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A Skill Line Idea for Those That Dont Want to Vamps or WWs (Untainted)

Pirhana7_ESO
Pirhana7_ESO
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The problem is most people think they have to go vamp or WW, staying normal is unappealing. Now i know vamps and WWs have disadvantages but i would like to see an actual Skill for the player so they can choose this instead and enhance themselves without "changing"

I know the Fighters Guild kinda fits that role but the problem is you can be in the Fighters guild AND be a vamp or WW. I am talking about an exclusive Skill line that one could choose if they are not a vamp or WW. We could call it The Church, Holy , or Untainted. This line would NOT be aimed at fighting vamps or WW because that is the Fighers Guild's role. This line would be more about enhancing yourself in the say way vamps and WWs can. This line could focus more on health regain since(vamps = magika)(wws= stamina) and survival passives like weapon parry. maybe we could see some warcry or blessing abilities. This line would also need some disadvanatages to stay even. like being vulnerbale to Disease. (vamps are fire) and (WWs are Poison)

One could still choose not to be any of the 3 lines. I just think a 3rd line to actually focus on staying human or your race would be a nice line option.
Edited by Pirhana7_ESO on August 4, 2015 9:17PM
  • RazzPitazz
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    Actually when IC update goes live the changes are enough that plenty of players have decided staying neural is a better option. WW are losing the stamina buff outside of WW form, and vamps still have the fire vulnerability. If you are stamina going WW isn't necessary anymore and vampire has always been a win/lose for magic builds.
    PC NA
    VR1 - Jar'eed - Khajiit Dragon Knight - AD
    VR1 - Broad Tail - Argonian Templar - EP
    All-Star Crafter Guild
  • Pirhana7_ESO
    Pirhana7_ESO
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    RazzPitazz wrote: »
    Actually when IC update goes live the changes are enough that plenty of players have decided staying neural is a better option. WW are losing the stamina buff outside of WW form, and vamps still have the fire vulnerability. If you are stamina going WW isn't necessary anymore and vampire has always been a win/lose for magic builds.

    I know, and thsoe are good points, But when you look at both lines you choose them to get buffs or abilities you want while excepting some disadvantages. I just basically want the same thing for sticking to my race. Some more passives and skills I get that the vamps and WWs cant
    Edited by Pirhana7_ESO on August 4, 2015 8:23PM
  • Nestor
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    This line would also need some disadvantages to stay even. like being vulnerable to Disease. (vamps are fire) and (WWs are Poison)

    One could still choose not to be any of the 3 lines. I just think a 3rd line to actually focus on staying human or your race would be a nice line option.

    Problem with being vulnerable to disease is it would also make you more susceptible to becoming a Vampire or Werewolf, though most people get theirs from a invited bite and not an attack from a WW or Vamp like in earlier TES games. Disease is a popular Enchant for Weapons used in PvP, so it would be less useful in that area of the game.

    Your right in that there needs to be a downside for balance, I just don't think being more susceptible to disease is the way to achieve it.

    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
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  • Athas24
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    Honestly, I don't think this is needed since the fighter's guild fits the *we hunt the stuff that goes bump in the night role*
    ...OverTwerked & Underpaid.
    Rajaat04 in game @Athas24 on forums
  • Bash-ley
    Bash-ley
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    Vamp and WW have weaknesses to Fire and Poison, would the proposed change mean that there would have to be a weakness for untainted?

    I suppose a change could be that if you are Vamp or WW you lose the Fighters Guild skills?

    Edited by Bash-ley on August 4, 2015 8:45PM
  • olsborg
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    Not sure, but im always up for more skill lines.

    PC EU
    PvP only
  • Pirhana7_ESO
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    Nestor wrote: »
    This line would also need some disadvantages to stay even. like being vulnerable to Disease. (vamps are fire) and (WWs are Poison)

    One could still choose not to be any of the 3 lines. I just think a 3rd line to actually focus on staying human or your race would be a nice line option.

    Problem with being vulnerable to disease is it would also make you more susceptible to becoming a Vampire or Werewolf, though most people get theirs from a invited bite and not an attack from a WW or Vamp like in earlier TES games. Disease is a popular Enchant for Weapons used in PvP, so it would be less useful in that area of the game.

    Your right in that there needs to be a downside for balance, I just don't think being more susceptible to disease is the way to achieve it.

    It was just an example. Could also be Cold or Shock
  • Pirhana7_ESO
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    Athas24 wrote: »
    Honestly, I don't think this is needed since the fighter's guild fits the *we hunt the stuff that goes bump in the night role*

    Yes and i pointed that out Excpet the big kicker is you be a vamp or WW AND be in the Fighters Guild. Now if you had to choose FIghters Guild or Vamp or WW that would be perfect. But I dont think that will happen.

    I just want a skill line that you can choose INSTEAD of vamp or WW that keeps you more human or what ever race you are
    Edited by Pirhana7_ESO on August 4, 2015 9:16PM
  • F7sus4
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    Nice idea, I always enjoy fan fiction.

    :cookie:
  • CapnPhoton
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    If they do some revamps of things ok. Its up to them. But I do not feel I am missing anything by not becoming a parasite, or a hairy creature with fleas (my role play inspired opinion). My decision is because they seem to go against everything good I do in the ES games.
    Xbox One NA Aldmeri Dominion
  • Salmonleap
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    I'm not sure this is the answer, but I'm always in favor of more skill lines. I've always thought ZOS missed the boat when they made ESO a classed-based game in the first place.

    There should also be a better reason to not get bitten, or at least to get a bite cured. The fire and poison vulnerabilities aren't compelling deterrents.

