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A suggestion on reworking world skill lines...

Lynx7386
Lynx7386
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... to fit in some other new skill lines that people seem to be begging for.


First off, the categories need to be tweaked a bit. I'd suggest moving soul magic to another category (maybe just put it under guild or racial to get it out of the way), and then remove the "world" skill category, replacing it with the following:

Category 1: Corruption
Under the corruption category of skill trees, you'll have the current werewolf and vampire skill lines, as well as other similar, 'dark'-themed skill trees. So, it'll look something like this:
Corruption
-> Werewolf
-> Vampire
-> Necromancy

Each of these skill lines is mutually exclusive, so you are unable to pick more than one. You can invest in necromancy, you can invest in vampirism, or you can invest in lycanthropy, but not more than one of the three. To equate this to our three resources, vampirism focuses primarily on magicka gameplay, werewolf focuses mostly on stamina gameplay, and necromancy, in addition to summoning, could have a lot of health-boosting or restoring effects (cheating death and all).

Category 2: Purity
Under the purity category, you have the opposites to the corruption skill trees.
Purity
-> Dawnguard
-> Vigilant of Stendarr
-> Silver Hand

The dawnguard line focuses on anti-vampirism abilities and offensive sun/light-based abilities. The vigilants of stendarr line focuses on anti-daedra abilities and blessings of the divines. The silver hand line focuses on anti-werewolf and beast/monster hunting abilities.

Just like the corruption line, each skill tree in the purity line is mutually exclusive. You cannot be in both the dawnguard and the silver hand, or the silver hand and the vigilants, so on and so forth - you pick one and stick to it.


The two categories are mutually exclusive with one another as well. A vampire, werewolf, or necromancer cannot invest points in the dawnguard, vigilants, or silver hand skill lines. You have to pick your path, whether you choose to go purity and hunt down evil or corruption and fight with it.


In addition to these changes, the fighter's guild skill line should be reworked completely, away from it's current anti-daedra/vampire focus, and made into more of a general warrior or fighter styled skill line.
PS4 / NA
M'asad - Khajiit Nightblade - Healer
Pakhet - Khajiit Dragonknight - Tank
Raksha - Khajiit Sorcerer - Stamina DPS
Bastet - Khajiit Templar - Healer
Leonin - Khajiit Warden - Tank
  • Marenne
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    Love it.
  • Rook_Master
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    And all ZOS has to do is develop 4 more skill lines, complete with animations and all.
  • SanderBuraas
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    I agree that there should be more of a structure for the skill lines under the world section, but as of now there are not many skill lines that go under this. If they happen to add other skill lines, such as Necromancy, they should definitely section the various lines.
  • BBSooner
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    While i love the idea of diametrically opposed skill lines, and the ability to have combinations of any, my main qualms are with the names. I won't sink the thread in a discussion over them since that's for ZOS to wade through. As for the basic idea - I like it, and hope we get something similar. +Awesome
    Edited by BBSooner on January 29, 2015 7:33PM
  • Lynx7386
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    This would also allow room to put some cooler abilities in the fighter's guild sol tree. Imagine abilities like a punch or leg sweep to sate the unarmed hordes.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • TheShadowScout
    TheShadowScout
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    I like the idea of "pick one" skill lines a lot. Though personally I would prefer to have more varietee...

    I for one would enjoy more skill lines in a big pool to select one for, and I would maybe make them themed to religion.
    Werewolf is already associated with Hircine, Vampire is already associated with rejecting both daedric princes and the divines... which means, we could have one skill line for each of the eight divines and one for each of the seven main daedric princes (the three "good" daedra, and the four of the house of troubles...), themed to their sphere of influence... possibly mixing in some other dieties we hear of in the game lore as well...

    Ah, so much possibility for character diversification...
  • Lynx7386
    Lynx7386
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    Despite the in game quest, vampires are linked to molag bal.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • TheShadowScout
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    Actually in the vampire quest, you get to see the vampires players become are very much opposed to molag bal and all he stands for.

