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Necromancer Class and NEW WEAPONS and WEAPON TALENTS development.

Algorax
Algorax
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First of all my deepest appretiation to ZOS for giving the community what will most likely be a very funny class to play, a class that gives stam players many choices and i am saying it while beiong a moslty magika character user.

But the new class and its moprhs brings back an old, well known topic: this game is in dire need of new weapons and i will now explain why the new, upcoming class increased this need even futher.
First of all we should consider the fact that there is a disproportion between stam based weapons and magika based ones: 4 magika weapons against 9 stamina weapons (the shield counts as a weapon since it is worn in the weapon slot).
This difference could be previously justifyed by the fact that stam players could not rely on their class skills entirely and so they ned to compensate with weapon skills, depending on their class and build.
Still the gap was considerable and all magika users will surely confirm that they suffered the lack of choice regarding their weapons which would either be healing staves and destro staves. Not really a choice considering that all staves looks the same and the only difference is how the char holds them between destro and healing staves and the destro ones and the animations show (same casting animation for lightning staves with healing staves and for fire staves with frost staves) and the effects displayed.

That said we can now also dismantle the previous partial reason since a new class will be provided, one with a deep focus on stamina morphes.
It would seem fitting that a new staff is released, something themed with another damage type.
And here the Necromancy staff concept returns in all its glory!!!

Now, let's analize how this may be added to the game. As far as we can foresee, there are 2 ways:

1) Being added as an addition to the Destro Staff talent tree repertoir.

2) Being added with a separate talent tree, maybe along with other new staves

The second case gives complete freedom but requires much more efforts to plan a new talent tree and this is not the correct threat to speak about the specifics of a new talent tree.

The first choice however, may be much more viable. Now immagine a scenarion where the destro talent tree would be reformed to break the boring triad of frost, fire and lightning, maybe rename it so that a larger variety of staves could be added to this tree.
You see, that tree potential is very high because of how it is designed: the abilities effects vary depending on the kind of destro staff wield, but the current limitation is that 2 attacks are forcefully showing 3 elements at the same time (therefore preventing any other choice) and those talents are Force shock (and its morphes) and weakness to the elements (and its morphes).
So, in order to allow other staves to be added to this talent tree, devs should reform those 2 abilities by renaming the Force shock ability into something damage themed (like fire strike, frost strike, NECROMANTIC strike, etc) and do what they did with the other abilities, modify both the visuals and give a special effect depending on the kind of staff in use. For the Weakness of the elements is much simpler: give it a better name and a different visual effect which changes according to what you are wielding.

As you can see there is so much potential here, to finally give some diversity to the weapon system in a cheap, smart way.
You could also exploit many nice visual and sound effects associated with necromancy, for example volatile souls for the "wall of elements" necromantic variety, a necromantic soul shriek when casting "impulse" and maybe something even cooler, like a NEW NECROMANCER STAFF ANIMATION similar to the helaiong and lightning one, but instead of transmitting an impulse/energy the effect would be of draining (in this case draining hte soul) of the target and the charged attack would end with the wielder slamming the staff on the ground and causing a column of soul to raise from beneath the target with a soul scream noise.

Please let me know what you think both about the ideas i just explained and about the fact that we could really use more weapons, specially magika weapons.

Thank you
  • luen79rwb17_ESO
    luen79rwb17_ESO
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    Hey what you say? I just got a fork as a weapon! :trollface:
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • Algorax
    Algorax
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    Hey what you say? I just got a fork as a weapon! :trollface:

    Sir, put down that fork SLOWLY!
    Edited by Algorax on March 29, 2019 4:33PM
  • perogwin_ESO
    perogwin_ESO
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    Actually the complete new tree may not be as difficult as you think. Almost every actual NPC Necromancer in the game has the same staff, I always call it a "Negative Energy" staff but I think it is actually suppose to be a version of Coldfire. The staff has a dark blue energy to it, and we usually see it demonstrating several different powers on top of what I assume is the light attack.

    One power is the spectral grasping hands that tend to root and slow the player. Yes I know there is a similar power in one of the necro trees but that one is a multi target AOE multi target bone hand thing - the one the staff displays is usually single target spectral one.

