or healing done.)


    Passives Passives has an unheard of either or option at the start. Can either take Death Knight or Savant.

    1a. Savant 1/1 – Spells now apply the plague effect allowing spell damage to heal caster. Enemies killed with this effect may spawn a spectre to fight for the caster for 10 seconds. Cannot be learned if Death Knight is taken.

    1b. Death Knight 1/1 – Melee attacks spread plague effect to nearby enemies. Nearby plagued enemies will take 25% of damage done. Only 10% of aoe damage spreads. Cannot be learned if Savant is taken.

    2. Dark Symbiosis 2/2 - Gain 5% 10% in-combat magicka and stamina regen for every target with plague effect within 15 yards. Enemies that die with plague on them return 2% caster's max magicka.

    3. Ritual of Endless Night 1/1 – Allows a player to share the ritual of endless night with another player once every 7 days, by returning to the defiled altar site. Enlightened players earn the Lich Skill Line. Players infected with Lycanthropy or Vampirism cannot be turned.

    4. Essence Barrier 2/2 – Personal combat fortitude. Damage in excess 40/20% of caster’s total health is reduced by 50% and applied to magicka instead. If caster doesn’t have the magicka, take full damage as usual. (This would mean that the lich would take 20% damage to their health, the excess damage is halved and burns magicka).

    5. Plague Feast 2/2 – Boosts heals gained by plague effect by 5/10%.

    6. Minion Master 1/1 – Lich's summons gain new permanent spells:
    • Bone Colossus: Your Bone Colossus now has a damage aura. All enemies within 10 yards will take X amount of disease damage per second. Sneaking or going invisible will suppress the damage aura. (Disease damage and applies slight heal debuff as we know.)
    • Draugr Frostmage: Your Draugr Frostmage will unleash glacial explosion freezing all enemies and stunning for 2 seconds. This can only occur once every 30 seconds.(Maybe add some priority system. Range target aoe.)
    • Specters: Your specters gain 5% damage for every specter summoned.

    OP as hell in current game. This was written when combat was totally different. And softcaps were still a thing. I changed up some of the stuff to reflect current mechancis, but just left other cuz it's a concept anyway.
    Edited by navystylz_ESO on February 28, 2018 9:55AM
  • navystylz_ESO
    navystylz_ESO
    ✭✭✭✭
    Also want to see Spellmaking as a profession. Instead of making skills though, it would be to create effects. Would allow the creation of some some visual changes to player, their spells and arcane housing furniture effects / lights.
  • Fizzeehh
    Fizzeehh
    Give me le hand to hand
    No u
  • SirAxen
    SirAxen
    ✭✭✭✭✭
    New weapon skill line for sure. However, it's strongly hinted at that we are getting a new guild skill line next Chapter with active abilities. So, that's awesome. Any new active skill lines will be nice, more variety.
  • rynth
    rynth
    ✭✭✭✭✭
    I made this concept 4 years ago (ya, and 4 years later is still my most desired skill line) and tweaked it with input from other. The idea was a whole Lich line, but could just be used for a necromancer skill line. Could actually be expanded since Werewolf gives an ult and 5 actives, and then its passives. Obviously a lot has changed in 4 years and with warden out has taken the ice line. Some things just don't fit because the way the game has changed. I would change deep freeze to something death related.

    Lich (Worm Cult Guild)

    Not housing your soul in your body comes with advantages. Hungry for the power this allows you, you decide to perform a dark ritual to forever house your soul in an external receptacle.


    Visual: The lich stage is merely cosmetic. Lich lich may perform a dark meditation over the body of a recently slain enemy to reestablish their illusion of humanity. Each stage last 24 hours.
    • Stage 1: Visually the Lich will look like a normal player but with their eyes the undead glowing blue of powerful undead creatures/liches (Draug'r style)
    • Stage 2: The toll of being undead and housing a powerful soul begins to wear on the Lich's body. The body and face begin to take on a more gaunt, emaciated look.
    • Stage 3: The lich ritual preservating their normal appearance is on the wane. The Lich now looks like a skeleton covered with sallow skin.
    • Stage 4: The lich forgoes the illusion of humanity. They become but a skeletal frame housing the furance of their soul. (Eye glow brighter... slight aura glow of their soul spilling from their frame).

    Lichdom: All attacks apply the plague effect allowing caster to heal % damage done.

    Plague effect: Dealing damage to plagued target with light/heavy attacks heals attacker for (X)% damage done for 10 seconds and ignores defile.

    Weakness: Liches take 25% 35% less healing from all sources except from plague effect. Liches take 20% 25% more damage from fire. Cannot gain healing from potion effects.

    Above stuff would be scratched for necromancer.



    Actives

    Defile: Defile the ground in a 20 yard radius immobilizing target and dealing damage over time. Applies plague effect. (Effect would be spectral hands coming out ground and grasping targets)

    Morphs:
    • Desolation: Defile the ground in a 20 yard radius immobilizing targets and dealing damage over time. Applies plague effect. Affected targets take 10% more damage from all sources.
    • Chained Spirit: Defile the ground in a 20 yard radius immobilizing targets and dealing damage over time. Applies plague effect. Targets killed while under effect will spawn a specter to fight for caster.

    Specter: Specters dauntlessly attack your foe for 30 seconds (Heavy attack retarget would apply). Specters cannot be fooled by stealth or invisibility. Only 4 specters can be summoned at a time.


    Plague Zombie: Summons a zombie to attack enemies. Zombies occasionally performs a cone disease attack dealing X disease damage. Toggle to active.

