TheShadowScout wrote: »I have been positing a version of this before, but now put in the effort to rework it a lot after the appearance of the necromancers... updating and prettyfying the whole concept which I still think would be pretty nifty for ESO (but then I would, wouldn't I?)
Anyways, here it goes (please don't hurt me):
Personally I -still- would think the best way to add more "classes" is not just adding classes, which might be fine for those only now starting their ESO experience, but would be a great vexation for all of us who have been faithfully playing since launch back in 2014... both for the annoyance of having to make yet another alt just to enjoy any new classiness, and for the aggravation of finding a new class that would have made so much more sense for this or that beloved main character of ours...
...but instead, to add some way to diversify our existing classes into new ones, much like the old D&D "prestige classes", basically upgrading the base class into an "advanced" version, an option which thus would be available for -everyone- no matter if they have been playing for years or just made their very first character.
The basic idea is to give each class the option to "specialize" in one of their base class skill lines, adding a new "advanced" skill line in matching flavor to the base skill line selected to specialize in, while changing the class designation into a "advanced class" version dependent on the specialization picked. This would give all base classes three different "flavor" choices as depicted by the three different class skill lines; this selection should of course be possible to redo just like skill morphs or vampirism/werewolf selections (though as with them, any new choices would need their skills maxed from the beginning)
These specializations could become simply available to choose at completion of some checkpoint quest, perhaps becoming available after completing the main storyline... or possibly only after doing cadwells silver... to reward people who do play through that – which would also give people the whole of cadwells gold and all the DLCs to focus on training up this new skill line since in my experience that was the point where I had maxed all my basic class and guild skills on most of my characters...
It would of course also be a possible and interesting idea to not just unlock the option automatically, but... require a little quest to find a "masterclass" teacher, since I think it actually would be great if one had to follow a "find the right trainer" quest to upgrade ones basic class to any of those advanced classes, which might make a nifty addition to ESO, could be a whole small guild-sized DLC... not even needing its own fullsize region, it could be a DLC that adds several locations all over the place to go and search for that master... a hidden assassin training facility in some lonely alik’r mountain fortress; a secluded mage school in an separate oblivion plane, a cathedral to the divines standing proud at the cyrodil border, a practice arena run by descendants of the imperial akaviri (perhaps even in an instanced cloud ruler temple!), a shaman gathering place in the heart of skyrim woodlands, a necromancer coven hiding in some deserted crypt... something like those ideas anyhow. Even better, it could be a whole questline that starts in basic regions, and follows the rumors to that place! Like, asking for a summoning teacher in your fractions capitals mages guild to start the questline, getting referred to a sorcerous instructor at shad astula, following the next step towards a hermit on the summerset isles before finding the summoner archmage in clockwork city… or ask for an assassin trainer in your factions capitals outlaw refugee, get sent to a infamous assassin in the alik’r deserts, following the next step towards a morag tong killer in vvardenfell before finding the retired shadowscale grandmaster in murkmire... with several sidequests and trials along the way as each of the NPCs requires you to do some favor for them "to prove your worth" before they would give you the information that leads to the next? I am thinking something similar to the "prequel" questings here...
It might also be possible to do this as a package deal. Like... have one questline dependent on each basic class, and choices with diverting paths, and depending on how your character goes through the questing might determine your available class morph... also possibly with factions, side with this one, gain this morph at the end of the questline, side with that one, gain that morph... et cetera.
Or a combination of both... the "follow the rumors" type of questline, but with most of the NPCs of a more "class-specialization-neutral" persuasion, and each of the sidequests coming with a choice, with the nature of your choices deciding which masterclass trainer you finally get referred to by the final NPC. Several sidequests, each time you have to decide between two or more skill lines related options… the one you pick most will be the one you get the masterclass trainer address? Like puzzles with multiple solution options... (if your nightblade avoids the guard by stealth = assassin point, if forging a latter to draw them from their post = illusionist point, if drugging their wine with vampire blood = bloodmage point, etc.) or "pick which opponent you want to fight or what item you want to pick up" selections? Stuff like that anyhow...
It might be a bit too much to ask, but it definitely would be more interesting if this concept came with some questing to unlock new options (though I suppose hardcore PvPlayers might hate it... but then ZOS could always sell insta-class-specialization tokens in the crown store, just like for vampire or werewolf...)
Some possibilities:DRAGONKNIGHT
Draconic Power Specialization:
« DRAGON PRIEST » (offensive self buffs & warcries; color: yellow/blue)SpoilerSkills (will also count as Draconic Power skills for those passives):
• Battle Cry (self-only weapon damage buff)
- Morph1: War Cry (+ stamina regeneration buff)
- Morph2: Battle Wail (+ fear AoE for short duration)
• Dragon Blow (180° front AoE magic damage; DK wing flap animation)
- Morph1: Dragon Slash (+ Bleed DoT, damage changes to physical, stamina morph)
- Morph2: Dragon Wind (+ knockback, increased range)
• Draconic Scales (boost physical & spell resistance / duration)
- Morph1: Draconic Might (+ boost weapon damage & critical)
- Morph2: Draconic Power (+ boost spell damage & critical)
• Scorched Earth (flame breath AoE, 180° front arc, set targets on fire)
- Morph1: Ravaged Earth (+ disease damage change, extra disease DoT damage, stamina morph)
- Morph2: Scorched Ground (+ extra lingering ground AoE damage, ground magma effect)
• Dragon Fear (spirit dragon illusion - AoE fear effect)
- Morph1: Dragon Shock (+ reduced damage / duration after fear)
- Morph2: Dragon Fright (illusion talks flight for a larger strafing-ish area, like ghosts)
Ultimate: Empowered Shout (cone AoE damage & disorient)
- Morph1: Thunderous Shout (+ knockback; Fus Ro Dah!)
- Morph2: Empowered Scream (channeled damage, disorient when channel ends/interrupts)
Passives:
• Dragonblessed: increase all DP buff durations
• Greybeard: reduce cost of dragon priest skills
• Dragonsoul: increase healing received for each DP ability slotted
• Painbringer: gain ultimate when damaged
Ardent Flame Specialization:
« PYROMANCER » (flame resist and even more fire; color: yellow/orange!)SpoilerSkills (will also count as Ardent Flame skills for those passives):
• Fireball (basic flame attack, + small burn DoT)
- Morph1: Explosive Fireball (+ explodes on impact, AoE to nearby targets)
- Morph2: Burning Fireball (+ higher and longer lasting DoT)
• Fiery Blasts (two big balls of fire doing random ground AoE; like NPC pyromancers use)
- Morph1: Fiery Bombardment (3 fireballs)
- Morph2: Blazing Blasts (bigger AoEs)
• Flame Shield (damage shield, does low burn damage if struck by melee)
- Morph1: Inferno Shield (+ burn damage AoE around shield on cast)
- Morph2: Flame Sanctuary (+ shield strength increases depending on health lost)
• Fire Rain (channeled AoE, like Scamps use)
- Morph1: Fire Hail (ticks faster, same damage in less time)
- Morph2: Burning Rain (bigger AoE)
• Summon Flame Atronarch (standard red-yellow flames, toggleable)
- Morph1: Summon Fire Atronarch (+ damage, bigger then standard)
- Morph2: Summon Iron Atronarch (+ toughness)
Ultimate: Pillar of Flames (AoE flame DoT, centered around caster, + physical resistance)
- Morph1: Storm of Flames (+ miss chance for attacks against caster)
- Morph2: Pillar of Conflagration (+ extra burning DoT for enemies after leaving AoE)
Passives:
• Flame-Eater: gain flame resistance
• Heart of Fire: reduce cost of pyromancer abilities
• Fuel for the Pyre: gain magica for every enemy killed with fire
• Burning Pain: increase fire attack critical chance
Earthen Heart Specialization:
« GUARDIAN » (earth/lava defensive buffs, AoE standards, color: brown/red)SpoilerSkills (will also count as Earthen Heart skills for those passives):
• Burdening Weight (movement reduction and physical damage if moving anyways / duration)
- Morph1: Oppressive Weight (+ increased duration and damage)