    There is also the power I assume would be that staffs ultimate, it creates the rune on the ground below you and a second or 2 later those small "Coldfire Comet" things hit you from above.

    Now if you add into it alterations of few other tricks the Elden Root One end boss uses from the same kind of staff:

    The Circle of Darkness with the grasping circle of spectral hands that pull you into the ground which would just be a simple AOE Stun (you would just remove the end part of it where it spawns the 4 skeleton minions).

    The Poison Blast thing she hits you with would be a single target damage over time power the staff could have.

    She also has a slightly larger version of the regular blue bolt power that has a slight push back/interrupt casting effect.

    Add to that a recolor of the Heavy Attack from a restoration staff and you almost have a full power set


    Name: Negative Energy Staff - Coldfire Staff (something like that)

    Light Attack /Heavy Attack (have the heavy attack restore user HP, like a minor life tap)

    skill 1: Bolt power with push back/interrupt

    Skill 2: <insert some kind of cone or ground effect like the elemental walls>

    Skill 3 : Single Target Root power

    Skill 4 : Ground Target Circle with AOE Stun Effect

    Skill 5: Heavy Dot Poison Blast Single Target

    Ultimate: The Rune with the 2 small Comet - AOE heavy damage with a dot I would assume.


    As for the Morphs they use the same animation as base attacks just with different bonus effects

    Bang - the perfect Staff for Necromancers as well as another option for other Caster types like Magic NB Ranged types


    Edited by perogwin_ESO on March 29, 2019 5:17PM
  • idk
    idk
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    There are two very important factors to consider.

    First, Zos is not likely to add any new weapon lines in the near future as they tackle other issues. It is the same reasoning why they are not working on spell crafting ATM.


    Second, I really do not see a solid justification for a Necro staff presented. The statement in the OP sounds more like I want it so I want it added to the game. I am sure Zos sees comments like this but actual reasoning beyond I want it probably has more sway with them. Not to mention there are other styles of weapons that have been requested that probably offer more variety to game play than a necro staff.
  • Algorax
    Algorax
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    idk wrote: »
    There are two very important factors to consider.

    First, Zos is not likely to add any new weapon lines in the near future as they tackle other issues. It is the same reasoning why they are not working on spell crafting ATM.


    Second, I really do not see a solid justification for a Necro staff presented. The statement in the OP sounds more like I want it so I want it added to the game. I am sure Zos sees comments like this but actual reasoning beyond I want it probably has more sway with them. Not to mention there are other styles of weapons that have been requested that probably offer more variety to game play than a necro staff.

    The reasons are well explained in the op.
  • perogwin_ESO
    perogwin_ESO
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    So I was thinking about my earlier post and decided they could even go one better - what if this new staff was the first Hybrid Staff?

    Note - Every Power FX I mention is already in game - they would just be repurposed and recolored or no longer be NPC only.

    What I mean using my earlier post:

    Name: Negative Energy Staff

    Light Attack /Heavy Attack (let the heavy attack be the larger bolt with the addition of push back/interrupt)

    Skill 1: Beam Attack (Recolor of the Heavy Attack from Restoration Staff) - Channeled Damage Attack with a duration limit.

    Morph 1 - Add a percentage of damage done as a heal to caster.
    Morph 2 - Target an Ally - Now a channeled Heal Beam with a duration limit.

    Skill 2: Spectral Grasping Hands - Roots target with a snare that persists for duration even if target uses break free from root.

    Morph 1 - Adds a DOT to the attack.
    Morph 2 - Now grants Ally Target a Damage shield as the hands around them absorb incoming damage instead of rooting.

    Skill 3 : LOS Cone Attack (Recolor of the Restoration Staff Healing Cone) - Magic Damage

    Morph 1 - Add an effect like reducing Target's Magic Resistance (or one of any number of other possible effect would fit).
    Morph 2 - No longer deals damage but becomes a LOS Cone AOE Heal like the skill in Restoration staff.

    Skill 4 : Dark Circle with the Grasping Spectral Hands - Ground Target AOE Stun

    Morph 1- Also Deals Damage in the Effected area
    Morph 2 - Change it into a Ground Target Area Heal - like the skill from Restoration Staff.

