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New Staves: *Shadow/Illusion, Alteration, Conjuration

Syrpynt
Syrpynt
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Edited: Title.

Zenimax Developer gods--please hear our plea. Give us the staves that NPC's use like Reachmen, Shadow Mages, Blood Mages, etc NPC's have! The only staves that damage dealers can use are elemental! If someone is building around "Magic Damage", then only their abilities and restoration staves get those perks. But Restoration staves aren't strong enough because their intent is to heal!

NO! I am not asking restoration staves for a boost. I am asking for Shadow Magic! Add to the theme for Nightblades and Necromancers and Dark-Magic Sorcs!! This should be the easiest addition for the next Chapter in 2022.

I honestly wish we had a SPEARS skill line, and a "Rune+1H weapon" hybrid skill line too, but those seem further away than a "shadow staff!"

I would purchase the next chapter if this was included. I KNOW people are more tired of the weapon options than they are tired with the class options.

My tip for the Shadow Staves creation would be to have a Crowd-Control ability or two, ONLY "Magic Damage", maybe one self-healing ability/morph, and possibly a defensive ability. Shadow Staves should be a diverse staff, not primarily for damage, healing, or tanking solely. This gives so many more options for builds too!!

Anyway, that's my rant... Keep this post alive if you support this effort. I care more about new weapon skill lines a lot. I've been playing for 5.5 years and we're about due for at least one, right?
Edited by Syrpynt on June 10, 2021 6:40AM
  • ResidentContrarian
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    Nah, magic needs to be behind stamina , otherwise all the Youtubers and "pros" will lose what little of their minds they have left after spamming dizzy swing.
  • Ippokrates
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    Now, CC staff is actually very interesting idea. If you have destro staff & resto staff, why not Illusion one? Cause in TES Universe technically those things belong to School of Illusion. In most part. In some game. At least ^^

    But the real question here, and you should also try to solve it, is right implementation of CC immunity.

    This is good thing for pvp cause it holds your enemies from putting you under contant CC (which is lame, btw.), but in pve it makes it rather useless, cause when I started to play ESO, I was running with javelin and didn't even understood why some hits are stunning enemies, while other don't ^^

    Now, imagine you are using such a weapon for weaving... Not funny at all ^^
    Edited by Ippokrates on June 6, 2021 3:00PM
  • Spurius_Lucilius
    Spurius_Lucilius
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    The two stave types we have are based on the six schools of magic in the lore: Destruction, Restoration, Alteration, Illusion, Conjuration, Mysticism. So it only makes sense if they add something like an Illusion skill line or an Alteration skill line. NB literally have a line called “Shadow,” so there is no way to have another weapon line with the same name. Other names also makes no sense!
    PC NA Casual/PVP
  • VaranisArano
    VaranisArano
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    The two stave types we have are based on the six schools of magic in the lore: Destruction, Restoration, Alteration, Illusion, Conjuration, Mysticism. So it only makes sense if they add something like an Illusion skill line or an Alteration skill line. NB literally have a line called “Shadow,” so there is no way to have another weapon line with the same name. Other names also makes no sense!

    Shadow magic shows up in TES: Shadowkey, so it could make sense in the setting. Your point about overlapping with Nightblades is valid.

    We just dealt with aspects of the Void in the Markarth questline, so again, it could make sense in the setting.

    However, I agree that Conjuration, Alteration, Illusion, and Mysticism staves would make much more sense to be added first. Especially since "Fear" is just a facet of Illusion.

    My vote is for an Alteration tanking staff and an Illusion buff/debuff staff.
  • Fazuszek
    Fazuszek
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    Nah, magic needs to be behind stamina , otherwise all the Youtubers and "pros" will lose what little of their minds they have left after spamming dizzy swing.

    Yep, its quite funny coz generall in RPG lore mages are far above knight. Master Mage is always feared by ,,melee'' fighet. Just like in a canon other rpg games - as a mage u start slowly and hard, but once u reach master level u are unstoppable.

    Now magica users take extra damage from stam attack in light armor, but stam medium armor is free ot that XD Nicely done ZOS.
  • Syrpynt
    Syrpynt
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    The two stave types we have are based on the six schools of magic in the lore: Destruction, Restoration, Alteration, Illusion, Conjuration, Mysticism. So it only makes sense if they add something like an Illusion skill line or an Alteration skill line.

    Sure, add the different schools of magic for staves instead.

    I was just asking for the shortest easiest answer from the Devs because they seem to cut corners, ignore lore, or change it to make it suit their needs.

    EDIT: So yeah if they don't do an "Illusion staff" or "Mysticism staff" just to use the word "Shadow" or "Void" purely for marketing purposes, so be it.

    "lololololol, this is your favorite twitch streamer here. Did you all hear?? Zenimax is about to unleash SHADOW STAVES for all your dark adventuring on your sneaky characters! Be EVEN COOLER than before!"

    vs

    "They made illusion and alteration staves. Something to do with appeasing the lore nerds. Whatever, sounds like it doesn't do any damage. Lame."
    NB literally have a line called “Shadow,” so there is no way to have another weapon line with the same name. Other names also makes no sense!

