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If there was a third morph option then what would you add?

Tasear
Tasear
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What class and what skill would you add it too? Which role would it help? Would it be Magicka or stamina?
  • Valrien
    Valrien
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    Mages' Rage (Mages' Wrath):
    Increase damage of initial hit. This ability no longer causes the target to explode under 20% health. Instead, this ability does 300% more damage to targets under 20% health.

    Basically, make it a real execute.
    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • Yakidafi
    Yakidafi
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    I got it now.
    Warden
    Scorch
    Morph 3
    Scorched earth
    Magicka
    Stun 1 opponent on hit for 3 sec.

    Edited by Yakidafi on August 7, 2018 2:18AM
    Moons and sands shall be your guide and path.
    PC EU/NA
  • Froil
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    It's an interesting thought, a third morph...
    With that, all natural damage skills could have one magicka, one stamina and one utility (extra effect e.g snares, stuns) morph, tanking morphs for some natural utility or healing skills, possibly more offense added to defensive skills (a la Ritual of Retribution).
    But there are already some less than ideal (I'll avoid saying useless because nothing's useless, maybe niche, but not useless) skill morphs and this could either just add more or overshadow the already sub par choices.
    But I digress, that's not what you asked about, so lemme try to get on track.

    I've said it before and I'll say it again; I'd love to see a stam morph (or at least have it scale off of mag or stam, whichever's higher), for Templar's Solar Flare, preferably like Solar Barrage, just without the 40% damage nerf...

    More damage morphs for the Warden's Winter's Embrace skill line, because by golly they need to be ice mages.


    "Best" healer PC/NA
  • Silver_Strider
    Silver_Strider
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    Path of Darkness Morph - Miasma
    Stamina based Disease DoT for Stamblade because we need some cleave damage.

    To all the people that say Stamblade damage is already too high, I say that's a balance issue for ZOS to handle so let them do that and let me have my hypothetical skill.
    Argonian forever
  • Tasear
    Tasear
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    Valrien wrote: »
    Mages' Rage (Mages' Wrath):
    Increase damage of initial hit. This ability no longer causes the target to explode under 20% health. Instead, this ability does 300% more damage to targets under 20% health.

    Basically, make it a real execute.

    I can see mail class representatives would get now. Don't think this would be balanced.
  • Valrien
    Valrien
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    Tasear wrote: »
    Valrien wrote: »
    Mages' Rage (Mages' Wrath):
    Increase damage of initial hit. This ability no longer causes the target to explode under 20% health. Instead, this ability does 300% more damage to targets under 20% health.

    Basically, make it a real execute.

    I can see mail class representatives would get now. Don't think this would be balanced.

    How so? Essentially all it does is turn it into Killer's Blade (or Radiant Oppression, if it was changed to be more like a channel)
    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • Tasear
    Tasear
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    Valrien wrote: »
    Tasear wrote: »
    Valrien wrote: »
    Mages' Rage (Mages' Wrath):
    Increase damage of initial hit. This ability no longer causes the target to explode under 20% health. Instead, this ability does 300% more damage to targets under 20% health.

    Basically, make it a real execute.

    I can see mail class representatives would get now. Don't think this would be balanced.

    How so? Essentially all it does is turn it into Killer's Blade (or Radiant Oppression, if it was changed to be more like a channel)

    Hmm wait this is what I get for skim reading. Well this might interesting so execute feels more consistent in pve? Is that what you are going for?
  • Avran_Sylt
    Avran_Sylt
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    This is something I did from last September, so the ideas are a little dated, and not completely well thought out.
    Classes
    Nightblade
    Assassination
    Death Stroke -> Ravage
    -Increases the damage bonus against the target by 10% 5%

    Assassin's Blade -> Shadowed Blade (Magicka)
    -This ability now applies the bonus damage while attacking from stealth as well

    Teleport Strike -> Blink
    -No longer targets an enemy or deals damage, instead teleports the player to a selected location, can be used while in stealth.