    Skill 5: Single Target Heavy DOT (recolor of the poison cloud single target attack from ED1 dungeon boss).

    Morph 1 - Add one of any number of possible secondary effects to it.
    Morph 2 - Instead of damage it is now a Single Target Heavy HOT.

    Ultimate: The Rune with the 2 small "Comets" - Extreme Heavy Damage AOE

    Morph 1 - Adds a DOT to the damage as well
    Morph 2 - Instead of Damage it is a Heavy AOE Heal with added HOT effect.

    No only is it a different kind of Damage Staff option but splitting the morphs this way would allow a player even more customization allowing them to keep some of the skills as damage and make others heals - that would be really cool!

    Edited by perogwin_ESO on March 29, 2019 7:22PM
  • Jamdarius
    Jamdarius
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    Hey what you say? I just got a fork as a weapon! :trollface:

    MW-item-Fork_of_Horripilation.jpg

    so do I.
    HINT: TES III people will know what is this fork
  • Doctor_Demento
    Doctor_Demento
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    IMO it should be a globe in one hand that does spells and a wand in the other that does damage skills. Works for me.
  • JinMori
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    i would be more interested in magical weapons like daggers, swords etc, for melee magicka builds, i miss my melee magplar.
  • Ratzkifal
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    I'd like a Spellblade variant more. Think of a summoned weapon. Magicka melee would become a thing and DKs, Templars, NBs would have a new prefered weapon on their magicka characters while Sorcs get to go melee too on a mag build for the first time!

    Perhaps it is tough to implement seeing how existing motifs would need new assets, but if we are smart about it and make the new weapon that you equip another ring (not in a ring slot but a weapon slot) that conjures a weapon if you "draw" it, then we could get away with putting a blue translucency effect on already existing 1h weapons to make them look like summoned weapons.

    My ideas for skills are pretty vague still, but I feel like the Spellblade is a theme that would suit ESO that is completely missing right now.
    This Bosmer was tortured to death. There is nothing left to be done.
  • stimpy986b14_ESO
    stimpy986b14_ESO
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    I've had my own ideas for new magicka based weapon skill lines

    Alteration staff: tanking/self buffs (repurpose ice staff passives as DOT/cc)

    Spellblade: DPS

    Illusion staff: group buffs/CC

    It should be noted that none of these would require new weapon assets as all staves use the same appearance category and spellblade is just a one-handed weapon with nothing in the offhand
    Edited by stimpy986b14_ESO on April 9, 2019 12:34PM
  • Zypheran
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    Probably the biggest barrier to a new weapon is the amount of assets required now that we have so many motifs. Even they added one staff type, they would need to add so many different versions of it and then each one of those would need a motif page and that would need a mechanism to obtain said pages.
    One solution to this would be a bound or summoned weapon line. These could be ethereal or elemental in appearance and not conform to various motifs.
    All my housing builds are available on YouTube
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    I am happy to share the EHT save files for most of my builds.
  • SosRuvaak
    SosRuvaak
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    "ability has a range of 5m"
    okay let me just get out my in game ruler and measure out 5 meters.
    For the Pact!
    ~Sump Scales~
    Lusty Argonian Nightblade
    ~Baron Humbert von Gikkingen~
    Smokes-His-Greens
    ~Ruvaak~
  • TheShadowScout
    TheShadowScout
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    Actually the complete new tree may not be as difficult as you think. Almost every actual NPC Necromancer in the game has the same staff, I always call it a "Negative Energy" staff but I think it is actually suppose to be a version of Coldfire...
    The thing about weapons is... everyone can pick them up and use them!
    So I reckon it would make very little sense to tie "ooo, necro!" skills to a weapon, any more then it would to make one weapon line -specifically- for, say, nightblades alone, or templars, or... or...

    That being said... player necromancers -really- ought to get an option for "coldfire" staves to complement their setup, so they do not have to oogle those NPCs with envy gnawing at their hearts!
    Not as new skill line, just as additional option for destro staves! And while they are at it, let us have more other staves as well... I really am envious of that "purple glow" staff some NPC hedge wizards wield for my goth boy librarian...
    ...but I have mentioned that sort of thing before: https://forums.elderscrollsonline.com/en/discussion/371862/additional-weapon-skill-ideas-mk-ii/p1 ;)
    Ratzkifal wrote: »
    I'd like a Spellblade variant more. Think of a summoned weapon. Magicka melee would become a thing...
    ...except that would make no sense, because summoned weapons are not quite like that - they would still use the exact same weapon skills and base their damage off stamine, just with "blade made from magic" visuals. Which totally should be a thing!

