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Dwarf Tech Skill Line

Commandment
Commandment
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Leveled Up Via finding Dwarf Knowledge Text antiquities to discover a ancient knowledge of dwarven technology similar to mage skill leveling but harder to do.

Spell 1: Shock Gauntlet - Melee Range - Resource Magic - Enhance your grip to apply an electric discharge on grab dealing shock damage inflicting off balance - When Used on an Off Balanced target inflict 3 second stun.
Morph 1: Unstable Gauntlet: Now has increased damage significantly, with a a 8 yard dmg radius and knocks primary target back 10 yards when used on Off Balance Target inflicts shock status.
Morph 2 - (Stamina) Magnetic Gauntlet Tether to one target dealing damage over time to all enemies between user and target, upon completion, target and all enemies caught between target are pulled into the user and stunned for 1 second..

Spell 2: Mechanical Trap (stamina): (15 yards) Throw gadget at target location, after 2 seconds razor blades will activate dealing dmg overtime to enemies as bleed damage.
Morph 1: Rusty Trap : Enemies caught on traps activation will bleed over time effect
Morph 2: Unstable Trap: Trap has been enhance and blades have been removed but takes 4 seconds to activate. Will now inflict shock damage on 2 second bursts, and will knock back enemies away from the center (Does not inflict cc status)

Spell 3:Dwarvenn Optical Enhancement: (Buff) Increased Stealth Detection - Increase Crit by 5% when slotted.
Morph 1: Ionic Eyes: Now shoots a beam of concentrated heat in a line 20 yards forward dealing fire damage to all enemies, will pop out invisible targets. (Targets will not be able to reenter stealth for 3 seconds.
Morphe 2: Concentrated Beam (channel): Now locks on to a target with burning gaze dealing fire dmg over time tethering self to target, any enemy who stands infront of target will recieve the lock-on damage for the duration of the channel until moving out the way. Target recieving damage will lose 3k resistance. (Can be bashed)

Spell 4: Unstable Mechanization: Construct a mechanical ball that will take 3 secs to activate before charging in on a target and blowing up. If bashed will cancel its formation and stop the skill.
Morph 1: Mechanical Nuisance: Upon reaching target, it will latch on locking down ability to roll for 3 seconds and shocking the target also inflicting 30% slow can be removed by bashing 2 times in a row.
Morph 2: Mechanical Medic: Follows around enemy target for 10 seconds healing all your friendly single targets every 2 seconds can be disabled by being bashed 2 times.

Ultimate: Mechanical Wonder Scholar: Base (Does Nothing) When Slotted Reduce damage taken by 3%

Morph 1:Dwarven Centurion: Summon a Dwarven Centurion (Will be similar too wardens bear) - Pet can be altered or changed at construct station to also be a dwarven spider.

Morph 2: Dwarven Mech. Use your knowledge to incase your body in a mechanical suit. On Use :Charge Forward Punching the first target dealing massive damage. Increase all Weapon/Spell Damage by 500, and armor/spell resistance by 10k.

Alternate Morph 2: Werewolf like ult. With new mechanic Venting. if not vented properly and reach max heat, user will automatically explode and die dealing heavy fire damage to all enemies within 10 yards. Transformation lasts for 30 seconds.While in this form you can't roll, or knocked back.
Spell 1; Power Fist - Knock Backs foe's 10 yards on hit - Does not apply CC status but has a 3 seconds immunity period (Heavy Heat Gain)
Spell 2: Flame Thrower : Does AOE fire damage channeled ability can move while channeling, but movement is reduced by 50% (Slowly Gain heat)
Spell 3 Ground Slam : Stuns all enemies for 2 seconds and inflicts physical damage (Massive Heat Gain)
Spell 4: Vent Heat (Channel) Release Heat extremely fast
Spell 5: Eject
Edited by Commandment on April 27, 2022 7:38PM
  • Enemy-of-Coldharbour
    Enemy-of-Coldharbour
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    246431_sm-Dwarf%20Golem.png
    Silivren (Silly) Thalionwen | Altmer Templar | Magicka | 9-Trait Master Crafter/Jeweler | Master Angler | PVE Main - Killed by U35
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  • SedoUmbra
    SedoUmbra
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    Ultimate: Mechanical Wonder Scholar: Base (Does Nothing) When Slotted Reduce damage taken by 3%

    Morph 1:Dwarven Centurion: Summon a Dwarven Centurion (Will be similar too wardens bear) - Pet can be altered or changed at construct station to also be a dwarven spider.

