

Bard skills
Sequencing notes to make songs
SkyIsTheLimit1206 wrote: »An original idea: I made like a full thing k
Bard’s College skill line (1 ultimate, 5 skills, 3 passives)
All damage is calculated like how UESP does it
E.g. (Rank 1/Rank 2/Rank 3/Rank 4)
Ultimate: Bardsong
Cost: 350/340/330/320 Ultimate
Burst out in a loud song to **choose one: ** Give all damage dealers in your group Major Brutality and Major Sorcery for 30 seconds, increasing their weapon and spell damage by 20%, give all tanks in your group Major Resolve and Major Ward for 30 seconds, increasing their physical and spell resistance by 5280, or give all healers in your group Major Mending for 30 seconds, increasing their healing by 30%.
Morphs
Mead-Infused Holler: All members in your group also receive Major Berserk for 5/5.5/6/6.5 seconds, increasing their damage dealt by 25%.
Throat-Ripping Ballad: Sacrifice 48%/47%/46%/45% of your health to increase the length of your song by additional 17/18/19/20 seconds. However, during the song’s length, you will not receive any healing.
Active Skills
1. Magical Lute
Cost: 2760 Magicka
Strum on your lute, increasing the Magicka Recovery of allies within an 8-meter radius by 270/280/290/300 for 17/18/19/20 seconds. You are immobilized for the length of the performance.
Morphs
Vigorous Strumming: You are snared for the duration of the performance instead of being immobilized, reducing your Movement Speed by 50%.
Strings of Agony: Also deal 230/220/210/200 Magic Damage to all enemies in the radius of your performance.
2. Ode to Bards
Cost: 3250 Magicka
Burst out a heart-wrenching song (*Red Diamond*) to increase the Max Health of all group members with a Bard ability slotted by 7%/8%/9%/10%.
Morphs
Ode to the Agile: Now costs 3250 Health and increases the Max Stamina of all group members with a Bard ability slotted by 11%/12%/13%/14%.
Ode to the Willful: Now costs 3250 Stamina and increases the Max Magicka of all group members with a Bard ability slotted by 11%/12%/13%/14%.
3. Daedric Hymn (Basically the Tamriellic form of Emo/Scream songs)
Cost: 6780 Health
Scream out your rage to give all allies within a 10-meter radius Minor Berserk for 17/18/19/20 seconds, increasing their damage dealt by 8%.
Morphs
End of the World: Literally kill yourself to deal 12000/12500/13000/13500 Magic Damage over 6 seconds to the closest enemy to you within 6 meters and apply the dealt damage as a damage shield to all allies within the 6 meters after all the damage has been dealt. (Still applies the original buff.)
Anthem of the Damned: Instead of affecting all allies near you, you slam down a pillar to chant the song for you. All enemies within the 10-meter radius of the pillar are also snared, reducing their Movement Speed by 50%.
4. Beat of the Ancient
Cost: 2560 Stamina
Sit down in a chair and drum out a rhythmic beat. All allies within 5 meters of the beat gain Minor Protection, reducing damage taken by 8%. The beat lasts until you decide to move.
Morphs
Little Drummer Boy: Summon a friendly goblin to drum the beat for you. The goblin has 4700/4800/4900/5000 health, and will continue to drum the beat for you until you use the ability again or when it is killed.
Beat of Vitality: Allies within 5 meters also gain Minor Vitality, increasing their healing received by 8%.
5. Fleeting Flute
Cost: 3240 Magicka
Play a vigorous ditty to give all allies within a 20-meter radius Major Expedition and Major Evasion for 20 seconds, increasing their Movement Speed by 30% and their Dodge Chance by 15%. You may not sprint nor mount while playing this song.
Morphs
Horseback Ditty: You may now both sprint and mount while playing this song. This song will also grant Major Gallop to all allies within a 20-meter radius for 20 seconds as well, increasing their Mounted Speed by 30%.
War Flute: Also increase damage dealt to enemy players within a 20-meter radius by 10% for 20 seconds.
Passives
Freeform Dancing: Increase the length of the effects by 5/10 seconds per affected member dancing.
Settling the Heart: Reduce the Health costs of Bard abilities by 10%/20%.
