...that one is not such a good idea, as easy use of the Thu'um are more or less a dragonborn thing, and one of the main things aboput the era where ESO is set is the lack of any proper dragonborn to plup on the ruby throne to relight the dragonfires and and the interregnum. Which we know will only happen with Tiber Septim in a couple centuries from the ESO timeline, so...dragon knight - primal voice
I suppose, couldnt think of anything else befitting a dragonknight though, they've already got their theme pretty well covered (same with templars).
I suppose it would be cool for dk's to have a dragonpriest skill line with a summonable drake pet or something, like a combat version of the skeletal dragon pet we have now.
To further detail my other suggestions:
Warden: Nature's Wrath Skill TreeStrangler: Grow a strangler from the ground next to you. The strangler will pull distant enemies to it periodically, reducing their movement speed by 30% and dealing magic damage.
Morph 1 - Leeching Strangler: You are healed for 100% of the damage done by the strangler.
Morph 2 - Toxic Strangler: Now costs stamina and deals poison damage to all enemies within 5 meters of the strangler.
Living Roots: Spawn roots from the ground underneath an opponent, immobilizing and dealing magic damage every second for 4 seconds.
Morph 1 - Choking Roots: While held by the roots, the victim is afflicted with minor maim, reducing damage dealt.
Morph 2 - Brambles: Now costs stamina and deals greater physical damage over the duration.
Barkskin: protect yourself by turning your skin to bark, gaining minor resolve and minor ward for 20 seconds.
Morph 1 - Regrowth: for the duration, your health recovery is increased by 50%.
Morph 2 - Thornskin: for the duration, melee attackers take physical damage and bleed for additional damage over time.
Corpse Vine: Summon a burrowing vine that consumes one nearby corpse per second for 12 seconds. Each corpse consumed restores magicka or stamina to nearby allies, whichever is lower.
Morph 1 - Rapid Decay: Corpses consumed by the vine leave behind a poison cloud that damages any enemies within 4 meters over 4 seconds.
Morph 2 - Rebirth: The vine leaves behind a patch of flowers for each corpse consumed. Allies standing within the patch heal over 4 seconds.
Spore Cloud: Coalesce a cloud of toxic spores, damaging and slowing enemies in the area by 70% for 18 seconds.
Morph 1 - Lingering Spores: Enemies that leave the cloud continue to take damage and remain snared for 4 seconds.
Morph 2 - Saplings: Enemies killed within the cloud spawn a sapling for 6 seconds that attacks nearby enemies, dealing poison damage.
Ultimate - Spriggan: Summon a spriggan to aid you in battle. The spriggan fires blasts of magic at enemies. Activating the ability again while the spriggan is active spawns a field of thorns around it, dealing damage to all enemies in the area.
Morph 1 - Spriggan Matriarch: Activating the ability again while the spriggan is active also spawns a field of flowers that heal allies in the area.
Morph 2 - Wrathful Spriggan: The spriggan deals increased damage.
Nightblade: Illusion Skill TreeChameleon: Cloak yourself in a chameleon spell for 10 seconds. For the duration you gain stealth, and stealth is not broken by sprinting, activating abilities or objects, or attacking enemies.
Morph 1 - Perfect Chameleon: Now grants invisibility for the duration, but the invisibility is lost when attacking.
Morph 2 - Quick Chameleon: Also grants minor evasion and minor expedition for the duration.
Frenzy: Incite an opponent to attack, taunting it for 5 seconds and afflicting the target with major maim. Frenzy can only effect a target once every 15 seconds.
Morph 1 - Rage: Increases the duration of frenzy to 10 seconds, and the cooldown period to 20 seconds.
Morph 2 - Blind Fury: The target has a 50% chance to miss all attacks while under the effects of frenzy.
Charm: Charm a target, preventing it from attacking or casting spells for 2 seconds. Charm can only effect a target once every 12 seconds.
Morph 1 - Silver Tongue: Increases the duration to 4 seconds.
Morph 2 - Placate: Charm now applies to all enemies in a 4 meter radius around you.
Paralysis: Stun a target for 10 seconds. Any damage dealt breaks this effect.