    Morph 2: Dwarven Mech. Use your knowledge to incase your body in a mechanical suit. On Use :Charge Forward Punching the first target dealing massive damage. Increase all Weapon/Spell Damage by 500, and armor/spell resistance by 10k.

    I was sort of, kind of with you up to here. But you want an ultimate that does nothing unless you commit a second skill point? Can't get on board with that unfortunately. And the morphs are just 3 completely different abilities. Don't mean to be harsh, but it sort of feels like you couldn't decide between 3 totally different morphs so you awkwardly made a hypothetical where they 2 are options.


    And aside from that, I noticed what I would consider a slight over use of the word "Unstable" in the ability names. Firstly, variety is the spice of life so more in that department would be great, but also the Dwarves were engineering geniuses. They disappeared 3900ish years before the events of Skyrim (the Elder Scrolls game that is furthest along the timeline) and yet they have armies of mechanical drones, entire cities that remain entirely functional and self sustaining. It really doesn't make sense for half of their abilities to be unstable. "Mechanical" also had more of it's fair share of the spot light, but I can overlook that given that "mechanical" very much is the theme of the Dwemer.
  • YandereGirlfriend
    YandereGirlfriend
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    I'm still holding out hope for a DWARVEN TINKER class!
  • Chaos2088
    Chaos2088
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    Should be a class centred around this. Mages trying to replicate what the dwemer could do along with other things. Would be ESO version of an engineer class.
    @Chaos2088 PC EU Server | AD-PvP
  • Commandment
    Commandment
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    SedoUmbra wrote: »

    Ultimate: Mechanical Wonder Scholar: Base (Does Nothing) When Slotted Reduce damage taken by 3%

    Morph 1:Dwarven Centurion: Summon a Dwarven Centurion (Will be similar too wardens bear) - Pet can be altered or changed at construct station to also be a dwarven spider.

    Morph 2: Dwarven Mech. Use your knowledge to incase your body in a mechanical suit. On Use :Charge Forward Punching the first target dealing massive damage. Increase all Weapon/Spell Damage by 500, and armor/spell resistance by 10k.

    I was sort of, kind of with you up to here. But you want an ultimate that does nothing unless you commit a second skill point? Can't get on board with that unfortunately. And the morphs are just 3 completely different abilities. Don't mean to be harsh, but it sort of feels like you couldn't decide between 3 totally different morphs so you awkwardly made a hypothetical where they 2 are options.


    And aside from that, I noticed what I would consider a slight over use of the word "Unstable" in the ability names. Firstly, variety is the spice of life so more in that department would be great, but also the Dwarves were engineering geniuses. They disappeared 3900ish years before the events of Skyrim (the Elder Scrolls game that is furthest along the timeline) and yet they have armies of mechanical drones, entire cities that remain entirely functional and self sustaining. It really doesn't make sense for half of their abilities to be unstable. "Mechanical" also had more of it's fair share of the spot light, but I can overlook that given that "mechanical" very much is the theme of the Dwemer.

    This would be a subclass like vampirism or other skill trees. Since the true knowledge are no longer with us, and no one seems to be able to replicate what they have made. Unstable is the perfect word for half these skills. We aren't fully able to perfect it, but we are in some ways trying to replicate it.

    As for the ultimate, its not that im undecided on 3 different skills, I thought it would be unique to have a skill that ultimately branches into 2 different skills. The Lore with the skill is that your doing research hence its name as you level up. (No one ever uses a base skill in the first place thats not morphed) As for Morph 2's Ultimate alternate, I just thought of it on the fly while writing it.