    This point about Shadow magic and Nightblades is moot. You have Sorcs with Lightning Staves, Dragonknights with Flame Staves, Wardens with Ice Staves, and Templars with Restoration Staves.
    Edited by Syrpynt on June 6, 2021 6:14PM
  • Remathilis
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    I've come to the sinking feeling we're never getting a new weapon/armor line, even if it reused assets like staves or one-handed weapons. People will whine about grinding the new weapons in trials, arenas or every group dungeon, and if it's remotely useful, people will scream "pay to win!" So ZoS probably won't add anything that isn't internally levelling like antiquities or Psijic.
  • Syrpynt
    Syrpynt
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    Remathilis wrote: »
    I've come to the sinking feeling we're never getting a new weapon/armor line, even if it reused assets like staves or one-handed weapons. People will whine about grinding the new weapons in trials, arenas or every group dungeon, and if it's remotely useful, people will scream "pay to win!" So ZoS probably won't add anything that isn't internally levelling like antiquities or Psijic.

    Psijic is a great example for a "Pay to win." You don't have to use it to be a good player, but damn are some skills useful in specific builds.

    But I do also agree, they're probably too afraid of the balance concerns, and some veteran players pushing back? But I'd hope that people are more willing to embrace new content. If people are against new expansions of weapons, classes, etc--they're the ones hindering ESO's true potential.
  • Finedaible
    Finedaible
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    I've always interpreted Shadow Magic as being the fundamental principles upon which other 'schools' of magic were built (with schools like Destruction, Illusion, Mysticism, Alteration, Conjuration, etc. being specializations of shadow magic). Either that, or shadow magic is an alternative means to 'conventional' magic like Dragon words of power. Lore-wise, Shadow Magic has the highest potential of any form of magic, going so far as to being equated to the power of an Elder Scroll under the right the right circumstances, but can also be unstable or dangerous to use. That said, I don't think Nightblades give this form of magic good enough representation and I would not mind seeing an expansion to it via staves of some sort. Azra Nightwielder and Neloth both created staves for the various purposes inclusing Illusion, Conjuration, Alteration, or Mysticism so that wouldn't be outside the realm of lore.
  • Syrpynt
    Syrpynt
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    @ZOS_RichLambert

    Below are just some ideas if the devs ever wanted to do some TES themed schools of magic:

    ILLUSION STAVES:

    Ult - CHARM - Basic enemies (non-boss) within 8 meters of you are now persuaded to fight alongside you and heal you and teammates for 10 seconds. If applied to players, their self-healing applies 50% of the healing to you instead. Removes all other curses from affected enemies.

    001 - Confidence - Cast a curse on nearby allies (10m) to increase their health, magicka, and stamina by 1000 for 20 seconds. Applying this curse removes all other curses.

    002 - Enrage - Cast a curse on a single target that increases their weapon and spell damage by 300, but all of their attacks only have a 70% chance to hit you for 15 seconds. Applying this curse removes all other curses.

    003 - Sooth - Cast a curse on a single target that decreases their damage by weapon and spell damage by 200, and increases their vulnerability by 4% for 10 seconds. Applying this curse removes all other curses.

    004 - Paranoia - Cast a curse on a single target to make them attack everyone, including their allies for 8 seconds, If cast on a player, 10% of their damage is applied to allies within 10 meters for 8 seconds. Applying this curse removes all other curses.

    005 - Mind Mirror - Cast a curse on a single target that makes enemies move in the opposite direction they try to move. If they try to block, they light attack. If they try to light attack, they block. This curse lasts for 4 seconds. Abilities are unaffected. Applying this curse removes all other curses.

    Illusion Passives:
    001 - Increases the length of time your curses last for by 1 --> 2 seconds.
    002 - Decreases your chance to be cursed while an illusion staff is equipped by 25% --> 50%.
    003 - Increase the potency of curses by 12% --> 25%
    004 - Your magicka and stamina recovery is increased by 75 --> 150 when a curse is active.



    ALTERATION STAVES:

    Ult - MAGE ARMOR - Transmute your stamina regeneration rate into a damage shield, 6x multiplier for 8 seconds. You cannot regenerate stamina while this damage shield is active. Only 1 transmute spell may be active at any time.

    001 - Lifeblood - Transmute your health regeneration rate for status effect immunity for 5 seconds. Alt Morph: Apply to 1 additional ally target. Only 1 transmute spell may be active at any time.

    002 - Dynamic - Transmute your (lower) stamina or magicka regeneration rate for the (higher) of the two, for 8 seconds. Only 1 transmute spell may be active at any time.

    003 - Symmetry - Transmute an increased vulnerability to Fire, Frost, Shock, and Magic damage by 20%, to decrease your physical, poison, bleed, and disease damage by 20% for 10 seconds. Alt Morph: Opposite. Only 1 transmute spell may be active at any time.

    004 - Finesse - Transmute 400 weapon/spell damage to 20% increased critical damage done. Alt Morph: Opposite. Only 1 transmute spell may be active at any time.

    005 - Hardness - Transmute your critical resistance for armor points. Alt Morph: Transmute your critical chance (Spell or Weapon, whichever is higher) for armor points. Only 1 transmute spell may be active at any time.

