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New alteration skill idea.

Kombinator
Kombinator
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Somewhere i saw something like that, but recently i got this one. Skills that are not yet covered by any means.

Ultimate: Telekinetic pull. Deals small damage (1 to 2k.), and pulls ALL enemies in front of the caster.
Morph1: Mocking pull. Taunts all pulled enemies for 15 seconds.
Morph2: Telekinetic Push. Change aoe style to around caster, and push enemies with massive force instead of pulling them. Damage dealt can increase up to 500% depending on distance. Shorter distance deals more damage.

Mage Armor: grants minor, and mayor resolve for 10 seconds. Medium magicka cost.
Morph1: Long Armor. Duration increased to 20 seconds.
Morph2: Strong Armor. Also grants minor, and mayor protection, but duration reduced to 5 second.

Water Walking. 10 second duration. low magicka cost
Morph1: Mount walking. Can cast on mount, and affects mount.
Morph2: Limited levitation. Can't jump while active. Falling speed decreased by 50%, and grants immunity to fall damage.

Extradimensional step. Teleport a short distance forward. (Might be difficult to make) Medium magicka cost. Each use increase magicka cost by 100% for 10 seconds. Can stacked infinitely.
Morph1: Extradimensional jump. Range increased, and teleports to target position instead of forward.
Morph2: Extradimensional displacement. Teleports target to random position away from the caster.

Detect life. For 10 seconds grants "wallhack", and can detect any sneaking, or invisible enemies. (NB would gain serious buff if implemented.) Large magicka cost.
Morph1: Efficient detection. Duration increased for 20 second
Morph2: Detect weakness. While active gain 10% extra critical chance.

Passives:

Mage's defense. Mage armor's resolve gives 5/10% more armor, and spell resistance for each piece of light armor.

Fighter's Power. Mage armor also grants minor/minor+mayor Brutality for 3 seconds for each piece of medium armor.

Bastion's intimidation. While mage armor active each piece of heavy armor increases all taunt effect by 1/2 seconds.

Water Breathing would be nice, but currently pointless since we can't dive.
  • dazee
    dazee
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    Morph 2 of the teleport skill would be deemed useless, make it teleport in the direction you face like the un morphed version but give it some other effect.
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • Carespanker
    Carespanker
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    #NOAOETAUNTS
  • dazee
    dazee
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    #NOAOETAUNTS

    But whatever will we do about the dummies who insist on doing vet DLC dungeons with 10k HP?
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • Wandering_Immigrant
    Wandering_Immigrant
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    Regarding AOE taunts, it comes up a lot. I personally like that ESO only has single target taunts, I think it adds a dimension to tanking here that other MMOs don't have.

    However, I'd be open to an AOE taunt IF it had a short range and an even shorter duration. Say like, a 3 meter cone, 2 second duration.

    This way, a tank who's already good a grouping and paying attention to mobs turning could even better control any situation, but it wouldn't be an easy button as you'd still have to combine it with your single target taunts.

    3 meters means you'd have to already have Everything grouped around you before even thinking about using it (that's 2 meters less than puncture), and you have to react quickly to anything turning to use it before they go out of range.

    2 seconds duration means all you're really doing is interrupting mobs briefly, if they want to wander they still will, after 2 seconds, which is enough time for 2 punctures, so you can prioritize the top 2 targets to tag afterwards.

    Give one morph a 3 second 30% snare after the taunt ends. Other morph increases range by .5 meters per level.

    I'd be ok with that. Doesn't overshadow single target taunting, wouldn't even always be worth slotting, just adds another layer to tanking content where you'll encounter high mob density.
  • Wandering_Immigrant
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    Adding to my above post, it would essentially be a tank-centric CC that ignores CC immunity, and as a taunt would have no conflict with PvP abuse.

    It would have to be coded differently than current taunts to avoid over taunting but that's simple enough. Call it minor taunt, with 15 second taunts becoming major taunt.
  • Ratzkifal
    Ratzkifal
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    Hmm... I don't think I like any of those ideas. Your wallhack is not as powerful as you think, considering we already have skills like that (Expert Hunter, Mage Light), not to mention detection potions that give you a 20m range for your detection.

    AOE taunts are a crutch to bad tanks and useless to good tanks and also take some of the fun and challenge out of the tank role.

    Waterwalking is straight up broken if we consider that the only thing that separates the Dominion from the Pact in Cyrodiil is a river with slaughterfish.

    "Teleport to target position instead of forward" doesn't work, because targetting is always "forward". But I guess it means your range is flexible, which is the only interesting part about it. The other morph is gonna be a mess because it will only result in people getting teleported to locations they were never supposed to be in, like inside walls, underground or perhaps even inside the keep you tried to keep them out of.