- Morph2: Burdening World (+ AoE area, changes to cast on location)
• Standard of Smoke (Enemy miss chance against any target in large area)
- Morph1: Standard of Mist (+ HoT for every ally in area)
- Morph2: Standard of Ash (+ burn DoT for any enemy entering/in area)
• Volcanic Fumes (AoE around caster, interrupts casting & lowers enemy damage / duration)
- Morph1: Poisonous Fumes (+ disease DoT, stamina morph)
- Morph2: Volcanic Cloud (+ AoE area, changes to cast on location)
• Lava Geyser (creates a pool of DoT molten earth - like flame atronarch but faster)
- Morph1: Flame Geyser (+ DoT fire damage / duration after leaving pool)
- Morph2: Lava Eruption (+ creates two additional pools at random location)
• Standard of Pain (AoE snare and physical DoT while in area, similar to caltrops)
- Morph1: Standard of Harm (+ bleeding DoT in addition to area damage)
- Morph2: Standard of Denial (+ damage increased by enemy in area)
Ultimate: Earthquake (AoE physical damage & chance to disorient each tick)
- Morph1: Violent Earthquake (+ extra damage & chance for knockdown each tick)
- Morph2: Massive Earthquake (+ increased area & duration)
Passives:
• Stoneskin: increase physical defense for every guardian ability slotted
• Grounding: gain shock resistance
• Unbreakable: small chance to ignore CC effects
• Stalward Guardian: health recovery increased for every ally in rangeNECROMANCER
Necromancer
Bone Tyrant Specialization:
« BONE LORD » (buffs, disease damage, color: cyan/green)SpoilerSkills (will also count as Bone Tyrant skills for those passives):
• Bone Dart (shoots projectile that does magical damage and taunts opponent)
- Morph1: Corpse Dart (+disease damage & extra DoT, stamina morph)
- Morph2: Bone Lance (+ knockback)
• Dire Burial (sink target in ground for unbreakable CC, target cannot be attacked while buried)
- Morph1: Mass Burial (+ affect up to three targets)
- Morph2: Entombment (+ slowly drains all resources while entombed)
• Tainted Weapons (add disease damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Vile Weapons (+ attacks increase duration)
- Morph2: Tainted Armaments (+ damage increased against low health targets)
• Tomb Curse (magical disease DoT / duration, CA)
- Morph1: Tomb Affliction (+ spread to nearby enemies when effect ends - like W Growing Swarm)
- Morph2: Mummies Curse (+ lowers targets damage and health while active)
• Undead Fortitude (reduce all damage taken / duration, except fire)
- Morph1: Undead Resiliance (+ immunity to fear, stun; extra resistance to cold, disease, poison)
- Morph2: Deathless Fortitude (+ if reduced to 0 HP while active, stay alive until duration ends)
Ultimate: Bone Storm (wide range AoE, does magical damage and snare, CA)
- Morph1: Grave Storm (+ physical damage & extra disease DoT)
- Morph2: Bone Hurricane (+ miss chance for all ranged attacks within AoE)
Passives:
• Plaguemonger: bonus disease damage when bone lord skill slotted
• Bone Daddy: reduce cost of Bone Lord skills
• Rot Resilliance: gain disease resistance
• Bad to the Bone: gain ultimate whevener enemy dies within range
Grave Lord Specialization:
« GRAVESINGER » (death magic and undead summoning; color: cyan/blue)SpoilerSkills (will also count as Grave Lord skills for those passives):
• Spectral Grasp (area snare, dodgeable, like lich)
- Morph1: Spectral Hold (+immobilize, then snare, like NPC necromancers)
- Morph2: Cursed Grasp (+ DoT, like undead death curse)
• Raise Undead (summon one skeleton, duration, CA)
- Morph1: Raise Corpse (summon zombie, +special attacks – punch, vomit)
- Morph2: Army of Undead (summon 3 weak skeletons)
• Empower Undead (buff to all undead pets damage & health, channeled, interruptable)
- Morph1: Fortify Undead (+duration & damage resistance)
- Morph2: Imbue Undead (+gain heath from your undead pets attacks)
• Animate Dead (summon one strong undead, Ra-netu, duration, CA)
- Morph1: Animate Flesh (summon small Flesh Atronarch)
- Morph2: Animate Bones (Summon Bone Colossus)
• Undead Wall (creates wall of zombies that blocks ranged attacks and snares enemies in range, CA)
- Morph1: Revenant Wall (+ wall also does physical damage to snared enemies)
- Morph2: Undead Fortress (+ damage resistance while caster is within range of wall)
Ultimate: Undead Guard (summon two draugr warrior allies / duration, CA)
- Morph1: Undead Army (summon four draugr warriors)
- Morph2: Grave Guard (summon two strong draugr lords warriors)
Passives:
• Graverobber: increase duration of undead pets by number of corpses consumed / summon
• Army of Darkness: reduce Gravesinger skill cost
• Corpselord: all common zombie/skeleton type mobs become non-hostile (yellow)
• Necropotence: gain extra magica when necromancer pets are active
Living Death Specialization:
« SOULBINDER » (defensive buffs, lifedrain, ghost magic, color: cyan/purple)SpoilerSkills (will also count as Living Death skills for those passives):
• Weaken Spirit (reduce target HP / duration, like Pulsar)
- Morph1: Weaken Soul (+ reduce target spell and weapon damage)
- Morph2: Wrack Spirit (+ magic DoT)
• Drain Strength (channeled, interruptable, do magic damage, gain magica)
- Morph1: Drain Life (+ also gain health)
- Morph2: Drain Power (+ reduce target spell damage for duration)
• Guardian Wisps (summon random number of wisp pets that intercept enemy spells)
- Morph1: Guardian Spirits (+ chance of intercepted spell being reflected)
- Morph2: Devouring Wisps (+ gain health per spell intercepted)
• Spirit Blast (like Mannimarco but smaller, two-tier AoE strike)
- Morph1: Spirit Bombardment (+area, Mannimarco sized)
- Morph2: Soul Blast (ignores some spell resistance)
• Soul Cage (like the Lich spell, heals caster for any damage done)
- Morph1: Soul Prison (+duration)
- Morph2: Etheral Cage (+area)
Ultimate: Ghostform (transform into blue spirit, increase spell defense & CC/Interrupt immunity, CA)
- Morph1: Wraithform (+physical defense; purple spirit)
- Morph2: Soulform (+magica recovery; golden spirit)
Passives:
• Spiritualist: reduce cost of soulbinder skills
• Soul Render: do bonus damage against enemies affected by necromancer abilities
• Ghostlord: all common ghost/spirit type mobs become non-hostile (yellow)
• Deathmonger: any time an enemy dies within range, gain damage buffNIGHTBLADE
Assassination Specialization:
« ASSASSIN » (melee support & assorted murder-magic; color: red-purple)SpoilerSkills (will also count as Assassination skills for those passives):
• Flash Bomb (AoE centered on caster, blinds enemies in area / duration)
- Morph1: Smoke Bomb (+ dense red-black smoke cloud, enemy attacks into have 50% miss)
- Morph2: Toxic Bomb (+ thin purple smoke cloud, DoT poison damage, stamina morph)
• Lethal Mine (place magical trap that does explosion AoE magic damage when triggered)
- Morph1: Lethal Trap (+ immobilize / duration)
- Morph2: Acid Mine (+ damage becomes poison, lowers physical resistance, stamina morph)
• Protective Charm (damage shield vs. magic attacks)
- Morph1: Barrier Charm (+ damage shield vs everything)
- Morph2: Protective Talisman (+ chance to reflect magical attack back at caster)
• Debilitating Dart (blowpipe dart, magic damage, slow & reduce health recovery)
- Morph1: Debilitating Powder (shorter range but cone AoE attack)
- Morph2: Venomous Dart (+ damage becomes poison, additional DoT, stamina morph)
• Celerity (greatly increased movement speed and CC/snare/stun immunity)
- Morph1: Physical Celerity (+ increased stamina regeneration & weapons damage)
- Morph2: Mental Celerity (+ increased magica regeneration & spell damage)
Ultimate: Touch of Sithis (very long duration bleeding DoT & healing reduction, melee range)
- Morph1: Kiss of Sithis (+ reduced defenses while effect active)
- Morph2: Curse of Sithis (+ chance to spread to nearby enemies if purged or target dies)
Passives:
• Hidden Danger: gain bonus to stealth if Assassin skill slotted
• Contract Killer: decrease cost of Assassin skills
• Lethal Strikes: increase critical rating
• Backstabber: add damage for all attacks to the enemies rear
Shadow Specialization:
« ILLUSIONIST » (illusion summoning, mind magic; color: red/black - NPC illusionist)SpoilerSkills (will also count as Shadow skills for those passives):
• Paralyze (stun for duration)
- Morph1: Confuse (+ decreased damage after stun ends)
- Morph2: Debiliate (+ snare after stun ends)
• Distracting Visions (reduce target damage & give chance to miss with attack / duration)
- Morph1: Cursed Visions (+ DoT)
- Morph2: Horrifying Visions (+ chance to freeze in panic for a sec every sec / duration)
• Fright Strike (ranged attack that ignores some damage resistance)
- Morph1: Fright Blast (+ AoE damage around target)
- Morph2: Panic Strike (+ fear effect after hit / short duration)
• Sanctuary (damage shield, strength dependent on total caster health)
- Morph1: Shadow Sanctuary (shield strength increased by number of nearby enemies)
- Morph2: Midnight Sanctuary (enemies who strike shield have a chance to suffer blind effect)
• Phantasm (summon shadowy melee attack pet, duration)
- Morph1: Phantasmal Beast (+ extra toughness)
- Morph2: Phantasmal Wraith (+ extra damage)
Ultimate: Chaotic World (ground AoE, random effect on those within each sec, fear, stun, blind, etc.)
