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Class concept - "Witch-Doctor

SjornParadox52
SjornParadox52
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Been doing some brainstorming for awhile about a sort of witch doctor type class, being a fusion between the sorcerer, warden and necromancer. Took a lot of thinking too 😖 here's the sheet, it might not be perfect but it's something.

Web Spinner - Dps

Nature's Vengeance - Dps/Tank

Soul Renewal - Healer/Dps


WS:

Web Shot - Fire a serrated web at a single target dealing x physical damage, every third cast will slow the target by 60%. for 4 seconds

M1 - Festering Web, the third cast now summons an AoE around the affected target and causes poison damage over time.

M2 - Inferno web, converts into a spell and deals fire damage and creates a fire web AoE every third cast but the snare is now only 40%.

Arachnosault - Summons 3 spiderlings that will attack a single target causing x physical damage.

M1 - Venomous brood, the spiderlings now cause poison damage and deal bonus damage to poisoned targets.

M2 - Skein Thrall, summons a spider daedra instead and deals lightning damage,
The spider daedra will summon spiderlings of its own while in battle.

Dark Webbing - Creates a shadow web on the ground that deals x magic damage, enemies in the web for 3 seconds are encased in cocoons stunning them for 7 seconds.

M1 - Ravaging Web, no longer stuns but snares enemies and causes more damage

M2 - Destructive Web, deals more damage the more enemies that are in the web.

Hoarvor swarm - Summon up to 3 hoarvor broodlings that target the farthest enemy stealing x health over 5 seconds, deals 30% more damage to enemies below 50% health. This ability scales with your highest offensive stats.

M1 - Necrotic Swarm, the hoarvors explode when they expire causing extra damage and afflicting major breech and minor defile.

M2 - Rampaging Swarm, The bonus damage is increased and the hoarvors will stun enemies below 50% health.

Mephala's Curse - Afflict a single target with a deadric curse making them suffer 30% more damage from your summons for 30 seconds

M1 - Dark Hex, deals damage overtime instead but lasts half as long, deals 20% more damage every 5 seconds.

M2 - Draining curse, applies minor life steal on the target as well for 15 seconds.

Ult - Chaurus Guardian, Summon a chaurus hunter by your side, it will attack enemies with its pincers dealing x magic damage while occasionally attacking with its tail dealing x magic damage and stunning the target, by using 120 ultimate the chaurus spits poison at an enemy you're targeting dealing x magic damage, the chaurus' projectile will also stun the target and deal 50% more damage if cast with 200 or more ultimate.

M1 - Rampaging Chaurus, deals poison damage and its ultimate attack will deal damage to other enemies near the initial target.

M2 - Chaurus Revenant, resummons itself when ever it dies once every 60 seconds and replaces the ultimate attack with an AoE quake strike, dealing magic damage to anything around the chaurus.

WS Passives:

Dark Intellect - Increases your maximum magic and stamina while you have a web spinner ability active.

Play with your food - Your web spinner summons deal 10% more damage to stunned, snared and immoblized targets

Bond with the wicked - Whenever one of your web spinner summons expire you restore x magic or stamina depending on which one is higher.

Nomadic Predator - Increases your weapon damage and spell damage by 15%


NV:

Thorn Strike - Summon a barbed vine dealing physical damage and taunting the enemy to attack you for 15 seconds

M1 - Serrated vine, no longer taunts deals more damage and every second cast will cause 20% more damage and cause bleeding damage over 10 seconds.

M2 - Intimidating Vine, taunted enemies will be stunned if they're hit with this ability a second time while also applying minor vulnerability.

Thorn Ivy - Create a wall of serrated ivy in front of you dealing bleed damage and snaring enemies by 40% in the area for 10 seconds.

M1 - Poisoned ivy, deals poison damage instead and deals bonus damage to poisoned targets.

M2 - Necrotic Ivy, Converts into a spell and deals magic damage and applies major defile to enemies in the area while also ignoring spell resistance.


Spriggan thrall - you summon a spriggan, its attacks will cause magic damage while also causing additional damage over time you can command the spriggan to activate its ability to heal both you and the spriggan.

M1 - Lurcher Goliath, summons a lurcher instead and converts to stamina, gains a shoulder bash attack and a poison gas attack but no longer heals. Its poison gas attack can be activated on command.

M2 - Spriggan Matriarch, gains an AoE attack that damages enemies infront of it and its ability heals for more.

Flesh Puppet - Summons a bloodthorn zombie for 20 seconds that will taunt the enemy to attack it instead, its attacks cause x physical damage

M1 - Flesh Guardian, summons a flesh atronach instead and deals magic damage but no longer taunts. Gains a new attack that can be activated on command dealing fire damage and applying burn.