    The "summoned weapons" we already have are a different thing... yes, I am talking about aedric spears, nightblade red daggers and bows, DK lava whips, FG dawnbreaker... all those are spells, conjuring up a "summoned weapon" for one strike, and technically they might be half-half stamina and magica skills, but since the game system is not set up for that they usually just go with the magica and then maybe have a stamina morph... and its all right since they need to be conjured up for every blow.
    That's your "melee magica" right there!

    Of course, a actual melee magica -weapon- also should be a thing, just... not as "magica copy of stamina weapons", but in their own right, by adding some new weapon type (Wands? Runestones? Magic knuckledusters?? Could be a fun addition to the jewelry crafting line, yes?) that had a much reduced range to staves, with a more "up in your face" geared skill selection perhaps? Not "magic blade" attacks, just... "flame jet in your face" or "shocking taser touch" or whatever... I'd totally love to see that!
    Zypheran wrote: »
    Probably the biggest barrier to a new weapon is the amount of assets required now that we have so many motifs. Even they added one staff type, they would need to add so many different versions of it and then each one of those would need a motif page...
    ...because destro and resto staves have that different motivs?
    Nah, they don't, they share!
    And so can any other additional staves, all they would need is more crafting research lines... but woodworking is under-utilized anyhow compared to blacksmith or clothier (6 vs. 14 things to reseach!) So woodies could and should get more stuff, right?
    Eight slots just to catch up, I could easily see some stuff here... three new destro flavors (cyan coldfire, purple dark magic, green acid?), two additional resto flavors (disease, blood magic?), maybe polearms and crossbows and throwing darts/javelins as well though those might need their own motiv page...
    ...although the powers that be -could- decide to make one motiv count for more then one design, much like the "chest" page gives out every armor weight, the "staff" page might give out staves -and- polearms, the "mace" page could give out flails as well as maces, the "bow" page crossbows as well as bows, the "dagger" page could also add throwing weapons, etc. That way the drop selections would remain the same, they'd just tack additional sets of visuals onto each style.
  • RedTalon
    RedTalon
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    I want a spear style with an orcish kick ability in it, so my orc can cry out this is Orsinium!
  • EpicRekkoning
    EpicRekkoning
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    First, let me say I completely agree with you that ESO can use some more weapons/weapons skill lines. I would also love to see additional magicka weapons too. I do want to comment on the disproportion between stam and magicka based weapons though.
    Algorax wrote: »
    First of all my deepest appretiation to ZOS for giving the community what will most
    First of all we should consider the fact that there is a disproportion between stam based weapons and magika based ones: 4 magika weapons against 9 stamina weapons (the shield counts as a weapon since it is worn in the weapon slot).
    This difference could be previously justifyed by the fact that stam players could not rely on their class skills entirely and so they ned to compensate with weapon skills, depending on their class and build.

    I recently evaluated all skills in the game (not including Necros) to determine the number of magicka and stam skills. I'll acknowledge that healing and some tanking skill need to be magicka based, but there is a MUCH larger disproportion between magicka and stam skills than magicka and stam weapons. I'm only bringing this up because if ZOS were to add more magicka based weapons, I believe they would need to fix a lot of skill morphs to give stam players more stam skill options.