    As for half the skills, I've made them more Skill shot than lock on to add new mechanics to the game with extra spice for hitting.
    Edited by Commandment on April 28, 2022 2:12AM
  • captainwolfos
    captainwolfos
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    No antiquities please for the love of god.
    Enemy of Boob Plates
    For the Covenant! For the High King!
    Solo Player | PVEer | Not caring about PVP since 1992
    Spill some blood for me, dear brother
  • Commandment
    Commandment
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    Chaos2088 wrote: »
    Should be a class centred around this. Mages trying to replicate what the dwemer could do along with other things. Would be ESO version of an engineer class.

    I would like a full class for dwemers but I don't think it would be lore friendly since the Dwemer, disappeared leaving all there machines behind. My Subclass is kinda like your trying to replicate it, but its more like a crappy replica of the real thing. So any class can learn it giving everyone new tools to use in the arsenal.


  • Commandment
    Commandment
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    No antiquities please for the love of god.

    Haha, it sucks, but antiquities are the more lore friendly way to discover dwarven/dwemer tech since its archeology. Its kinda like how tedious the psijic, and mage guild is. Besides I think it would be worth it for all the new tools and mechanics you can work with.
  • RoseTheSnowElf
    RoseTheSnowElf
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    I totally support the idea of a Dwemer guild-type skill line. This would be a really awesome addition to the game.
    Granted, I don't know a thing about what it takes to balance combat so I don't feel like I can give any kind of impute. However, this is creative and I think ZOS should really consider this.

    My one request is can we PLEASE have the option for a Dwemer Spider combat pet.... please, please, please. Lol
    There's this one little quest with the Dark Elf Twins (Vanos Twins, iirc) in a Dwemer ruin and you have to get a Spider to fight by your side. And all I could think about was how awesome it would be to have a skill line that allows for a Dwemer Spider combat pet.
    PS5 NA EP GH

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  • propertyOfUndefined
    propertyOfUndefined
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    Dwemer Artificer… way better than a bard skill line, imho!
  • Hapexamendios
    Hapexamendios
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    Dwemer Artificer… way better than a bard skill line, imho!

    This is pretty much what I thought. Would be a neat new class. Could tie it in with Telenger. Always liked him.
  • Commandment
    Commandment
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    I totally support the idea of a Dwemer guild-type skill line. This would be a really awesome addition to the game.
    Granted, I don't know a thing about what it takes to balance combat so I don't feel like I can give any kind of impute. However, this is creative and I think ZOS should really consider this.

    My one request is can we PLEASE have the option for a Dwemer Spider combat pet.... please, please, please. Lol
    There's this one little quest with the Dark Elf Twins (Vanos Twins, iirc) in a Dwemer ruin and you have to get a Spider to fight by your side. And all I could think about was how awesome it would be to have a skill line that allows for a Dwemer Spider combat pet.

    Yes I just want them to add more variety of buttons.
  • Ildun
    Ildun
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    Tonal tuning - Synchro Summon! :smiley:
  • Commandment
    Commandment
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    Dwemer Artificer… way better than a bard skill line, imho!

    A bard skill support line would be awsome.
  • O37GEKKO
    O37GEKKO
    hey everyone thats already here!

    i had a vague idea for a tonal attunement skill line... but my ultimate idea was abit different to whats here

    i was thinking players could hold keening with wraithguard in their left hand, and smack the blade with sunder, creating a big forward resonating tonal sound cone that resonates a damage proc and also silences active buffs for a duration after.

    ive always envisioned that this was the intended proper use of them. (not so much stabby hammer chisel mode imo)

    (and we have a dawnblade ultimate)

    i remember reading somewhere that since teso tamriel is before the events of morrowind, yagrum bagarn would be alive somwhere... would be awesome if zenimax considered a story/skill line similar to the psijic questline, where the player actually helps him to forge keening, warithguard and sunder, before theyre used for the events of tes3... i dont know if the lore specifically states when they were originally crafted, but if there is room for it within teso's timeline...
    would be super awesome :)
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