- Morph1: Chaotic Trap (+ DoT while in field)
- Morph2: Chaotic Presence (AoE moves with caster)
Passives:
• Illusion Master: reduce illusionist ability costs
• Fata Morgana: increase illusionist ability duration
• Perfect Illusion: reduce enemy spell resistance against illusion abilities
• Chaos Mage: gain ultimate for every illusion ability cast
Siphoning Specialization:
« BLOOD MAGE » (lifedrain, debuffs; color: shades of red, bright arterial and vein-blueish)SpoilerSkills (will also count as Siphoning skills for those passives):
• Bleeder Curse (adds bleed to any physical damage suffered by target / duration)
- Morph1: Hemorrhage Curse (+ causes one bleed effect to start immediately)
- Morph2: Bleeder Hex (+ lowers physical damage from target)
• Hungry Weapons (add lifedrain damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Starved Weapons (+attacks increase duration)
- Morph2: Hungry Armaments (+damage increased against low health targets)
• Blood Magic (toggle, while active any lifedrain heals also restore some extra mana)
- Morph1: Splatter Magic (+ minor AoE heals to nearby allies from any lifedrain heal effect)
- Morph2: Blood Shield (+ gain small damage shield when using lifedrain attack)
• Blood Armor (gain damage shield, strength depending on HP lost)
- Morph1: Bleeding Armor (+ damage shield restores on damage taken / duration)
- Morph2: Blood Armaments (+ additional weapon damage / duration, stamina morph)
• Bloodfire (does DoT magic damage, when HT goes below 25%, does double damage)
- Morph1: Heartfire (+ increased duration)
- Morph2: Bloodblast (+ explodes for AoE damage if killed while active)
Ultimate: Blood Wraith (summon bloody spirit pet to fight for you / duration)
- Morph1: Vampire Wraith (+ damage done by wraith heals caster)
- Morph2: Blood Golem (+ pet gains strength per corpse in are when summoned, physical damage)
Passives:
• Hemomancer: reduce cost for all blood mage skills
• Lifeblood: gain HP for each blood mage skill slotted
• Vein Control: reduce damage from bleeding effects
• Bloodlust: gain spell damage / duration when recently killed an enemySORCERER
Daedric Summoning Specialization:
« SUMMONER » (daedric magic and summoning; color: blue-orange)SpoilerSkills (will also count as Daedric Summoning skills for those passives):
• Oblivion Flame (opens portal to let through a cone oblivion attack, range like DK Fiery Breath)
- Morph1: Oblivion Flash (+ increase range, but change from cone to narrow line attack)
- Morph2: Soulrending Flame (+ additional DoT)
• Portal Trap (cast trap on location, when entered will immobilize with tentacles from portal)
- Morph1: Portal Hazard (+ oblivion DoT while snared as the tentacles get nasty)
- Morph2: Lingering Trap (+ reset after duration, moving to a random nearby location)
• Cursed Weapons (add oblivion damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Bewitched Weapons (+ attacks increase duration)
- Morph2: Cursed Armaments (+ damage increased against low health targets)
• Oblivion Gate (summons gate that spawns a banekin that will be replaced if gate is active)
- Morph1: Oblivion Portal (gate spawns two banekin)
- Morph2: Daedric Gate (gate spawns a fire scamp)
• Portal Slash (opens a portal in a nearby targets spot, doing hefty oblivion damage)
- Morph1: Portal Pierce (+ greatly increased range, but less damage)
- Morph2: Gateway Slash (+ larger portal able to cover a front 120° arc, but less range)
Ultimate: Summoning Ritual (summons Ogryn to fight for you / duration)
- Morph1: Greater Summoning Ritual (summons two Ogryns)
- Morph2: Advanced Summoning Ritual (summons Daedroth)
Passives:
• Bargaining: reduce cost of summoner abilities
• Dark Contracts: summoned pets abilities are boosted
• Daedric Conduit: increase spell damage while pets are active
• Oblivions Due: gain magica when nearby enemies die while pets are active
Dark Magic Specialization:
« WARLOCK » (arcane magic; color: purple-black, like NPC warlocks)SpoilerSkills (will also count as Dark Magic skills for those passives):
• Eldritch Bolt (magic damage projectile, adds healing reduction)
- Morph1: Doom Bolt (+ increased damage vs. low HP opponents)
- Morph2: Eldritch Volley (+ three bolts, like Reflective Light)
• Spellfire (magic bolt from sky, splitoff three attacks on impact, like NPC Warlocks)
- Morph1: Cursed Spellfire (+ lingering magic DoT for any foes hit)
- Morph2: Empowered Spellfire (+ splitoff six sub-attacks on impact)
• Arcane Cloud (AoE hazard, magic damage & slow, like caltrops)
- Morph1: Cursed Cloud (+ effect persists / duration after leaving AoE)
- Morph2: Arcane Hex (+ severely reduce target spell defense while in AoE)
• Eldritch Burst (release surge of magic damage AoE around caster)
- Morph1: Cursed Burst (+ DoT for all targets hit)
- Morph2: Eldritch Wave (+ pushback for all targets hit)
• Arcane Ward (ground AoE, reduces enemy magic attack damage against allies inside)
- Morph1: Arcane Barrier (+ reduces physical attack damage)
- Morph2: Eldritch Ward (+ increases ally magica regeneration )
Ultimate: Eldritch Hail (large ground AoE, multiple random dodgeable magic strikes - Witchmother!)
- Morph1: Cursed Hail (+ snare and reduced spell resistance on hit)
- Morph2: Eldritch Storm (+ low DoT cloud over whole AoE in addition to strikes)
Passives:
• Thaumaturge: lower cost of Warlock abilities
• Arcane Knowledge: increase magica recovery
• Witchcraft: increase pure magic damage
• Magica Absorbtion: gain magica when damaged by magic
Storm Calling Specialization:
« ELECTROMANCER » (melee support & buff magic; color: blue-white)SpoilerSkills (will also count as Storm Calling skills for those passives):
• Shock Bolt (lightning projectile, does damage and lowers spell resistance)
- Morph1: Shock Blast (+ AoE damage around target)
- Morph2: Electro Bolt (+ snare)
• Lightning Blades (adds lightning damage to caster and nearby allies, like DK molten W.)
- Morph1: Shocking Blades (+attacks increase duration)
- Morph2: Lightning Armaments (+damage increased against low health targets)
• Lightning Blitz (gap closer teleport and AoE shock damage, like NPCs)
- Morph1: Shocking Blitz (+ AoE range & disorient chance on attack)
- Morph2: Lightning Ambush (+ increased defense & movement speed after attack)
• Thunderstrike (fan lightning attack, like NPC thundermaul but faster)
- Morph1: Thundershock (+ snare)
- Morph2: Stormstrike (+ knockback, stamina morph)
• Mystic Protection (all direct-target ranged attacks have miss chance / duration)
- Morph1: Mystic Shield (+ increased physical resistance)
- Morph2: Etheric Protection (miss chance doubled)
Ultimate: Thunderbolt (high damage singe file AoE shock strike hitting all targets in its path)
- Morph1: Dire Thunderbolt (does extra damage to targets affected by elemental effects)
- Morph2: Chain Thunderbolt (wider AoE path allowing for more targets struck)
Passives:
• Energizer: electromancer abilities cost less to use
• Stormproof: gain shock resistance per electromancer ability slotted
• Overcharged: increase all shock damage
• Tempest: gain ultimate for successfully blocking spellsTEMPLAR
Aedric Spear Specialization:
« CRUSADER » (melee support and aura-style buff magic; color: white/gold – holy light)SpoilerSkills (will also count as Aedric Spear skills for those passives):
• Radiant Aura (AoE light aura around crusader increasing stealth detection / duration)
- Morph1: Blessed Aura (+ spell resistance for caster & allies in aura)
- Morph2: Radiant Flash (insta-effect larger AoE stealth auto-reveal & blinds enemies)
• Blessed Smite (summon spiritual rod melee strike for splash AoE damage, like mini-dawnbreaker)
- Morph1: Holy Smite (+ extra damage against undead and daedra)
- Morph2: Blessed Smash (+ knockback, stamina morph)
• Crusader Aura (caster AoE aura, weapon damage buff for all allies in aura range)
- Morph1: Fanatic Aura (+ magica & stamina regeneration boost)
- Morph2: Paladin Aura (+ HP regeneration & healing received boost)
• Blessed Weapons (add magic damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Sanctified Weapons (+attacks increase duration)
- Morph2: Blessed Armaments (+damage increased against low health targets)
• Divine Light (DoT magic damage AoE aura around caster, + enemy miss chance in aura)
- Morph1: Holy Light (+ extra damage vs. undead & daedra)
- Morph2: Divine Flare (+ miss chance persists / duration after leaving aura)
Ultimate: Divine Wrath (Pillar of Divine Flames, high single-target DoT & snare)
- Morph1: Holy Wrath (+ extra damage against undead and daedra)
- Morph2: Divine Punishment (less initial damage, but AoE explosion & knockdown when DoT ends)
Passives:
• Divine Favor: reduce crusader ability costs
• Enduring Faith: increase crusader ability duration
• Holy War: increase critical strike chance
• Judgement: casting a crusader ability restores stamina
Dawn’s Wrath Specialization:
« WITCH HUNTER » (counterspells, spell resistance/shields, silencing; color: purple/red)SpoilerSkills (will also count as Dawn’s Wrath skills for those passives):
• Spirit Shackles (immobilize and magica drain, broken by any other damage)
- Morph1: Spirit Chains (+ snare after shackles broken/end)
- Morph2: Soul Shackles (+ magica DoT after shackles broken/end)
• Purge Curse (removes all harmful effects from target, DoTs, debuffs, etc...)
- Morph1: Deny Curse (+ gives immunity to harmful magic effects / duration)
- Morph2: Purge Magic (+ also removes beneficial effects, shields, buffs, pets, etc...)
• Spell Shield (increases spell resistance)
- Morph1: Mystic Shield (+ added physical resistance)
- Morph2: Spell Mirror (+ reflects first spell cast back on caster)
• Chant of Silence (prevents spellcasting for a short duration)
- Morph1: Stroke of Silence (+ damage if cast at spellcasting target)
- Morph2: Chant of Muteness (+ stuns if cast at spellcasting target)
• Magebane (damage after duration depending on target magica use while effect active)
- Morph1: Empowered Magebane (+extra base damage irregardless of magica use)
- Morph2: Overcharged Magebane (damage dealt as AoE explosion)
Ultimate: Negate Magic (yes, -exactly- the one the sorcerors have too, just color-shifted)
- Morph1: Suppression Field (as sorceror)
- Morph2: Absorption Field (as sorceror)
Passives:
• Spiritual Fortitude: add spell resistance
• Inquisitor: reduce cost for witch-hunter abilities
• Fervor: gain magicka every time damaged by a spell
• Injunction: increase witch-hunter abilities duration
Restoring Light Specialization:
« PILGRIM » (buff magic and healing support; color: yellow/green)SpoilerSkills (will also count as Restoring Light skills for those passives):
• Divine Blessing (damage & spell resistance buff to self and nearby allies)
- Morph1: Divine Protection (+ small chance for enemy spells to reflect)
- Morph2: Holy Blessing (+ duration refresh chance at suffering damage)
• Weaken (debuff enemies attack damage / duration)
- Morph1: Harm (+ DoT)
- Morph2: Wither (+ also reduce enemies movement and defense)
• Purify (heal over time, purge one negative status effect)
- Morph1: Quick Purify (+ ticks faster)
- Morph2: Mass Purify (+ affects 3 allies)
• Sanctity (become immune to all attacks but cannot attack / duration, cost increases per recast)
- Morph1: Blessed Sanctity (+ heal over time)
- Morph2: Enduring Sanctity (+ increased duration)
• Sanctified Ground (ground AoE, allies increase all resource regeneration in area)
- Morph1: Sanctified Soil (increased area)
- Morph2: Holy Ground (+undead and daedra take DoT in area)
Ultimate: Deliverance (summons divine spirit which will take half damage for caster & auto-taunt)
- Morph1: Wrathful Deliverance (+ spirit attack increased depending on caster lost HP)
- Morph2: Blessed Deliverance (+ spirit defense increased depending on caster lost HP)
Passives:
• Pious: pilgrim abilities cost less
• Benevolence: increase all healing per pilgrim ability slotted
• Aedric Favor: boost magica recovery when casting a pilgrim ability
• Divine Investure: add minor buff to any ally healed or blessed by pilgrimWARDEN
Animal Companions Specialization:
« RANGER » (animal summoning and nature magic; color: brown/green)SpoilerSkills (will also count as Animal Companions skills for those passives):
• Animal Friend (make normal animals non-hostile, toggleable)
- Morph1: Nature Friend (+ also works on nature mobs like Spriggans, Lurchers, etc.)