    Summary
    (Non-morphed/base skills)
    Total Skills: 142
    Total Magicka Skills: 99 (~70%)
    Total Stamina Skills: 38 (~27%)
    Total Other Skills: 5 (~3%)

    (Morphed + non-morphed skills)
    Total Skills: 426
    Total Magicka Skills: 280 (~66%)
    Total Stamina Skills: 130 (~31%)
    Total Other Skills: 16 (~4%)

    (Non-morphed/base skills)
    Total Class Skills: 75
    Total Class Magicka Skills: 72 (96%)
    Total Class Stamina Skills: 1 (~1%)
    Total Class Other Skills: 2 (~3%)

    (Morphed + non-morphed skills)
    Total Class Skills: 225
    Total Class Magicka Skills: 199 (~88%)
    Total Class Stamina Skills: 19 (~8%)
    Total Class Other Skills: 7 (~3%)
    Edited by EpicRekkoning on April 9, 2019 12:18PM
  • Algorax
    Algorax
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    First, let me say I completely agree with you that ESO can use some more weapons/weapons skill lines. I would also love to see additional magicka weapons too. I do want to comment on the disproportion between stam and magicka based weapons though.
    Algorax wrote: »
    First of all my deepest appretiation to ZOS for giving the community what will most
    First of all we should consider the fact that there is a disproportion between stam based weapons and magika based ones: 4 magika weapons against 9 stamina weapons (the shield counts as a weapon since it is worn in the weapon slot).
    This difference could be previously justifyed by the fact that stam players could not rely on their class skills entirely and so they ned to compensate with weapon skills, depending on their class and build.

    I recently evaluated all skills in the game (not including Necros) to determine the number of magicka and stam skills. I'll acknowledge that healing and some tanking skill need to be magicka based, but there is a MUCH larger disproportion between magicka and stam skills than magicka and stam weapons. I'm only bringing this up because if ZOS were to add more magicka based weapons, I believe they would need to fix a lot of skill morphs to give stam players more stam skill options.

    Summary
    (Non-morphed/base skills)
    Total Skills: 142
    Total Magicka Skills: 99 (~70%)
    Total Stamina Skills: 38 (~27%)
    Total Other Skills: 5 (~3%)

    (Morphed/non-morphed skills)
    Total Skills: 426
    Total Magicka Skills: 280 (~66%)
    Total Stamina Skills: 130 (~31%)
    Total Other Skills: 16 (~4%)

    (Non-morphed/base skills)
    Total Class Skills: 75
    Total Class Magicka Skills: 72 (96%)
    Total Class Stamina Skills: 1 (~1%)
    Total Class Other Skills: 2 (~3%)

    (Morphed/non-morphed skills)
    Total Class Skills: 225
    Total Class Magicka Skills: 199 (~88%)
    Total Class Stamina Skills: 19 (~8%)
    Total Class Other Skills: 7 (~3%)

    I see your point, but we are not talking about mere skills, but about the weapon choice: magika users have NO choice.
  • EpicRekkoning
    EpicRekkoning
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    Algorax wrote: »
    I see your point, but we are not talking about mere skills, but about the weapon choice: magika users have NO choice.

    I understand, but this game is all about balance. Like I originally said, I would LOVE to see more weapons and magicka weapons. After 4 years of playing, I'm incredibly bored with just a destro staff option for magicka dps. And if new weapons are created, balance has to occur.

    I love the post through. Keep pushing for this stuff!
  • Algorax
    Algorax
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    Actually the complete new tree may not be as difficult as you think. Almost every actual NPC Necromancer in the game has the same staff, I always call it a "Negative Energy" staff but I think it is actually suppose to be a version of Coldfire...
    The thing about weapons is... everyone can pick them up and use them!
    So I reckon it would make very little sense to tie "ooo, necro!" skills to a weapon, any more then it would to make one weapon line -specifically- for, say, nightblades alone, or templars, or... or...

    That being said... player necromancers -really- ought to get an option for "coldfire" staves to complement their setup, so they do not have to oogle those NPCs with envy gnawing at their hearts!
    Not as new skill line, just as additional option for destro staves! And while they are at it, let us have more other staves as well... I really am envious of that "purple glow" staff some NPC hedge wizards wield for my goth boy librarian...
    ...but I have mentioned that sort of thing before: https://forums.elderscrollsonline.com/en/discussion/371862/additional-weapon-skill-ideas-mk-ii/p1 ;)
    Ratzkifal wrote: »
    I'd like a Spellblade variant more. Think of a summoned weapon. Magicka melee would become a thing...
    ...except that would make no sense, because summoned weapons are not quite like that - they would still use the exact same weapon skills and base their damage off stamine, just with "blade made from magic" visuals. Which totally should be a thing!