    Alteration Passives:
    001 - Increases the length of time your transmutations last for by 1 --> 2 seconds.
    002 - Can have 1 additional transmute active.
    003 - Increase the potency of transmutation by 12% --> 25%
    004 - Recover 200 --> 300 health when a transmutation ends.



    CONJURATION STAVES:

    As a note: Adding this staff would require that a maximum of 2 ABILITY-BASED PETS be the MAX allowed at all times still, so Sorcs can't have a Twilight/Clannfear + Banekin/Scamp + Monster Set AND 2X Conjuration Pets all at once. It would be even more obnoxious than pet builds currently are... The point of this is to develop variety in summon builds!

    Ult - Frost Atronach - Summon a Frost Atronach to deal frost damage (similar to how Sorc's summon Storm Atronachs)

    001 - Giant Snake - (Stamina/Magicka cost) Summon a snake to deal poison damage. Alt Morph: Haj Mota, does 50% weaker physical damage but can stun enemies.

    002 - Skaafin Miscreal - (Magicka Cost, CRIMINAL OFFENSE) Summon a small Skaafin to deal Magic damage (follows you like a banekin). Only 1 conjuration pet may be active at any time.

    003 - Spriggan - (Stamina/Magicka Cost) Summon a spriggan to heal nearby allies (stays in place). Alt Morph: It does a DoT to enemies.

    004 - Flame Atronach - (Magicka Cost) Summon a flame atronach to deal fire damage (follows you like a Twilight). Only 1 conjuration pet may be active at any time.

    005 - Dremora - (Stamina/Magicka Cost, CRIMINAL OFFENSE) Summon a Dremora Knight from the Deadlands to fight for you in Mehrunes Dagon's name. Alt Morph: Dremora Mage. Only 1 conjuration pet may be active at any time.

    Conjuration Passives:
    001 - Increases your summon pet damage and healing done by 10 --> 20% with a Conjuration staff equipped.
    002 - Increase your armor by 500 --> 1000 points with Conjuration staff equipped.
    003 - Increase your health recovery by 150 --> 300 per Conjuration pet active.
    004 - Can have 2 summon pets from the Conjuration staff skill line active at once.




    I think that these are somewhat balanced, and I don't mind some of their stats weakening or whatever. I just think that this is something that can be done, and will add A LOT of diversity among DPS, Tanks, and Healers!
    Edited by Syrpynt on June 7, 2021 5:53PM
  • exeeter702
    exeeter702
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    Syrpynt wrote: »
    @ZOS_RichLambert

    Below are just some ideas if the devs ever wanted to do some TES themed schools of magic:

    ILLUSION STAVES:

    Ult - CHARM - Basic enemies (non-boss) within 8 meters of you are now persuaded to fight alongside you and heal you and teammates for 10 seconds. If applied to players, their self-healing applies 50% of the healing to you instead. Removes all other curses from affected enemies.

    001 - Confidence - Cast a curse on nearby allies (10m) to increase their health, magicka, and stamina by 1000 for 20 seconds. Applying this curse removes all other curses.

    002 - Enrage - Cast a curse on a single target that increases their weapon and spell damage by 300, but all of their attacks only have a 70% chance to hit you for 15 seconds. Applying this curse removes all other curses.

    003 - Sooth - Cast a curse on a single target that decreases their damage by weapon and spell damage by 200, and increases their vulnerability by 4% for 10 seconds. Applying this curse removes all other curses.

    004 - Paranoia - Cast a curse on a single target to make them attack everyone, including their allies for 8 seconds, If cast on a player, 10% of their damage is applied to allies within 10 meters for 8 seconds. Applying this curse removes all other curses.

    005 - Mind Mirror - Cast a curse on a single target that makes enemies move in the opposite direction they try to move. If they try to block, they light attack. If they try to light attack, they block. This curse lasts for 4 seconds. Abilities are unaffected. Applying this curse removes all other curses.

    Illusion Passives:
    001 - Increases the length of time your curses last for by 1 --> 2 seconds.
    002 - Decreases your chance to be cursed while an illusion staff is equipped by 25% --> 50%.
    003 - Increase the potency of curses by 12% --> 25%
    004 - Your magicka and stamina recovery is increased by 75 --> 150 when a curse is active.



    ALTERATION STAVES:

    Ult - MAGE ARMOR - Transmute your stamina regeneration rate into a damage shield, 6x multiplier for 8 seconds. You cannot regenerate stamina while this damage shield is active. Only 1 transmute spell may be active at any time.

    001 - Lifeblood - Transmute your health regeneration rate for status effect immunity for 5 seconds. Alt Morph: Apply to 1 additional ally target. Only 1 transmute spell may be active at any time.

    002 - Dynamic - Transmute your (lower) stamina or magicka regeneration rate for the (higher) of the two, for 8 seconds. Only 1 transmute spell may be active at any time.

    003 - Symmetry - Transmute an increased vulnerability to Fire, Frost, Shock, and Magic damage by 20%, to decrease your physical, poison, bleed, and disease damage by 20% for 10 seconds. Alt Morph: Opposite. Only 1 transmute spell may be active at any time.

    004 - Finesse - Transmute 400 weapon/spell damage to 20% increased critical damage done. Alt Morph: Opposite. Only 1 transmute spell may be active at any time.