- Morph2: Animal Ally (+ chance to have any nearby animal NPC temporarily help if in combat)
• Wolf Trap (much like the traps some rouge NPCs use, damage & immobilize/duration, stamina)
- Morph1: Poisoned Trap (+ poison DoT)
- Morph2: Bear Trap (+ snare after immobilizing ends and increased damage)
• Poisoned Weapons (add poison damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Envenomed Weapons (+attacks increase duration)
- Morph2: Poisoned Armaments (+damage increased against low health targets)
• Call of the Wild: summons one creature to fight for you / duration, dependent on area)
- Morph1: Call of the Pack (summon two creatures)
- Morph2: Call of the Beast (summon strong creature)
• Campsite (ground AoE, increases resource recovery for all allies in area)
- Morph1: Warded Campsite (+ increase resistance)
- Morph2: Trapped Campsite (+ immobilizing traps vs. enemies around perimeter)
Ultimate: Summon Swarm (AoE centered around target, DoT and spell interrupt / duration)
- Morph1: Summon Hive (+ duration)
- Morph2: Poisonous Swarm (+ extra poison DoT after swarm ends)
Passives:
• Woodrunner: add running speed
• Animal Mastery: add HP & damage to summoned creature(s)
• Tracker: increase detection range vs. other stealth
• Master Hunter: bonus damage against beasts (including werewolves!)
Green Balance Specialization:
« SHAMAN » (nature magic, totems, summons; color: shades of green)SpoilerSkills (will also count as Green Balance skills for those passives):
• Coiled Lash (spectral ranged attack, like NPC shamans use)
- Morph1: Spirit Lash (+ ignores some defense)
- Morph2: Coiled Blast (AoE explosion on hit, doing damage to nearby enemies)
• Grasping Vines (like the Strangler AoE attack, AoE damage and snare while in area)
- Morph1: Thorny Vines (+ snare/duration after leaving area)
- Morph2: Grasping Roots (increased area)
• Pollen Cloud (like the Lurchers use, AoE damage)
- Morph1: Poisonous Pollen (+ extra poison DoT)
- Morph2: Irritating Pollen (+ reduced damage / duration)
• Protective Totem (like NPC Shamans use; +resistance AoE, but stun if totem destroyed)
- Morph1: Fortified Totem (no stun if totem destroyed)
- Morph2: Vengeful Totem (DoT for enemies within totem area)
• Floral Blast (cone AoE damage, like the Spriggans use, but stronger)
- Morph1: Toxic Blast (+ DoT)
- Morph2: Floral Gust (+ minor knockback)
Ultimate: Call on Nature (summon strong Nature Lurcher, like in that Greenshade quest)
- Morph1: Call on Spring (summon strong Rain Lurcher, self-healing)
- Morph2: Call on Summer (summon strong Fire Lurcher, flame AoE damage aura)
Passives:
• Naturalist: resistance to poison and disease
• Wilderness Totem: increase spell damage while in totem area
• Deep Roots: increase shaman ability durations
• Nature’s Blessing: gain ultimate every time activating a shaman ability
Winter’s Embrace Specialization:
« CRYOMANCER » (ice magic, color: white/clear - NPC cryomancer)SpoilerSkills (will also count as Winter’s Embrace skills for those passives):
• Frost Touch (DoT & slow, like Ghosts use but faster cast)
- Morph1: Freezing Touch (+ freeze / duration, then normal effect)
- Morph2: Frost Throw (extended range, iceicle throw animation)
• Ice Wall (like the NPCs use, blocks/intercepts ranged attacks)
- Morph1: Frost Wall (+ cold aura around wall, doing DoT to any enemies nearby)
- Morph2: Ice Fortress (+ wall also adds to physical resistance while staying nearby)
• Icy Weapons (add cold damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Freezing Weapons (+attacks increase duration)
- Morph2: Icy Armaments (+damage increased against low health targets)
• Winters Breath (fan shaped area frost attack, like DK fire breath, but ice)
- Morph1: Freezing Breath (+ lower weapon damage on hit / duration)
- Morph2: Winters Wind (+ minor pushback)
• Ice Spikes (random four AoE slow & DoT spots around caster, like the frost atronatrch)
- Morph1: Ice Pillar (one spike with larger AoE, freeze chance if hit by ice in AoE, like ice ogres)
- Morph2: Ice Cage (like warmages use, icy ring around caster, high DoT when stepping on it)
Ultimate: Summon Ice Wraith (strong version, duration)
- Morph1: Summon Winter Wraith (+ cold AoE aura on wraith)
- Morph2: Summon Frost Atronarch (big, strong, cold and nasty)
Passives:
• Winters Grasp: adds additional weak slow or snare effect to all cold attacks
• Cold Blooded: increases cold damage resistance
• Chilled to the Bone: frost attacks ignore some spell resistance
• Frozen Word: increases all cold damage
Another possible idea was to not only have an added skill line with its own flavor of visual effects, but maybe even morph the existing effects to match.
So for example if a sorceror goes electromancer, their dark magic and daedric spells might be color-shifted to lightning-blue, and if they turn warlock, their lightning may turn purple instead of white-blue, or a nightblade going assassin would have their reddish effects recolored to something darker and night-murder-like, or if they go blood mage the effects get arterial red and vein blue... that sort of stuff. For more visual goodieness and varietee between classes.
Perhaps even morph the spell effects to some degree... like, for summoned armor might look somewhat daedric on normal sorc, something dark-magic-ish crystalline on warlock, even more daedric on summoner, or lightning-crackling on electromancer, etc.
That idea might perhaps take a bit too much coding to be viable though... I'd be happy with pure color shifts.
...of course, all those quick ideas are just very rough "proof of concept" ideas, without much consideration but character fluff. I merely tried to give some options for how "advanced skill lines" could be done, nothing else - It's supposed to be more for added character diversity then anything else after all. And I had to rework them a lot from the first "class morph" version of the idea with the introduction of the new classes, shift some ideas around, add more to compensate... just saying, it is an example of what might be doable, nothing more, and if these ideas were to ever be implemented in some way, I would expect a lot of reworkings.
The skills itself are also just rough concepts - some I am quite happy with, others I feel might benefit from more thought and ideas... but it's a start I suppose, a proof of concept kind of notion, something like that... with ample room for refinement and reworking. That is also the reason I did not assign any values to the effects – that would be where the balancing comes in, how much any skill might cost for how strong an effect, how much benefit a passive might gain, etc.
(also note that many of those I "borrowed" from existing mobs without knowing the actual in-game name of the abilities, just by remembering what I could from the time some mob used them unsuccessfully against one of my characters, so please, don't get too hung up on the names I used here, all right?)
In any case, since more diversity is always something I would love to see... much more fun having more choices in realizing your "perfect" character, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose anyhow, so adding more active skills only increases a characters choices, not exactly their power...
Darkenarlol wrote: »that amount of effort in main post...ouch
you've done an awesome job here
you ideas looks cool and remind me of PoE subclasses -
role enhancement with further diversity which is great...
but imagining for even a second the amount of pvp
scrubs whine on forums if it is implemented makes me cry
The specializations would just be expanding the class skills - in exactly the same manner.So... these specializations would be one or the other between Stamina/health or Magicka?
People will always whine about something.Darkenarlol wrote: »scrubs whine on forums if it is implemented makes me cry
People that don't want this in the game clearly shouldn't be playing an MMO.
So if someone has a critical thought about this idea they should take a hike and abandon playing MMORPGs? If that is the case then please plug your ears.
While there are some interesting ideas presented much of it seems like rework of what is already there. Sorc summoning is a great example. So some imagination here and there but mostly just a thinly viel of what exists today.
Beyond that, Zos is challenged enough managing what we have now. Adding another layer will just make things worse going from one update to the next. I think it is best for Zos to figure out how to manage the current game before making more complex.
Again, some interesting thoughts but I do not think the game is in a place where it can handle anything more complex.
GW2 did a similar thing to theirs so they dident have to keep adding new classes and it works very well.
TheShadowScout wrote: »I have been positing a version of this before, but now put in the effort to rework it a lot after the appearance of the necromancers... updating and prettyfying the whole concept which I still think would be pretty nifty for ESO (but then I would, wouldn't I?)
Anyways, here it goes (please don't hurt me):
Personally I -still- would think the best way to add more "classes" is not just adding classes, which might be fine for those only now starting their ESO experience, but would be a great vexation for all of us who have been faithfully playing since launch back in 2014... both for the annoyance of having to make yet another alt just to enjoy any new classiness, and for the aggravation of finding a new class that would have made so much more sense for this or that beloved main character of ours...
...but instead, to add some way to diversify our existing classes into new ones, much like the old D&D "prestige classes", basically upgrading the base class into an "advanced" version, an option which thus would be available for -everyone- no matter if they have been playing for years or just made their very first character.