    The "summoned weapons" we already have are a different thing... yes, I am talking about aedric spears, nightblade red daggers and bows, DK lava whips, FG dawnbreaker... all those are spells, conjuring up a "summoned weapon" for one strike, and technically they might be half-half stamina and magica skills, but since the game system is not set up for that they usually just go with the magica and then maybe have a stamina morph... and its all right since they need to be conjured up for every blow.
    That's your "melee magica" right there!

    Of course, a actual melee magica -weapon- also should be a thing, just... not as "magica copy of stamina weapons", but in their own right, by adding some new weapon type (Wands? Runestones? Magic knuckledusters?? Could be a fun addition to the jewelry crafting line, yes?) that had a much reduced range to staves, with a more "up in your face" geared skill selection perhaps? Not "magic blade" attacks, just... "flame jet in your face" or "shocking taser touch" or whatever... I'd totally love to see that!
    Zypheran wrote: »
    Probably the biggest barrier to a new weapon is the amount of assets required now that we have so many motifs. Even they added one staff type, they would need to add so many different versions of it and then each one of those would need a motif page...
    ...because destro and resto staves have that different motivs?
    Nah, they don't, they share!
    And so can any other additional staves, all they would need is more crafting research lines... but woodworking is under-utilized anyhow compared to blacksmith or clothier (6 vs. 14 things to reseach!) So woodies could and should get more stuff, right?
    Eight slots just to catch up, I could easily see some stuff here... three new destro flavors (cyan coldfire, purple dark magic, green acid?), two additional resto flavors (disease, blood magic?), maybe polearms and crossbows and throwing darts/javelins as well though those might need their own motiv page...
    ...although the powers that be -could- decide to make one motiv count for more then one design, much like the "chest" page gives out every armor weight, the "staff" page might give out staves -and- polearms, the "mace" page could give out flails as well as maces, the "bow" page crossbows as well as bows, the "dagger" page could also add throwing weapons, etc. That way the drop selections would remain the same, they'd just tack additional sets of visuals onto each style.

    That is what i was talking about, thank you!

    1) No need to new skill lines and brand new weapon appearances: you may just adapt the destro skill tree as it currently happens with the 3 elements. The suggestions i wrote are made to adjust the talent a little bit, in order to make this possible.

    2) Magika blades would be nice, but i share your point of view: no summoned weapons for the reasons you already explained

    3) The motif reason would be a prob, but it is easly solved, as you said, by increasing the "sharing approach" to the talent trees. Hell ,you could even add it to the resto staves skill lines and make the blood staff for blood nightblade healers, that would be so cool!!!

    I think that, in this particular topic, it is just a matter of good will and time.
    Edited by Algorax on April 9, 2019 12:28PM
  • idk
    idk
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    Algorax wrote: »
    idk wrote: »
    There are two very important factors to consider.

    First, Zos is not likely to add any new weapon lines in the near future as they tackle other issues. It is the same reasoning why they are not working on spell crafting ATM.


    Second, I really do not see a solid justification for a Necro staff presented. The statement in the OP sounds more like I want it so I want it added to the game. I am sure Zos sees comments like this but actual reasoning beyond I want it probably has more sway with them. Not to mention there are other styles of weapons that have been requested that probably offer more variety to game play than a necro staff.

    The reasons are well explained in the op.

    Great, If you think so then I am sure Zos and others will flock to this idea quickly.
  • MaleAmazon
    MaleAmazon
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    What would fill an unused role isn´t another staff, it´s magicka melee weapons. Make them summoned permanently, there, you don´t have to worry about motifs. Add it as another skilline. You could even add in some S&M stuff (yes, I want to play a Druchii and I am not ashamed of it) and call a whip skill the cool-hwhip (+frost damage and mind control the enemy for 5 seconds) par example.
  • Algorax
    Algorax
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    idk wrote: »
    Algorax wrote: »
    idk wrote: »
    There are two very important factors to consider.

    First, Zos is not likely to add any new weapon lines in the near future as they tackle other issues. It is the same reasoning why they are not working on spell crafting ATM.


    Second, I really do not see a solid justification for a Necro staff presented. The statement in the OP sounds more like I want it so I want it added to the game. I am sure Zos sees comments like this but actual reasoning beyond I want it probably has more sway with them. Not to mention there are other styles of weapons that have been requested that probably offer more variety to game play than a necro staff.