    Blur -> Shifting Aegis
    -Grants a small damage shield upon activation

    Mark Target -> Mark of Bloodthirst
    -Mark applies minor life-steal on the target.

    Grim Focus -> Endless Focus
    -No longer applies Minor Berserk, but reapplies at no cost with each cast of Assassin's Will

    Shadow
    Consuming Darkness -> Sudden Darkness
    -All enemies within the radius when cast are blinded for 3 seconds (miss all attacks)

    Veiled Strike -> Deadly Strike
    -Now deals bonus damage when attacking from stealth or while invisible

    Shadow Cloak -> Elusive Cloak
    - Grants Major Expedition for 2 seconds after use

    Path of Darkness -> Darkened Path
    - enemies damage by the path are slowed by 40% for 3 seconds

    Aspect of Terror -> Painful Memories
    -Converts to a single target ability, 10m range
    -When the Fear ends, a shade spawns near the enemy and taunts the target

    Summon Shade -> Summon Tormented Ghost
    -Summon the spirit of a slain victim, whose basic attacks deal [x] damage (scales with max magicka) and will periodically throw out immobilizing whirlwinds

    Siphoning
    Soul Shred - >Soul Burst
    Deals increased Damage but no longer stuns

    Strife -> Consume
    -Increases the % health conversion to 35%

    Agony -> Shared Pain
    -If Agony has been active for at least 10 seconds, it deals [x] damage and spreads to another nearby enemy (Max 3 occurrences)

    Cripple - > Draining Grasp
    -Applies minor Magickasteal on the enemy

    Siphoning Strikes -> Consuming Aura
    -When damaged by a magicka attack, regain [x] magicka, when damaged by a stamina attack, regain [x] stamina

    Drain Power - Rend Essence
    -Increases the damage done

    Dragonknight
    Ardent Flame
    Dragonknight Standard -> Erupting Standard
    -The standard now erupts from the ground, knocking enemies into the air and stunning them for 2 seconds

    Lava Whip -> Caustic Whip
    -Changes to a stamina based ability and deals poison damage
    -Fling a caustic solution from your pores that reacts more strongly against poisoned targets
    -Deals additional damage to poisoned targets (10% at rank IV)

    Searing Strike -> Immolating Strike
    -Increase the initial Flame Damage

    Fiery Breath -> Fiery Shout
    -Reduces the damage of the Damage over time but increases the Initial Damage done

    Fiery Grip -> Reaching Anchor
    -Immobilizes the enemy once the initial effect ends.

    Inferno -> Updraft
    -Grants Minor Expedition for the duration

    Draconic Power
    Dragon Leap -> Infernal Landing
    -Creates a 6.5m radius fiery zone that deals [x] damage per second for 6 seconds

    Spiked Armor -> Hardened Skin
    -Changes to a Stamina based ability
    -Grants minor protection for the duration

    Dark Talons -> Sharp Talons
    -Increases the Physical damage done

    Dragon Blood -> Dragon's Constitution
    -Changes to a stamina based ability
    -Now heals [x] per second over 10 seconds
    -increases the potency by up to 33% based on your missing health

    Reflective Scales -> Absorbing Scales
    -Projectiles are no longer reflected to the attacker, but you restore [x] magicka per absorbed projectile

    Inhale -> Exhale
    -Now longer has a channel or heals, instead just deals [x] Flame damage to nearby enemies

    Earthen Heart
    Magma Armor ->Molten Skin
    -Now only reduces incoming damage by an additional 30%, but you deal higher AoE flame damage per sec over a larger radius

    Stonefist -> Pummel
    -If the target is stunned, deal an additional 50% damage

    Stonefist -> Earthen Fist
    -Changes to a stamina based ability
    -Manifest your physical prowess into a stone sown punch
    -Reduces Range
    -Increases Damage

    Molten Weapons -> Blazing Armaments
    -No longer grants Major Sorcery, but Light and Heavy attacks deal an additional [x] Flame Damage

    Obsidian Shield -> Obsidian Ward
    -Allies shielded with Obsidian Ward gain Major Protection while blocking