Magic Flute: Casting the Fleeting Flute ability and its morphs gains **other** allies within a 4-meter radius 500/1000 Magicka per cast.
Thanks for reading! Just my spontaneous bored creativity of the day :P
WakeYourGhost wrote: »Summoning Skill Line (Perhaps Conjuration Staff?) for -
-Flame Atronach Traveling Pet ult
~Morph 1 : On Death, it detonates for a large AoE attack and leaves behind a ground fire for 5 seconds.
~Morhp 2 : "Re-Summon" it instantly to drop it on a target location and focus it's attacks on a chosen enemy.
-Dremora temporary pets, Like summon a Dremora Archer for 7 Seconds to attack
~Morph 1 : a Dremora Mage morph that does heavy Singe Target Attacks with Minor Breech/Minor Fracture
~Morph 2 : Three Dremora Archers that target up to three enemies or a Dremora AoE archer
-Rain of Oblivion Fires from the Deadlands on a Target over 10 seconds
~Morph 1 : Tiny radius of splash damage - 2.5 meters, 70% damage to secondary targets
~Morph 2 : Two seconds after the effect ends, the target takes a burst of Oblivion Damage
-Summon a Seducer to Heal yourself 3 times over 9 seconds, once every 3 seconds (3,6,9+Leave)
~Morph 1 : Seducer causes Fear on a single target between heals
~Morph 2 : Seducer instead lasts 6 seconds, but it gives you a Damage Shield when it first appears.
-Release the mind-shattering force of the Dreamstride on everyone in an 8 meter radius, doing damage
~Morph 1 : Causes off balance and maybe interrupt casting or apply DoT
~Morph 2 : Reduced radius to 5 Meters, but snares and stuns
-Call on the Great Darkness to grant Major Lifesteal (Why not) and reflect back 2% of all damage done to you for 14 seconds
~Morph 1 : When an Enemy dies near by, restore 3% of your Health and Resources
~Morph 2 : When an Enemy dies near by, increase your damage by 4% for 6 seconds - Stacks up to 5 times.
Just a thought..
Maybe just add in Daedra Worship skill lines for a small handful of Daedra that lock one another off?
navystylz_ESO wrote: »I made this concept 4 years ago (ya, and 4 years later is still my most desired skill line) and tweaked it with input from other. The idea was a whole Lich line, but could just be used for a necromancer skill line. Could actually be expanded since Werewolf gives an ult and 5 actives, and then its passives. Obviously a lot has changed in 4 years and with warden out has taken the ice line. Some things just don't fit because the way the game has changed. I would change deep freeze to something death related.
Lich (Worm Cult Guild)
Not housing your soul in your body comes with advantages. Hungry for the power this allows you, you decide to perform a dark ritual to forever house your soul in an external receptacle.
Visual: The lich stage is merely cosmetic. Lich lich may perform a dark meditation over the body of a recently slain enemy to reestablish their illusion of humanity. Each stage last 24 hours.
- Stage 1: Visually the Lich will look like a normal player but with their eyes the undead glowing blue of powerful undead creatures/liches (Draug'r style)
- Stage 2: The toll of being undead and housing a powerful soul begins to wear on the Lich's body. The body and face begin to take on a more gaunt, emaciated look.
- Stage 3: The lich ritual preservating their normal appearance is on the wane. The Lich now looks like a skeleton covered with sallow skin.
- Stage 4: The lich forgoes the illusion of humanity. They become but a skeletal frame housing the furance of their soul. (Eye glow brighter... slight aura glow of their soul spilling from their frame).
Lichdom: All attacks apply the plague effect allowing caster to heal % damage done.
Plague effect: Dealing damage to plagued target with light/heavy attacks heals attacker for (X)% damage done for 10 seconds and ignores defile.
Weakness: Liches take 25% 35% less healing from all sources except from plague effect. Liches take 20% 25% more damage from fire. Cannot gain healing from potion effects.
Above stuff would be scratched for necromancer.
Actives
Defile: Defile the ground in a 20 yard radius immobilizing target and dealing damage over time. Applies plague effect. (Effect would be spectral hands coming out ground and grasping targets)
Morphs:
- Desolation: Defile the ground in a 20 yard radius immobilizing targets and dealing damage over time. Applies plague effect. Affected targets take 10% more damage from all sources.