The basic idea is to give each class the option to "specialize" in one of their base class skill lines, adding a new "advanced" skill line in matching flavor to the base skill line selected to specialize in, while changing the class designation into a "advanced class" version dependent on the specialization picked. This would give all base classes three different "flavor" choices as depicted by the three different class skill lines; this selection should of course be possible to redo just like skill morphs or vampirism/werewolf selections (though as with them, any new choices would need their skills maxed from the beginning)
These specializations could become simply available to choose at completion of some checkpoint quest, perhaps becoming available after completing the main storyline... or possibly only after doing cadwells silver... to reward people who do play through that – which would also give people the whole of cadwells gold and all the DLCs to focus on training up this new skill line since in my experience that was the point where I had maxed all my basic class and guild skills on most of my characters...
It would of course also be a possible and interesting idea to not just unlock the option automatically, but... require a little quest to find a "masterclass" teacher, since I think it actually would be great if one had to follow a "find the right trainer" quest to upgrade ones basic class to any of those advanced classes, which might make a nifty addition to ESO, could be a whole small guild-sized DLC... not even needing its own fullsize region, it could be a DLC that adds several locations all over the place to go and search for that master... a hidden assassin training facility in some lonely alik’r mountain fortress; a secluded mage school in an separate oblivion plane, a cathedral to the divines standing proud at the cyrodil border, a practice arena run by descendants of the imperial akaviri (perhaps even in an instanced cloud ruler temple!), a shaman gathering place in the heart of skyrim woodlands, a necromancer coven hiding in some deserted crypt... something like those ideas anyhow. Even better, it could be a whole questline that starts in basic regions, and follows the rumors to that place! Like, asking for a summoning teacher in your fractions capitals mages guild to start the questline, getting referred to a sorcerous instructor at shad astula, following the next step towards a hermit on the summerset isles before finding the summoner archmage in clockwork city… or ask for an assassin trainer in your factions capitals outlaw refugee, get sent to a infamous assassin in the alik’r deserts, following the next step towards a morag tong killer in vvardenfell before finding the retired shadowscale grandmaster in murkmire... with several sidequests and trials along the way as each of the NPCs requires you to do some favor for them "to prove your worth" before they would give you the information that leads to the next? I am thinking something similar to the "prequel" questings here...
It might also be possible to do this as a package deal. Like... have one questline dependent on each basic class, and choices with diverting paths, and depending on how your character goes through the questing might determine your available class morph... also possibly with factions, side with this one, gain this morph at the end of the questline, side with that one, gain that morph... et cetera.
Or a combination of both... the "follow the rumors" type of questline, but with most of the NPCs of a more "class-specialization-neutral" persuasion, and each of the sidequests coming with a choice, with the nature of your choices deciding which masterclass trainer you finally get referred to by the final NPC. Several sidequests, each time you have to decide between two or more skill lines related options… the one you pick most will be the one you get the masterclass trainer address? Like puzzles with multiple solution options... (if your nightblade avoids the guard by stealth = assassin point, if forging a latter to draw them from their post = illusionist point, if drugging their wine with vampire blood = bloodmage point, etc.) or "pick which opponent you want to fight or what item you want to pick up" selections? Stuff like that anyhow...
It might be a bit too much to ask, but it definitely would be more interesting if this concept came with some questing to unlock new options (though I suppose hardcore PvPlayers might hate it... but then ZOS could always sell insta-class-specialization tokens in the crown store, just like for vampire or werewolf...)
Some possibilities:DRAGONKNIGHT
Draconic Power Specialization:
« DRAGON PRIEST » (offensive self buffs & warcries; color: yellow/blue)SpoilerSkills (will also count as Draconic Power skills for those passives):
• Battle Cry (self-only weapon damage buff)
- Morph1: War Cry (+ stamina regeneration buff)
- Morph2: Battle Wail (+ fear AoE for short duration)
• Dragon Blow (180° front AoE magic damage; DK wing flap animation)
- Morph1: Dragon Slash (+ Bleed DoT, damage changes to physical, stamina morph)
- Morph2: Dragon Wind (+ knockback, increased range)
• Draconic Scales (boost physical & spell resistance / duration)
- Morph1: Draconic Might (+ boost weapon damage & critical)
- Morph2: Draconic Power (+ boost spell damage & critical)
• Scorched Earth (flame breath AoE, 180° front arc, set targets on fire)
- Morph1: Ravaged Earth (+ disease damage change, extra disease DoT damage, stamina morph)
- Morph2: Scorched Ground (+ extra lingering ground AoE damage, ground magma effect)
• Dragon Fear (spirit dragon illusion - AoE fear effect)
- Morph1: Dragon Shock (+ reduced damage / duration after fear)
- Morph2: Dragon Fright (illusion talks flight for a larger strafing-ish area, like ghosts)
Ultimate: Empowered Shout (cone AoE damage & disorient)
- Morph1: Thunderous Shout (+ knockback; Fus Ro Dah!)
- Morph2: Empowered Scream (channeled damage, disorient when channel ends/interrupts)
Passives:
• Dragonblessed: increase all DP buff durations
• Greybeard: reduce cost of dragon priest skills
• Dragonsoul: increase healing received for each DP ability slotted
• Painbringer: gain ultimate when damaged
Ardent Flame Specialization:
« PYROMANCER » (flame resist and even more fire; color: yellow/orange!)SpoilerSkills (will also count as Ardent Flame skills for those passives):
• Fireball (basic flame attack, + small burn DoT)
- Morph1: Explosive Fireball (+ explodes on impact, AoE to nearby targets)
- Morph2: Burning Fireball (+ higher and longer lasting DoT)
• Fiery Blasts (two big balls of fire doing random ground AoE; like NPC pyromancers use)
- Morph1: Fiery Bombardment (3 fireballs)
- Morph2: Blazing Blasts (bigger AoEs)
• Flame Shield (damage shield, does low burn damage if struck by melee)
- Morph1: Inferno Shield (+ burn damage AoE around shield on cast)
- Morph2: Flame Sanctuary (+ shield strength increases depending on health lost)
• Fire Rain (channeled AoE, like Scamps use)
- Morph1: Fire Hail (ticks faster, same damage in less time)
- Morph2: Burning Rain (bigger AoE)
• Summon Flame Atronarch (standard red-yellow flames, toggleable)
- Morph1: Summon Fire Atronarch (+ damage, bigger then standard)
- Morph2: Summon Iron Atronarch (+ toughness)
Ultimate: Pillar of Flames (AoE flame DoT, centered around caster, + physical resistance)
- Morph1: Storm of Flames (+ miss chance for attacks against caster)
- Morph2: Pillar of Conflagration (+ extra burning DoT for enemies after leaving AoE)
Passives:
• Flame-Eater: gain flame resistance
• Heart of Fire: reduce cost of pyromancer abilities
• Fuel for the Pyre: gain magica for every enemy killed with fire
• Burning Pain: increase fire attack critical chance
Earthen Heart Specialization:
« GUARDIAN » (earth/lava defensive buffs, AoE standards, color: brown/red)SpoilerSkills (will also count as Earthen Heart skills for those passives):
• Burdening Weight (movement reduction and physical damage if moving anyways / duration)
- Morph1: Oppressive Weight (+ increased duration and damage)
- Morph2: Burdening World (+ AoE area, changes to cast on location)
• Standard of Smoke (Enemy miss chance against any target in large area)
- Morph1: Standard of Mist (+ HoT for every ally in area)
- Morph2: Standard of Ash (+ burn DoT for any enemy entering/in area)
• Volcanic Fumes (AoE around caster, interrupts casting & lowers enemy damage / duration)
- Morph1: Poisonous Fumes (+ disease DoT, stamina morph)
- Morph2: Volcanic Cloud (+ AoE area, changes to cast on location)
• Lava Geyser (creates a pool of DoT molten earth - like flame atronarch but faster)
- Morph1: Flame Geyser (+ DoT fire damage / duration after leaving pool)
- Morph2: Lava Eruption (+ creates two additional pools at random location)
• Standard of Pain (AoE snare and physical DoT while in area, similar to caltrops)
- Morph1: Standard of Harm (+ bleeding DoT in addition to area damage)
- Morph2: Standard of Denial (+ damage increased by enemy in area)
Ultimate: Earthquake (AoE physical damage & chance to disorient each tick)
- Morph1: Violent Earthquake (+ extra damage & chance for knockdown each tick)
- Morph2: Massive Earthquake (+ increased area & duration)
Passives:
• Stoneskin: increase physical defense for every guardian ability slotted
• Grounding: gain shock resistance
• Unbreakable: small chance to ignore CC effects
• Stalward Guardian: health recovery increased for every ally in rangeNECROMANCER
Bone Tyrant Specialization:
« BONE LORD » (buffs, disease damage, color: cyan/green)SpoilerSkills (will also count as Bone Tyrant skills for those passives):
• Bone Dart (shoots projectile that does magical damage and taunts opponent)
- Morph1: Corpse Dart (+disease damage & extra DoT, stamina morph)
- Morph2: Bone Lance (+ knockback)
• Dire Burial (sink target in ground for unbreakable CC, target cannot be attacked while buried)
- Morph1: Mass Burial (+ affect up to three targets)
- Morph2: Entombment (+ slowly drains all resources while entombed)
• Tainted Weapons (add disease damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Vile Weapons (+ attacks increase duration)
- Morph2: Tainted Armaments (+ damage increased against low health targets)
• Tomb Curse (magical disease DoT / duration, CA)
- Morph1: Tomb Affliction (+ spread to nearby enemies when effect ends - like W Growing Swarm)
- Morph2: Mummies Curse (+ lowers targets damage and health while active)
• Undead Fortitude (reduce all damage taken / duration, except fire)
- Morph1: Undead Resiliance (+ immunity to fear, stun; extra resistance to cold, disease, poison)
- Morph2: Deathless Fortitude (+ if reduced to 0 HP while active, stay alive until duration ends)
Ultimate: Bone Storm (wide range AoE, does magical damage and snare, CA)
- Morph1: Grave Storm (+ physical damage & extra disease DoT)
- Morph2: Bone Hurricane (+ miss chance for all ranged attacks within AoE)
Passives:
• Plaguemonger: bonus disease damage when bone lord skill slotted
• Bone Daddy: reduce cost of Bone Lord skills
• Rot Resilliance: gain disease resistance
• Bad to the Bone: gain ultimate whevener enemy dies within range
Grave Lord Specialization:
