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Redesign your main/favorite class.

Silver_Strider
Silver_Strider
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This is just a fun little thread on how you would like to see your main/favorite class reworked. Post all the changes you would like to see to your class, from basic altering of some underwhelming/under performing/unwanted abilities and their morphs to a complete reworking on how the class functions.

My main is a NB and while their DPS is great and healing abilities fair, their tanking leaves much to be desired since Sap Tanking has been killed off for the most part. I do like the concept of having a DPS/Tank/Healer skill line similar to Warden that it I'm going to adapt that premise for NB as well. I'd alter the placement of Blur and Veiled Strike so that Blur was a Shadow Skill and Veiled Strike was an Assassin skill, with Veiled Strike being placed as the 1st skill in Assassination and Assassin's Blade moving down to the 3rd Slot. Path of Darkness would then be bumped up to the 1st skill in Shadow and Blur the 3rd skill. This makes Assassination our DPS skill line and Shadow our Tank skill line. From there, it comes more to altering a few abilities and passives to better suit the needs of their specific role.

Assasination:
Death Stroke
Morph: Soul Harvest
New Effect: Silences the target for 2 seconds.
Not overly helpful in PvE but potentially broken in PvP as, although it doesn't stun like Incap, it would make Magic Melee NB a very real threat since the vast majority of heals are magic based and a silence effect can all but spell death for any player caught at the receiving end of a well timed Soul Harvest but I feel that it fits thematically with an Assassin that it was just too good not to suggest it.

Veiled Strike
Morph: Concealed Weapon
New Effect: Grant Empower. Increase sneaking movement speed while slotted.
Slight buff for this neglected skill. While not a huge buff, it would be able to empower itself, leading to a fairly damaging attack, like Surprise Attack.

Shadow:
Consuming Darkness
Morph: Bolstering Darkness
New Effect: Grant Major Vitality to self and allies, increasing healing received by 30%
The extra damage mitigation effect is nice in situations that require that much mitigation, such as rezzing dead allies in problematic locations or when we're taking a beating but NBs are in serious need of more group support and while the majority of tanks and healers will be using Warhorn, giving this some added utility wouldn't hurt it.

Path of Darkness - Ability now scales on Max Health
Morph: Twisting Path - Remains as it currently is on live, going back to scaling on Max Magic/Spell Damage
Morph: Refreshing Path
New Effect: Heals and grants Major Fortitude, increasing health regen by 20%
A slight nerf to NB healers as they lose Path but again, I'll be discussing changes to Siphoning for healer perks later on. This is a very minor change to help NB tanks have a bit more utility and while Health regen is far and away one of the most useless stats in the game, the heal itself would be much more effective as it now scales on the NB's health with the health regen bonus just being a little icing to it.

Aspect of Terror
Morph: Manifestation of Terror - Changed to Mesmerize
New Effect: Draw targets into a false sense of security, luring them closer to the NB.
Not as effective as DK chains but a unique way for a NB tank to get enemies to come closer together for group members to attack with AoE.

Summon Shades - Ability now scales on Max Health (Damage on this skill was trash regardless, hardly much difference will really occur as it was mostly a utility skill to begin with)
Morph: Dark Shades
New Effect: Summon 2 Shades that apply Minor Maim/Fracture/Breech to targets. Hitting the button again will teleport them directly towards their selected target.
Even if this ability was given Minor Fracture and Breech to make up for their lackluster damage, the issue of their mobility remained that I figured, I'd make them the opposite of Shadow Image and have them teleport to their target.

Shadow Barrier Passive
Activating a Shadow Ability grants Major Resolve and Ward for 20 seconds
After all these changes, NBs will be squishier than ever. Not only are they losing out on Veiled Strike offering all the old benefits of the Shadow Line (More health for slotting it and near constant Major Resolve/Ward from spamming it) but Refreshing Path being made to scale off health also lowers their HoT potential a little that giving a set duration to Shadow Barrier seemed the least I could do.

Siphoning
Soul Shred
Morph: Soul Siphon
New Effect: Grant Major Mending, Endurance and Intellect
Since Bolstering Darkness now has Major Vitality (a buff more fitting a Tank skill IMO) I figured that giving Major Mending to Soul Siphon was only fair. It's already under utilized as is due to Warhorn and Major Endurance/Intellect are already pretty much always active due to potions so this won't make it much more attractive an option to use but a buff's a buff.

Malevolent Offering - Changed to a Minor Lifesteal effect on enemy target for 15 seconds and to use magic
Morph: Healthy Offering
New Effect: Adds healing pulses every 3 seconds
Morph: Shrewd Offering
New Effect: Adds Minor Staminasteal
This ability sucks as it currently is. It's risky for little reward and the targeting for it is just a hassle. Making it apply Minor Lifesteal sounds like something a NB would be capable of with both morphs being useful as Stamina Builds can benefit from the Minor Staminasteal and the Healing pulses gives a safety net burst heal every few seconds and while I'm certain the Staminasteal morph will be abused by everyone, I think both are good changes.

Drain Power
Morph: Power Extraction
New Effect: Apply Minor Mangle to enemies, reducing their Max Heatlh by 10% for 12 seconds.
Worst AoE in the game. Needed a real kicker to make it worth a damn and Minor Mangle is a very rare debuff that no one uses since it's near useless in Trials and on bosses but its still useful enough that it would make Power Extraction at least usable.

I know, not the greatest of suggestions but I'm happy with them. How would you rework your class?
Edited by Silver_Strider on March 20, 2018 1:35AM
Argonian forever
  • GeorgeBlack
    GeorgeBlack
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    StamDK

    I'd like to have stamina Wings. Without them I dont think that I play a DragonKnight.
    I would also like to have a stamina Stonefirst.
    That would free me up to playing any weapon without worrying about finding a CC.
    Lastly I would like my passives to be unnerfed.

    I also believe that since DK is a stand your ground class, magma armor should have 100 ulti cost.
    Dragon Leap should have a greater area of effect and less dmg

    I dont think that these requests would be a "green magDK" copy paste.