Morph 1 - Mass Paralysis: Now stuns all enemies within a 10 meter radius. Damage dealt breaks the effect.
Morph 2 - Muscle Freeze: The stun only lasts 2 seconds, but damage no longer breaks the effect.
Confusion: Confuse an enemy target, causing it to attack its own allies for 6 seconds. (Note: against players, this ability simply turns allies red/targetable)
Morph 1 - Mass Confusion: Confuse all enemies in a 10 meter radius, causing them to attack each other for 3 seconds.
Morph 2 - Mind Control: Increases the duration of confusion to 10 seconds.
Ultimate - Doppleganger: Summon a clone of yourself to fight by your side. The clone copies your attacks, using any class abilities you use at the same time you use them, but deals 80% less damage and has 50% less health and resistances than you do.
Morph 1 - Mimic: The clone now deals 70% less damage when copying your attacks.
Morph 2 - Decoy: The clone now has 75% of your health and resistances, and taunts enemies to attack it.
Sorceror: Kinetic Combat Skill TreeTelekinesis: Unleash a blast of kinetic energy, dealing physical damage and shattering the enemy's defenses applying minor breach and minor fracture for 6 seconds.
Morph 1 - Kinetic Barrage: Channel the ability over 1.2 seconds, unleashing a kinetic blast every 0.4 seconds. Each blast increases the damage of subsequent blasts by 20%.
Morph 2 - Concussive Blast: Now sets the target offbalance and applies the concussed status effect.
Disintegrate Armor: Wither an enemy's armor, causing major fracture and major breach for 12 seconds.
Morph 1 - Disintegrate Weapon: Also applies minor maim, reducing the target's damage dealt by 15% for the duration.
Morph 2 - Galvanize: For the duration the target takes 10% more damage from shock and lightning attacks.
Fortify Weapons: Imbue your weapons with kinetic energy, causing light and heavy attacks to deal additional physical damage for 20 seconds.
Morph 1 - Infinite Edge: also grants you minor force, increasing critical damage for the duration.
Morph 2 - Bound Weapons: Instead causes your light and heavy attacks to deal additional magic damage.
Bound Shield: Conjure daedric shields that orbit around you, absorbing damage from up to 3 projectiles. Lasts 4 seconds.
Morph 1 - Reflective shield: Redirects projectiles back at the attacker.
Morph 2 - Bound Bulwark: Absorbs up to 6 projectiles. Duration increased to 8 seconds.
Elemental Shell: (Toggle) Gain additional fire, ice, or lightning resistance while active. The resistance type rotates every 5 seconds.
Morph 1 - Prismatic Shell: now provides all three resistances while active, no longer rotates between elements.
Morph 2 - Elemental Fury: While active, deals fire, ice, or lightning damage to nearby enemies each second, based on which element is active.
Ultimate - Slow Time: Create a bubble of altered time, reducing movement speed for all enemies within the area by 70% and applying major maim and major defile, reducing their damage dealt by 30% and healing received by 30%. Lasts 10 seconds.
Morph 1 - Time Stop: Enemies in the area are immobilized and stamina, health, and magicka recovery are halted.
Morph 2 - Time Warp: allies in the area gain major expedition and major force, increasing movement speed by 30% and critical damage by 15%.
I suppose, couldnt think of anything else befitting a dragonknight though, they've already got their theme pretty well covered (same with templars).
I suppose it would be cool for dk's to have a dragonpriest skill line with a summonable drake pet or something, like a combat version of the skeletal dragon pet we have now.
To further detail my other suggestions:
Warden: Nature's Wrath Skill TreeStrangler: Grow a strangler from the ground next to you. The strangler will pull distant enemies to it periodically, reducing their movement speed by 30% and dealing magic damage.
Morph 1 - Leeching Strangler: You are healed for 100% of the damage done by the strangler.
Morph 2 - Toxic Strangler: Now costs stamina and deals poison damage to all enemies within 5 meters of the strangler.
Living Roots: Spawn roots from the ground underneath an opponent, immobilizing and dealing magic damage every second for 4 seconds.
Morph 1 - Choking Roots: While held by the roots, the victim is afflicted with minor maim, reducing damage dealt.
Morph 2 - Brambles: Now costs stamina and deals greater physical damage over the duration.