    005 - Hardness - Transmute your critical resistance for armor points. Alt Morph: Transmute your critical chance (Spell or Weapon, whichever is higher) for armor points. Only 1 transmute spell may be active at any time.

    Alteration Passives:
    001 - Increases the length of time your transmutations last for by 1 --> 2 seconds.
    002 - Can have 1 additional transmute active.
    003 - Increase the potency of transmutation by 12% --> 25%
    004 - Recover 200 --> 300 health when a transmutation ends.



    CONJURATION STAVES:

    As a note: Adding this staff would require that a maximum of 2 ABILITY-BASED PETS be the MAX allowed at all times still, so Sorcs can't have a Twilight/Clannfear + Banekin/Scamp + Monster Set AND 2X Conjuration Pets all at once. It would be even more obnoxious than pet builds currently are... The point of this is to develop variety in summon builds!

    Ult - Frost Atronach - Summon a Frost Atronach to deal frost damage (similar to how Sorc's summon Storm Atronachs)

    001 - Giant Snake - (Stamina/Magicka cost) Summon a snake to deal poison damage. Alt Morph: Haj Mota, does 50% weaker physical damage but can stun enemies.

    002 - Skaafin Miscreal - (Magicka Cost, CRIMINAL OFFENSE) Summon a small Skaafin to deal Magic damage (follows you like a banekin). Only 1 conjuration pet may be active at any time.

    003 - Spriggan - (Stamina/Magicka Cost) Summon a spriggan to heal nearby allies (stays in place). Alt Morph: It does a DoT to enemies.

    004 - Flame Atronach - (Magicka Cost) Summon a flame atronach to deal fire damage (follows you like a Twilight). Only 1 conjuration pet may be active at any time.

    005 - Dremora - (Stamina/Magicka Cost, CRIMINAL OFFENSE) Summon a Dremora Knight from the Deadlands to fight for you in Mehrunes Dagon's name. Alt Morph: Dremora Mage. Only 1 conjuration pet may be active at any time.

    Conjuration Passives:
    001 - Increases your summon pet damage and healing done by 10 --> 20% with a Conjuration staff equipped.
    002 - Increase your armor by 500 --> 1000 points with Conjuration staff equipped.
    003 - Increase your health recovery by 150 --> 300 per Conjuration pet active.
    004 - Can have 2 summon pets from the Conjuration staff skill line active at once.




    I think that these are somewhat balanced, and I don't mind some of their stats weakening or whatever. I just think that this is something that can be done, and will add A LOT of diversity among DPS, Tanks, and Healers!

    Wasted opportunity with conjuration. There is so much more interesting things to that school of magic in TES than simply summoning minions.
  • SilverIce58
    SilverIce58
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    exeeter702 wrote: »
    Syrpynt wrote: »
    @ZOS_RichLambert

    Below are just some ideas if the devs ever wanted to do some TES themed schools of magic:

    ILLUSION STAVES:

    Ult - CHARM - Basic enemies (non-boss) within 8 meters of you are now persuaded to fight alongside you and heal you and teammates for 10 seconds. If applied to players, their self-healing applies 50% of the healing to you instead. Removes all other curses from affected enemies.

    001 - Confidence - Cast a curse on nearby allies (10m) to increase their health, magicka, and stamina by 1000 for 20 seconds. Applying this curse removes all other curses.

    002 - Enrage - Cast a curse on a single target that increases their weapon and spell damage by 300, but all of their attacks only have a 70% chance to hit you for 15 seconds. Applying this curse removes all other curses.

    003 - Sooth - Cast a curse on a single target that decreases their damage by weapon and spell damage by 200, and increases their vulnerability by 4% for 10 seconds. Applying this curse removes all other curses.

    004 - Paranoia - Cast a curse on a single target to make them attack everyone, including their allies for 8 seconds, If cast on a player, 10% of their damage is applied to allies within 10 meters for 8 seconds. Applying this curse removes all other curses.

    005 - Mind Mirror - Cast a curse on a single target that makes enemies move in the opposite direction they try to move. If they try to block, they light attack. If they try to light attack, they block. This curse lasts for 4 seconds. Abilities are unaffected. Applying this curse removes all other curses.

    Illusion Passives:
    001 - Increases the length of time your curses last for by 1 --> 2 seconds.
    002 - Decreases your chance to be cursed while an illusion staff is equipped by 25% --> 50%.
    003 - Increase the potency of curses by 12% --> 25%
    004 - Your magicka and stamina recovery is increased by 75 --> 150 when a curse is active.



    ALTERATION STAVES:

    Ult - MAGE ARMOR - Transmute your stamina regeneration rate into a damage shield, 6x multiplier for 8 seconds. You cannot regenerate stamina while this damage shield is active. Only 1 transmute spell may be active at any time.

    001 - Lifeblood - Transmute your health regeneration rate for status effect immunity for 5 seconds. Alt Morph: Apply to 1 additional ally target. Only 1 transmute spell may be active at any time.

    002 - Dynamic - Transmute your (lower) stamina or magicka regeneration rate for the (higher) of the two, for 8 seconds. Only 1 transmute spell may be active at any time.