    Morphs:
    • Bone Colossus: Summon a Bone Colossus to attack enemies. Bone Colossus performs a cleave attack that causes additional threat. This is a tanky pet. Remains until killed or unsummoned.
    • Draugr Frostmage: Summon a Draugr Frostmage to attack enemies. Draugr Frostmage frost attacks may apply frost status effect. Remains until killed or unsummoned.


    Deep Freeze: Flash freeze the blood in target stunning it for 3 seconds in a block of ice.

    Morphs:
    • Hypothermia: Flash freeze the blood in target stunning it for 2 seconds in a block of ice. When stun wears off target is slowed for X seconds.
    • Brittle Ice: Flash freeze the blood in target stunning it for 3 seconds. If target is below 20% health there’s 15% chance to shatter the block of ice killing target. (Bosses take damage instead)


    Death Tap: Caster drains X amount of magicka from nearby corpses. Each corpse may only be used once for this effect.

    Morphs:
    • Unholy Well: Caster turns nearby corpses into a well of magicka 15 seconds. Friendly players within 5 yards of corpse will regain 2% magicka per second but suppress incoming healing while standing in the well. Players that pass through the well will be linked to its magic retaining 50% of the effect for X seconds after leaving its area of effect. (Stay on the well get a lot of magicka regain, but can't receive heals. Step off it, get part of the effect over time but able to be healed.)
    • Transient Veil: Caster rips the souls from nearby corpses, gaining X soul rush charges for X seconds. Casting a spell will expend one charge of soul rush to cause an additional instance of the spell for 15% of it’s effect. (The souls would come to orbit around the lich. A spell will cast the effect again at 15% of the dmg or healing done.)


    Passives Passives has an unheard of either or option at the start. Can either take Death Knight or Savant.

    1a. Savant 1/1 – Spells now apply the plague effect allowing spell damage to heal caster. Enemies killed with this effect may spawn a spectre to fight for the caster for 10 seconds. Cannot be learned if Death Knight is taken.

    1b. Death Knight 1/1 – Melee attacks spread plague effect to nearby enemies. Nearby plagued enemies will take 25% of damage done. Only 10% of aoe damage spreads. Cannot be learned if Savant is taken.

    2. Dark Symbiosis 2/2 - Gain 5% 10% in-combat magicka and stamina regen for every target with plague effect within 15 yards. Enemies that die with plague on them return 2% caster's max magicka.

    3. Ritual of Endless Night 1/1 – Allows a player to share the ritual of endless night with another player once every 7 days, by returning to the defiled altar site. Enlightened players earn the Lich Skill Line. Players infected with Lycanthropy or Vampirism cannot be turned.

    4. Essence Barrier 2/2 – Personal combat fortitude. Damage in excess 40/20% of caster’s total health is reduced by 50% and applied to magicka instead. If caster doesn’t have the magicka, take full damage as usual. (This would mean that the lich would take 20% damage to their health, the excess damage is halved and burns magicka).

    5. Plague Feast 2/2 – Boosts heals gained by plague effect by 5/10%.

    6. Minion Master 1/1 – Lich's summons gain new permanent spells:
    • Bone Colossus: Your Bone Colossus now has a damage aura. All enemies within 10 yards will take X amount of disease damage per second. Sneaking or going invisible will suppress the damage aura. (Disease damage and applies slight heal debuff as we know.)
    • Draugr Frostmage: Your Draugr Frostmage will unleash glacial explosion freezing all enemies and stunning for 2 seconds. This can only occur once every 30 seconds.(Maybe add some priority system. Range target aoe.)
    • Specters: Your specters gain 5% damage for every specter summoned.

    OP as hell in current game. This was written when combat was totally different. And softcaps were still a thing. I changed up some of the stuff to reflect current mechancis, but just left other cuz it's a concept anyway.

    This would be perfect for a necromancer or Worm cultist. If it is too OP now can always dumb it down for game.

    I was thinking that at character creation also they should have an option for Templar to either be light or dark. Have the same skills but just visually changed Light Templar of course would stay same visually, but the Dark Templar would have their visuals either a sickly green or black visual effect.
    When asked what he would do for a Klondike bar. Grand Moff Tarkin said "why I would blow up Alderaan."
  • Osteos
    Osteos
    ✭✭✭✭✭
    I want a Wyress class or skill line. I always liked their quests, especially the one in Bangkorai where you shapeshift into a wolf and run around with another Wyress.

    DAGGERFALL COVENANT
    NA PC
    Former Vehemence Member
    Onistka Valerius <> Artemis Renault <> Gonk gra-Ugrash <> Karietta <> Zercon at-Rusa <> Genevieve Renault <> Ktaka <> Brenlyn Renault
  • KiraTsukasa
    KiraTsukasa
    ✭✭✭✭✭
    I'd like to see, though I know it'll never happen, is to create a warlock class that gets the necromancy skill line that everyone wants, and move Daedric Summoning and Dark Magic off sorcerer and onto the warlock. Then give the sorcerer class a fire based skill line culminating in a Flame Atronach ultimate and an ice based skill line culminating in a Frost Atronach ultimate.
  • navystylz_ESO
    navystylz_ESO
    ✭✭✭✭
    Osteos wrote: »
    I want a Wyress class or skill line. I always liked their quests, especially the one in Bangkorai where you shapeshift into a wolf and run around with another Wyress.

    Don't think that will ever happen now with Warden. ZOS be like make a Warden werewolf.
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