    In addition I would like to see Momentum moved to Fighters Guild.

    It is the single most important skill to all stamina classes/weapons. It should be available to all so that there would be an increase to competitive builds
    Edited by GeorgeBlack on March 19, 2018 8:41AM
  • aeowulf
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    Siphoning strikes

    Put it back how it was pre-morrowind. (Return repentence too whilst we're at it) The changes to these skills were not in line with the changes to other class sustain skills. (affected NB tank and stamplar too much.)

    OR

    make executioner proc off dodge (blur or physical roll)

    &

    put maim on a non-pet skill, and change the pets to proc a 'taunt the enemy furthest from the nb'
    Edited by aeowulf on March 19, 2018 8:39AM
  • Qbiken
    Qbiken
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    "Class": Werewolf

    Note that these are "brainstorm ideas" and I´m not implying all should be implemented.

    Hircine´s Fortitude:
    Current skill
    Invoke the Huntsman's blessing, healing you for [4794] Health and an additional 1982 Health over 8 seconds.

    Suggestion #1:
    Invoke the Huntsman´s blessing, healing you for X Health and heals up to 6 nearby allies for X health over 8 seconds.

    Suggestion #2
    Invoke the Huntsman´s blessing, healing you for X health, and gives you and up to 6 allies major fortitude, increasing health recovery by 30% for 10 seconds.

    Ferocious Roar
    Current skill
    Roar with bloodlust to terrify up to 3 nearby enemies, fearing them for 3.3 seconds and setting them Off Balance for 5 seconds. If an enemy is killed while they are feared, other nearby enemies are disoriented and set Off Balance for 5 seconds

    "Empowering Roar"
    No longer fear nearby enemies or sets them off-balance. Instead, gives you and nearby allies (up to 4) major expedition immune to snare and immobilizing effects for 5 seconds.

    Blood Rage (Passive)
    Current skill:
    (WHILE YOU ARE IN WEREWOLF FORM) Increases the duration of your Werewolf Transformation by 3 seconds every time you take damage. This effect can occur once every 3 seconds.

    New:
    WHILE YOU ARE IN WEREWOLF FORM) Increases the duration of your Werewolf Transformation by 3 seconds every time you take damage. This effect can occur once every 3 seconds. Enemies that are affected by a bleed, and within 15 meters of the werewolf is revealed from stealth.
  • Ragnarock41
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    StamDK: Removed from the game.

    Warden: changed the name to mushroom knight.

    Permafrost: changed with take flight.

    thats it. Now I don't have to make a choice between personal fun and meta. I can have both.
    Edited by Ragnarock41 on March 19, 2018 12:33PM
  • coplannb16_ESO
    coplannb16_ESO
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    DK
    -> bring back original flames of oblivion
    -> make Burning Embers inherit the range of the weapon used (Bow/Staffs 28m, 1-h/2H 6m), change animation accordingly (CoA I Endboss has a ranged/bow version)
    -> completely rework Flame Lash and its morphs (cooldown on Power Lash is a complete no go, damage buff on molten whip is utter crap)
    -> add some counter versus purge (DOT class without working DOTs in PvP is crap, or give an execute)
    -> increase range on talons to 8 meters
    -> rebalance wings versus shimmering shield of warden
    -> fix passives and rebalance all skills according to sustain nowadays, not to 3 years ago as it is now
    -> Flame Breath: instead of 10% more damage of flame abilities make this a fixed damage increase of say 500 damage (scaling with CPs), percent modifiers are the worst in the game
    -> Molten Arnaments: the 40% increase to heavy attack damage: make this a fixed damage increase similar to Undaunted Infiltrator set (same reasoning as above)

    max level: mDK, stamBlade, stamSorc, magPlar, mDen, stamDen, magBlade, stamCro
    ESO+
    # of mules: 4 (FULL)
    maxed bank: FULL -_-
    Stop the grind! Get rid of stupid events and daily-quest gallore. Get rid of "have a chance of 1 in a million to get a piece of 1 in 30 to get a stupid motif or pet... wtf..."
    And at this point just remove all classes and have everyone choose their set of skills. then balance accordingly to skills always used vs. skills never used.
  • AverageJo3Gam3r
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    DK:
    • Change wings back to four seconds. Remove the extra damage from dragon fire scale and add four seconds snare/root removal & immunity. Make reflective scale work for 3 projectiles per target (or up to 6 targets if this is too much server-side processing). Creates an interesting choice between reflecting projectiles from multiple targets vs more mobility to get to cover faster.
    • Add a useful feature to igneous weapons. Every other class's source of major brutality has useful secondary effects--resources (warden), healing (sorc), or damage (NB, and yes, I know no one uses power extraction). Yes, templars don't have a class-based access to major brutality either, but WRT DKs, igneous weapons is very expensive waste of magicka. Add a useful secondary effect. Move major brutality to the base skill, then add to igneous weapons: "While active, light attacks have a 10% chance to grant you minor heroism for 3 seconds." This helps with sustain through battle roar, and creates an interesting choice between igneous weapons and molten armaments. Your heavy attacks can hit harder, or your light attacks can proc a useful buff.
    • Cauterize. Firstly, the "scaling with highest statistics" part of flames of oblivion should be moved to the base skill so that cauterize can be used by stamina DKs. Next, keep the same duration but change the ability to: "Cauterize summons three motes of cleaning fire. Each time an ally drops below 50% health within 8m, a mote of fire is consumed healing them for XX. This ability has a cooldown of 5 seconds per target." This would give DK healers an interesting pre-cast ability that can be used to save low health targets. The overall healing output of the ability is the same, but it loses it's random nature. Currently, most ticks of cauterize are wasted because they tick when no one needs healing. This change eliminates that randomness. The range is kept short but omnidirectional to differentiate it from warden & templar heals that are conal & longer range. The ability also works on yourself, hence the cooldown per target. It would be a little overtuned for PvP and perhaps tanking as well if it could proc multiple times on a single target in a short window. Keeping a 5 second cooldown ensures it has the same self-healing output as it currently does on live. This rework also creates interesting counter play in PvP--the class without an execute has an anti-execute heal.
  • Draxys
    Draxys
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    Entire game: revert to design prior to 1.6 overhaul, whilst retaining stamina buffs
    2013

    rip decibel
  • Lynx7386
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    Warden

    winters embrace

    Arctic wind:
    This ability now heals 10% of your max health on cast and 20% of your max health over 10 seconds (2% per second)
    Morph 1 - polar wind: no longer heals an ally; instead this morph grants you minor vitality, increasing healing received by 8% for the duration.
    Morph 2 - arctic blast: now deals damage every second equal to 5% of your max health to nearby enemies.