M2 - Resilient Puppet, Increases the duration and grants minor protection to both you and the zombie.

Thorn Aegis - Call forth the plants around you increasing you physical and spell resistance by 30% for 10 seconds.

M1 - Serrated aegis, 50% of the damage you take is redirected back at the attacker while active.

M2 - Blood Aegis, costs health to use instead but grants you and your allies minor toughness.

Ult - Wolloping Willow, unleash a cluster a serrated vines from the ground to cause x magic damage three times while dealing additional damage overtime after the final hit.

M1 - Bulwark Willow, you and your allies gain a damage shield when the effect ends for 10 seconds at the expense of damage done.

M2 - Berserking Willow, you and your allies gain Major berserk when the effect ends for 10 seconds each strike will do 30% more damage while also stunning enemies with the final hit.

NV passives:

Thorn's blessing - while you have a natures Vengeance ability slotted your health recovery is increased.

Life in death - whenever you resurrect yourself or an ally they gain a damage shield equal to 50% of their max health.

Dark Corruption - applying a taunt to an enemy applies minor stamina steal and minor magicka steal to that target for 8 seconds.

Fallen Paradise - whenever your natures Vengeance abilities expire you gain major savagery or major prophecy depending on which damage output is higher.

SR:

Touch of death - Place a curse on a single target for 25 seconds, when that target dies it heals the ally who killed the marked target by 30% of their max health.

M1 - Breeching curse, applies major breech while the curse is active.

M2 - Renewing Curse, creates an AoE on the ground when the cursed target dies healing allies in the area.

Skeletal mender - Summons a skeletal mender for 15 seconds healing you or the lowest health ally over 5 seconds. Creates a corpse on death.

M1 - Skeletal Paladin, Heals for more

M2 - Skeletal Patriarch, Heals 2 additional targets and grants minor vitality to its target it expires

Skeletal Knight - Summon a skeletal knight for yourself or an ally for 5 seconds transferring 20% of the damage they take to the skeleton instead. Creates a corpse on death.

M1 - skeletal berserker, converts to stamina deals physical damage, stuns for 2 seconds  and applies major defile on an enemy and heals the caster based on 20% of damage dealt instead.

M2 - Wailing spectre, grants an ally minor resolve for the duration.

Necrotic roots - Summon plant roots on a corpse, after 5 seconds it will create an AoE that heals allies in the area.

M1 - dark bloom, increases the size and duration.

M2 - Vampiric roots, allies in the area can activate a synergy to allow them to have 10% of the damage they deal return to them as health for 20 seconds.

Black Lotus - Summon a black lotus flower for 10 seconds applying minor stamina steal to enemies in an x meter radius, if cast on a corpse the duration of this effect is increased by 5 seconds.

M1 - Enchanted lotus, also applies minor magicka steal.

M2 - Empowering lotus, allies but not the caster gain minor heroism while in the area.

Ult - Defiling Blossom, create a sinister flower that applies major defile to enemies and applies major vitality to you and allies for 20 seconds.

M1 - Choking Blossom, stuns enemies instead of applying major defile for the duration but lasts half as long

M2 - Renewing Blossom, grants the caster major mending instead of major vitality for the duration.

SR passives:

Rejuvenated Soul - Resurrected allies gain major protection for 4 seconds

Black Magic - Reduces the cost of all healing effects by 10%

Corpse Garden - Using a soul renewal ability on a corpse reduces the cost of your next healing ability by 20%

Final Vengeance - Increases your max stamina and magic by 1260.
Edited by SjornParadox52 on March 9, 2021 11:59PM
  • SjornParadox52
    SjornParadox52
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    EDIT, removed accidental extra passives.
  • WhereArtThouVampires
    WhereArtThouVampires
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    I'd be very salty if this random ass skill line can summon a skeletal Warrior yet Necromancer cannot.

