[Collab Suggestion] One-handed and spell weapon skill

hexentb16_ESO
hexentb16_ESO
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Hello everyone! I was just thinking, wouldn't it be cool if there was a one-handed and spell weapon skill added to the game? Instead a typical suggestion however I figured we could make this a collaboration. Please leave your suggestion for what you think would be a good active or passive ability to have in such a weapon skill line in a comment. Do not worry about compatibility with other people's suggestions.

I'd like the skill line to be a "jack-of-all-trades" weapon skill. I'd like it to be able to do a little bit of everything but not as good as the other weapon skill lines...or perhaps it doing that one thing just as well would be okay since it would only be one active and one passive. I'd also like the weapon skill to be appealing to hybrid builds. Maybe add a slotted bonus to the active abilities too? If you're up to the challenge try to make a suggestion that has those three traits.

Categories
1. Defensive
2. Crowd Control
3. Spammable Attack
4. Healing
5. Debuff
6. Buff
7. Mobity
8. Ultimate - Can also be one of the above.

Here's mine.
Spammable Attack
Active Ability

Deadra's Gambit
Launch a quick blast from your spell hand at the target that has a chance to do either physical damage, spell damage or oblivion damage. There is a chance that the blast will backfire doing a % of your max health as damage to yourself but also increase the damage of the next blast by the amount of health lost. The buff from the health lost stacks if you loose health from the blast multiple times in a row.

Slotted Bonus
Adds oblivion damage to your light and heavy attacks equal to % of your max health.

Morph 1
Cost changes to stamina or magika (whicever is higher) and costs less.

Morph 2
The % of health lost and damage boosted is increased.

Notes
Left exact numbers out intentionally. I suggest going with really low percentages to keep it from being too OP. Yes it does oblivion damage but not enough to be OP. Pvp'ers will probably complain about the oblivion damage but those guys complain about silly things like there being too many rocks around enemy keeps in Cyrodil so I wouldn't take them too seriously if the numbers are okay.

Looking forward to your suggestions!
Edited by hexentb16_ESO on October 5, 2020 1:13PM
  • hexentb16_ESO
    hexentb16_ESO
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    Defensive
    Passive

    Protective Ward
    Instead of blocking you channel a ward from your spell hand that grants you a damage shield equal to half your current magika or stamina (whichever has a higher max). Your magika or stamina does not recover while the ward is active.

    Notes
    I tried to make a passive that replaces your block with a damage shield. This damage shield could be really strong and has no cost however it replaces your block putting you at a disadvantage against "must block" mechanics. Because it automatically uses the highest resource its strength depends on how many other abilities you are using. If this passive is used you can't do the max dps your build can do and have a super strong damage shield at the same time.

    Its sort of like that ice staff passive where if you don't pay attention to how you're using it you could end up screwing yourself over.

    Alternatively the block for this weapon skill could just look like a TESV style spell ward instead.
    Edited by hexentb16_ESO on October 5, 2020 8:56PM
  • Scion_of_Yggdrasil
    Scion_of_Yggdrasil
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    Ultimate: Blade Storm
    Conjure multiple bound blades into a vortex around you, dealing X Spell DMG to all targets within 6 meters every second for 8 seconds.
    Morph: Arrow Storm
    Conjure bound bows instead, dealing X Spell DMG to all targets within 10 meters.
    Morph: Blade Vortex
    The vortex spins rapidly, pulling enemies within 8 meters closer every 2 seconds.

    Telekinetic Throw
    Lob your sword at an enemy within X meters and deal X Weapon DMG before telekinetically pulling it back to you.
    Morph: Telekinetic Jump
    Teleport to your target to retrieve your sword instead, dealing X Weapon DMG as you pull it from the target. This ability guarantees critical dmg when you pull the sword from the target.
    Morph: Furious Throw
    You add a spin to your throw, dealing X Weapon DMG to all enemies within 2 meters as it travels to your target and back.

    Magical Blast
    Jam your sword into the ground, releasing elemental energy dealing X Spell DMG
    Morph: Elemental Blast
    This ability now has a special effect depending on your equipped rune: fire burns enemies for X DMG over 4 seconds; lightning stuns enemies for 2 second; ice slows enemies movement speed by 50% for 3 seconds
    Morph: Magical Discharge
    Deals more DMG and pushes enemies within 3 meters 3 meters back.