    green balance

    Nature's grasp:
    This ability now heals both you and the target instantly.
    Morph 1 - bursting vines: this ability now stuns all enemies within 8 yards of the target for 1 second.
    Morph 2 - nature's embrace: renamed this morph to entangling vines. This morph now costs stamina and targets an enemy, pulling you to the target and immobilizing it for 1 second.

    animal companions

    Swarm:
    No changes to base ability.
    Morph 1 - fetcher infection: this ability now costs stamina. No longer deals additional damage on every other cast; instead casting this on an enemy already effected by fetcher infection consumes the swarm, dealing 10 seconds worth of damage instantly and refreshing the duration.
    Morph 2 - growing swarm: this morph now targets a ground area, dealing damage each second to all enemies in an 6m radius over 12 seconds. Every 3 seconds the damage is increased by 50% and radius by 2 meters, up to a maximum of 150% extra damage and 12m radius.

    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • ak_pvp
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    Draxys wrote: »
    Entire game: revert to design prior to 1.6 overhaul, whilst retaining stamina buffs

    I want to use banner as spammable so yeah I agree :trollface:

    Mag DK

    Wings are 4s and 3 projectiles per person, the reflective morph removes+immunity to snares for 4s, and reflects shade attacks/birds.

    Better block scaling against multi targets, but worse 1v1. (Zergs OP, block has a tone of counters anyway.)

    Better sustain.

    QOL like embers/foss range.

    Removal of chains gapcloser. Pull put onto stonefist, rename tectonics. (Animation is like fossilize, but blockable/dodgable ). Dedicated stamDK morph where chains was.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • dodgehopper_ESO
    dodgehopper_ESO
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    DK
    -> bring back original flames of oblivion
    -> make Burning Embers inherit the range of the weapon used (Bow/Staffs 28m, 1-h/2H 6m), change animation accordingly (CoA I Endboss has a ranged/bow version)
    -> completely rework Flame Lash and its morphs (cooldown on Power Lash is a complete no go, damage buff on molten whip is utter crap)
    -> add some counter versus purge (DOT class without working DOTs in PvP is crap, or give an execute)
    -> increase range on talons to 8 meters
    -> rebalance wings versus shimmering shield of warden
    -> fix passives and rebalance all skills according to sustain nowadays, not to 3 years ago as it is now
    -> Flame Breath: instead of 10% more damage of flame abilities make this a fixed damage increase of say 500 damage (scaling with CPs), percent modifiers are the worst in the game
    -> Molten Arnaments: the 40% increase to heavy attack damage: make this a fixed damage increase similar to Undaunted Infiltrator set (same reasoning as above)

    Sorcerer gets 11% bonus to heavy damage and this change would take away the heavy damage advantage DK's currently have. Given the other toolkits Sorcs get including passive executes I think I'm going to say No on this suggestion.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • NyassaV
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    Your path suggestion is pretty terrible. I know plenty of DPS who use refreshing, many who use it in PvP was well as in PvE. Otherwise fun ideas and nothing I blatantly disagree with other then the Path change. I do really love the silence idea on Soul Harvest. It isn't blatantly OP but increases your chance of securing a skill, makes up for not being undodgable anymore
    Edited by NyassaV on March 19, 2018 8:49PM
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • Silver_Strider
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    NyassaV wrote: »
    Your path suggestion is pretty terrible. I know plenty of DPS who use refreshing, many who use it in PvP was well as in PvE. Otherwise fun ideas and nothing I blatantly disagree with other then the Path change. I do really love the silence idea on Soul Harvest. It isn't blatantly OP but increases your chance of securing a skill, makes up for not being undodgable anymore

    There are several nerfs in general in my post. Moving Veiled Strike to Assassin is a general nerf to survivability for Stamblades as Surprise attack no longer grants Major Resolve/Ward and they lose out on the extra health passives from Shadow as well and while Magblade will suffer more from the loss of Path, they'll more than make up for it with Malevolent Offering changes. Not to mention with Dark Shades now offering Minor Fracture/Breech, it becomes more attractive an option in PvE content since it will increase the damage of all their abilities, such as Strife to further increase their survivability as well as granting group utility that wasn't previously available to them.

    It's a series of checks and balances to the class to give it a wider array of skills to choose from, allowing much greater variations in play than we currently have available.
    Argonian forever
  • Sixty5
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    edit, double posted
    Edited by Sixty5 on March 20, 2018 1:37AM
    Lord and Savior of the Association of Serious S***posters.

    I play a character called "Gives Me Wood Elf" because I am a mature and sensible person.
    Stam Sorc main in Battlegrounds
  • Sixty5
    Sixty5
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    Stam Sorc

    Bound Armour
    Grants 4% max magicka or stamina while slotted
    Grants minor ward and resolve while slotted
    Activating this ability purges one negative effect

    Morph 1, Bound Armaments
    Grants 8% max Magicka or Stamina while slotted
    Increases heavy attack damage by 11% while slotted
    Activating this ability removes and grants immunity to snares and immobilizations for 5 seconds. This buff is only active whilst the ability is slotted.