    003 - Symmetry - Transmute an increased vulnerability to Fire, Frost, Shock, and Magic damage by 20%, to decrease your physical, poison, bleed, and disease damage by 20% for 10 seconds. Alt Morph: Opposite. Only 1 transmute spell may be active at any time.

    004 - Finesse - Transmute 400 weapon/spell damage to 20% increased critical damage done. Alt Morph: Opposite. Only 1 transmute spell may be active at any time.

    005 - Hardness - Transmute your critical resistance for armor points. Alt Morph: Transmute your critical chance (Spell or Weapon, whichever is higher) for armor points. Only 1 transmute spell may be active at any time.

    Alteration Passives:
    001 - Increases the length of time your transmutations last for by 1 --> 2 seconds.
    002 - Can have 1 additional transmute active.
    003 - Increase the potency of transmutation by 12% --> 25%
    004 - Recover 200 --> 300 health when a transmutation ends.



    CONJURATION STAVES:

    As a note: Adding this staff would require that a maximum of 2 ABILITY-BASED PETS be the MAX allowed at all times still, so Sorcs can't have a Twilight/Clannfear + Banekin/Scamp + Monster Set AND 2X Conjuration Pets all at once. It would be even more obnoxious than pet builds currently are... The point of this is to develop variety in summon builds!

    Ult - Frost Atronach - Summon a Frost Atronach to deal frost damage (similar to how Sorc's summon Storm Atronachs)

    001 - Giant Snake - (Stamina/Magicka cost) Summon a snake to deal poison damage. Alt Morph: Haj Mota, does 50% weaker physical damage but can stun enemies.

    002 - Skaafin Miscreal - (Magicka Cost, CRIMINAL OFFENSE) Summon a small Skaafin to deal Magic damage (follows you like a banekin). Only 1 conjuration pet may be active at any time.

    003 - Spriggan - (Stamina/Magicka Cost) Summon a spriggan to heal nearby allies (stays in place). Alt Morph: It does a DoT to enemies.

    004 - Flame Atronach - (Magicka Cost) Summon a flame atronach to deal fire damage (follows you like a Twilight). Only 1 conjuration pet may be active at any time.

    005 - Dremora - (Stamina/Magicka Cost, CRIMINAL OFFENSE) Summon a Dremora Knight from the Deadlands to fight for you in Mehrunes Dagon's name. Alt Morph: Dremora Mage. Only 1 conjuration pet may be active at any time.

    Conjuration Passives:
    001 - Increases your summon pet damage and healing done by 10 --> 20% with a Conjuration staff equipped.
    002 - Increase your armor by 500 --> 1000 points with Conjuration staff equipped.
    003 - Increase your health recovery by 150 --> 300 per Conjuration pet active.
    004 - Can have 2 summon pets from the Conjuration staff skill line active at once.




    I think that these are somewhat balanced, and I don't mind some of their stats weakening or whatever. I just think that this is something that can be done, and will add A LOT of diversity among DPS, Tanks, and Healers!

    Wasted opportunity with conjuration. There is so much more interesting things to that school of magic in TES than simply summoning minions.

    Also why would any of those skills cost stamina if the weapon doesn't restore stamina. Especially for conjuration.

    Easily the first skill should be summon a flame atro that morphs into a greater flame atro, or a cold-flame atro that does frost damage but inflicts burning as a status effect. Spriggans/giant snakes arent necessary for the line when you've got conjured armor, weapons, and summonable daedra/undead which is more what Conjuration is known for. Hell, one of the skills could be "summon armor" where it summons daedric boots that make you run faster, or daedric gloves that increase LA/HA damage.
    PC - NA
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    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
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  • Syrpynt
    Syrpynt
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    exeeter702 wrote: »

    Wasted opportunity with conjuration. There is so much more interesting things to that school of magic in TES than simply summoning minions.

    I didn't spend much time coming up with this stuff, it's a starting point. Quick to shoot down ideas, but nothing alternative in your reply. Give your amazing ideas to replace my bad ones.
    Also why would any of those skills cost stamina if the weapon doesn't restore stamina. Especially for conjuration.

    Easily the first skill should be summon a flame atro that morphs into a greater flame atro, or a cold-flame atro that does frost damage but inflicts burning as a status effect. Spriggans/giant snakes arent necessary for the line when you've got conjured armor, weapons, and summonable daedra/undead which is more what Conjuration is known for. Hell, one of the skills could be "summon armor" where it summons daedric boots that make you run faster, or daedric gloves that increase LA/HA damage.

    Bound Armor is a sorc line. Unoriginal. Since we're being critical of ideas with no constructive feedback.

    The spriggans or snakes was just thrown in there to make up for how they themed the Warden animal summon SOLELY on Morrowind creatures... + a bear. They should at least redo some of those morphs and animations so we aren't using ugly and niche creatures for an old DLC, it lost its novelty.

    If anything, I'd add summon zombies and skeletons clad in armor and weapons but they already have a necromancy class now.
    Edited by Syrpynt on June 8, 2021 1:42AM
  • SilverIce58
    SilverIce58
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    Syrpynt wrote: »
    exeeter702 wrote: »

    Wasted opportunity with conjuration. There is so much more interesting things to that school of magic in TES than simply summoning minions.