« GRAVESINGER » (death magic and undead summoning; color: cyan/blue)SpoilerSkills (will also count as Grave Lord skills for those passives):
• Spectral Grasp (area snare, dodgeable, like lich)
- Morph1: Spectral Hold (+immobilize, then snare, like NPC necromancers)
- Morph2: Cursed Grasp (+ DoT, like undead death curse)
• Raise Undead (summon one skeleton, duration, CA)
- Morph1: Raise Corpse (summon zombie, +special attacks – punch, vomit)
- Morph2: Army of Undead (summon 3 weak skeletons)
• Empower Undead (buff to all undead pets damage & health, channeled, interruptable)
- Morph1: Fortify Undead (+duration & damage resistance)
- Morph2: Imbue Undead (+gain heath from your undead pets attacks)
• Animate Dead (summon one strong undead, Ra-netu, duration, CA)
- Morph1: Animate Flesh (summon small Flesh Atronarch)
- Morph2: Animate Bones (Summon Bone Colossus)
• Undead Wall (creates wall of zombies that blocks ranged attacks and snares enemies in range, CA)
- Morph1: Revenant Wall (+ wall also does physical damage to snared enemies)
- Morph2: Undead Fortress (+ damage resistance while caster is within range of wall)
Ultimate: Undead Guard (summon two draugr warrior allies / duration, CA)
- Morph1: Undead Army (summon four draugr warriors)
- Morph2: Grave Guard (summon two strong draugr lords warriors)
Passives:
• Graverobber: increase duration of undead pets by number of corpses consumed / summon
• Army of Darkness: reduce Gravesinger skill cost
• Corpselord: all common zombie/skeleton type mobs become non-hostile (yellow)
• Necropotence: gain extra magica when necromancer pets are active
Living Death Specialization:
« SOULBINDER » (defensive buffs, lifedrain, ghost magic, color: cyan/purple)SpoilerSkills (will also count as Living Death skills for those passives):
• Weaken Spirit (reduce target HP / duration, like Pulsar)
- Morph1: Weaken Soul (+ reduce target spell and weapon damage)
- Morph2: Wrack Spirit (+ magic DoT)
• Drain Strength (channeled, interruptable, do magic damage, gain magica)
- Morph1: Drain Life (+ also gain health)
- Morph2: Drain Power (+ reduce target spell damage for duration)
• Guardian Wisps (summon random number of wisp pets that intercept enemy spells)
- Morph1: Guardian Spirits (+ chance of intercepted spell being reflected)
- Morph2: Devouring Wisps (+ gain health per spell intercepted)
• Spirit Blast (like Mannimarco but smaller, two-tier AoE strike)
- Morph1: Spirit Bombardment (+area, Mannimarco sized)
- Morph2: Soul Blast (ignores some spell resistance)
• Soul Cage (like the Lich spell, heals caster for any damage done)
- Morph1: Soul Prison (+duration)
- Morph2: Etheral Cage (+area)
Ultimate: Ghostform (transform into blue spirit, increase spell defense & CC/Interrupt immunity, CA)
- Morph1: Wraithform (+physical defense; purple spirit)
- Morph2: Soulform (+magica recovery; golden spirit)
Passives:
• Spiritualist: reduce cost of soulbinder skills
• Soul Render: do bonus damage against enemies affected by necromancer abilities
• Ghostlord: all common ghost/spirit type mobs become non-hostile (yellow)
• Deathmonger: any time an enemy dies within range, gain damage buffNIGHTBLADE
Assassination Specialization:
« ASSASSIN » (melee support & assorted murder-magic; color: red-purple)SpoilerSkills (will also count as Assassination skills for those passives):
• Flash Bomb (AoE centered on caster, blinds enemies in area / duration)
- Morph1: Smoke Bomb (+ dense red-black smoke cloud, enemy attacks into have 50% miss)
- Morph2: Toxic Bomb (+ thin purple smoke cloud, DoT poison damage, stamina morph)
• Lethal Mine (place magical trap that does explosion AoE magic damage when triggered)
- Morph1: Lethal Trap (+ immobilize / duration)
- Morph2: Acid Mine (+ damage becomes poison, lowers physical resistance, stamina morph)
• Protective Charm (damage shield vs. magic attacks)
- Morph1: Barrier Charm (+ damage shield vs everything)
- Morph2: Protective Talisman (+ chance to reflect magical attack back at caster)
• Debilitating Dart (blowpipe dart, magic damage, slow & reduce health recovery)
- Morph1: Debilitating Powder (shorter range but cone AoE attack)
- Morph2: Venomous Dart (+ damage becomes poison, additional DoT, stamina morph)
• Celerity (greatly increased movement speed and CC/snare/stun immunity)
- Morph1: Physical Celerity (+ increased stamina regeneration & weapons damage)
- Morph2: Mental Celerity (+ increased magica regeneration & spell damage)
Ultimate: Touch of Sithis (very long duration bleeding DoT & healing reduction, melee range)
- Morph1: Kiss of Sithis (+ reduced defenses while effect active)
- Morph2: Curse of Sithis (+ chance to spread to nearby enemies if purged or target dies)
Passives:
• Hidden Danger: gain bonus to stealth if Assassin skill slotted
• Contract Killer: decrease cost of Assassin skills
• Lethal Strikes: increase critical rating
• Backstabber: add damage for all attacks to the enemies rear
Shadow Specialization:
« ILLUSIONIST » (illusion summoning, mind magic; color: red/black - NPC illusionist)SpoilerSkills (will also count as Shadow skills for those passives):
• Paralyze (stun for duration)
- Morph1: Confuse (+ decreased damage after stun ends)
- Morph2: Debiliate (+ snare after stun ends)
• Distracting Visions (reduce target damage & give chance to miss with attack / duration)
- Morph1: Cursed Visions (+ DoT)
- Morph2: Horrifying Visions (+ chance to freeze in panic for a sec every sec / duration)
• Fright Strike (ranged attack that ignores some damage resistance)
- Morph1: Fright Blast (+ AoE damage around target)
- Morph2: Panic Strike (+ fear effect after hit / short duration)
• Sanctuary (damage shield, strength dependent on total caster health)
- Morph1: Shadow Sanctuary (shield strength increased by number of nearby enemies)
- Morph2: Midnight Sanctuary (enemies who strike shield have a chance to suffer blind effect)
• Phantasm (summon shadowy melee attack pet, duration)
- Morph1: Phantasmal Beast (+ extra toughness)
- Morph2: Phantasmal Wraith (+ extra damage)
Ultimate: Chaotic World (ground AoE, random effect on those within each sec, fear, stun, blind, etc.)
- Morph1: Chaotic Trap (+ DoT while in field)
- Morph2: Chaotic Presence (AoE moves with caster)
Passives:
• Illusion Master: reduce illusionist ability costs
• Fata Morgana: increase illusionist ability duration
• Perfect Illusion: reduce enemy spell resistance against illusion abilities
• Chaos Mage: gain ultimate for every illusion ability cast
Siphoning Specialization:
« BLOOD MAGE » (lifedrain, debuffs; color: shades of red, bright arterial and vein-blueish)SpoilerSkills (will also count as Siphoning skills for those passives):
• Bleeder Curse (adds bleed to any physical damage suffered by target / duration)
- Morph1: Hemorrhage Curse (+ causes one bleed effect to start immediately)
- Morph2: Bleeder Hex (+ lowers physical damage from target)
• Hungry Weapons (add lifedrain damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Starved Weapons (+attacks increase duration)
- Morph2: Hungry Armaments (+damage increased against low health targets)
• Blood Magic (toggle, while active any lifedrain heals also restore some extra mana)
- Morph1: Splatter Magic (+ minor AoE heals to nearby allies from any lifedrain heal effect)
- Morph2: Blood Shield (+ gain small damage shield when using lifedrain attack)
• Blood Armor (gain damage shield, strength depending on HP lost)
- Morph1: Bleeding Armor (+ damage shield restores on damage taken / duration)
- Morph2: Blood Armaments (+ additional weapon damage / duration, stamina morph)
• Bloodfire (does DoT magic damage, when HT goes below 25%, does double damage)
- Morph1: Heartfire (+ increased duration)
- Morph2: Bloodblast (+ explodes for AoE damage if killed while active)
Ultimate: Blood Wraith (summon bloody spirit pet to fight for you / duration)
- Morph1: Vampire Wraith (+ damage done by wraith heals caster)
- Morph2: Blood Golem (+ pet gains strength per corpse in are when summoned, physical damage)
Passives:
• Hemomancer: reduce cost for all blood mage skills
• Lifeblood: gain HP for each blood mage skill slotted
• Vein Control: reduce damage from bleeding effects
• Bloodlust: gain spell damage / duration when recently killed an enemySORCERER
Daedric Summoning Specialization:
« SUMMONER » (daedric magic and summoning; color: blue-orange)SpoilerSkills (will also count as Daedric Summoning skills for those passives):
• Oblivion Flame (opens portal to let through a cone oblivion attack, range like DK Fiery Breath)
- Morph1: Oblivion Flash (+ increase range, but change from cone to narrow line attack)
- Morph2: Soulrending Flame (+ additional DoT)
• Portal Trap (cast trap on location, when entered will immobilize with tentacles from portal)
- Morph1: Portal Hazard (+ oblivion DoT while snared as the tentacles get nasty)
- Morph2: Lingering Trap (+ reset after duration, moving to a random nearby location)
• Cursed Weapons (add oblivion damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Bewitched Weapons (+ attacks increase duration)
- Morph2: Cursed Armaments (+ damage increased against low health targets)
• Oblivion Gate (summons gate that spawns a banekin that will be replaced if gate is active)
- Morph1: Oblivion Portal (gate spawns two banekin)
- Morph2: Daedric Gate (gate spawns a fire scamp)
• Portal Slash (opens a portal in a nearby targets spot, doing hefty oblivion damage)
- Morph1: Portal Pierce (+ greatly increased range, but less damage)
- Morph2: Gateway Slash (+ larger portal able to cover a front 120° arc, but less range)
Ultimate: Summoning Ritual (summons Ogryn to fight for you / duration)
- Morph1: Greater Summoning Ritual (summons two Ogryns)
- Morph2: Advanced Summoning Ritual (summons Daedroth)
Passives:
• Bargaining: reduce cost of summoner abilities
• Dark Contracts: summoned pets abilities are boosted
• Daedric Conduit: increase spell damage while pets are active
• Oblivions Due: gain magica when nearby enemies die while pets are active
Dark Magic Specialization:
« WARLOCK » (arcane magic; color: purple-black, like NPC warlocks)SpoilerSkills (will also count as Dark Magic skills for those passives):
• Eldritch Bolt (magic damage projectile, adds healing reduction)
- Morph1: Doom Bolt (+ increased damage vs. low HP opponents)
- Morph2: Eldritch Volley (+ three bolts, like Reflective Light)
• Spellfire (magic bolt from sky, splitoff three attacks on impact, like NPC Warlocks)
- Morph1: Cursed Spellfire (+ lingering magic DoT for any foes hit)
- Morph2: Empowered Spellfire (+ splitoff six sub-attacks on impact)
• Arcane Cloud (AoE hazard, magic damage & slow, like caltrops)
- Morph1: Cursed Cloud (+ effect persists / duration after leaving AoE)
- Morph2: Arcane Hex (+ severely reduce target spell defense while in AoE)
• Eldritch Burst (release surge of magic damage AoE around caster)
- Morph1: Cursed Burst (+ DoT for all targets hit)
- Morph2: Eldritch Wave (+ pushback for all targets hit)
• Arcane Ward (ground AoE, reduces enemy magic attack damage against allies inside)
- Morph1: Arcane Barrier (+ reduces physical attack damage)
- Morph2: Eldritch Ward (+ increases ally magica regeneration )
Ultimate: Eldritch Hail (large ground AoE, multiple random dodgeable magic strikes - Witchmother!)