    Morph 2, Bound Aegis
    Grants 5% max magicka or Stamina while slotted
    Grants minor ward and resolve while slotted
    Activating this ability removes two negative effects, and grants minor protection for 10 seconds, this buff only remains active while the ability is slotted

    Offensive and defensive morph for both varients of sorcs. One gives more damage and snare removal, the other provides more durability and a purge.


    Crystal Blast

    Removed this garbage tier ability and replaced with a stam morph

    Dark Hand
    Strike at an enemy with a hand cloaked in dark energy, dealing high damage and stunning them for 3 seconds
    Cast time 0.8 seconds
    Range 6m
    Cost 3000-3500 stamina

    Basically a class version of Dizzying Swing. Slightly faster and lower range. Gives you access to some of the other Dark Magic passives too.


    Storm Atronach

    Charged Storm Atronach which is the terrible morph to something a stam boi can use

    Aspect of the Air Atronach
    Summon the aspect of an Air Atronach, dealing physical damage in an area around you every second for X seconds. While active gain Minor Berserk.

    A usable damage ult would be nice, chraged atro is the worse of the two, so it gets axed.


    Implosion
    Changed to deal additional physical/lightning damage after x hits of physical or lightning, deals more damage to enemies on low health.

    Make the passive less random, damage would need to reduce base damage to compensate for higher number of overall procs. Skill is still counted as an execute too.
    Edited by Sixty5 on March 20, 2018 12:35AM
    Lord and Savior of the Association of Serious S***posters.

    I play a character called "Gives Me Wood Elf" because I am a mature and sensible person.
    Stam Sorc main in Battlegrounds
  • Violynne
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    The only thing I'd like to see changed is:
    Hidden Blade
    Morph: Flying Blade
    Fire a secret dagger from your sleeve at an enemy, dealing [1651 / 1669 / 1686 / 1704] Physical Damage and applies Immobilize, prevents target from moving for 1/2/4/6 seconds when using Flying Blade while sneaking or hidden. Also grants Major Brutality, increasing your Weapon Damage by 20% for 20 seconds.

    If I can't heal, at least let me kill faster. >:)


  • SkyIsTheLimit1206
    SkyIsTheLimit1206
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    Malevolent Offering - Changed to a Minor Lifesteal effect on enemy target for 15 seconds and to use magic
    Morph: Healthy Offering
    New Effect: Adds healing pulses every 3 seconds
    Morph: Shrewd Offering
    New Effect: Adds Minor Staminasteal
    This ability sucks as it currently is. It's risky for little reward and the targeting for it is just a hassle. Making it apply Minor Lifesteal sounds like something a NB would be capable of with both morphs being useful as Stamina Builds can benefit from the Minor Staminasteal and the Healing pulses gives a safety net burst heal every few seconds and while I'm certain the Staminasteal morph will be abused by everyone, I think both are good changes.

    The second morph basically just makes the ability a better Leeching Strikes.
    Drain Power
    Morph: Power Extraction
    New Effect: Apply Minor Mangle to enemies, reducing their Max Heatlh by 10% for 12 seconds.
    Worst AoE in the game. Needed a real kicker to make it worth a damn and Minor Mangle is a very rare debuff that no one uses since it's near useless in Trials and on bosses but its still useful enough that it would make Power Extraction at least usable.

    I use Power Extraction on my Stamblade in Vet Dungeons all the time, it is a pretty good AoE actually, it deals more damage than Steel Tornado when the enemies are at high health AND gives a Major Brutality buff so I won't have to spend thousands on pots. Definitely not worst AoE in the game.
    With strength and intelligence comes hard work.

    Which is why not a lot of people are strong nor intelligent.
  • Savos_Saren
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    MAGICKA DK:

    - Dragonknight Standard: Shifting Standard (morph) change it to a "banner" like the banner bosses in Imperial City. That way, you don't have to constantly pop it over and over as you walk.

    - Firey Grip: Remove Major Expedition from this. (Don't worry- I'm putting it elsewhere)

    - Inferno: Flames of Oblivion (morph) Revert it back to the original AOE (much like a Sorc's Hurricane for those who don't remember. Cauterize (morph) Make it do an AOE heal over time to nearby allies (same "hurricane" animation)- heals as long as you stay near the DK. (so it's not like Vigor)

    - Spiked Armor: (both morphs) Upon activation- gain Minor Expedition. Leave the abilities the same, though.
    People are concerned about DKs being too mobile- minor expedition will help out.. but not be OP. Also, having Major Expedition on a gap closer makes no sense at all.

    - Reflective Scales: Reflective Plate (morph) adds immunity to snares for 1 second.

    - Stone Fist: Obsidian Shard (morph) change to magic damage to Flame Damage and increase damage slightly. Change Stone Giant to physical damage and cost stamina.

    World In Ruin (passive): Change the AOE damage to 2%/4%. Add Immolation: When you deal Flame Damage- you have a 5% chance to instantly disintegrate a target under 15% health.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Silver_Strider
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    Malevolent Offering - Changed to a Minor Lifesteal effect on enemy target for 15 seconds and to use magic
    Morph: Healthy Offering
    New Effect: Adds healing pulses every 3 seconds
    Morph: Shrewd Offering
    New Effect: Adds Minor Staminasteal
    This ability sucks as it currently is. It's risky for little reward and the targeting for it is just a hassle. Making it apply Minor Lifesteal sounds like something a NB would be capable of with both morphs being useful as Stamina Builds can benefit from the Minor Staminasteal and the Healing pulses gives a safety net burst heal every few seconds and while I'm certain the Staminasteal morph will be abused by everyone, I think both are good changes.

    The second morph basically just makes the ability a better Leeching Strikes.

    The intent is to have it as a secondary form of sustain in addition to Leeching Strikes, just like you can stack Minor Magickasteal with Siphoning Attacks and get resources from both.
    Drain Power
    Morph: Power Extraction
    New Effect: Apply Minor Mangle to enemies, reducing their Max Heatlh by 10% for 12 seconds.
    Worst AoE in the game. Needed a real kicker to make it worth a damn and Minor Mangle is a very rare debuff that no one uses since it's near useless in Trials and on bosses but its still useful enough that it would make Power Extraction at least usable.