Barkskin: protect yourself by turning your skin to bark, gaining minor resolve and minor ward for 20 seconds.
Morph 1 - Regrowth: for the duration, your health recovery is increased by 50%.
Morph 2 - Thornskin: for the duration, melee attackers take physical damage and bleed for additional damage over time.
Corpse Vine: Summon a burrowing vine that consumes one nearby corpse per second for 12 seconds. Each corpse consumed restores magicka or stamina to nearby allies, whichever is lower.
Morph 1 - Rapid Decay: Corpses consumed by the vine leave behind a poison cloud that damages any enemies within 4 meters over 4 seconds.
Morph 2 - Rebirth: The vine leaves behind a patch of flowers for each corpse consumed. Allies standing within the patch heal over 4 seconds.
Spore Cloud: Coalesce a cloud of toxic spores, damaging and slowing enemies in the area by 70% for 18 seconds.
Morph 1 - Lingering Spores: Enemies that leave the cloud continue to take damage and remain snared for 4 seconds.
Morph 2 - Saplings: Enemies killed within the cloud spawn a sapling for 6 seconds that attacks nearby enemies, dealing poison damage.
Ultimate - Spriggan: Summon a spriggan to aid you in battle. The spriggan fires blasts of magic at enemies. Activating the ability again while the spriggan is active spawns a field of thorns around it, dealing damage to all enemies in the area.
Morph 1 - Spriggan Matriarch: Activating the ability again while the spriggan is active also spawns a field of flowers that heal allies in the area.
Morph 2 - Wrathful Spriggan: The spriggan deals increased damage.
Nightblade: Illusion Skill TreeChameleon: Cloak yourself in a chameleon spell for 10 seconds. For the duration you gain stealth, and stealth is not broken by sprinting, activating abilities or objects, or attacking enemies.
Morph 1 - Perfect Chameleon: Now grants invisibility for the duration, but the invisibility is lost when attacking.
Morph 2 - Quick Chameleon: Also grants minor evasion and minor expedition for the duration.
Frenzy: Incite an opponent to attack, taunting it for 5 seconds and afflicting the target with major maim. Frenzy can only effect a target once every 15 seconds.
Morph 1 - Rage: Increases the duration of frenzy to 10 seconds, and the cooldown period to 20 seconds.
Morph 2 - Blind Fury: The target has a 50% chance to miss all attacks while under the effects of frenzy.
Charm: Charm a target, preventing it from attacking or casting spells for 2 seconds. Charm can only effect a target once every 12 seconds.
Morph 1 - Silver Tongue: Increases the duration to 4 seconds.
Morph 2 - Placate: Charm now applies to all enemies in a 4 meter radius around you.
Paralysis: Stun a target for 10 seconds. Any damage dealt breaks this effect.
Morph 1 - Mass Paralysis: Now stuns all enemies within a 10 meter radius. Damage dealt breaks the effect.
Morph 2 - Muscle Freeze: The stun only lasts 2 seconds, but damage no longer breaks the effect.
Confusion: Confuse an enemy target, causing it to attack its own allies for 6 seconds. (Note: against players, this ability simply turns allies red/targetable)
Morph 1 - Mass Confusion: Confuse all enemies in a 10 meter radius, causing them to attack each other for 3 seconds.
Morph 2 - Mind Control: Increases the duration of confusion to 10 seconds.
Ultimate - Doppleganger: Summon a clone of yourself to fight by your side. The clone copies your attacks, using any class abilities you use at the same time you use them, but deals 80% less damage and has 50% less health and resistances than you do.
Morph 1 - Mimic: The clone now deals 70% less damage when copying your attacks.
Morph 2 - Decoy: The clone now has 75% of your health and resistances, and taunts enemies to attack it.
Sorceror: Kinetic Combat Skill TreeTelekinesis: Unleash a blast of kinetic energy, dealing physical damage and shattering the enemy's defenses applying minor breach and minor fracture for 6 seconds.
Morph 1 - Kinetic Barrage: Channel the ability over 1.2 seconds, unleashing a kinetic blast every 0.4 seconds. Each blast increases the damage of subsequent blasts by 20%.