    Ash Cloud -> Enveloping Ash
    -Now moves with the player, but the enemy Movespeed reduction is reduced

    Templar (I don't play this class)
    Aedric Spear
    Radial Sweep -> Low Sweep
    -Knocks down hit enemies

    Puncturing Strikes -> Wide Strikes
    -Deals damage in a wider conal area in front of the player

    Piercing Javelin -> Pinning Javelin
    -Now snares enemies by 40% when the stun ends

    Focused Charge -> Trampling Charge
    -No longer targets an enemy, but targets a location
    -Enemies you pass by are dealt damage

    Spear Shards -> Volatile Shards
    -when an ally uses the synergy, one enemy near them is stunned for 2 seconds

    Sun Shield -> Red Giant
    -While the shield persists, deal [x] Flame damage to nearby enemies every two seconds

    Dawn's Wrath
    Nova -> Black Hole
    -Allies can activate the Collapse Synergy, which consumes the Nova but deals a significantly increased amount of synergy damage

    Sun Fire -> Firebomb
    -Now deals damage to all targets within 2m of the initial target

    Solar Flare -> Sun Spot
    -Now Targets an AoE (5m radius)

    Backlash -> Retribution
    -Increases the Maximum damage, but reduces the active time

    Eclipse -> Singularity
    -reduces the move-speed of the enemy by 30%

    Radiant Destruction -> Overflowing Destruction
    -Deals 30% of the damage to two nearby enemies

    Restoring Light
    Rite of Passage -> Ceremonial Passage
    -You have reduced movement while channeling

    Rushed Ceremony -> Extended Ceremony
    -Heals for an additional [x] over 8 seconds

    Healing Ritual -> Expanded Ritual
    -Has a larger radius (15m)

    Restoring Aura -> Healing Aura
    -No longer applies Minor Magickasteal, but Applies Minor Lifesteal to all enemies around you for 15 seconds

    Cleansing Ritual -> Shared Ritual
    -Also cleanse one harmful effect from a nearby ally when cast

    Rune Focus -> Hardened Focus
    -Grants you a small damage shield that refreshes every second inside the Focus

    Sorcerer (Don't play this too often)
    Daedric Summoning
    Summon Storm Atronach -> Lesser Storm Atronach
    -No longer stuns or deals AoE impact damage. Has a cast time and will stay summoned as long as it is on your bar
    -This atronach's basic attacks deal [x] shock damage over 2 seconds
    -Reactivate again at 150 Ultimate to call upon the Lesser Atronach to use Shocking Torrent, sending a wave of electricity along the ground dealing [x] Shock damage to enemies that are in its path.

    Unstable Familiar -> Volatile Banekin
    -Summons a Banekin who runs at the targeted enemy and explodes, dealing [x] shock damage in a radius
    -Becomes Instant-cast

    Daedric Curse -> Spreading Curse
    -Infects one nearby enemy with Daedric Curse upon detonation

    Summon Winged Twilight - Lesser Grievous Twilight
    -Summons a smaller Grievous Twilight
    -Activate to have the Grievous Twilight swap positions with you

    Conjured Ward - Fractured Ward
    - Has lower Scalings
    - When broken deals [x] AoE Magic damage

    Bound Armor -> Bound Conduit (kinda... unsure about this one)
    - While active, increases the amount of Lightning and Physical Damage you do by 5%

    Dark Magic
    Negate Magic - Expanded Field
    -Increases the Radius by 2m

    Crystal Shards - Crystal Lance (Think uppercut but crystal formed around the player's arm thrust foreward)
    - Stamina Morph (Uninterruptible)
    - Melee Range (Cast Time)
    - Applies Major Fracture (and still stuns)

    Encase - Reaching Shards
    -Increases the immobilization Duration to 9 seconds

    Rune Prison - Crushing Prison
    -Once the effect ends, the enemy is snared and dealt [x] magic damage

    Dark Exchange -> Dark Pact (seems... Op)
    -Toggle
    -Increase your Max Magicka by [x], but decrease your Max Health by [y]

    Daedric Mines -> Daedric Bomb
    - Only one mine is spawned beneath you
    - Deals more damage and knocks-up and stuns for 2 seconds.