    Mage Armor is a bad name. I'd call it Oak or Stoneskin, like the spells we used to have in the other games. The effect is alright considering it does nothing else, but that also makes them quite boring.
    This Bosmer was tortured to death. There is nothing left to be done.
  • regime211
    regime211
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    Kombinator wrote: »
    Somewhere i saw something like that, but recently i got this one. Skills that are not yet covered by any means.

    Ultimate: Telekinetic pull. Deals small damage (1 to 2k.), and pulls ALL enemies in front of the caster.
    Morph1: Mocking pull. Taunts all pulled enemies for 15 seconds.
    Morph2: Telekinetic Push. Change aoe style to around caster, and push enemies with massive force instead of pulling them. Damage dealt can increase up to 500% depending on distance. Shorter distance deals more damage.

    Mage Armor: grants minor, and mayor resolve for 10 seconds. Medium magicka cost.
    Morph1: Long Armor. Duration increased to 20 seconds.
    Morph2: Strong Armor. Also grants minor, and mayor protection, but duration reduced to 5 second.

    Water Walking. 10 second duration. low magicka cost
    Morph1: Mount walking. Can cast on mount, and affects mount.
    Morph2: Limited levitation. Can't jump while active. Falling speed decreased by 50%, and grants immunity to fall damage.

    Extradimensional step. Teleport a short distance forward. (Might be difficult to make) Medium magicka cost. Each use increase magicka cost by 100% for 10 seconds. Can stacked infinitely.
    Morph1: Extradimensional jump. Range increased, and teleports to target position instead of forward.
    Morph2: Extradimensional displacement. Teleports target to random position away from the caster.

    Detect life. For 10 seconds grants "wallhack", and can detect any sneaking, or invisible enemies. (NB would gain serious buff if implemented.) Large magicka cost.
    Morph1: Efficient detection. Duration increased for 20 second
    Morph2: Detect weakness. While active gain 10% extra critical chance.

    Passives:

    Mage's defense. Mage armor's resolve gives 5/10% more armor, and spell resistance for each piece of light armor.

    Fighter's Power. Mage armor also grants minor/minor+mayor Brutality for 3 seconds for each piece of medium armor.

    Bastion's intimidation. While mage armor active each piece of heavy armor increases all taunt effect by 1/2 seconds.

    Water Breathing would be nice, but currently pointless since we can't dive.

    Sorry to break it to you but this game hardly can cast "Current" skills I would save this post for when the game is fixed and runs better at a later date.
  • Ratzkifal
    Ratzkifal
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    My thoughs on this are that an Alteration skill line should be intended primarily for tanks and supports, perhaps acting as a tank version of the fighters and mage's guild lines, but offer something for PvP as well. Here is what I'd put in a line like that.

    Telekinetic Pull: Pulls a target to you and sets them off balance.
    1stMorph is a cheaper version of it making it more spammable and letting NB, Sorc and Templar tanks use a pull that isn't Silver Leash.
    2ndMorph Telekinetic Push: Knocks a target away and stuns them at the end of their flight.

    Burden: Increases stamina costs of player-target's abilities by 10% for 10 seconds. This counts as crowd control and can be broken free of, triggering cc immunity. Can only be affected by one instance of this effect at once. (For reference, ravage stamina poisons last 10.5 seconds and decrease cost by 10% with a cooldown of 10 seconds). Stuns NPCs.
    1st Morph Heavy Burden. Adds a small slow for the duration.
    2nd Morph Burden of Sin: increases magicka cost instead.

    Weather: Applies major breach and fracture to an enemy and all enemies within a certain radius of the target.
    1st Morph: Applies major breach and fracture to an enemy and all enemies within a certain radius of the target and immobilizes them.
    2nd Morph Reduces armor and magic resistance by a % instead of a flat value. (no idea what a balanced number would be here, but that could be figured out through testing. Meant to be an anti-tank skill with the benefit of stacking with fracture and breach for PvE)

    Oakskin: While this ability is slotted increase your max health by 5%. Activate to gain major resolve.
    1stMorph Ironskin: adds minor protection.
    2ndMorph Grahtoak skin: adds flat amount of health recovery when active

    [Here be another skill]
    Possibly detect life but with a twist to make it worth slotting over Magelight and Expert Hunter in some scenarios.

    And as an ultimate it could be mass paralysis. Big green explosion around the caster that stuns everyone in the area after a cast time about the length of Dawnbreaker.
    1st Morph Applies Major maim to all targets in the area.
    2nd Morph Now a well-telegraphed ranged AoE attack.

    Passives would increase resistances for every alteration ability slotted.
    Perhaps increase healing received and block mitigation or other useful stuff.
    This Bosmer was tortured to death. There is nothing left to be done.
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