- Morph1: Cursed Hail (+ snare and reduced spell resistance on hit)
- Morph2: Eldritch Storm (+ low DoT cloud over whole AoE in addition to strikes)
Passives:
• Thaumaturge: lower cost of Warlock abilities
• Arcane Knowledge: increase magica recovery
• Witchcraft: increase pure magic damage
• Magica Absorbtion: gain magica when damaged by magic
Storm Calling Specialization:
« ELECTROMANCER » (melee support & buff magic; color: blue-white)SpoilerSkills (will also count as Storm Calling skills for those passives):
• Shock Bolt (lightning projectile, does damage and lowers spell resistance)
- Morph1: Shock Blast (+ AoE damage around target)
- Morph2: Electro Bolt (+ snare)
• Lightning Blades (adds lightning damage to caster and nearby allies, like DK molten W.)
- Morph1: Shocking Blades (+attacks increase duration)
- Morph2: Lightning Armaments (+damage increased against low health targets)
• Lightning Blitz (gap closer teleport and AoE shock damage, like NPCs)
- Morph1: Shocking Blitz (+ AoE range & disorient chance on attack)
- Morph2: Lightning Ambush (+ increased defense & movement speed after attack)
• Thunderstrike (fan lightning attack, like NPC thundermaul but faster)
- Morph1: Thundershock (+ snare)
- Morph2: Stormstrike (+ knockback, stamina morph)
• Mystic Protection (all direct-target ranged attacks have miss chance / duration)
- Morph1: Mystic Shield (+ increased physical resistance)
- Morph2: Etheric Protection (miss chance doubled)
Ultimate: Thunderbolt (high damage singe file AoE shock strike hitting all targets in its path)
- Morph1: Dire Thunderbolt (does extra damage to targets affected by elemental effects)
- Morph2: Chain Thunderbolt (wider AoE path allowing for more targets struck)
Passives:
• Energizer: electromancer abilities cost less to use
• Stormproof: gain shock resistance per electromancer ability slotted
• Overcharged: increase all shock damage
• Tempest: gain ultimate for successfully blocking spellsTEMPLAR
Aedric Spear Specialization:
« CRUSADER » (melee support and aura-style buff magic; color: white/gold – holy light)SpoilerSkills (will also count as Aedric Spear skills for those passives):
• Radiant Aura (AoE light aura around crusader increasing stealth detection / duration)
- Morph1: Blessed Aura (+ spell resistance for caster & allies in aura)
- Morph2: Radiant Flash (insta-effect larger AoE stealth auto-reveal & blinds enemies)
• Blessed Smite (summon spiritual rod melee strike for splash AoE damage, like mini-dawnbreaker)
- Morph1: Holy Smite (+ extra damage against undead and daedra)
- Morph2: Blessed Smash (+ knockback, stamina morph)
• Crusader Aura (caster AoE aura, weapon damage buff for all allies in aura range)
- Morph1: Fanatic Aura (+ magica & stamina regeneration boost)
- Morph2: Paladin Aura (+ HP regeneration & healing received boost)
• Blessed Weapons (add magic damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Sanctified Weapons (+attacks increase duration)
- Morph2: Blessed Armaments (+damage increased against low health targets)
• Divine Light (DoT magic damage AoE aura around caster, + enemy miss chance in aura)
- Morph1: Holy Light (+ extra damage vs. undead & daedra)
- Morph2: Divine Flare (+ miss chance persists / duration after leaving aura)
Ultimate: Divine Wrath (Pillar of Divine Flames, high single-target DoT & snare)
- Morph1: Holy Wrath (+ extra damage against undead and daedra)
- Morph2: Divine Punishment (less initial damage, but AoE explosion & knockdown when DoT ends)
Passives:
• Divine Favor: reduce crusader ability costs
• Enduring Faith: increase crusader ability duration
• Holy War: increase critical strike chance
• Judgement: casting a crusader ability restores stamina
Dawn’s Wrath Specialization:
« WITCH HUNTER » (counterspells, spell resistance/shields, silencing; color: purple/red)SpoilerSkills (will also count as Dawn’s Wrath skills for those passives):
• Spirit Shackles (immobilize and magica drain, broken by any other damage)
- Morph1: Spirit Chains (+ snare after shackles broken/end)
- Morph2: Soul Shackles (+ magica DoT after shackles broken/end)
• Purge Curse (removes all harmful effects from target, DoTs, debuffs, etc...)
- Morph1: Deny Curse (+ gives immunity to harmful magic effects / duration)
- Morph2: Purge Magic (+ also removes beneficial effects, shields, buffs, pets, etc...)
• Spell Shield (increases spell resistance)
- Morph1: Mystic Shield (+ added physical resistance)
- Morph2: Spell Mirror (+ reflects first spell cast back on caster)
• Chant of Silence (prevents spellcasting for a short duration)
- Morph1: Stroke of Silence (+ damage if cast at spellcasting target)
- Morph2: Chant of Muteness (+ stuns if cast at spellcasting target)
• Magebane (damage after duration depending on target magica use while effect active)
- Morph1: Empowered Magebane (+extra base damage irregardless of magica use)
- Morph2: Overcharged Magebane (damage dealt as AoE explosion)
Ultimate: Negate Magic (yes, -exactly- the one the sorcerors have too, just color-shifted)
- Morph1: Suppression Field (as sorceror)
- Morph2: Absorption Field (as sorceror)
Passives:
• Spiritual Fortitude: add spell resistance
• Inquisitor: reduce cost for witch-hunter abilities
• Fervor: gain magicka every time damaged by a spell
• Injunction: increase witch-hunter abilities duration
Restoring Light Specialization:
« PILGRIM » (buff magic and healing support; color: yellow/green)SpoilerSkills (will also count as Restoring Light skills for those passives):
• Divine Blessing (damage & spell resistance buff to self and nearby allies)
- Morph1: Divine Protection (+ small chance for enemy spells to reflect)
- Morph2: Holy Blessing (+ duration refresh chance at suffering damage)
• Weaken (debuff enemies attack damage / duration)
- Morph1: Harm (+ DoT)
- Morph2: Wither (+ also reduce enemies movement and defense)
• Purify (heal over time, purge one negative status effect)
- Morph1: Quick Purify (+ ticks faster)
- Morph2: Mass Purify (+ affects 3 allies)
• Sanctity (become immune to all attacks but cannot attack / duration, cost increases per recast)
- Morph1: Blessed Sanctity (+ heal over time)
- Morph2: Enduring Sanctity (+ increased duration)
• Sanctified Ground (ground AoE, allies increase all resource regeneration in area)
- Morph1: Sanctified Soil (increased area)
- Morph2: Holy Ground (+undead and daedra take DoT in area)
Ultimate: Deliverance (summons divine spirit which will take half damage for caster & auto-taunt)
- Morph1: Wrathful Deliverance (+ spirit attack increased depending on caster lost HP)
- Morph2: Blessed Deliverance (+ spirit defense increased depending on caster lost HP)
Passives:
• Pious: pilgrim abilities cost less
• Benevolence: increase all healing per pilgrim ability slotted
• Aedric Favor: boost magica recovery when casting a pilgrim ability
• Divine Investure: add minor buff to any ally healed or blessed by pilgrimWARDEN
Animal Companions Specialization:
« RANGER » (animal summoning and nature magic; color: brown/green)SpoilerSkills (will also count as Animal Companions skills for those passives):
• Animal Friend (make normal animals non-hostile, toggleable)
- Morph1: Nature Friend (+ also works on nature mobs like Spriggans, Lurchers, etc.)