    This literally just sounds like Necromancer but better in some cases imo.
  • Sangwyne
    Sangwyne
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    Seems cool, but there might be a little bit of overlap with Necromancer, Nightblade or even Sorcerer in the whole "Shadow/Blood Magic" and summoning department theme they have going on. I would honestly really like to see something more lighthearted; Templar doesn't really fit the bill, nothing there screams joy or happiness, it's all just light. You got spears made of light, you got shields made of light, you got light made of light, rays of light, sunshine, you want LIGHT we got it, it's boring. I'd like to see something more along the lines of a Bard or Skald, singing songs to bolster their allies and frighten foes, whacking random enemies over the head with a banjo, and insulting/having an intimate relationship with their mother.
    Edited by Sangwyne on March 10, 2021 2:32AM
  • WhereArtThouVampires
    WhereArtThouVampires
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    Sangwyne wrote: »
    Seems cool, but there might be a little bit of overlap with Necromancer, Nightblade or even Sorcerer in the whole "Shadow/Blood Magic" and summoning department theme they have going on. I would honestly really like to see something more lighthearted; Templar doesn't really fit the bill, nothing there screams joy or happiness, it's all just light. You got spears made of light, you got shields made of light, you got light made of light, rays of light, sunshine, you want LIGHT we got it, it's boring. I'd like to see something more along the lines of a Bard or Skald, singing songs to bolster their allies and frighten foes, whacking random enemies over the head with a banjo, and insulting/having an intimate relationship with their mother.

    Unfortunately, bards like the ones you describe do not exist in the ES universe.

    I personally don't want to see anymore classes added to the game. We need to move away from classes and to these areas instead:
    • More class skill lines (imagine if each class got a new tree of skills)
    • More weapon skill lines (Looking at you spears and staff/magic line relating to EACH school of magic)
    • More abilities in skill lines that feel lackluster. (Racial skills, soul magic, one ability in support/assault for pvp. Could even add in some active abilities to the thieving and darkbrotherhood lines.)
    • More world-subclasses/diseases. (Imagine if a player could undergo a transformation into a lich. Or a different strand of vampire. Or a different werewolf form. Or choose to worship one of the daedric gods and become affiliated with them.)

    This game doesn't need more classes. It needs more variety. And classes do not provide that in the same way that these changes do.
  • Sangwyne
    Sangwyne
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    Unfortunately, bards like the ones you describe do not exist in the ES universe.

    We literally have more precedent for Bards than we do for any other class except perhaps Necromancer. Jorunn the Skald King trained as a bard, we have the Bard's College, there's a book called "Words and Power" by Telenger the Artificer that I would highly suggest looking into, and we already know of the power of the Thu'um used by dragons, the Greybeards, and Dragonborn to exert their will on the world through sound. The Dwemer manipulated sound as a means to drive their greatest inventions and their entire kingdom; what do you think the word "Tonal" in tonal architect stands for? Many of Sotha Sil's inventions borrow from the Dwemer's mastery of Tonal Magic in open emulation, Redguards have practiced and refined the art of Sword-Singing over generations, and the Bosmer have their Green Singing; Tonal Magic is quite literally an entire category of magic in its own right in this series. If not Bard, then perhaps Skald or even Tonal Architect would be better ways to describe the class, but saying there's no prior history of Bards but allowing Nightblade or Templar or Warden when only the barest hints of those classes has even appeared in earlier games is simply absurd and dismissive of the vast amount of lore behind Tonal Magic.
    Edited by Sangwyne on March 10, 2021 3:59AM
  • Ryuvain
    Ryuvain
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    Really wish necro could summon pets, not summon dots. This just seems better overall and is what I wanted from necro. Highly doubt they would do this, too unique and fun looking.
    That one khajiit obsessed with werewolf behemoth and vampire lord. Lady Thorn is bae, dont @ me.
    Werewolf behemoth=vampire lord>blood scion>werewolf>vampire.
  • Ceejengine
    Ceejengine
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    I love this. I think that as long as they have a unique flavor, they make the game more exciting and let players play the way they most enjoy.

    I will say I do see a significant amount of overlap in style and functionality with other classes, particularly the warden and the necromancer. It kinda looks like the two mashed together.

    With that said, I'm 100% on board with adding a witch doctor / shaman class. I think they're consistently awesome in every game and there's definitely a spot we can put one in.

    If you wanna collaborate for fun in our offtime, I made my own version just now out of boredom.

    I think your idea is great, but I also think a major issue everyone will bring up is that a lot of their skills are just straight from the Warden or Necromancer.

    Here's my take -

    Witch Doctor / Shaman

    Skill Trees

    Beguiler: Weaves charms and enchantments to imbue weapons and spells with powerful new effects to disorient and bewilder their foes, while allowing their allies to see the truth behind the veil.

    Totemic Warrior: Creates powerful zones of magic that gives the Witch Doctor powerful area control, able to place totems, wards and spells that cause powerful magical effects to overwhelm their foes.

    Spirit-Walker: The Witch Doctor has an unnatural control over the tether between their physical body, able to split their will between the realm of the living and the dead, and using the advantages of each to haunt their foes.