    Magical Boon
    Enchant your blade for 10 seconds, causing your light and heavy attacks to deal an additional X Spell DMG
    Morph: Elemental Boon
    Now adds a special effect depending on your equipped rune: fire applies a stack of combustion, after 5 stacks the target explodes dealing X Spell DMG to all enemies within 2 meters; lightning arcs out and shocks a nearby enemy dealing X Spell DMG; ice quickly forms on your weapon, dealing bonus Spell DMG based on how long you wait before attacking again. Bonus DMG increases by X every 1 second, with a max of XX DMG after 9 seconds.
    Morph: Hasty Boon
    Your attack speed is also increased by 60%

    Passive: Wandering Blade
    While you have a one handed weapon and rune equipped, your heavy attacks will release magical energy that deals X Spell DMG if your target is out of melee range but within 10 meters.

    Passive: Deadly Caster
    All abilities scale based on your highest offensive resource.
    Edited by Scion_of_Yggdrasil on October 6, 2020 2:30PM
  • hexentb16_ESO
    hexentb16_ESO
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    Morph: Elemental Boon
    Now adds a special effect depending on your equipped rune: fire applies a stack of combustion, after 5 stacks the target explodes dealing X Spell DMG to all enemies within 2 meters; lightning arcs out and shocks a nearby enemy dealing X Spell DMG; ice quickly forms on your weapon, dealing bonus Spell DMG based on how long you wait before attacking again. Bonus DMG increases by X every 1 second, with a max of XX DMG after 9 seconds.

    I really like the idea of an ability that changes depending on an equipped rune.

    Another suggestion based on yours.

    Magician's Will
    Most Catagories
    Blast your enemy with a quick spell from your hand that changes based on the enchantment on your one-handed weapon. This ability becomes a self-cast if your weapon is enchanted with an effect that is self-cast. Effect scales off of and uses your highest resource (stamina or magika).

    Morph 1
    Ability becomes an AOE but gains a cast time.

    Morph 2
    Ability has reduced cost and increases stamina and magika recovery by 5% while slotted.

    Notes
    The effects would be the same as weapon enchanments but scaled up to match the numbers of other similar abilities already in the game. This ability could also be changed to work with an equipped rune instead. The champion points and stats that effect this change depending on what type of spell it becomes. Since this ability draws on the power of a weapon's enchantment I think its strength should also scale depending on the strength of the enchantment. So if we wanted to get the most out of this ability we should use a max strength glyph on our weapon, use the infused weapon trait, and wear the Torug's Pact set.

    Careful attention would need to be paid to the Oblivion damage version of this ability. Pvp'ers would complain about it even existing so the oblivion damage would need to only do as much damage as other abilities after standard pvp resistances are applied.

    Examples
    Glyph of Flame would make the spell launch a fireball.
    Glyph of Hardening would make the spell apply a damage shield to the caster
    Glyph of Crushing would make the spell become a debuff.

    Edited by hexentb16_ESO on October 7, 2020 9:29PM
  • hexentb16_ESO
    hexentb16_ESO
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    Passive:Enhance Armament
    You channel magika and your life essence into your one-handed weapon extending its power further causing its trait to be tripled in strength.

    Note
    I mean, if they only have one one-handed weapon they're only going to have half of the trait stat that they would have other wise. I thought about just making it double but since its using a passive spot anyways might as well give a little extra trait stat.
  • hexentb16_ESO
    hexentb16_ESO
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    Mobility
    Active:Phase Dash
    Cast a quick spell to become ethereal and flash forward a maximum of 15 meters. Activating this ability removes all snares and immobilizations from you and grants immunity to them for 2 seconds.


    Morph 1
    While flashing forward you slash every enemy within your path dealing X damage over 5 seconds.

    Morph 2
    After casting this ability you leave a mark on the ground where you were. Triggering this ability a second time allows you to teleport back to that mark.
  • Reinfarcements
    Reinfarcements
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    I don't have any active or passive skills in mind but I just want a one-handed and spell skill line that scales with magicka/spell damage. Maybe have the Heavy Attack be a ranged channel like the resto and lighting staff, while having the light attacks be melee with the one-handed weapon.
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