- Morph2: Animal Ally (+ chance to have any nearby animal NPC temporarily help if in combat)
• Wolf Trap (much like the traps some rouge NPCs use, damage & immobilize/duration, stamina)
- Morph1: Poisoned Trap (+ poison DoT)
- Morph2: Bear Trap (+ snare after immobilizing ends and increased damage)
• Poisoned Weapons (add poison damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Envenomed Weapons (+attacks increase duration)
- Morph2: Poisoned Armaments (+damage increased against low health targets)
• Call of the Wild: summons one creature to fight for you / duration, dependent on area)
- Morph1: Call of the Pack (summon two creatures)
- Morph2: Call of the Beast (summon strong creature)
• Campsite (ground AoE, increases resource recovery for all allies in area)
- Morph1: Warded Campsite (+ increase resistance)
- Morph2: Trapped Campsite (+ immobilizing traps vs. enemies around perimeter)
Ultimate: Summon Swarm (AoE centered around target, DoT and spell interrupt / duration)
- Morph1: Summon Hive (+ duration)
- Morph2: Poisonous Swarm (+ extra poison DoT after swarm ends)
Passives:
• Woodrunner: add running speed
• Animal Mastery: add HP & damage to summoned creature(s)
• Tracker: increase detection range vs. other stealth
• Master Hunter: bonus damage against beasts (including werewolves!)
Green Balance Specialization:
« SHAMAN » (nature magic, totems, summons; color: shades of green)SpoilerSkills (will also count as Green Balance skills for those passives):
• Coiled Lash (spectral ranged attack, like NPC shamans use)
- Morph1: Spirit Lash (+ ignores some defense)
- Morph2: Coiled Blast (AoE explosion on hit, doing damage to nearby enemies)
• Grasping Vines (like the Strangler AoE attack, AoE damage and snare while in area)
- Morph1: Thorny Vines (+ snare/duration after leaving area)
- Morph2: Grasping Roots (increased area)
• Pollen Cloud (like the Lurchers use, AoE damage)
- Morph1: Poisonous Pollen (+ extra poison DoT)
- Morph2: Irritating Pollen (+ reduced damage / duration)
• Protective Totem (like NPC Shamans use; +resistance AoE, but stun if totem destroyed)
- Morph1: Fortified Totem (no stun if totem destroyed)
- Morph2: Vengeful Totem (DoT for enemies within totem area)
• Floral Blast (cone AoE damage, like the Spriggans use, but stronger)
- Morph1: Toxic Blast (+ DoT)
- Morph2: Floral Gust (+ minor knockback)
Ultimate: Call on Nature (summon strong Nature Lurcher, like in that Greenshade quest)
- Morph1: Call on Spring (summon strong Rain Lurcher, self-healing)
- Morph2: Call on Summer (summon strong Fire Lurcher, flame AoE damage aura)
Passives:
• Naturalist: resistance to poison and disease
• Wilderness Totem: increase spell damage while in totem area
• Deep Roots: increase shaman ability durations
• Nature’s Blessing: gain ultimate every time activating a shaman ability
Winter’s Embrace Specialization:
« CRYOMANCER » (ice magic, color: white/clear - NPC cryomancer)SpoilerSkills (will also count as Winter’s Embrace skills for those passives):
• Frost Touch (DoT & slow, like Ghosts use but faster cast)
- Morph1: Freezing Touch (+ freeze / duration, then normal effect)
- Morph2: Frost Throw (extended range, iceicle throw animation)
• Ice Wall (like the NPCs use, blocks/intercepts ranged attacks)
- Morph1: Frost Wall (+ cold aura around wall, doing DoT to any enemies nearby)
- Morph2: Ice Fortress (+ wall also adds to physical resistance while staying nearby)
• Icy Weapons (add cold damage to attacks for caster and nearby allies, like DK Molten W.)
- Morph1: Freezing Weapons (+attacks increase duration)
- Morph2: Icy Armaments (+damage increased against low health targets)
• Winters Breath (fan shaped area frost attack, like DK fire breath, but ice)
- Morph1: Freezing Breath (+ lower weapon damage on hit / duration)
- Morph2: Winters Wind (+ minor pushback)
• Ice Spikes (random four AoE slow & DoT spots around caster, like the frost atronatrch)
- Morph1: Ice Pillar (one spike with larger AoE, freeze chance if hit by ice in AoE, like ice ogres)
- Morph2: Ice Cage (like warmages use, icy ring around caster, high DoT when stepping on it)
Ultimate: Summon Ice Wraith (strong version, duration)
- Morph1: Summon Winter Wraith (+ cold AoE aura on wraith)
- Morph2: Summon Frost Atronarch (big, strong, cold and nasty)
Passives:
• Winters Grasp: adds additional weak slow or snare effect to all cold attacks
• Cold Blooded: increases cold damage resistance
• Chilled to the Bone: frost attacks ignore some spell resistance
• Frozen Word: increases all cold damage
Another possible idea was to not only have an added skill line with its own flavor of visual effects, but maybe even morph the existing effects to match.
So for example if a sorceror goes electromancer, their dark magic and daedric spells might be color-shifted to lightning-blue, and if they turn warlock, their lightning may turn purple instead of white-blue, or a nightblade going assassin would have their reddish effects recolored to something darker and night-murder-like, or if they go blood mage the effects get arterial red and vein blue... that sort of stuff. For more visual goodieness and varietee between classes.
Perhaps even morph the spell effects to some degree... like, for summoned armor might look somewhat daedric on normal sorc, something dark-magic-ish crystalline on warlock, even more daedric on summoner, or lightning-crackling on electromancer, etc.
That idea might perhaps take a bit too much coding to be viable though... I'd be happy with pure color shifts.
...of course, all those quick ideas are just very rough "proof of concept" ideas, without much consideration but character fluff. I merely tried to give some options for how "advanced skill lines" could be done, nothing else - It's supposed to be more for added character diversity then anything else after all. And I had to rework them a lot from the first "class morph" version of the idea with the introduction of the new classes, shift some ideas around, add more to compensate... just saying, it is an example of what might be doable, nothing more, and if these ideas were to ever be implemented in some way, I would expect a lot of reworkings.
The skills itself are also just rough concepts - some I am quite happy with, others I feel might benefit from more thought and ideas... but it's a start I suppose, a proof of concept kind of notion, something like that... with ample room for refinement and reworking. That is also the reason I did not assign any values to the effects – that would be where the balancing comes in, how much any skill might cost for how strong an effect, how much benefit a passive might gain, etc.
(also note that many of those I "borrowed" from existing mobs without knowing the actual in-game name of the abilities, just by remembering what I could from the time some mob used them unsuccessfully against one of my characters, so please, don't get too hung up on the names I used here, all right?)
In any case, since more diversity is always something I would love to see... much more fun having more choices in realizing your "perfect" character, especially since the limited number of skills one can actually use at any one time (5+U) makes people having to think and choose anyhow, so adding more active skills only increases a characters choices, not exactly their power...
building a char would become overwhelming, there's enough balance problems with the current variety.
P.S.: why some people quote the op?? especially on a long post like this lol, at least edit in a [snip] or something
And realistically, whilst I get Zos is challenged enough, they aren't going to just stop making new content for the game to work on performance and all of that, despite how many people are vouching for such atm. Perhaps don't give all classes specializations at once, drip them in as things get better and better.
And I don't quite see how you could mistake this with a rework. It's a specialization thing. They're supposed to be similar/share theme with the original skill lines and you get to only pick one of them. It's adding on another layer of customization to our characters, which is not a bad thing any sort of shape or form.
Well, yeah, these are just "proof of concept" ideas. I fully expect that IF the powers that be ever went with something like that specialization idea, they would prolly do things quite differently... still, I di also try and squeeze in a couple things that either seemed logical, or are skills available for NPCs and not PCs (and I always get a bad case of envy in such instances)Sounds interesting, I like the core idea, but the actual skills/passives could use some work.
The thing is... its not a good feeling if you have to "give up" something. And that's why I avoided that consideration, and made it "fourth skill line on top". Because if people had to give up something, it would make them feel bad, and its not a good idea to design a game to make people feel bad, you'd want them to feel good when they gain additional goodies!...and then you had to choose which line you gave up to run a specialisation...
I doubt they would ever remove the CP system - see above for reasons, its never a good idea to take something away from players they have grown to enjoy. And the CP system is realyl neat in an "no expee left behind" kind of way, with providing that warm "ding - your character got better" glow throughout a long time...Rework/Removement fo the CP System and things would be great.
There will always be balance problems. Forever. Doesn't really matter if new ones are brought on by a new item set, or by a new batch of specializations... yes, it would be a tad more work to balance, and require many rebalancings - just like everything has.building a char would become overwhelming, there's enough balance problems with the current variety.
I'd have to agree, its a bit redundent to quote my post here, since its -already- at the top of the discussion...P.S.: why some people quote the op?? especially on a long post like this lol, at least edit in a [snip] or something
Well, I do follow that, and have ideas for other things as well that are not dependent on classes:i like your ideas and effort but i prefer that any added content be not limited by class so that anyone could choose the components they want and thus prefer the specialization through dmg/healing types and armor types which are accessible to everyone instead of class types which are not.
I never suggested Zos should stop making content for the game. This thread is not about that. I thought it would be obvious that Zos having trouble managing what we have now was in relation to this thread which would have to do with balance. I can see now I was not clear enough on that matter.
I did not actually say I thought this was a reword, but suggested it looked more like a rework of what was already there. You question someone mistaking this as a rework and say it is clearly a specialization yet the OP themselves clearly stated in the OP that they had to rework a lot of the base skills. So my statement is accurate and I suggest you go back and read the OP once more in full.