    BEGUILER

    Hex : The Witch Doctor hexes their target, burdening the body of their foe with the weight of ancient words. Hex deals x Magic Damage, and applies a stack of Hex, up to 3 stacks. Each stack of Hex reduces their movement speed by 20% and their light and heavy attack speed by 5%.
    -> Poisoned Words: Stam ability. The Hex debuff becomes Poisonous Words, inflicting poison damage and causing creatures with 3 stacks of Poisonous Words to spawn a pool arpund them for 6 seconds, dealing x Poison damage every 1 second to all enemies nearby.
    -> Scathing Curse: No longer applies the Hex debuff, but now deals significantly more D.O.T., changes damage to Fire Damage.

    Elemental Echo: The Witch Doctor weaves their magic around their weapon, imbuing it with the last form of elemental or physical damage dealt, causing each light and heavy attack to deal +x damage of the last damage type they dealt for 10 seconds.
    -> Deceptive Echo: Summons an intangible copy of your weapon that mimics your attack type, dealing x% of normal damage, and increasing heavy attack restore by +x.
    -> Daedric Echo: No longer imbues your attacks, but instead summons an elemental Daedra that creates AoE pulses of that damage type every 2 seconds for 10 seconds.

    Illusory Copse: Spawns an Illusory Copse at the target location that materializes after 2 seconds, causing minor Cowardice and dealing x shadow damage every 1 second for 7 seconds.
    ->The Field of Reeds: Increases duration to 12 seconds. No longer deals damage, allies standing in the Field of Reeds gain Minor Intellect and Minor Endurance. Allies that are healed while at full health gain Minor Courage.
    ->Nightmare Copse: (same as OG) Enemies in the Nightmare Copse when it materializes are Feared and suffer Minor Defile and Minor Brittle.

    Scarab Swarm: Summon an illusionary swarm of scarabs that voraciously fly around the Witch Doctor for 4 seconds, reducing the damage the Witch Doctor suffers from Ranged Attacks and Ranged Spells by x.
    ->Locust Plague: The Locusts lash out at all enemies nearby, causing them to Bleed for x damage over 10 seconds.
    ->Sand Storm: Thicken the illusionary swarm, extending the protection of this ability to nearby allies within x meters.

    Bewilder: Taunt a target within range, causing it to attack you for 8 seconds. For 20 seconds, if the target attacks any target but you, it suffers x damage each time.
    -> Affliction: (same as above). Also inflict Lifesteal. An ally flanking the target has a 10% chance to activate the Bad Luck synergy, gaining 100% critical strike rating against the target for 3 seconds, but ending the effect of this ability immediately.
    ->Horrify: The Target is Feared for 3 seconds. If the Target cannot be feared, you gain major Heroism.

    Beguiler Ultimate
    Mirror Image: You spawn up to 3 illusionary images of yourself that each mirror your actions for 8 seconds. These Mirror Images have the same health as you. These mirror images cannot do damage or use abilities, but will mimic any motions you make. While they are active, any healing done to them is applied to you as well, and any beneficial effects placed on them are applied to you as well. While at least 1 mirror image remains, you gain Major Resolve and Empower.
    ->Coalesce: At the end of the spell, you regain 25% Health, Magicka, and Stamina for each Image that remained until the end of the spell.
    ->Chaos Aspect: Your Mirror Images will now run wild from you, and appear to take random actions. At any time, you may re-activate this ability to randomly swap places with any one of your active Mirror Images.

    BEGUILER PASSIVES

    Cunning Escape: Whenever an enemy is affected by one of your Beguiler abilities, you have an x% (max is 100%) chance to gain Minor Expedition and Minor Evasion.

    Treacherous Intuition: While an Ally or Enemy is standing in an AoE you created, you gain +x Stamina and Magicka Recovery.

    Mind Games: While you have any beneficial effect on you, you deal +x damage to enemies that have 1 or more debuffs.

    Snaketongue: While you have a Beguiler Ability slotted, if you drop below 25% of your primary (whichever is higher) resource, you imbue your next offensive ability using your secondary resource with insidious venom, deal +x Poison damage and stunning the target.

    TOTEMIC WARRIOR

    Briar Totem: You spawn a Briar Totem at the target location for 12 seconds. While you or allies are within x distance of the Totem, your weapons are imbued with Briar Thorns, causing your Light and Heavy martial attacks to inflict Bleeding for x damage over 6 seconds to the target.
    -> Briarheart Totem: Reduces the duration to 8 seconds, but the totem now also grants Minor Brutality. An ally can activate the Briar Rage synergy to destroy the totem and gain Minor Force, Major Force, and Major Brutality for 4 seconds.
    -> Brambleburst Totem: (Same as OG). When the Totem expires or is destroy, it explodes into a volley of thorns, dealing x Bleed damage to all enemies within x meters.