    I didn't spend much time coming up with this stuff, it's a starting point. Quick to shoot down ideas, but nothing alternative in your reply. Give your amazing ideas to replace my bad ones.
    Also why would any of those skills cost stamina if the weapon doesn't restore stamina. Especially for conjuration.

    Easily the first skill should be summon a flame atro that morphs into a greater flame atro, or a cold-flame atro that does frost damage but inflicts burning as a status effect. Spriggans/giant snakes arent necessary for the line when you've got conjured armor, weapons, and summonable daedra/undead which is more what Conjuration is known for. Hell, one of the skills could be "summon armor" where it summons daedric boots that make you run faster, or daedric gloves that increase LA/HA damage.

    Bound Armor is a sorc line. Unoriginal. Since we're being critical of ideas with no constructive feedback.

    The spriggans or snakes was just thrown in there to make up for how they themed the Warden animal summon SOLELY on Morrowind creatures... + a bear. They should at least redo some of those morphs and animations so we aren't using ugly and niche creatures for an old DLC, it lost its novelty.

    If anything, I'd add summon zombies and skeletons clad in armor and weapons but they already have a necromancy class now.

    Yeah, some skills would be hard to place for a Conjuration weapon line as both Sorc and Necro use the magic. But the summon armor I proposed is different than the Sorc's one. For one, Sorc's Bound Armor moprhs to bound daggers or armor that increases magicka and block mitigation, and thats not at all the same as what I proposed for my skill. Just the same names, though you could easily change it to "Summon boots of Blinding speed" and "Summon gloves of bolstering power". Conjured pieces of armor make sense as in Oblivion and Morrowind you could summon up separate pieces of armor, so there's some precedence for that skill.

    I will say that I would support a Spriggan summon but not for a conjuration staff. I'd prefer that summon go somewhere on the Warden's kit personally.
    Edited by SilverIce58 on June 8, 2021 4:11AM
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • Syrpynt
    Syrpynt
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    Yeah, some skills would be hard to place for a Conjuration weapon line as both Sorc and Necro use the magic. But the summon armor I proposed is different than the Sorc's one. For one, Sorc's Bound Armor moprhs to bound daggers or armor that increases magicka and block mitigation, and thats not at all the same as what I proposed for my skill. Just the same names, though you could easily change it to "Summon boots of Blinding speed" and "Summon gloves of bolstering power". Conjured pieces of armor make sense as in Oblivion and Morrowind you could summon up separate pieces of armor, so there's some precedence for that skill.

    Yeah, I remember those, especially the mundus activated ones as well. I'd like to see that too.

    Would be nice if there was a "Command" spell that affected any daedric enemies or player's pets/summons! Would make people think twice about running full Pet builds. There'd be a 10 second cooldown between people taking command of a pet, and might just make players avoid pet builds in PvP. heh
    I will say that I would support a Spriggan summon but not for a conjuration staff. I'd prefer that summon go somewhere on the Warden's kit personally.

    Sure, maybe they can have a separate staff that is unique to ESO but expands on creature-summon gameplay. Imps are a GREAT addition to that skill line also. Dreugh. Spiders. Wamasu. Lurcher ULTIMATE!! ha!
  • Astrid
    Astrid
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    For all this is a lovely idea, it’s unlikely.

    You’re taking away class identity from say - nightblades for example - if you give people shadow through illusion. You’re taking away from a sorcerer if everyone can summon through conjuration magic at will.. ect ect. Every class shouldn’t be able to do everything, or classes in general would be completely redundant. This is what class ability is, the staves are elements depending on what type of elemental damage you’d like to deal - the class abilities is where you’re more specialised, which makes choosing your class very important and having multiple characters to experience everything from different perspectives.
    Edited by Astrid on June 13, 2021 4:48PM
  • Syrpynt
    Syrpynt
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    Astrid wrote: »
    For all this is a lovely idea, it’s unlikely.
    You’re taking away class identity from say - nightblades for example - if you give people shadow through illusion. You’re taking away from a sorcerer if everyone can summon through conjuration magic at will.. ect ect. Every class shouldn’t be able to do everything, or classes in general would be completely redundant. This is what class ability is, the staves are elements depending on what type of elemental damage you’d like to deal - the class abilities is where you’re more specialised, which makes choosing your class very important and having multiple characters to experience everything from different perspectives.

    I think that they could make the abilities 70% or 80% of the strength of the class abilities. It wouldn't take away the identity, or the strength.
    Heck, maybe the classes that "match" the staves even 'synergize' better and get the remaining 20-30% debuff removed for specializing?

    Just some thoughts. There are ways of doing it that would give even more unique combinations for builds, and they may not be THE BEST, but at least it would give more variety to breathe some life back into ESO, while keeping lore-friendly aspects.
  • six2fall
    six2fall
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    Ippokrates wrote: »
    Now, CC staff is actually very interesting idea. If you have destro staff & resto staff, why not Illusion one? Cause in TES Universe technically those things belong to School of Illusion. In most part. In some game. At least ^^

    But the real question here, and you should also try to solve it, is right implementation of CC immunity.