    Molag Bal -would- be a way to sneak some necromancy skills into player hands though... just saying... ;)
  • cyclonus11
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    I was thinking that it would be interesting to have skill lines for religious followers, like the Tribunal or Julianos or Malacath. You can only choose one, and you have to complete a scaled level quest line to unlock it. You wouldn't be able to choose pantheon to worship if you have to oppose them anywhere else in the world (so no Molag Bal or Vaermina), and being a werewolf automatically counts as being a follower of Hircine, so werewolves wouldn't be able to choose another unless they cure themselves...
  • Lynx7386
    Lynx7386
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    I dont know about going with every aedra and daedra as a different skill line, that's a lot of stuff that would have to be added to the game (and subsequently balanced). Plus, some of those would probably encroach too much on the domain of templar and sorceror spells currently.

    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • cyclonus11
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    It doesn't have to be all of them. You could have "The Eight" instead of each one individually, for example.
  • phreatophile
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    No vampire necromancers?
  • AlexDougherty
    AlexDougherty
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    Lynx7386 wrote: »
    ... to fit in some other new skill lines that people seem to be begging for.


    First off, the categories need to be tweaked a bit. I'd suggest moving soul magic to another category (maybe just put it under guild or racial to get it out of the way), and then remove the "world" skill category, replacing it with the following:

    Category 1: Corruption
    Under the corruption category of skill trees, you'll have the current werewolf and vampire skill lines, as well as other similar, 'dark'-themed skill trees. So, it'll look something like this:
    Corruption
    -> Werewolf
    -> Vampire
    -> Necromancy

    Each of these skill lines is mutually exclusive, so you are unable to pick more than one. You can invest in necromancy, you can invest in vampirism, or you can invest in lycanthropy, but not more than one of the three. To equate this to our three resources, vampirism focuses primarily on magicka gameplay, werewolf focuses mostly on stamina gameplay, and necromancy, in addition to summoning, could have a lot of health-boosting or restoring effects (cheating death and all).

    Category 2: Purity
    Under the purity category, you have the opposites to the corruption skill trees.
    Purity
    -> Dawnguard
    -> Vigilant of Stendarr
    -> Silver Hand

    The dawnguard line focuses on anti-vampirism abilities and offensive sun/light-based abilities. The vigilants of stendarr line focuses on anti-daedra abilities and blessings of the divines. The silver hand line focuses on anti-werewolf and beast/monster hunting abilities.

    Just like the corruption line, each skill tree in the purity line is mutually exclusive. You cannot be in both the dawnguard and the silver hand, or the silver hand and the vigilants, so on and so forth - you pick one and stick to it.


    The two categories are mutually exclusive with one another as well. A vampire, werewolf, or necromancer cannot invest points in the dawnguard, vigilants, or silver hand skill lines. You have to pick your path, whether you choose to go purity and hunt down evil or corruption and fight with it.


    In addition to these changes, the fighter's guild skill line should be reworked completely, away from it's current anti-daedra/vampire focus, and made into more of a general warrior or fighter styled skill line.

    I like the idea, but Werewolves and Vampires need to be infected, how do you plan on getting around that, because we shouldn't just morph into a vampire/werewolve because we invest skill points.
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
  • Lynx7386
    Lynx7386
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    Lynx7386 wrote: »
    ... to fit in some other new skill lines that people seem to be begging for.


    First off, the categories need to be tweaked a bit. I'd suggest moving soul magic to another category (maybe just put it under guild or racial to get it out of the way), and then remove the "world" skill category, replacing it with the following:

    Category 1: Corruption
    Under the corruption category of skill trees, you'll have the current werewolf and vampire skill lines, as well as other similar, 'dark'-themed skill trees. So, it'll look something like this:
    Corruption
    -> Werewolf
    -> Vampire
    -> Necromancy

    Each of these skill lines is mutually exclusive, so you are unable to pick more than one. You can invest in necromancy, you can invest in vampirism, or you can invest in lycanthropy, but not more than one of the three. To equate this to our three resources, vampirism focuses primarily on magicka gameplay, werewolf focuses mostly on stamina gameplay, and necromancy, in addition to summoning, could have a lot of health-boosting or restoring effects (cheating death and all).