    Effigy: You create an Effigy at your feet that grants x Physical and x Magical resistance to all allies within 8 meters. While you stand within the area of the effigy, you gain +x Magicka recovery.
    -> Effigy of Agony: You mark a Target, then craft an Effigy to their Likeness. Each time you damage the target while within x meters of the target, you gain 1 stack of Mortal Tether. Each stack of Mortal Tether increases your critical chance to hit the target by x%. At 10 stacks, the Effigy consumes the mortal link between it and the target, dealing x (massive amount) of damage to the target.
    ->Sacrificial Doll: (Same as OG). Increases the radius. Whenever an ally would be reduced below 50% health, the Sacrificial Doll explodes, deal x damage to you and negating the damage your ally would suffer.

    Wyrd Totem: You summon a Wyrd totem at the target location for 12 seconds, drawing Nature Spirits into the area x meters around the totem. These spirits grant you Major Mending. Allies within x meters of the Totem heal x health every 1 second.
    -> Spriggan Totem: The Nature Spirit summoned is a powerful Spriggan, who uses her magic to aid you and your allies. While the totem persists, an uncontrollable Spriggan will attack your foes x meters near the totem with her magic. When the totem expires, the Spriggan returns to nature, unleashing a flurry of vines that seek out and root all enemies near the totem.
    -> Wyrdstone Ward: You engrave totemic runes onto your Ward, granting all allies within x meters a damage shield that absorbs x magical damage. Each time magical damage is absorbed, it is siphoned into the Wyrdstone Ward, granting 1 stack of Overloaded Ward. When the Totem expires or is destroyed, it unleashes a magical torrent to all enemies within x meters. This range increases by x meters per stack of Overloaded Ward, up to x stacks. Affected enemies suffer Magickasteal and cannot gain damage shields for 3 seconds.

    Strangler Totem: You summon a Strangler Totem at the target location for 6 seconds. The Strangle will target any creature within x meters of it, and pull that creature to its location.
    -> Writhing Totems: You may now summon up to 3 strangler totems at one time.
    -> Green Vines: Allies may now use the Green Vines synergy when looking at a Strangler Totem to cause it to pull them towards it.

    Ancestral Guardian: Invoke the honor of your forebears to gain Major Resolve. After 2 seconds, you slam down your Ancestral Stone Slab at your feet, knocking all enemies within x meters off balance and inflicting Major Maim to a single enemy directly in front of you.
    Forefather's Fury: You gain +x Weapon and Spell damage for each enemy affected by this ability.
    Stone Defender: Your Ancestors imbue the Stone Slab with their ancient powers. After slamming it, the Stone Defender remains floating in place for 4 seconds. The Stone Defender has 150% of your health pool as its own health pool. Each time you suffer damage of any kind that does not instantly kill you, you split 20% of the damage with the Stone Defender. If the Stone Defender is destroyed, you suffer Major Breach.

    Totemic Warrior Ultimate
    Zealot: You become primal and attune to the power of the natural world. While slotted, you gain Minor Savagery at all times and the time it takes to revive you is increased by x. Activating this Ability sends you into a frenzy, postponing your ability to die for 6 seconds. If you are reduced to 0 Health while this ability is active, you do not die and you suffer Minor Maim and Major Maim. While this ability is active, if you critically hit a boss or kill an enemy, you heal x health (extremely low, 100 or less). If you were reduced to 0 health during this ability, but when this ability ends you are above 0 health, you do not die but your Stamina and Magicka are reduced to 50%, or 0% if they were already below 50%. While this ability is Slotted, and you have the ultimate stored, this ability will automatically activate upon reaching 0 Health.
    ->Heathen: (same as OG). You are imbued with the essence of the furious rivers that wash away civilization. While active, you are immune to CCs and cannot be slowed below 70% movement speed. Break Free cost is reduced by 50%. Each time you Critically Hit with a martial ability or heavy weapon attack, you gain +2% movement speed for 12 seconds, to a maximum of 40% bonus movement speed.
    ->Abomination: While Active, you gain 100% critical hit chance deal +x damage, and reduce the cost of your offensive abilities by x% but cannot be healed, cannot Roll Dodge or Block and suffer +10% more damage from all sources.

    TOTEMIC WARRIOR PASSIVES

    Revenger: Whenever you revive an ally or heal them while below 15% health, both you and your ally gain Empower and Minor Heroism.

    Purify: Food buffs to your primary stat are increased by x%.

    Mockery: Your next Heavy Attack after Bashing an enemy deals +x damage and recovers +x Magicka or Stamina.

