Vex: Target an enemy with an energy blast up to 28m away, afflicting them with Major Breach and taunting them for 15 seconds.
- Morph 1: Target is also afflicted with Major Fracture for 15 seconds.
- Morph 2: You also gain Minor Heroism, granting you 1 Ultimate every 1.5 seconds for 9 seconds.
Transmute Flesh: Caster alters their flesh into a hardened metal, gaining Minor Resolve for 20 seconds.
- Morph 1: Enemies striking the caster are afflicted with Minor Maim for 12 seconds.
- Morph 2: Reduced cost and caster also gains Minor Expedition for 20 seconds.
Burden: Caster fires a blast of energy in a targeted 8m radius area, dealing X magic damage and snaring all enemies in the area by 30% for 4 seconds.
- Morph 1: Radius increased to 12m.
- Morph 2: Deals significantly less damage, but increases the snare to 70%.
Molt: Caster magically sheds off malignant effects, purging up to 2 negative effects.
- Morph 1: Caster also purges 1 negative effect from a nearby ally.
- Morph 2: Reduced cost and can purge an additional negative effect.
Illuminate: Caster summons a Magelight that occasionally attacks nearby enemies and provides Minor Protection for 25 seconds. Magelight attacks with small blasts of light, dealing X magic damage. (Counts as pet)
- Morph 1: Targets struck by the Magelight are afflicted with Minor Vulnerability for 10 seconds.
- Morph 2: Magelight no longer attacks enemies, but decreases the cost of your active abilities by 3%.
Ultimate (250) - Mass Transmogrify: Caster unleashes a large blast of energy, dealing X magic damage in a 12m radius. Enemies damaged by this ability are afflicted with Major Mangle, lowering their maximum health by 15% for 8 seconds. (Bosses immune to Major Mangle)
- Morph 1: Significantly increases damage dealt.
- Morph 2: The Major Mangle debuff can no longer be purged, but duration is decreased to 4 seconds.
*Just to be clear, the Major Mangle debuff is applied to enemies AFTER the initial damage is dealt.
Unlike other ideas for adding weapons, this one strikes me as actually being plausible for one reason alone: a new staff requires no extra work with regard to weapon appearances.
exeeter702 wrote: »A sound idea. But there really isnt a design space for frost as a damage dealing element without running into redundancies. It cant be as strong single target as fire or have the aoe potential as lighting. Fire covers the the damage over time aspect as well. Frankly, frost just needs to be as it was, as a crowd control element and maybe lean a little more into that strength with its version of clench being the true single target power stun (encased in frost makes more sense than a fire based stun) and have its passives tied to snares and roots in some way while leaving chilled as is.
A dedicated alteration staff skill line adopting the current frost staff block passives would be cool. Burden would conflict with frost wall of elements. Everything else seems reasonable. I'm a fan of the debuff reflect passive.
exeeter702 wrote: »A sound idea. But there really isnt a design space for frost as a damage dealing element without running into redundancies. It cant be as strong single target as fire or have the aoe potential as lighting. Fire covers the the damage over time aspect as well. Frankly, frost just needs to be as it was, as a crowd control element and maybe lean a little more into that strength with its version of clench being the true single target power stun (encased in frost makes more sense than a fire based stun) and have its passives tied to snares and roots in some way while leaving chilled as is.
A dedicated alteration staff skill line adopting the current frost staff block passives would be cool. Burden would conflict with frost wall of elements. Everything else seems reasonable. I'm a fan of the debuff reflect passive.
Good idea.Vercingetorix wrote: »Alteration Staff Skill Line: Magicka Tanking
TheShadowScout wrote: »
Warding Staff
It seems somewhat clumsy to have a destruction staff as a main weapon as magica tank, so… why not give ice back to doing damage and slowing enemies, and make up a completely new weapon for tanky uses? One that uses magicka to block, obviously, and maybe has the taunt heavy attack, or maybe not (since it can get a skill for that).Skills:
• Hex Bolt (magic projectile, does damage, taunt and physical defense)
- Morph1: Hex Volley (+ fires up to three bolts at nearby enemies)
- Morph2: Jinx Bolt (+ snare / duration)
• Empowered Ward (damage shield, recovers shield strength if blocking while active)
- Morph1: Enchanted Ward (+ spell resistance while active)
- Morph2: Empowered Barrier (+ physical resistance while active)
• Burdening Seal (AoE cast at location, snare and reduce spell defense / duration)
- Morph1: Enfeebling Seal (+ reduce physical damage wile in AoE)
- Morph2: Burdening Hex (+ magic DoT while in AoE)
• Warding Enchantment (increase spell resistance / duration)
- Morph1: Protective Enchantment (+ increase physical resistance)
- Morph2: Warding Aura (+ AoE around caster, affecting all allies in range)
• Guardian Wisp (summons a wisp pet that will increase magicka, and deny stealth to enemies)
- Morph1: Avenging Wisp (+ wisp will also launch magic attacks to nearby enemies)
- Morph2: Guardian Spirit (+ spell resistance, wisp is bigger and golden)
Ultimate: Warding Barrier (Large AoE, damage resistance to allies within, blocks enemy entry)
- Morph1: Imbued Barrier (+ resource recovery boots to allies within)
- Morph2: Warding Seal (+ blocks enemy movement out of the area as well, trapping them inside)
Passives:
• Enchantments: increase duration for taunts and debuffs
• Sanctuary: reduced skill cost and lowered blocking cost
• Mystic Power: increase magicka recovery / ward ability slotted
• Hardened Ward: allows to block more damage
• Mana Manipulation: blocked spells have a chance to reflect at the caster
Bradyfjord wrote: »Frost staff could have more identity by elemental focus applying a debuff to resource sustain.