    As others have pointed out, the Fighters Guild would have been the logical "anti-Twilight-Brigade" guild, but players would cry foul if they lost their FG trait-line when they failed to cure a bite. Perhaps the best approach would be to take something that's already in ESO like the Resolutes of Stendarr and add that to the mix as a third mutually exclusionary "guild". You couldn't join is you're either a vampire or a werewolf and a Resolute would have to renounce Stendarr before the Vamp/WW quest-givers will offer the quests the rituals altars. End result would be that a character can be a vampire, a werewolf, or a Resolute, but not any combination of these.

    The skills in the Resolute line would be focused on detecting, tracking, and hunting vampires and werewolves. I think it would be clever if the Ultimate in the Resolute line (called Stendarr's Boon?) was a 10m AOE that knocked vampires out of mist-form and bat-swarm while forcing werewolves back to human form, essentially an Ultimate to counter an Ultimate, but I'm pretty sure no vampire or werewolf would want that in the game.

    Obviously, this is just one way to do it. One could accomplish pretty much the same thing with the Dawnguard, the Order of Virtuous Blood, or the Vigilants of Stendarr if one chose to. Different lore, possibly anachronistic in our timeline, but still TES.
    Beware he who would deny you access to information for in his heart he dreams himself your master. -- Pravin Lal
  • CidxLucy
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    RazzPitazz wrote: »
    Actually when IC update goes live the changes are enough that plenty of players have decided staying neural is a better option. WW are losing the stamina buff outside of WW form, and vamps still have the fire vulnerability. If you are stamina going WW isn't necessary anymore and vampire has always been a win/lose for magic builds.

    They lose sta reg when the WW LB not on bar. You dont have to go into WW form.
  • 21jws10
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    @Salmonleap has a good point. However, I think their could potentially be a divine skill line, perhaps a support one with buffs relating to the eight.
    PS4 | EU | falout565 | Looking for PvP group, messsage me, BWB
  • gilbegger
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    This is impossible to achieve...we all have "Taints"
  • Tavore1138
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    Too early for the Vigilants to be formed but something Stendarr (or even Azura) related would fit TES lore...
  • Aerius_Sygale
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    Athas24 wrote: »
    Honestly, I don't think this is needed since the fighter's guild fits the *we hunt the stuff that goes bump in the night role*

    ...Why does this strike me as suggestive? Oh right, my mind tends to corrupt things. Yeah, that's probably it. xD
    PS4/PS5, NA | PSN: AeriusSygale | Alliance War Rank 50 (Grand Overlord Grade 2) | CP: 2940+
  • Bash-ley
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    I have been thinking lately that it would be cool if ESO had a PVE questline which included a 'war' between three factione - Werewolves, Vampires, and the Downgaurd . Players pick a side and get access to the appropriate quests and skill lines. Obviously the untainted would join the Dawngaurd and get a specific skill line for them. It would also be cool if that included specific gear for each faction :)
  • TheShadowScout
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    Personally I see no reason to add a skill line just for being "normal"... now, if we were to talk about splitting the fighters guild skill line into two, one normal mercenary stuff and the other daedra/undead/werewolf hunters... that I could get behind, since the fighters guild technically IS NOT supposed to be doing that, they only do it right now thanks to... ah, just play the fighters guild questline.

    What skill line type I -would- like to see as "exclusive with vampire/werewolf" would be religious skill lines... one for each aedra and deadric prince, with only one "blessing of ×××" active skill, and four passives matching the dieties flavor (So, Mara might have healing buffs, Azura might give some advantages for magica stuff, Arkay might give extra protection against undead, Mephala might boost stealth and sneak attack murder, Stendarr might tie in with the enforcer system once its out, Nocturne might give thievery a bonus somewhere, Zenithar might help with crafting and merchantile activities, Mehunes Dagon might buff destruction magic, etc.).
    Those skill lines would then be advanced by doing quests for your local temple/shrine, again with the dieties flavor - or simply donating money to the clergy (gold sink!).
    And they would all be mutually exclusive... werewolves are kinda already declared for Hircine (meaning no extra hircine cult skill line needed) while vampires kinda swore off both aedra and daedra (just play the vampy introduction quest and listen to the tale...), but like all those, anyone can leave their "faith" and "convert" to some other worship...
    I totally would go for those, make all my characters choose one power to worship!
    There even could be some special equipment pieces sold by the faith once you are "enlightened" enough... and possibly a "follower of ×××" title for maxing the matching faith skill line...
    Also, there could be dual ways to unlock a dye. Some of the dyes are difficult to get, might be that they could have a second unlock tied to the faith... so, if you want "Stendarr white", you either do a lot of monster hunting, OR you max your faith in stendarr and get it cheap... stuff like that...
  • [Deleted User]
    [Deleted User]
    Soul Shriven
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  • Pyrocyborg
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    Considering you can have a lot more skill points that you actually need or can put on your bars and passives, the fact that WW or Vampirism requires "valuable" skillpoints isn't a solid argument.

    As for the resistance thing: I agree, this is a disadvantage, but considering it's getting reduced, I'm sure both will be fine now.

    However, with the changes and the fact that WW will now require to be in a ultimate slot to give the buff is making it almost pointless unless they plan on upgrading the WW form. I don't like it, even if I have no WW character.

    Vampires, on the other hand, have a handful of interresting skills to put your your bars or as a ultimate.

    IMO, Fighter's guild skill line should be restricted to "normal" characters, or at the very least, passives from the Fighter's guild should be.
    Edited by Pyrocyborg on August 5, 2015 6:54PM
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