    I use Power Extraction on my Stamblade in Vet Dungeons all the time, it is a pretty good AoE actually, it deals more damage than Steel Tornado when the enemies are at high health AND gives a Major Brutality buff so I won't have to spend thousands on pots. Definitely not worst AoE in the game.

    The benefits of Steel Tornado far outweigh that of Power Extraction though. The superior range, the fact it can proc weapon enchants, and that it gets better as enemies health gets lower just make it the superior AoE skill on any stamina toon. The only benefit Power Extraction has going for it is the Major Brutality since everything else it provides is meh at best.
    Edited by Silver_Strider on March 27, 2018 4:09AM
    Argonian forever
  • CompM4s
    CompM4s
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    Would be cool if Templars had a glowing mace/sword to hit people with.
  • DKsUnite
    DKsUnite
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    Draxys wrote: »
    Entire game: revert to design prior to 1.6 overhaul, whilst retaining stamina buffs

    Vyr Cor | Magicka Dragonknight | DC
    Vir Cor | Stamina Dragonknight | DC

    Latest Videos:
    Magicka Dragonknight: Vyr Cor | "A Dragon's Fury" | Magicka Dragonknight PvP
    Stamina Dragonknight: Vir Cor | "Heathen" | Stamina Dragonknight PvP

    Youtube: CorGaming
  • RavenSworn
    RavenSworn
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    I feel I had this conversation before but here's my rework of the night blade.

    1) add a synergy to the Path of Darkness. The synergy will allow an ally to deal x magic damage around them.

    I wanted a simple synergy opportunity for the nightblades as these will help with resources and invariably the tanks and healers.

    2) add a passive that gives resource returns when you successfully dodge, preferably a change to the shadow veil passive.

    this might be slightly op as it gives nbs another passive that has resource returns. However, nbs are one of the two classes that has an inbuilt dodge skill. This ties in well with the nb as it gives tanks a damn big reason to run hist bark or tava. It also makes the nb back to where it was in terms of tanking; good resource management and survivability.

    3)smart targeting for malevolent offering.

    ultimately, the siphoning tree is for healing and this change will help nb healers have a pseudo burst heal at the very risky cost of their health.

    4) cloak mechanics. This is a very sticky issue, that needs a good balance of utility and effectiveness. This the nbs signature skill, no other class has this mechanic.

    Allow cloak to 'consume' dots, rather than suppressing it, kinda like the purify mechanic. However increase its cost by 15% to offset the consume dots mechanics.

    5) increase the size of Veil of Blades by at least 20% while giving bolstering darkness minor evasion but retaining its smaller size and take away the extra 30% reduced damage taken.

    this is an ultimate but I feel quite underwhelmed by its effectiveness on a mobile class such as the nb. The increased size for veil of blades gives better returns for dps (though bis is still flawless dawn) and the minor evasion for bolstering gives tanks more reason to run it aside from the usual warhorn.
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
  • Maryal
    Maryal
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    It seems a lot (maybe more than 50%) of people who are active on the forum have a pvp perspective when it comes to game mechanics. (Which is very strange since only a minority of all eso players regularly participate in pvp ... but that is a topic for another time.)

    Conservatively, there are at least one million active ESO players (out of the, what is it now ... 10 million subscribers?).
    There's a lot of 'shades of grey' when it comes to how people play ESO. Play styles revolve around much more than a simple preference for pvp vs. pve. It also includes preferences for solo, small/medium/large groups ... it can involve pugs, guilds, or a bunch of friends; we have very casual to very hard-core players; we have sewer gankers to zergs; and, we have solo players to pugs to raid guilds/groups.

    Considering the number of ESO accounts and the wide variety in play styles, for some reason people occasionally attempt to justify a suggested change to a particular skill/morph/passive by saying 'no one ever uses' or 'it's useless' ... which, when you think about it ... is no justification at all because there is no way we could possible know that. IMO it comes off as if the person had said "I want this change because it suits me better, it's better for my preferred play style." Look, all I'm saying is if you are going to give a reason for your proposed change, give us a real reason(s) (why you think it would be better, how it would help, what play style benefits, etc.). Doing so makes it easier for others to understand your point of view and invites discussion. Saying 'it's useless' or 'no one ever uses it' is more of an invitation to argue.

    Also, it might be nice to keep in mind that some skills are utility skills (the primary purpose of the skill is not for the 'damage' done ... but the utility). Every class needs some utility skills ... just because a person doesn't use or need a particular utility skill doesn't mean that skill is not useful to others. As with any utility skill/morph, some will be better suited for beginner players, others for more advanced players. Of the more niche skills/morphs, some will be a better fit in pvp, while others in pve. Some are useful soloing, and others are useful in a group setting. Most skills will be useful to most players in a given class, but every class will have at least 1 or 2 skills/passives geared for a more niche play style, which is how it should be.

    .... Just saying.

    Anyway, I like reading the suggestions made by people. :)
    Edited by Maryal on March 27, 2018 6:51AM
  • Septimus_Magna
    Septimus_Magna
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    Sorcerer, my main since early access 2014.

    Ranged spammable ability that deals lightning dmg.
    Ranged single target DOT that deals lightning dmg.
    Bound Armor that actually mitigates dmg and is a long duration buff.
    Summoned pets that last for a certain duration and have no cast time, similar to NBs shade.

    Ball of Lightning no longer deals dmg but has reduced stacking cost.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Azurya
    Azurya
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    This is just a fun little thread on how you would like to see your main/favorite class reworked. Post all the changes you would like to see to your class, from basic altering of some underwhelming/under performing/unwanted abilities and their morphs to a complete reworking on how the class functions.