    This is good thing for pvp cause it holds your enemies from putting you under contant CC (which is lame, btw.), but in pve it makes it rather useless, cause when I started to play ESO, I was running with javelin and didn't even understood why some hits are stunning enemies, while other don't ^^

    Now, imagine you are using such a weapon for weaving... Not funny at all ^^

    I'd love an illusion staff but honestly there is way too much damn cc in this game as it is. Of course illusion magic doesnt have to be cc type stuff. I'd also like to see an alteration staff for a magic based tank. Ice staffs should not be for tanking
  • VampReworkFailed
    VampReworkFailed
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    Syrpynt wrote: »
    exeeter702 wrote: »

    Wasted opportunity with conjuration. There is so much more interesting things to that school of magic in TES than simply summoning minions.

    I didn't spend much time coming up with this stuff, it's a starting point. Quick to shoot down ideas, but nothing alternative in your reply. Give your amazing ideas to replace my bad ones.
    Also why would any of those skills cost stamina if the weapon doesn't restore stamina. Especially for conjuration.

    Easily the first skill should be summon a flame atro that morphs into a greater flame atro, or a cold-flame atro that does frost damage but inflicts burning as a status effect. Spriggans/giant snakes arent necessary for the line when you've got conjured armor, weapons, and summonable daedra/undead which is more what Conjuration is known for. Hell, one of the skills could be "summon armor" where it summons daedric boots that make you run faster, or daedric gloves that increase LA/HA damage.

    Bound Armor is a sorc line. Unoriginal. Since we're being critical of ideas with no constructive feedback.

    The spriggans or snakes was just thrown in there to make up for how they themed the Warden animal summon SOLELY on Morrowind creatures... + a bear. They should at least redo some of those morphs and animations so we aren't using ugly and niche creatures for an old DLC, it lost its novelty.

    If anything, I'd add summon zombies and skeletons clad in armor and weapons but they already have a necromancy class now.

    if they make a conjuration staff we better to GOD get at least 1 skeleton warrior summon ability. Being able to raise or summon a skeleton is a prime part of conjuration.

    No, the necromancer class doesn't count because IRONICALLY enough they cannot raise or summon melee skeletons for *some* freaking reason.

    I also really really really like how your logic went from 'well i threw sprigggan and snake in there cause lack of variety on warden' yet you say 'cant throw skeleton in there cause of necromancer class,' literally these two thought processes contradict each other.

    Might as well not throw in any atronachs or dremora either since we have those covered in the sorc line :P
  • Syrpynt
    Syrpynt
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    Syrpynt wrote: »
    exeeter702 wrote: »

    Wasted opportunity with conjuration. There is so much more interesting things to that school of magic in TES than simply summoning minions.

    I didn't spend much time coming up with this stuff, it's a starting point. Quick to shoot down ideas, but nothing alternative in your reply. Give your amazing ideas to replace my bad ones.
    Also why would any of those skills cost stamina if the weapon doesn't restore stamina. Especially for conjuration.

    Easily the first skill should be summon a flame atro that morphs into a greater flame atro, or a cold-flame atro that does frost damage but inflicts burning as a status effect. Spriggans/giant snakes arent necessary for the line when you've got conjured armor, weapons, and summonable daedra/undead which is more what Conjuration is known for. Hell, one of the skills could be "summon armor" where it summons daedric boots that make you run faster, or daedric gloves that increase LA/HA damage.

    Bound Armor is a sorc line. Unoriginal. Since we're being critical of ideas with no constructive feedback.

    The spriggans or snakes was just thrown in there to make up for how they themed the Warden animal summon SOLELY on Morrowind creatures... + a bear. They should at least redo some of those morphs and animations so we aren't using ugly and niche creatures for an old DLC, it lost its novelty.

    If anything, I'd add summon zombies and skeletons clad in armor and weapons but they already have a necromancy class now.

    if they make a conjuration staff we better to GOD get at least 1 skeleton warrior summon ability. Being able to raise or summon a skeleton is a prime part of conjuration.

    No, the necromancer class doesn't count because IRONICALLY enough they cannot raise or summon melee skeletons for *some* freaking reason.

    I also really really really like how your logic went from 'well i threw sprigggan and snake in there cause lack of variety on warden' yet you say 'cant throw skeleton in there cause of necromancer class,' literally these two thought processes contradict each other.

    Might as well not throw in any atronachs or dremora either since we have those covered in the sorc line :P

    You do have Skeletons in Necromancer class already though. Skeleton bombers, archers/mages. That's more variety already. Skeleton Melee, then that class already has 2 Skeleton summons for a theme! If anything, a melee Zombie would be more variety for the stave summoning.

    Wardens don't have non-Vvardenfell animal summons from the rest of Nirn. It's niche and ugly. Wardens aren't strictly Vvardenfell lore.

    Sorcs don't have any form of Dremora, and the Storm Atronach is a Meteor + Statue.