    Stone Prowess: While you have a Damage shield active, your Heavy Attacks extend the duration by +x seconds, to a maximum of x seconds.

    SPIRIT-WALKER

    Soul Decay: (No Resource Cost) You channel a font of dark magic that decays the will to live of all enemies within x meters, reducing your movement speed by 60% but inflicting Minor Defile and Minor Vulnerability to all enemies within range.
    ->Vortex: (same as OG) While channeling, you sap the life from your foes, dealing x magic damage and healing you for x% of the damage dealt.
    ->Drawn to Death: No longer inflicts Minor Defile or Minor vulnerability. Increases the radius, enemies are now slowly drawn towards you. If they touch you, they are Chilled. Every second they're within 1 meter of you, they suffer x Magic damage (substantial damage.)

    Haunt: Cast a Ghastly spirit into the body of your target, causing them to become Feared for 3 seconds and suffer x Magic damage over 10 seconds.
    -> Daemons: Increases the range, the target no longer suffers damage but now runs uncontrollably towards you. If the target ends within touch-distance, the spirit melds back into you, healing you for x Health.
    -> Banshee: You unleash a banshee spirit that wails immediately, interrupting all enemies within x meters of you and causing them to suffer x Magic Damage (reduced from OG). Enemies that were interrupted suffer the worst of the Banshee's Wail, increasing the Magicka cost of their spells by x.

    Gris-Gris: You bless an Ally in front of you with a small spiritual pendant for 30 seconds. The next harmful spell or debuff is immediately negated and the Gris-Gris is destroyed, ending this ability.
    Ritual Magicks: Adds a cast time, but now affects all allies within x meters. Whenever a Gris-Gris is destroyed within x meters, you restore x Magicka.
    Shadow Purse: No longer buffs an ally. You create a Shadow Purse for yourself that lasts for 12 seconds. Each time you suffer a debuff, its duration is reduced by x seconds and you gain 1 Shadow Purse token. You increase the duration of all buffs you gain by x seconds for each Shadow Purse token you have, up to x seconds.

    Veil-walker: Briefly step between the realms for 1.5 seconds, causing weapon attacks to miss you.
    -> Fade: Increases the cost, but removes all movement impairing effects from you.
    -> Spirit Pull: You lash out at up to 3 enemies within touch range and pull them into the veil with you, removing all beneficial effects on them and inflicting them with Minor Cowardice.

    Spirit Guide: You see the wayward fate of the dead, and choose not to stand idly by. While slotted, you and allies within x meters gain Minor Expedition and reduce environmental damage suffered by x. When activated, you slip into the spiritual world for 6 seconds, gaining Major Evasion. You cannot attack or use any offensive abilities, but are immune to direct damage and Damage of Time effects.
    -> Underworld Guide: When Activated, you become Invisible. You may use 1 ClassArea of Effect Class ability without ending this ability. Your class abilities that place AoEs are also invisible for the duration of this ability.
    -> Ferry the Dead: When you Activate this Ability, up to 2 Allies within x (like 28) meters can activate the Ferryman synergy to instantly teleport to your location. If 2 allies use this synergy, the effect ends and you cannot use it again for 6 seconds.

    Spirit-Walker Ultimate

    Soul Cairn: Toggle Ability. Each time you kill an enemy within x meters, you gain 1 Soul Cairn token, up to a maximum of 50 Soul Cairn tokens. When you activate this ability, you begin to slowly unleash the souls within, who lash out to an enemy within x meters and strike them for x Magic damage. This effect ends immediately once you have 0 Soul Cairn tokens.
    -> Soul Ripper: Toggle Ability. You have a 10% chance when damaging a Boss to rend their soul, gaining 1 Soul Cairn token. Increase your weapon and Spell Damage by 1.5 per Soul Cairn Token. When activated, you consume all Soul Cairn tokens and increase your Weapon and Spell damage by 3 per token consumed.
    -> Reliquary: No longer deals damage. Every 6 seconds, you generate a Soul Cairn Token. While slotted, if you suffer damage that brings you below 30% health and you have at least 15 Soul Cairn Tokens, you immediately consume all tokens and heal 40% of your health. When activated, the souls that have been soothed within your reliquary seek out nearby allies and heal them for x health. This effect ends immediately once you have 0 Soul Cairn tokens.

    SPIRIT-WALKER PASSIVES

    Spirit Strength: Increase the chance that your weapon enchant applies by x%. Reduce the chance that a weapon enchant applies to you by x%.

    Appreciation for Life: Increase your chance to critically heal by x%.

    Soul Asylum: When you revive an Ally, they revive at +x health, magicka, and stamina.