    My main is a NB and while their DPS is great and healing abilities fair, their tanking leaves much to be desired since Sap Tanking has been killed off for the most part. I do like the concept of having a DPS/Tank/Healer skill line similar to Warden that it I'm going to adapt that premise for NB as well. I'd alter the placement of Blur and Veiled Strike so that Blur was a Shadow Skill and Veiled Strike was an Assassin skill, with Veiled Strike being placed as the 1st skill in Assassination and Assassin's Blade moving down to the 3rd Slot. Path of Darkness would then be bumped up to the 1st skill in Shadow and Blur the 3rd skill. This makes Assassination our DPS skill line and Shadow our Tank skill line. From there, it comes more to altering a few abilities and passives to better suit the needs of their specific role.

    Assasination:
    Death Stroke
    Morph: Soul Harvest
    New Effect: Silences the target for 2 seconds.
    Not overly helpful in PvE but potentially broken in PvP as, although it doesn't stun like Incap, it would make Magic Melee NB a very real threat since the vast majority of heals are magic based and a silence effect can all but spell death for any player caught at the receiving end of a well timed Soul Harvest but I feel that it fits thematically with an Assassin that it was just too good not to suggest it.

    Veiled Strike
    Morph: Concealed Weapon
    New Effect: Grant Empower. Increase sneaking movement speed while slotted.
    Slight buff for this neglected skill. While not a huge buff, it would be able to empower itself, leading to a fairly damaging attack, like Surprise Attack.

    Shadow:
    Consuming Darkness
    Morph: Bolstering Darkness
    New Effect: Grant Major Vitality to self and allies, increasing healing received by 30%
    The extra damage mitigation effect is nice in situations that require that much mitigation, such as rezzing dead allies in problematic locations or when we're taking a beating but NBs are in serious need of more group support and while the majority of tanks and healers will be using Warhorn, giving this some added utility wouldn't hurt it.

    Path of Darkness - Ability now scales on Max Health
    Morph: Twisting Path - Remains as it currently is on live, going back to scaling on Max Magic/Spell Damage
    Morph: Refreshing Path
    New Effect: Heals and grants Major Fortitude, increasing health regen by 20%
    A slight nerf to NB healers as they lose Path but again, I'll be discussing changes to Siphoning for healer perks later on. This is a very minor change to help NB tanks have a bit more utility and while Health regen is far and away one of the most useless stats in the game, the heal itself would be much more effective as it now scales on the NB's health with the health regen bonus just being a little icing to it.

    Aspect of Terror
    Morph: Manifestation of Terror - Changed to Mesmerize
    New Effect: Draw targets into a false sense of security, luring them closer to the NB.
    Not as effective as DK chains but a unique way for a NB tank to get enemies to come closer together for group members to attack with AoE.

    Summon Shades - Ability now scales on Max Health (Damage on this skill was trash regardless, hardly much difference will really occur as it was mostly a utility skill to begin with)
    Morph: Dark Shades
    New Effect: Summon 2 Shades that apply Minor Maim/Fracture/Breech to targets. Hitting the button again will teleport them directly towards their selected target.
    Even if this ability was given Minor Fracture and Breech to make up for their lackluster damage, the issue of their mobility remained that I figured, I'd make them the opposite of Shadow Image and have them teleport to their target.

    Shadow Barrier Passive
    Activating a Shadow Ability grants Major Resolve and Ward for 20 seconds
    After all these changes, NBs will be squishier than ever. Not only are they losing out on Veiled Strike offering all the old benefits of the Shadow Line (More health for slotting it and near constant Major Resolve/Ward from spamming it) but Refreshing Path being made to scale off health also lowers their HoT potential a little that giving a set duration to Shadow Barrier seemed the least I could do.

    Siphoning
    Soul Shred
    Morph: Soul Siphon
    New Effect: Grant Major Mending, Endurance and Intellect
    Since Bolstering Darkness now has Major Vitality (a buff more fitting a Tank skill IMO) I figured that giving Major Mending to Soul Siphon was only fair. It's already under utilized as is due to Warhorn and Major Endurance/Intellect are already pretty much always active due to potions so this won't make it much more attractive an option to use but a buff's a buff.

    Malevolent Offering - Changed to a Minor Lifesteal effect on enemy target for 15 seconds and to use magic
    Morph: Healthy Offering
    New Effect: Adds healing pulses every 3 seconds
    Morph: Shrewd Offering
    New Effect: Adds Minor Staminasteal
    This ability sucks as it currently is. It's risky for little reward and the targeting for it is just a hassle. Making it apply Minor Lifesteal sounds like something a NB would be capable of with both morphs being useful as Stamina Builds can benefit from the Minor Staminasteal and the Healing pulses gives a safety net burst heal every few seconds and while I'm certain the Staminasteal morph will be abused by everyone, I think both are good changes.

    Drain Power
    Morph: Power Extraction
    New Effect: Apply Minor Mangle to enemies, reducing their Max Heatlh by 10% for 12 seconds.
    Worst AoE in the game. Needed a real kicker to make it worth a damn and Minor Mangle is a very rare debuff that no one uses since it's near useless in Trials and on bosses but its still useful enough that it would make Power Extraction at least usable.

    I know, not the greatest of suggestions but I'm happy with them. How would you rework your class?

    if you like warden so much, with all their nuked skills,why don´t you just play a warden?
  • Silver_Strider
    Silver_Strider
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    ✭✭✭
    Azurya wrote: »
    This is just a fun little thread on how you would like to see your main/favorite class reworked. Post all the changes you would like to see to your class, from basic altering of some underwhelming/under performing/unwanted abilities and their morphs to a complete reworking on how the class functions.

    My main is a NB and while their DPS is great and healing abilities fair, their tanking leaves much to be desired since Sap Tanking has been killed off for the most part. I do like the concept of having a DPS/Tank/Healer skill line similar to Warden that it I'm going to adapt that premise for NB as well. I'd alter the placement of Blur and Veiled Strike so that Blur was a Shadow Skill and Veiled Strike was an Assassin skill, with Veiled Strike being placed as the 1st skill in Assassination and Assassin's Blade moving down to the 3rd Slot. Path of Darkness would then be bumped up to the 1st skill in Shadow and Blur the 3rd skill. This makes Assassination our DPS skill line and Shadow our Tank skill line. From there, it comes more to altering a few abilities and passives to better suit the needs of their specific role.