    Storm Calling
    Overload -> Power Spike
    -Instant Cast Ultimate (no 3rd bar)
    -Deals [x] AoE Shock damage around you

    Mage's Fury -> Mage's Rage
    -No longer deals execute damage
    -Has higher Base Damage

    Lightning Form -> Surge of Lightning
    -The initial cast deals [x] shock damage in a radius

    Lightning Splash - Thunderous Lightning
    -The initial Tick stuns non-player enemies for 2 seconds.

    Surge -> Surging Movement
    -Gain Minor Expedition for the duration

    Bolt Escape -> Bolt Traversal
    -extends the radius at which this skill can be cast to

    Warden:
    Winter's Embrace
    Sleet Storm -> Conjured Storm
    -Also summons an Ice Wraith for 30 seconds whose attacks chill damaged enemies.

    Frost Cloak -> Glacial Cloak
    -Enemies who damage you or affected allies are slowed by [x]% for 4 seconds

    Impaling Shards -> Freezing Needles
    -Stamina Based
    -Reduced Cost
    -Increased Damage
    -No longer damage over time
    -Flex and break forth shards of ice from your skin

    Arctic Wind -> Fierce Winds
    - Up to [x] melee attackers are knocked back when they damage you while this ability is active.

    Crystallized Shield -> Crystallized Aegis
    -No longer absorbs projectiles, but grants a damage shield and slows melee attackers by 20%

    Frozen Gate - Frozen Mine
    -Instead of teleporting an enemy, when an enemy runs over it, it detonates and deals [x] Frost Damage

    Green Balance
    Secluded Grove -> Reaching Taproot
    -Summons one sprigan for the duration who heals an ally outside the radius for [x] over 6 seconds. An ally can activate the Reaching Root synergy to be pulled to the spriggan.

    Fungal Growth - Fungal Spores
    - Now heals for an additional [x] over [y] seconds

    Healing Seed - Growing Seed
    -Each second heals a small amount

    Living Vines - Barbed Vines
    -For 10s, any enemy who melee attacks the healed ally is dealth [x] Physical Damage

    Lotus Flower -> Refreshing Lotus
    -Grants the Caster Major Fortitude, Increasing Health regen for 20 seconds

    Nature's Grasp -> Nature's Allure
    - No longer pulls you to the ally, but the ally can activate a synergy to pull themselves to you

    Animal Companion
    Feral Guardian -> Ferocious Guardian
    -Bear Ult is now AoE Magic Damage and fears up to two nearby enemies

    Dive -> Slam
    -Command a Cliff Strider to land at the targeted location, knocking up enemies

    Scorch -> Prolonged Assault
    -One damaged enemy has the Emerge Synergy placed on them, an ally can activate this to summon a shalk to fight for you

    Swarm -> Living Hive
    -Scales with Max HP
    -While Slotted, Melee Attackers take [x] Magic Damage, Ranged Attackers take [y] Damage

    Betty Netch - Betty Matron
    -Grants Minor Vitality for the Duration

    Falcon's Swiftness -> Hawk's Dive
    -Gain Minor Expedition for 10 seconds as well

    Guilds
    Undaunted
    Blood Altar -> Verdant Altar
    -No longer applies Minor Lifesteal, but Applies Minor Staminasteal

    Trapping Webs -> Pulling Webs
    -Becomes Single Target
    -No Longer Deals Damage
    -Pulls Target to you
    -Synergy can be activated on a successful pull

    Inner Fire -> Inner Weakness
    -Synergy will now only apply minor Maim

    Bone Shield - Bone Shatter
    -If your shield breaks, deal [x] physical damage in a 5m radius around you (Where x scales with health)

    Necrotic Orb -> Desecration Orb
    -If an ally activates the synergy, a zombie is spawned near the explosion, loyal to you

    Fighters Guild:
    Dawnbreaker - Everlasting Dawn
    Arm yourself with dawnbreaker, whose light attacks consume [x] ultimate and deal [y] Physical Damage. Heavy attacks deal [z] Physical Damage in a cone and consume [n] ultimate.