Morph 2 - Concussive Blast: Now sets the target offbalance and applies the concussed status effect.
Disintegrate Armor: Wither an enemy's armor, causing major fracture and major breach for 12 seconds.
Morph 1 - Disintegrate Weapon: Also applies minor maim, reducing the target's damage dealt by 15% for the duration.
Morph 2 - Galvanize: For the duration the target takes 10% more damage from shock and lightning attacks.
Fortify Weapons: Imbue your weapons with kinetic energy, causing light and heavy attacks to deal additional physical damage for 20 seconds.
Morph 1 - Infinite Edge: also grants you minor force, increasing critical damage for the duration.
Morph 2 - Bound Weapons: Instead causes your light and heavy attacks to deal additional magic damage.
Bound Shield: Conjure daedric shields that orbit around you, absorbing damage from up to 3 projectiles. Lasts 4 seconds.
Morph 1 - Reflective shield: Redirects projectiles back at the attacker.
Morph 2 - Bound Bulwark: Absorbs up to 6 projectiles. Duration increased to 8 seconds.
Elemental Shell: (Toggle) Gain additional fire, ice, or lightning resistance while active. The resistance type rotates every 5 seconds.
Morph 1 - Prismatic Shell: now provides all three resistances while active, no longer rotates between elements.
Morph 2 - Elemental Fury: While active, deals fire, ice, or lightning damage to nearby enemies each second, based on which element is active.
Ultimate - Slow Time: Create a bubble of altered time, reducing movement speed for all enemies within the area by 70% and applying major maim and major defile, reducing their damage dealt by 30% and healing received by 30%. Lasts 10 seconds.
Morph 1 - Time Stop: Enemies in the area are immobilized and stamina, health, and magicka recovery are halted.
Morph 2 - Time Warp: allies in the area gain major expedition and major force, increasing movement speed by 30% and critical damage by 15%.
KiraTsukasa wrote: »
they never should of had classes, only skill lines. it was a mistake that was pointed out by pretty much every elder scrolls fan and they weren't wrong.
more skill lines, no more classes.
Just for fun: come up with a fourth skill tree for each class that expands on areas the class may be lacking in while maintaining the identity and flavor of that class.
My suggestions:
warden - nature's wrath
A plant-based damage tree. This could include things like summoning a spriggan, strangers that pull in and damage enemies, vines or roots that hinder and damage opponents, etc.
nightblade - illusion
A skill tree focused on manipulating enemies. Could include classic spells like frenzy, charm, confusion, paralysis, etc.
dragon knight - primal voice
A Thu'um or shout based skill tree bringing back some classics from skyrim. Fus'ro'dah!
Sorceror - kinetic combat
An alteration and mysticism inspired skill tree focused on physical damage, empowering your weapons, telekinesis and shockwaves, and debuffing enemies. Could be very much geared towards stamina sorcs.
Templar is the only one I don't have any good ideas for, so open to suggestions there.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Ragnarock41 wrote: »
Ragnarock41 wrote: »
why, poison claw is as read a stam hit with the "claw", the fact that u have a weapon equipped is something different.
DK should be a Monk based class as it correlates with the classes description.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
SilverIce58 wrote: »KiraTsukasa wrote: »
That is true, and you know what else is true? That animals can learn to shout apparently. (https://www.imperial-library.info/content/seven-fights-aldudagga search for Merry Eyesore the Elk)
starkerealm wrote: »SilverIce58 wrote: »KiraTsukasa wrote: »
That is true, and you know what else is true? That animals can learn to shout apparently. (https://www.imperial-library.info/content/seven-fights-aldudagga search for Merry Eyesore the Elk)
Unless I'm mistaken, that's one of Kirkbride's post-Bethesda works. So, while it's well written, and suitably weird, it's probably best considered as fan fiction, unless ZOS or BGS decide to include it in a game.
There's a fairly sizable body of works from ex-Bethesda writers that exist as either non-canon (mostly Kirkbride) or soft canon (meaning, they were written while on the clock, but didn't make it into a game.)
There's also a few canon pieces that have been moved from historical to fiction over the years, mostly from Daggerfall.
TelvanniWizard wrote: »Love all the ideas, except the shouting one. We need way more variety.