    Assasination:
    Death Stroke
    Morph: Soul Harvest
    New Effect: Silences the target for 2 seconds.
    Not overly helpful in PvE but potentially broken in PvP as, although it doesn't stun like Incap, it would make Magic Melee NB a very real threat since the vast majority of heals are magic based and a silence effect can all but spell death for any player caught at the receiving end of a well timed Soul Harvest but I feel that it fits thematically with an Assassin that it was just too good not to suggest it.

    Veiled Strike
    Morph: Concealed Weapon
    New Effect: Grant Empower. Increase sneaking movement speed while slotted.
    Slight buff for this neglected skill. While not a huge buff, it would be able to empower itself, leading to a fairly damaging attack, like Surprise Attack.

    Shadow:
    Consuming Darkness
    Morph: Bolstering Darkness
    New Effect: Grant Major Vitality to self and allies, increasing healing received by 30%
    The extra damage mitigation effect is nice in situations that require that much mitigation, such as rezzing dead allies in problematic locations or when we're taking a beating but NBs are in serious need of more group support and while the majority of tanks and healers will be using Warhorn, giving this some added utility wouldn't hurt it.

    Path of Darkness - Ability now scales on Max Health
    Morph: Twisting Path - Remains as it currently is on live, going back to scaling on Max Magic/Spell Damage
    Morph: Refreshing Path
    New Effect: Heals and grants Major Fortitude, increasing health regen by 20%
    A slight nerf to NB healers as they lose Path but again, I'll be discussing changes to Siphoning for healer perks later on. This is a very minor change to help NB tanks have a bit more utility and while Health regen is far and away one of the most useless stats in the game, the heal itself would be much more effective as it now scales on the NB's health with the health regen bonus just being a little icing to it.

    Aspect of Terror
    Morph: Manifestation of Terror - Changed to Mesmerize
    New Effect: Draw targets into a false sense of security, luring them closer to the NB.
    Not as effective as DK chains but a unique way for a NB tank to get enemies to come closer together for group members to attack with AoE.

    Summon Shades - Ability now scales on Max Health (Damage on this skill was trash regardless, hardly much difference will really occur as it was mostly a utility skill to begin with)
    Morph: Dark Shades
    New Effect: Summon 2 Shades that apply Minor Maim/Fracture/Breech to targets. Hitting the button again will teleport them directly towards their selected target.
    Even if this ability was given Minor Fracture and Breech to make up for their lackluster damage, the issue of their mobility remained that I figured, I'd make them the opposite of Shadow Image and have them teleport to their target.

    Shadow Barrier Passive
    Activating a Shadow Ability grants Major Resolve and Ward for 20 seconds
    After all these changes, NBs will be squishier than ever. Not only are they losing out on Veiled Strike offering all the old benefits of the Shadow Line (More health for slotting it and near constant Major Resolve/Ward from spamming it) but Refreshing Path being made to scale off health also lowers their HoT potential a little that giving a set duration to Shadow Barrier seemed the least I could do.

    Siphoning
    Soul Shred
    Morph: Soul Siphon
    New Effect: Grant Major Mending, Endurance and Intellect
    Since Bolstering Darkness now has Major Vitality (a buff more fitting a Tank skill IMO) I figured that giving Major Mending to Soul Siphon was only fair. It's already under utilized as is due to Warhorn and Major Endurance/Intellect are already pretty much always active due to potions so this won't make it much more attractive an option to use but a buff's a buff.

    Malevolent Offering - Changed to a Minor Lifesteal effect on enemy target for 15 seconds and to use magic
    Morph: Healthy Offering
    New Effect: Adds healing pulses every 3 seconds
    Morph: Shrewd Offering
    New Effect: Adds Minor Staminasteal
    This ability sucks as it currently is. It's risky for little reward and the targeting for it is just a hassle. Making it apply Minor Lifesteal sounds like something a NB would be capable of with both morphs being useful as Stamina Builds can benefit from the Minor Staminasteal and the Healing pulses gives a safety net burst heal every few seconds and while I'm certain the Staminasteal morph will be abused by everyone, I think both are good changes.

    Drain Power
    Morph: Power Extraction
    New Effect: Apply Minor Mangle to enemies, reducing their Max Heatlh by 10% for 12 seconds.
    Worst AoE in the game. Needed a real kicker to make it worth a damn and Minor Mangle is a very rare debuff that no one uses since it's near useless in Trials and on bosses but its still useful enough that it would make Power Extraction at least usable.

    I know, not the greatest of suggestions but I'm happy with them. How would you rework your class?

    if you like warden so much, with all their nuked skills, why don´t you just play a warden?

    Not sure what you mean by "Nuked Skills" nor did I say anything really about Warden, other than liking that they have Skill Lines dedicated to fulfilling certain roles and that I was adapting that concept for NBs skill lines so that they could have a dedicated DPS/Tank/Healer Skill line, which they more or less already have all things considered.
    Argonian forever
  • Tasear
    Tasear
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    Dream list

    Dark deal 1.2 secs instead of 1.4 secs
    Bound aegies not a toggle
  • aeowulf
    aeowulf
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    I would remove all class skill lines, make any three accessible to any one character, depending on the allocation of the first three 'class' tree-unique skill points.

    bam, all class balance sorted, forever.
    Edited by aeowulf on March 27, 2018 1:11PM
  • Lynx7386
    Lynx7386
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    aeowulf wrote: »
    I would remove all class skill lines, make any three accessible to any one character, depending on the allocation of the first three 'class' tree-unique skill points.

    bam, all class balance sorted, forever.

