Hey all, I was thinking about what "could" be added to the game. We hear a lot about bowstaves or spears as options, but why not another ranged weapon with more utility? That's what got me thinking about the Sling. It's a very simple weapon used throughout history and still to this day that many people are familiar with, and more than that it takes a level of "skill" to use. I tried to incorporate this idea of skill shots into these ability suggestions, but I hope you enjoy.
Skills
1-
Sling Shot - Stamina
Let loose a precise stone at your target with deadly accuracy, inflicting (scaling %Bonus) damage
Morph 1.1- Copper Shot - Stamina
Lets loose a ball of copper at your target’s chest, inflicting %Bonus damage, canceling your target’s cast, and inflicting the breathless status- causing their stamina recovery from any source to decrease by (%24 %26 %28 %30 %32) for 4 seconds. The breathless status can be purged
Morph 1.2- Porcelain Shot - Stamina
Lets loose a ball of porcelain at your target, inflicting (scaling %Bonus) damage and fragmenting to nearby targets around your target (5 meters), inflicting the Hemorrhaging status to all targets hit by the area effect around your target over 5 seconds, Major Mangle on your target
2-
(Nirn or Ground) Break (double cast) - Stamina
First cast- Channel (up to 5 seconds, is affected by the Master Gatherer perk). Toss a boulder at an area, dealing physical damage after 3 seconds. Allowing the boulder to land in this manner creates a temporary and destructible barrier from the ground impact that begins to crumble away immediately and may be damaged only by direct damage.
Second cast- After 1-2.5 seconds use this ability again to fire a higher velocity stone at the boulder from your sling, causing it to shatter and damage enemies in a cone. Hitting closer to 1 second will deal less damage and have a very wide cone- area of effect, 1.75 seconds will have the optimal damage/area of effect, and closer to 2.5 seconds will again have a wide area of effect, limited range, and less damage.
Morph 2.1
Oblivion Break - Magicka
First cast - Instantly summon a fiery boulder from Oblivion above your target, landing after 3 seconds and dealing direct Flame damage.
Second cast - After 1-2.5 seconds, use this ability again to fire a magically imbued stone at the fiery boulder’s core before impact, creating a circle of flame around your target area’s impact that deals massive fire damage (closer to 1.75 sec) as well as applying Major Ensnarement, slowing those who step into it effect by 75%. Players who pass through either side of the ring are dealt fire damage based on the maximum HP of the caster, and all flame abilities gain more damage if they originate from this area.
Morph 2.2
Mundus Break - Stamina
First cast - Shout to the skies to disrupt the atmosphere and summon a molten meteor at your target, landing after 3 seconds and dealing instant physical damage before being summoned back to the skies.
Second cast - After 1-2.5 seconds, use this ability again to let loose a stone from your sling at the meteor, creating a barrier around your target impact area. The barrier lasts 3 seconds. Firing closer to 1 second creates a flimsy barrier with many gaps that can be stepped over, closer to 1.75 seconds creates a complete barrier that can be rolled through, and closer to 2.5 seconds creates a steep barrier that only encircles a small area.
3-
Clay Shot - Stamina
Lets loose a ball of clay, dealing (scaling %Bonus) damage and ensnaring your target by a scaling % based on level of the skill
Morph 3.1 -
Nail Shot - Stamina
Lets loose a ball of clay with metal fragments onto your target, dealing bleeding damage over 6 seconds that cannot be purged while ensnaring your target by a scaling % based on level of the skill
Morph 3.2-
Poison Clay- Magicka
Lets loose a ball of poisonous clay that sticks to your target, dealing poison damage over 6 seconds while ensnaring your target by a scaling % based on level of the skill
4-
Dust Cloud - Stamina
Lets loose a cloud of dust around you from your sling that lasts 3, 3.5, 4, 4.5, 5 seconds that grants you invisibility so long as you are in the dust cloud. You are invisible in this cloud of dust to enemies. Attacking breaks the invisibility, but the invisibility returns after 1 second.
Morph 4.1
Toxic Cloud - Magicka
Release a cloud of toxic spores from your sling that lasts 5 seconds and lingers in your area, dealing (scaling poison damage/second) to enemies inside it. You are invisible in this cloud of dust to enemies. Attacking breaks the invisibility, but the invisibility returns after 1 second.
Morph 4.2
Whirlwind - Stamina
Swing your sling around your head at high speed, creating a whirlwind of dust that lasts up to 5 seconds moves with you in the direction you are facing and grants you invisibility. Speed of the whirlwind scales with level. Attacking breaks the invisibility, but the invisibility returns after 1 second. You and allied receive reduced stamina costs while inside of this dust cloud.
5.
Ricochet - Stamina
Fire a shot that bounces off multiple targets, dealing MAX damage up front (increasing with level), but decreasing by a % with each subsequent shot (This % decreases with increased level). May hit up to 5 targets. Set bonuses only applied to first target
Morph 5.1
Magical Ricochet - Magicka
Fires a magically imbued projectile at your first target, stunning the first target for 1 second and bouncing off nearby targets, dealing the same damage with each hit. Can hit the first target multiple times, number of targets increases with level. Set bonuses only applied to the first target.
Morph 5.2
Improved Ricochet- Stamina
Fires a shot that bounces off multiple targets, increasing with damage as it bounces off each target. Each target can only be hit once, the number of targets increases with level. Set bonuses only applied to the first target.
Upgrading:
First off, the upgrade material for the sling would be split between woodworking and clothier lines, but the trait must come from the woodworking line and it would be crafted at that station. That means 1 tannin to 1 resin, at max levels of Resin/Tannin expertise it would be:
Normal->Fine 1 Hemming 1 Pitch
Fine -> Superior 2 Embroidery 2 Turpen
Superior -> Epic 3 Elegant Lining, 3 Mastic
Epic -> Legendary 4 Rosin 4 Dreugh Wax
Slight mat increase up to Superior to Epic but I think Epic to Legendary balances it out as Rosin costs are down while Dreugh Wax costs remain high
What are your thoughts and suggestions to perhaps what the ultimate should be? or perhaps a different take on the abilities/bonuses?
Edited by Dr_Con on September 14, 2022 9:18PM