- Chained Spirit: Defile the ground in a 20 yard radius immobilizing targets and dealing damage over time. Applies plague effect. Targets killed while under effect will spawn a specter to fight for caster.
Specter: Specters dauntlessly attack your foe for 30 seconds (Heavy attack retarget would apply). Specters cannot be fooled by stealth or invisibility. Only 4 specters can be summoned at a time.
Plague Zombie: Summons a zombie to attack enemies. Zombies occasionally performs a cone disease attack dealing X disease damage. Toggle to active.
Morphs:
- Bone Colossus: Summon a Bone Colossus to attack enemies. Bone Colossus performs a cleave attack that causes additional threat. This is a tanky pet. Remains until killed or unsummoned.
- Draugr Frostmage: Summon a Draugr Frostmage to attack enemies. Draugr Frostmage frost attacks may apply frost status effect. Remains until killed or unsummoned.
Deep Freeze: Flash freeze the blood in target stunning it for 3 seconds in a block of ice.
Morphs:
- Hypothermia: Flash freeze the blood in target stunning it for 2 seconds in a block of ice. When stun wears off target is slowed for X seconds.
- Brittle Ice: Flash freeze the blood in target stunning it for 3 seconds. If target is below 20% health there’s 15% chance to shatter the block of ice killing target. (Bosses take damage instead)
Death Tap: Caster drains X amount of magicka from nearby corpses. Each corpse may only be used once for this effect.
Morphs:
- Unholy Well: Caster turns nearby corpses into a well of magicka 15 seconds. Friendly players within 5 yards of corpse will regain 2% magicka per second but suppress incoming healing while standing in the well. Players that pass through the well will be linked to its magic retaining 50% of the effect for X seconds after leaving its area of effect. (Stay on the well get a lot of magicka regain, but can't receive heals. Step off it, get part of the effect over time but able to be healed.)
- Transient Veil: Caster rips the souls from nearby corpses, gaining X soul rush charges for X seconds. Casting a spell will expend one charge of soul rush to cause an additional instance of the spell for 15% of it’s effect. (The souls would come to orbit around the lich. A spell will cast the effect again at 15% of the dmg or healing done.)
Passives Passives has an unheard of either or option at the start. Can either take Death Knight or Savant.
1a. Savant 1/1 – Spells now apply the plague effect allowing spell damage to heal caster. Enemies killed with this effect may spawn a spectre to fight for the caster for 10 seconds. Cannot be learned if Death Knight is taken.
1b. Death Knight 1/1 – Melee attacks spread plague effect to nearby enemies. Nearby plagued enemies will take 25% of damage done. Only 10% of aoe damage spreads. Cannot be learned if Savant is taken.
2. Dark Symbiosis 2/2 - Gain 5% 10% in-combat magicka and stamina regen for every target with plague effect within 15 yards. Enemies that die with plague on them return 2% caster's max magicka.
3. Ritual of Endless Night 1/1 – Allows a player to share the ritual of endless night with another player once every 7 days, by returning to the defiled altar site. Enlightened players earn the Lich Skill Line. Players infected with Lycanthropy or Vampirism cannot be turned.
4. Essence Barrier 2/2 – Personal combat fortitude. Damage in excess 40/20% of caster’s total health is reduced by 50% and applied to magicka instead. If caster doesn’t have the magicka, take full damage as usual. (This would mean that the lich would take 20% damage to their health, the excess damage is halved and burns magicka).
5. Plague Feast 2/2 – Boosts heals gained by plague effect by 5/10%.
6. Minion Master 1/1 – Lich's summons gain new permanent spells:
- Bone Colossus: Your Bone Colossus now has a damage aura. All enemies within 10 yards will take X amount of disease damage per second. Sneaking or going invisible will suppress the damage aura. (Disease damage and applies slight heal debuff as we know.)
- Draugr Frostmage: Your Draugr Frostmage will unleash glacial explosion freezing all enemies and stunning for 2 seconds. This can only occur once every 30 seconds.(Maybe add some priority system. Range target aoe.)
- Specters: Your specters gain 5% damage for every specter summoned.
OP as hell in current game. This was written when combat was totally different. And softcaps were still a thing. I changed up some of the stuff to reflect current mechancis, but just left other cuz it's a concept anyway.