    Yea, no. That would cause a balance nightmare.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Savos_Saren
    Savos_Saren
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    Lynx7386 wrote: »
    aeowulf wrote: »
    I would remove all class skill lines, make any three accessible to any one character, depending on the allocation of the first three 'class' tree-unique skill points.

    bam, all class balance sorted, forever.

    Yea, no. That would cause a balance nightmare.

    Nightblades with Mage's Wrath Execute (and passive), using Breath of Life for their heals, busting people with Shalks, and then Dragon Leaping. T'would be a glorious day!
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • casparian
    casparian
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    Magicka templar

    I'm coming at this from a PVP perspective. In PVP, magplar is supposed to be a slow class that wins through having a strong house. That can only work under two conditions:
    1. It's dangerous for opponents to get close to the magplar.
    2. Opponents have an incentive not to just sit outside the "house" and attack the magplar from range.

    Currently neither of those conditions is true. Here are some changes that could actually make magplar have a formidable house.

    Solar Form (replacement for Sun Shield)
    Surround yourself with solar rays, gaining Major Evasion and Minor Protection for 6 seconds. Nearby enemies take X Magic Damage when the shield is activated. Costs 1850 magicka.

    Blazing Form (replacement for Blazing Shield)
    Surround yourself with solar rays, gaining Major Evasion and Minor Protection for 8 seconds. Nearby enemies take X Fire Damage when the shield is activated. While Blazing Form is active, blocking direct damage deals X Fire Damage to the attacker.

    Radiant Form (replacement for Radiant Ward)
    Surround yourself with solar rays, gaining Major Evasion and Minor Protection for 8 seconds. Nearby enemies no longer take damage when the shield is activated. Instead, while Radiant Form is active, blocking direct damage increases the duration by 2 seconds.

    Changing Sun Shield in this way would give magplars a useful Aedric Spear ability to slot on the backbar, meaning we can finally have the Spear Wall and Piercing Spear passives apply on both bars.

    Puncturing Strikes
    The spear needs to deal 170% damage to the nearest enemy instead of 140%. This is partially to compensate for the skill's atrocious targeting and scaling, which ZOS seems unable or unwilling to address.

    Toppling Charge No longer has a minimum range and has interesting utility. The current cast-time interrupt mechanic is useless 9 out of 10 times.
    Impale all enemies in the area with a divine lance, stunning all nearby enemies in front of you for 3 seconds, reducing their movement speed by 20% for 8 seconds, and granting you Minor Berserk for 8 seconds. The lance cannot be dodge but it can be blocked.

    Empowering Sweep Very few players use the current version of this ability in order to survive -- they use the shield or resto staff ult, or if they're a tank, they use Warhorn. Make this skill actually feel Empowering.
    Swing your Aedric spear around with holy vengeance, dealing [1943 / 1963 / 1983 / 2003] Magic Damage to all nearby enemies and an additional 944 Magic Damage every 2 seconds for 6 seconds. Burning Light has a 100% chance to proc for the duration of this ability.

    Balanced Warrior passive Makes this function like Sorcs' Expert Mage.
    Increases your Weapon and Spell Damage by 6% and Spell Resistance by 2640.

    Radiant Aura Add Vulnerability proc to make this actually worth slotting over Elemental Drain and to justify the high cost.
    Champion the cause of divine glory to apply Minor Magickasteal to all enemies around you for 15 seconds, causing you and your allies to restore 300 Magicka every 1 second when damaging them. While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 10%. Enemies who damage you while the Aura is active are afflicted with Minor Vulnerability as long as the Aura remains active.

    Rune Focus
    Create a rune of celestial protection, which grants you Major Resolve and Major Ward, increasing your Physical Resistance and Spell Resistance by 5280 for 14 seconds. While you stand within it and for up to 8 seconds after leaving it, the rune grants you Minor Protection.

    Channeled Focus
    Create a rune of celestial protection, which grants you Major Resolve and Major Ward, increasing your Physical Resistance and Spell Resistance by 5280 for 14 seconds. While you stand within it and for up to 8 seconds after leaving it, the rune grants you Minor Protection. Enemies who enter the rune are overwhelmed by your righteous fervor and are afflicted with Minor Maim for 8 seconds.

    Restoring Focus
    Create a rune of celestial protection, which grants you Major Resolve and Major Ward, increasing your Physical Resistance and Spell Resistance by 5280 for 14 seconds. While you stand within it and for up to 8 seconds after leaving it, the rune grants you Minor Protection and heals you for 1500 health per second.

    Mending Passive Since Piercing Spear is no longer going to benefit our main defense, healing, the Mending passive needs to be buffed to compensate.
    Increases the healing effects from your Restoring Light abilities by up to 30%, in proportion to the severity of the target's wounds.

    Sacred Ground passive Add Channeled Focus' current magicka recovery as an effect of this passive.
    While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 4 seconds after leaving them you recover 120 magicka every 0.5 seconds and gain Minor Mending, increasing your healing done by 8%. Enemies standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect have their Movement Speed reduced by 30%.

    Solar Prison Reduce the cost and make this morph an offensive version of Nova
    Call down a fragment of the sun, dealing X Fire Damage to enemies in the area and Y Fire Damage every 1 second for 8 seconds to affected enemies. Costs 150 Ultimate.

    Solar Barrage Make the cast time almost nil and give this skill a utility benefit more useful and interesting than Empower.
    Cast time: 0.2 seconds: Conjure solar energy to blast enemies around you, dealing [1131 / 1142 / 1155 / 1167] Magic Damage every 2 seconds for 10 seconds. While active, gain 10% Critical Chance.

    Dark Flare Remove the Empower and the Defile -- AOE Defile should be Wardens' specialty now -- and make this a viable way to pressure ranged opponents by removing the cast time. The long-as-grandma's-nap travel time can stay.
    Cast time: 0.2 seconds. Conjure a ball of solar energy to heave at an enemy, dealing [3350 / 3384 / 3418 / 3452] Magic Damage to the target and half as much damage to nearby enemies.
    Edited by casparian on March 27, 2018 3:37PM
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
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