    My point for bashing Skeletons was an ironic rebuttal because if people are going to be jerks and criticize without coming up with better alternatives, you're not adding to the conversation and your opinion shouldn't matter. Either give good reasoning why something should be different and clarify the weaknesses to a proposal, rather than just "Nah, that's stupid, I don't like it." Obviously the conversation went back on track after that and good points were made later.
    Edited by Syrpynt on June 18, 2021 8:24PM
  • Sahidom
    Sahidom
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    001 - Lifeblood - Transmute your health regeneration rate for status effect immunity for 5 seconds. Alt Morph: Apply to 1 additional ally target. Only 1 transmute spell may be active at any time.
    I would place Mage Armor here that improves Armor traits benefit by 100% for 3 sec. Per rank level. This allows a diverse build application for brief windows of time, med-high magicka cost. Morphs could include minor resolve, CC immunity, unstoppable v snares and immobilization, something to comparable.
    002 - Dynamic - Transmute your (lower) stamina or magicka regeneration rate for the (higher) of the two, for 8 seconds. Only 1 transmute spell may be active at any time.
    I would implement Major recovery buff here and have the morphs grant 10 seconds 100% increase to offense recovery while -100% to the other i.e. +Magicka/-Stamina or +Stamina/-Magicka. I would not include Health Recovery in the skill.
    003 - Symmetry - Transmute an increased vulnerability to Fire, Frost, Shock, and Magic damage by 20%, to decrease your physical, poison, bleed, and disease damage by 20% for 10 seconds. Alt Morph: Opposite. Only 1 transmute spell may be active at any time.
    I dont like the write up here. This should be an attack skill for damage. A magic melee attack.
    004 - Finesse - Transmute 400 weapon/spell damage to 20% increased critical damage done. Alt Morph: Opposite. Only 1 transmute spell may be active at any time.
    This is a nifty skill buy it should be a end of tree. I disagree with the proposed effect, I'd suggest an alteration that saps the properties of the armor and conveys a channeled boost to your weapon damage rating e.g. -16% armor rating for +16+% to the damage rating of the equipped weapon.
    005 - Hardness - Transmute your critical resistance for armor points. Alt Morph: Transmute your critical chance (Spell or Weapon, whichever is higher) for armor points. Only 1 transmute spell may be active at any time.
    This would be replaced by skill 004 and a cone slam attack would be cool for a 2nd offense skill similar to the Giants slam attack that shoots with a similar arc except all targets inside cone are hit.
  • Stx
    Stx
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    ✭✭
    This game desperately needs more skill lines. The way the entire system is setup is fantastic imo but it falls way short because there aren't enough options and there are so many cookie cutter skills for each class.
  • Syrpynt
    Syrpynt
    ✭✭✭
    If I could, I would have it with no "classes", but true elder scrolls in the sense that you can only slot 8 abilities/hotkeys from ANY class/world skill line-- and with only 1 weapon equipped! No more awkward weapon swapping-- But give more spell/abilities that aren't weapon dependent so weapon swapping isn't as 'needed' as it is now to keep the combat interesting.

    This would only work if spells and abilities had cooldowns. Heck, it would likely improve the servers when they're busy with less calculations and all. Keep the cooldowns on the user side. Rebalance the game so that damage dealers don't need to be min-max for end-game content... Idk.

    The best I can ask for is staves that tie to TES lore somehow at this point. Maybe in TES 2 they will fix these problems, make it less MMO, and more roots..
    Edited by Syrpynt on June 22, 2021 5:08AM
  • colossalvoids
    colossalvoids
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    New staves, spears, 1h+anything I'm up to anything really, just something new in that department as it's dull as hell already. Also it definitely should be more hybrid friendly and not being locked behind mag or stam prison.
  • alberichtano
    alberichtano
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    Funny, I had a similer idea brewing in my head, but about Necromancer staffs.

    Things is, I was never really satisfied with the necro class. They just aren't... necromantic enough. Where are the zombies, the ghosts, the hoardes of undead? Heck, even an undead following you (much like the sorc pets)?

    Throwing skulls and drawing power from the dead is all well and good, but... yeah. I miss the actual calling forth the dead to fight for you-part. :-P
  • alberichtano
    alberichtano
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    Stx wrote: »
    This game desperately needs more skill lines. The way the entire system is setup is fantastic imo but it falls way short because there aren't enough options and there are so many cookie cutter skills for each class.

    This is interesting. I have long wondered why some of the abilities/perks are in the CP rather than actually being skills or passives.

    For example the Fishing perks, the other crafting perks (that are actually crafting or harvesting related) from the Crafting CP-tree would all be swell as skills.

    I have even an idea for how to get them all together: a Survival skill, that has just these effects.
    * The better harvesting
    * The fishing bonuses
    * The harvesting speed bonus
    * Bonus to hunting-harvesting (similar to old harvesting bonus, but to actual animals, ie chance of more skins or meat from felled prey).

    Things like that. Would make much more sense as skills bought with skill points than some mystic gift from the stars. :-P
  • Syrpynt
    Syrpynt
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    I have even an idea for how to get them all together: a Survival skill, that has just these effects.
    * The better harvesting
    * The fishing bonuses
    * The harvesting speed bonus
    * Bonus to hunting-harvesting (similar to old harvesting bonus, but to actual animals, ie chance of more skins or meat from felled prey).

    The developer that proposed the new CP system to get a raise this year:

    tenor.gif?itemid=3904870

    lol
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