dodgehopper_ESO wrote: »I'm pretty sure it was meant to be a less cool version of the exchange skill that Sorcs get.
UltimaJoe777 wrote: »dodgehopper_ESO wrote: »I'm pretty sure it was meant to be a less cool version of the exchange skill that Sorcs get.
Unfortunately barring suicide victims it failed miserably.
Blazing shield build.....use it frequently.
Blazing shield build.....use it frequently.
I planned on doing a quick writeup. This is what happened instead. Lol!
Mages Guild Skill Line Revamp (off the top of my head, this sounds great!):
Overall, we should push for this skill line to actually provide ways to deal Cold Damage.
Meteor - Decrease DoT damage by 10%
• Shooting Star - Same.
• Ice Comet - Increase DoT damage by 20%. Increase DoT duration by 2.5 seconds. (when you get the Mages Guild passives, the overall DoT should last for 15 seconds).
Magelight
• Inner Light - Same.
• Radiant Magelight - Same.
Entropy
• Structured Entropy - Same.
• Degeneration - Increase proc chance to 40%. While Degeneration is active, all abilities with a Magicka cost have a 5% chance to be cast for free.
Fire Rune - Increase Damage by 30%.
• Volcanice Rune - Same.
• Scalding Rune
• New: Frost Rune - Deals Cold Damage instead. Snare all enemies caught in the rune's AoE by by 40% for 4 seconds. Increase DoT damage by 400%. Frost Rune takes 3 seconds to arm.
And now for the difficult skill......
My idea: (totally scrapped the old ability. Now it's a toggle and has very high magicka costs to both activate and deactivate)
Equilibrium - This ability is now a toggle. While toggled, increase Max Magicka by 10% and Max Health by 5%. While slotted, your health recovery is disabled, your stamina recovery is reduced by 30%, and you afflict yourself with Minor Vulnerability, increasing damage taken by 8%.
• Balance - You are no longer afflicted by Minor Vulnerability while this ability is slotted, nor are your health and stamina recoveries reduced. Your Max Health no longer gains a 5% increase. Spell Damage increased by 2%.
• Ancient Curse - Toggling this skill for longer than 30 seconds imbues you with a deadly curse. The values by which this skill increases your Max Magicka and Max Health have been doubled. Your Spell Damage has been increased by 10%. However, the curse strips you of 500 health every 2 seconds and steals 100 more each time it ticks. Any healing you cast on yourself is cut in half. After 80 seconds, the curse becomes even more deadly, sapping 1500 health every second and forcefully negating all healing you cast. Your damage is increased by 10%.
ALSO replace a current ability or add.....
That ability which some NPCs use where they place a 5m AoE DoT on the floor. It looks like a splatter of ice, and slows you while dealing high damage over time.
Frost Ring - Spawn a ring of biting frost around you to deal X Cold Damage immediately and X Cold Damage every second to enemies within its radius. Also snares by 40%.
(Duration: 10 sec, Radius: 5 meters, Cost: Equal to Purge or Ring of Protection as Magicka aka a high cost).
• Frozen Torment - Immobilizes enemies for 3 seconds. Enemies who were immobilized are no longer snared while within your ring. Instead, they are snared for 20% when outside your ring for the rest of its duration.
• Blizzard - Your ring now lasts for 20 seconds, and the radius has been increased to 10 meters. It no longer deals the initial Cold damage tick, and the Cold Damage over time is decreased by 20%. Instead, your ring now increases its damage by 15% every 5 seconds, and can be reactivated after 21 seconds for double the cost but now with a 20 meter radius.
BooPerScOOper wrote: »