    The Long Path: Whenever you fill a Soul Gem, you have a chance to gain another.

    From the Other Side: Increase the distance you can revive an Ally by x meters. Increase the distance you can use a synergy from an ally by x meters.

    Final Destination: When you are Killed, the target suffers 1 Heavy Attack from you that deals Magic Damage. Increase the damage dealt by +x.
    Edited by Ceejengine on March 13, 2021 2:09AM
  • Aertew
    Aertew
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    I'd be very salty if this random ass skill line can summon a skeletal Warrior yet Necromancer cannot.

    This literally just sounds like Necromancer but better in some cases imo.

    My biggest gripe with necromancer is it doesnt feel like a necromancer, just lots of bone magic. But when u summon something it goes away. I get its because alot of abilities syngergize with corpses but even 1 permanent skeleton knight would be nice for necromancer.
  • finehair
    finehair
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    I always thought a Tongue class would fit here as well. Both lore wise and class. It's just different from others since you'd be using shouts as your skills.
    https://elderscrolls.fandom.com/wiki/Tongues
    To make it fit in the lore, all the skills should be one word of a certain shout since it takes "lifetime of education" to master a shout for non dragonborns.
    With the ultimate being a 2 word, or maybe 2 words at base and 3 at a morph.
  • NotaDaedraWorshipper
    NotaDaedraWorshipper
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    Sangwyne wrote: »

    Unfortunately, bards like the ones you describe do not exist in the ES universe.

    We literally have more precedent for Bards than we do for any other class except perhaps Necromancer. Jorunn the Skald King trained as a bard, we have the Bard's College, there's a book called "Words and Power" by Telenger the Artificer that I would highly suggest looking into, and we already know of the power of the Thu'um used by dragons, the Greybeards, and Dragonborn to exert their will on the world through sound. The Dwemer manipulated sound as a means to drive their greatest inventions and their entire kingdom; what do you think the word "Tonal" in tonal architect stands for? Many of Sotha Sil's inventions borrow from the Dwemer's mastery of Tonal Magic in open emulation, Redguards have practiced and refined the art of Sword-Singing over generations, and the Bosmer have their Green Singing; Tonal Magic is quite literally an entire category of magic in its own right in this series. If not Bard, then perhaps Skald or even Tonal Architect would be better ways to describe the class, but saying there's no prior history of Bards but allowing Nightblade or Templar or Warden when only the barest hints of those classes has even appeared in earlier games is simply absurd and dismissive of the vast amount of lore behind Tonal Magic.

    There's a big difference between Elder Scrolls bards/tonal magic etc and the bards people usually want as a class with offensive singing etc.
    Bards in TES are either literally bards who sing and tell stories in taverns etc, or they are a term for a "class" that uses a specific collection of skills which usually includes speech, mercandise, illusion, blade etc. There's no singing or music playing involved in their fighting. Unless they sing while stabbing someone.

    Dwemer tonal magic is extremely rare and not really understood.

    Sword-singing, Spinners etc are a very specific small group of people and Spinners doesn't really fight with theirs. They would also be similar to classes we already have.
    Thu'um? What class could be made from knowing a single or just two shouts? That's pretty much what non-dragonborn people can learn.

    If we want less dark skills, then it would be better to look at the magic we don't have much of. Like illusion and alteration.
    [Lie] Of course! I don't even worship Daedra!
  • WhereArtThouVampires
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    Sangwyne wrote: »

    Unfortunately, bards like the ones you describe do not exist in the ES universe.

    We literally have more precedent for Bards than we do for any other class except perhaps Necromancer. Jorunn the Skald King trained as a bard, we have the Bard's College, there's a book called "Words and Power" by Telenger the Artificer that I would highly suggest looking into, and we already know of the power of the Thu'um used by dragons, the Greybeards, and Dragonborn to exert their will on the world through sound. The Dwemer manipulated sound as a means to drive their greatest inventions and their entire kingdom; what do you think the word "Tonal" in tonal architect stands for? Many of Sotha Sil's inventions borrow from the Dwemer's mastery of Tonal Magic in open emulation, Redguards have practiced and refined the art of Sword-Singing over generations, and the Bosmer have their Green Singing; Tonal Magic is quite literally an entire category of magic in its own right in this series. If not Bard, then perhaps Skald or even Tonal Architect would be better ways to describe the class, but saying there's no prior history of Bards but allowing Nightblade or Templar or Warden when only the barest hints of those classes has even appeared in earlier games is simply absurd and dismissive of the vast amount of lore behind Tonal Magic.