    The reasons are well explained in the op.

    Great, If you think so then I am sure Zos and others will flock to this idea quickly.

    Same kind of poor comment that was used to be vomited on Necromancer class topics back in the days and guess what? Necromancer class was finally delivered.

    You kids never learn :D
  • logarifmik
    logarifmik
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    We need summoned weapon skill tree. Period.
    EU PC: @logarifmik | Languages: Русский, English
    Dimitri Frernis | Breton Sorcerer | Damage Dealer | Daggerfall Covenant
    Scales-of-Ice | Argonian Warden | Tank / Healer | Daggerfall Covenant
  • moses1763
    moses1763
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    I would enjoy a wand for my female toons, its hard trying to match a weapon to a great outfit sometimes. I would also like more weapons for a more intense in your face magical axe welding mage or mag Dk.

    Happy Fifth Anniversary ESO, I made it a year with you and I am still having a Blast.
    Live, Laugh, and Hope!
  • logarifmik
    logarifmik
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    moses1763 wrote: »
    I would enjoy a wand for my female toons
    As far as we know, a wand isn't a thing in TES for some reasons, and I'm curious why. Lore-wise I don't know any logical reasons why a short stick can't be enchanted to serve as a small stave. Maybe someone here can point out to some lore-sources regarding this issue? I'm not aware of these.
    EU PC: @logarifmik | Languages: Русский, English
    Dimitri Frernis | Breton Sorcerer | Damage Dealer | Daggerfall Covenant
    Scales-of-Ice | Argonian Warden | Tank / Healer | Daggerfall Covenant
  • Algorax
    Algorax
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    logarifmik wrote: »
    moses1763 wrote: »
    I would enjoy a wand for my female toons
    As far as we know, a wand isn't a thing in TES for some reasons, and I'm curious why. Lore-wise I don't know any logical reasons why a short stick can't be enchanted to serve as a small stave. Maybe someone here can point out to some lore-sources regarding this issue? I'm not aware of these.

    Well, rods and staves are just wands i think: there is also the /wand emote to prove it! :D
    Edited by Algorax on April 9, 2019 1:41PM
  • logarifmik
    logarifmik
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    Algorax wrote: »
    logarifmik wrote: »
    moses1763 wrote: »
    I would enjoy a wand for my female toons
    As far as we know, a wand isn't a thing in TES for some reasons, and I'm curious why. Lore-wise I don't know any logical reasons why a short stick can't be enchanted to serve as a small stave. Maybe someone here can point out to some lore-sources regarding this issue? I'm not aware of these.

    Well, rods and staves are just wands i think: there is also the /wand emore to prove it! :D
    Didn't know about this emotion. Interesting. :) Also, I'd prefer to have an ability to struck with the stave in close combat. That would be a good expanation why is it so necessary to carry such a big stick with you all the way around. :D
    EU PC: @logarifmik | Languages: Русский, English
    Dimitri Frernis | Breton Sorcerer | Damage Dealer | Daggerfall Covenant
    Scales-of-Ice | Argonian Warden | Tank / Healer | Daggerfall Covenant
  • TheShadowScout
    TheShadowScout
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    Algorax wrote: »
    ...and make the blood staff for blood nightblade healers, that would be so cool!!!
    Exactly!
    Bood for the blood go... no, wait, wrong universe!
    Blood staves for bloodmage and vampire healers!
    Here, better!

    Like I said in that other discussion, I would -love- to see more resto staff flavors!
    ...at least the two I thought up,
    • a reddish-brown "blood magic" resto staff that does less damage - but with a lifedrain effect?
    • a sickly yellow-green "disease" resto staff that does less healing, but adds a DoT to all damage done?

    And definitely more destro staves as well!
    • a cyan flame "coldfire" staff for all your necromantic needs that maybe mixes fire effects with cold damage?
    • a purple "dark magic" staff that does pure arcane damage, possibly with some shock-like effects?
    • a nix-hound spit brown "acid" staff that does nice poison damage with added DoT effects?

    That would make it a bit more "choices, yay! for magica characters, yes?
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