Alteration staff could buff the duration of the user's shield effects with passives.
Vercingetorix wrote: »Bradyfjord wrote: »Frost staff could have more identity by elemental focus applying a debuff to resource sustain.
Alteration staff could buff the duration of the user's shield effects with passives.
It got taken down by the mods earlier, but my original suggestion for making Frost staff a DPS weapon again was to change these passives:
Tri-Focus: Fully-charged Frost Staff Heavy Attacks decrease an enemy's Spell Resistance by 1320 for 10 seconds.
Ancient Knowledge: Equipping a Frost Staff increases your spell critical by 7%.
Alteration becomes the dedicated tanking/utility skill line and Frost staves get a competitive bonus for DPS in line with what Fire and Lightning staves already give. Players looking to get extra penetration and critical can slot a Frost staff and take advantage of the CC that Frost Clench and Blockade can still provide. I'd imagine Frost would be more PvP-centric given these bonuses, but if a player wants to add more critical chance without using Mother's Sorrow or Precise, Frost staves can provide that option.
KillsAllElves wrote: »Get off the staff tanking idea and advocate for a Rune shield (spell) to repel attacks.
This would be a great addition. The more players ask for it, the more likely they are to add alteration staves to the game. Let's hope for the best
ESO_Nightingale wrote: »Wow this is a flurry of love @Vercingetorix. This might inspire ZOS to do something. Alteration Staff for tanking isn't a new concept by any means, but it seems like people are warming up to it.
SilverIce58 wrote: »ESO_Nightingale wrote: »Wow this is a flurry of love @Vercingetorix. This might inspire ZOS to do something. Alteration Staff for tanking isn't a new concept by any means, but it seems like people are warming up to it.
And then hopefully we can make frost staves do increased crit damage.
Taleof2Cities wrote: »So, where is the skill line dedicated to stamina users for healing ... ?
Vercingetorix wrote: »KillsAllElves wrote: »Get off the staff tanking idea and advocate for a Rune shield (spell) to repel attacks.
An Alteration staff is far more lore-friendly than a rune shield. Alteration is the defense school of magic and the assets for staff animations already exist in the game, making it much easier for ZoS to implement. Adding a new skill line is already labor intensive - saving themselves a bit of work with staff assets while still respecting the lore is a win-win for ZoS and the players.
TheShadowScout wrote: »Good idea.Vercingetorix wrote: »Alteration Staff Skill Line: Magicka Tanking
But I would say that, would I not, considering I posted one very much like it in my collected weapon thoughts:
https://forums.elderscrollsonline.com/en/discussion/371862/additional-weapon-skill-ideas-mk-ii/p1TheShadowScout wrote: »
Warding Staff
It seems somewhat clumsy to have a destruction staff as a main weapon as magica tank, so… why not give ice back to doing damage and slowing enemies, and make up a completely new weapon for tanky uses? One that uses magicka to block, obviously, and maybe has the taunt heavy attack, or maybe not (since it can get a skill for that).Skills:
• Hex Bolt (magic projectile, does damage, taunt and physical defense)
- Morph1: Hex Volley (+ fires up to three bolts at nearby enemies)
- Morph2: Jinx Bolt (+ snare / duration)
• Empowered Ward (damage shield, recovers shield strength if blocking while active)
- Morph1: Enchanted Ward (+ spell resistance while active)
- Morph2: Empowered Barrier (+ physical resistance while active)
• Burdening Seal (AoE cast at location, snare and reduce spell defense / duration)
- Morph1: Enfeebling Seal (+ reduce physical damage wile in AoE)
- Morph2: Burdening Hex (+ magic DoT while in AoE)
• Warding Enchantment (increase spell resistance / duration)
- Morph1: Protective Enchantment (+ increase physical resistance)
- Morph2: Warding Aura (+ AoE around caster, affecting all allies in range)
• Guardian Wisp (summons a wisp pet that will increase magicka, and deny stealth to enemies)
- Morph1: Avenging Wisp (+ wisp will also launch magic attacks to nearby enemies)
- Morph2: Guardian Spirit (+ spell resistance, wisp is bigger and golden)
Ultimate: Warding Barrier (Large AoE, damage resistance to allies within, blocks enemy entry)
- Morph1: Imbued Barrier (+ resource recovery boots to allies within)
- Morph2: Warding Seal (+ blocks enemy movement out of the area as well, trapping them inside)
Passives:
• Enchantments: increase duration for taunts and debuffs
• Sanctuary: reduced skill cost and lowered blocking cost
• Mystic Power: increase magicka recovery / ward ability slotted
• Hardened Ward: allows to block more damage
• Mana Manipulation: blocked spells have a chance to reflect at the caster