    There's a big difference between Elder Scrolls bards/tonal magic etc and the bards people usually want as a class with offensive singing etc.
    Bards in TES are either literally bards who sing and tell stories in taverns etc, or they are a term for a "class" that uses a specific collection of skills which usually includes speech, mercandise, illusion, blade etc. There's no singing or music playing involved in their fighting. Unless they sing while stabbing someone.

    Dwemer tonal magic is extremely rare and not really understood.

    Sword-singing, Spinners etc are a very specific small group of people and Spinners doesn't really fight with theirs. They would also be similar to classes we already have.
    Thu'um? What class could be made from knowing a single or just two shouts? That's pretty much what non-dragonborn people can learn.

    If we want less dark skills, then it would be better to look at the magic we don't have much of. Like illusion and alteration.

    This dude is extremely right, @Sangwyne. Bards like you want would not fit into the game. You can already be a bard as is. Case closed.
  • lazywhiteseal
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    some people might argue new class is a bad idea and should never have another class. but sometimes its actually necessary to add a class for new content and to attract new players and to prevent existing players from quitting.

    but at current stage new class is a very very bad idea since this year they are introducing some major mechanics/changes to the game. one of them was CP system getting nerfed/buffed(whatever you prefer) this is a major change since players have to experiment with countless builds to adjust to their previous playstyle.
    i dont know how companion system will affect gameplays but its definitely a major mechanic added to the game.

    its better for the devs to take extra effort and time to balance out the changes they are or will be making instead of working on a new class.
    PS: people have to understand that bards will probably wont be a thing. bards in tamriel are like Dandelion from the witcher. they like the adventure but they are afraid of combat and arent skilled in fighting.
    if you want to be a bard you can go into random tavern and type /flute /lute /drum.
    Edited by lazywhiteseal on March 12, 2021 5:51AM
  • Sangwyne
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    There's a big difference between Elder Scrolls bards/tonal magic etc and the bards people usually want as a class with offensive singing etc.
    Bards in TES are either literally bards who sing and tell stories in taverns etc, or they are a term for a "class" that uses a specific collection of skills which usually includes speech, mercandise, illusion, blade etc. There's no singing or music playing involved in their fighting. Unless they sing while stabbing someone.

    Dwemer tonal magic is extremely rare and not really understood.

    Sword-singing, Spinners etc are a very specific small group of people and Spinners doesn't really fight with theirs. They would also be similar to classes we already have.
    Thu'um? What class could be made from knowing a single or just two shouts? That's pretty much what non-dragonborn people can learn.

    If we want less dark skills, then it would be better to look at the magic we don't have much of. Like illusion and alteration.

    This dude is extremely right, @Sangwyne. Bards like you want would not fit into the game. You can already be a bard as is. Case closed.

    Dwemer tonal magic was the backbone of an entire kingdom and the crux of their understanding of the world, which to this date has not been surpassed. Kagrenac's tools used tonal magic to literally tap into the Heart of Nirn and power the Numidium, along with the cataclysm that ended their entire civilization. You're right, it's not really understood, which is precisely why there could be so much potential and leeway for different skills and abilities if they were ever to implement a Skald class. Your understanding of Bards, and your presumption as to mine, seems quite limited; I'm not asking for a foppish idiot that sings and dances in a plumed hat and gets people to like them. Many games, this one included, have a wealth of knowledge and background behind Bards as historians, storytellers, and wizards with an appreciation for the power that lies behind words and music. The Lord of the Rings begins with the Ainulindale, the Great Music, being sung into being by the interplay of Eru Iluvatar, the Father of All, and his Ainur who weave the melody at odds with the discord of Melkor. DnD deals with the Words of Creation, powerful notes used at the dawn of time to bring the world into being, and some of the highest level spells you can learn in each edition are single Words of power with incredibly potent effects. Like it or not, Elder Scrolls draws upon other works of fantasy as reference, and the idea that words hold power exists in this game as well, in far more cases than you seem to realize. Bards, Skalds, Tonal Architects, call them whatever you like, but they are capable combatants in their own right, calling upon illusions, charms, and spells to beguile their foes and weave songs to inspire their allies. There is plenty of precedent in this game; a quest in the Gnisis mines in Vvardenfell reveals that Tonal magic was being used to hypnotize the miners and Kwama there, driving the miners into a trance and rousing the Kwama to anger and attack any who entered. A few words of the Thu'um alone are strong enough to dictate reality around oneself; perhaps some could be used as an ultimate if the class were ever implemented. Dismissing Bards as nothing more than those "who sing and tell stories in taverns" indicates a lack of creative vision and understanding; Skalds tap into the music of creation and the idea that the words you speak and the ones they understand are not the same.
  • PigofSteel
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    lol
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