Lets be honest, the next update changes alot and instead of whining and being sad for the nerfs
https://www.elderscrollsonline.com/en-us/news/post/57025
i foudn changes like bound armaments and growing swarm quite enjoyable! so lets stamina-ify some other skills shall we?
here is a list of changes to specefic skills that might sound good or are good ideas
dragonknight:
morph:
hardened armor, it provides a damage shield, changing this to a stamina ability realy represents the "hardened" part of the ability, make the description for example:
Release your inner dragon to gain Major Resolve and Major Ward, increasing your Physical Resistance and Spell Resistance by 5280 for 20 seconds. You gain a damage shield that absorbs 30% hp on self, up to 5000, you gain minor protection for x seconds, why replace the low shield whit a 30% and cap and the dmg redistribution whit minor protection? becouse the templar has a pasive giving 3/6 seconds of that buff upon activating a aedric spear skill (if the correct passives are filled whit skillpoints)
sorcerer:
morphs:
restraining prison, this is a morph used for tanks to pin npcs to the ground (immobilization), it grants major vitality and immobilization this duration is increased up to 6 for enemys affected, making this stamina would be "showing the resolve of a warrrior protecting his group walking for ward as enemys bash his face in"
daedric curse, haunting curse and daedric prey in my opinion should all scale based on your highest offencive stat
mages wrath: this is the most unused sorcerer skill i know of, since endless fury is way better, however it can easily be adjusted to a stamina skill, it will then be changed to a stamina costing ability, the vicuals could be changed but not neccecairy (i think), the description will start whit "channel your physical power in a destructive blast, dealing xxxx damage to the enemy affected, enemys under 20% get stuck by a blast of energy dealing xxxx damageand xxxx to enemys around the initial target and affecting enemys hit by the area-of-effect and the initial blast itself whit minor weakness (a buff i made up reducing stamina recovery by 8%)" why the selfmade buff? think about it, this would be a good ability for players that use a bow utilizing sorcerer
nightblade:
morph:
cripple, crippling gasp and debilitate should in my opinion have their damage done based on your highest offensive stat, change the minor magicka steal to minor sapping (yes another selfmade skill i came up whit, it heals for 150 magicka and stamina per second wile active on atleast 1 enemy, enemys affected wont increase this buff but instead if a different enemy dies/gets healed/time runs out then the effect stays active due to you having more then 1 enemy affected), should all enemys in the field that were affected die/get healed/time runs out, then the effect will presist for 3 seconds? i donot know if its a smart idea for a presisting effect but ideas are ideas
templar:
morph:
solar barage: should deal damage based on your highest offensive stat in my opinion, you empower your arms whit empowerment wile the overdose of sunlight spills out of your body
warden:
morph:
i dont like saying it becouse i love the skill but it makes sence thechnicaly
ice fortress: gain minor protection upon use? it makes me think about mountain climbers enduring the cold, the rest is yours to think about and realizing why it should cost stamina
necromancer:
morph:
boneyard, avid boneyard and unnerving boneyard should deal damage based on the highest offencive stat, either xxxx frost damage (magicka and spell damage) or xxxx disease damage ( stamina and weapon damage)
for the costs? i dont know what so ill keep it at magicka, the reason why i treat this skill as a soultrap split thingy we got in scalebreaker?, if youre frozen its ofcourse a mage using the cold air of a boneyard to spook the enemy, but when a stamina user uses this id think he woudl summon corpses that are decaying away or spreading diseases or something, and as some of you might know, a dead body that decays stinks alot and if handled whitoud care can get you sick
remote totem, becouse you create an idol of bones and then trow it away, since trowing away an idol/totem/statuette it will cost stamina, i am sure where this one comes from, but it realisticly makes sence
spirit mender: this ability should scale whit your highest offencive ability too in my opinion, you are sacrificing your own life force (magicka/stamina) to temporarily grant life to a being of undead origins wich makes sence becouse necromances dont just play whit dead beings, they also sacrifice parts of themselves and their ethernal souls
my conclusion? despite the many typos i might make and my previous insomnia improvised topic, instead of roasting the developers, lets look towards an eso where mistakes are minimum, and even then some of the changes arrent bad at all, infact theyre good, having more options for stamina players is an absolut must and it does me joy to see its being worked on so this is why i came up whit the ideas
yes i had a topic i NEED removed as soon as possible, and to make sure it stays as much in the past as possible, i wont provide a link and i hereby ask those that respond to it not to search it and/or post it here
i need to know if there should be anyt changes made to the ideas
and what better way to find out then to ask the comunity?
i used the following sources to write this:
eso (duh)
https://eso-skillbook.com/https://www.elderscrollsonline.com/en-us/news/post/57025
the authors of eso skillbook deserve a praise for their handywork, wich litteraly is handy, i mean if i open up steams background browser i could just use it to browse to the skillbook and search the skills and read the available info should i be unable to see the frames (sometimes my gme bugs out and i am unsure what happens, but thats a topic already being woked on (i guess))
i hope my dyslectia didnt made it too hard to read
may you all have a good day