    Category 2: Purity
    Under the purity category, you have the opposites to the corruption skill trees.
    Purity
    -> Dawnguard
    -> Vigilant of Stendarr
    -> Silver Hand

    The dawnguard line focuses on anti-vampirism abilities and offensive sun/light-based abilities. The vigilants of stendarr line focuses on anti-daedra abilities and blessings of the divines. The silver hand line focuses on anti-werewolf and beast/monster hunting abilities.

    Just like the corruption line, each skill tree in the purity line is mutually exclusive. You cannot be in both the dawnguard and the silver hand, or the silver hand and the vigilants, so on and so forth - you pick one and stick to it.


    The two categories are mutually exclusive with one another as well. A vampire, werewolf, or necromancer cannot invest points in the dawnguard, vigilants, or silver hand skill lines. You have to pick your path, whether you choose to go purity and hunt down evil or corruption and fight with it.


    In addition to these changes, the fighter's guild skill line should be reworked completely, away from it's current anti-daedra/vampire focus, and made into more of a general warrior or fighter styled skill line.

    I like the idea, but Werewolves and Vampires need to be infected, how do you plan on getting around that, because we shouldn't just morph into a vampire/werewolve because we invest skill points.

    Acquisition would not change. I think it would make sense that a necromancer would have to go through some kind of coven to get their ability. The three purity lines could also each have their own trials to prove to the organization that you are worthy of joining them.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • AlexDougherty
    AlexDougherty
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    Lynx7386 wrote: »
    Lynx7386 wrote: »
    ... to fit in some other new skill lines that people seem to be begging for.


    First off, the categories need to be tweaked a bit. I'd suggest moving soul magic to another category (maybe just put it under guild or racial to get it out of the way), and then remove the "world" skill category, replacing it with the following:

    Category 1: Corruption
    Under the corruption category of skill trees, you'll have the current werewolf and vampire skill lines, as well as other similar, 'dark'-themed skill trees. So, it'll look something like this:
    Corruption
    -> Werewolf
    -> Vampire
    -> Necromancy

    Each of these skill lines is mutually exclusive, so you are unable to pick more than one. You can invest in necromancy, you can invest in vampirism, or you can invest in lycanthropy, but not more than one of the three. To equate this to our three resources, vampirism focuses primarily on magicka gameplay, werewolf focuses mostly on stamina gameplay, and necromancy, in addition to summoning, could have a lot of health-boosting or restoring effects (cheating death and all).

    Category 2: Purity
    Under the purity category, you have the opposites to the corruption skill trees.
    Purity
    -> Dawnguard
    -> Vigilant of Stendarr
    -> Silver Hand

    The dawnguard line focuses on anti-vampirism abilities and offensive sun/light-based abilities. The vigilants of stendarr line focuses on anti-daedra abilities and blessings of the divines. The silver hand line focuses on anti-werewolf and beast/monster hunting abilities.

    Just like the corruption line, each skill tree in the purity line is mutually exclusive. You cannot be in both the dawnguard and the silver hand, or the silver hand and the vigilants, so on and so forth - you pick one and stick to it.


    The two categories are mutually exclusive with one another as well. A vampire, werewolf, or necromancer cannot invest points in the dawnguard, vigilants, or silver hand skill lines. You have to pick your path, whether you choose to go purity and hunt down evil or corruption and fight with it.


    In addition to these changes, the fighter's guild skill line should be reworked completely, away from it's current anti-daedra/vampire focus, and made into more of a general warrior or fighter styled skill line.

    I like the idea, but Werewolves and Vampires need to be infected, how do you plan on getting around that, because we shouldn't just morph into a vampire/werewolve because we invest skill points.

    Acquisition would not change. I think it would make sense that a necromancer would have to go through some kind of coven to get their ability. The three purity lines could also each have their own trials to prove to the organization that you are worthy of joining them.

    Ok, fair enough, just so long as we have to find and get the skill line, not just open our menus.
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
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