    Silver Bolts - Holy Bolts
    Deals %[x] extra damage to Undead and Daedra. (Stacks with Passive)

    Circle of Protection - Last Resort
    If an enemy enters the circle, it detonates, knocking back enemies and dealing [x] magic Damage in a radius.

    Expert Hunter - Hidden Hunter
    No longer reveals enemies, but when cast will stealth you for 4 seconds as long as there are no enemies within 6m of you.

    Trap Beast - Trap Satchel
    Can place up to three different Traps.

    Mages Guild
    Meteor -> Meteor Shower
    Ground Targeted AoE with Increased Radius

    Magelight -> Oppressive Light
    Revealed enemies are afflicted with minor vulnerability

    Entropy -> Consuming Entropy
    If the enemy is killed you're restored [x] health and magicka.

    Fire Rune -> Brimstone Tomb
    Deals increased damage and enemies are slowed by 90%

    Equilibrium -> Price of Power
    While slotted gain Minor Mangle at all times, reducing your health by 10%, but increase your Max Magicka by [x]%.

    World Skills
    Vampire:
    Bat Swarm -> Fleeting Swarm
    -Reduces Ultimate Cost by 25

    Drain Essence -> Ravage Essence
    -Increases the Magic Damage done per second

    Mist Form -> Shifting Mist
    -Mist form Lasts for only 1 second
    -Teleported to target area (think Sorc Bolt Escape)

    Hypnotic Gaze (Magicka)
    - Disorient an enemy for 20 seconds

    Hypnotic Gaze -> Stunning Gaze
    - Stuns for 2 seconds, rather than a Disorient, and deals [x] Magic Damage

    Hypnotic Gaze -> Charming Gaze
    - Applies minor maim on the target for 10 seconds after the disorient ends

    Hypnotic Gaze -> Fearsome Gaze
    - Fears target for 4 seconds

    Bloodied Ground (Magicka)
    -Spawn a pool of blood at a target area, dealing [x] Disease Damage every second for 10 seconds

    Bloodied Ground -> Coagulation
    -Enemies in the area are slowed and take additional damage.

    Bloodied Ground -> Necrotic Ground
    -Changes to magic Damage
    -Allies can activate the "Summon Thrall" Synergy to summon your thralled servant to attack an enemy (You control the servant)

    Bloodied Ground -> Feeding Grounds
    -Allies can activate the "Feast" Synergy to deal [x] Disease Damage and summon a Bloodfiend to attack an enemy (You control the bloodfiend)

    Bite (Gap closer with a max range of 5m) (Stamina)
    Close in and bite an enemy, dealing [x] Physical Damage

    Bite -> Consume
    - If the target is stunned, or this attack is from stealth, deal additional damage and heal for [x] health

    Bite -> Infected Fangs
    - Target Takes [x] Disease Damage over 6 seconds

    Bite -> Ravenous Bites
    - If Bite is cast again within 1.5s, it stuns the enemy for 2 seconds.

    Werewolf:
    Werewolf Transformation -> Werewolf Elder
    -Gain Major Toughness while in werewolf form (Might be a bit too op, could lower to minor)

    Pounce -> Leap
    -Extends the max range

    Hircine's Bounty -> Hircine's Hide
    -Gain minor Protection for 15 seconds

    Roar -> Debilitating Roar
    -Nearby and feared enemies are afflicted with minor Maim for 10 seconds.

    Piercing Howl -> Instigating Howl
    -Taunts the target as well

    Swipe (Becomes the base ability)
    -Snares enemies hit

    Swipe -> Infectious Claws
    (regular morph)

    Soul Magic (this one is a bit off the wall)
    Soul Strike -> Burn Essence
    A DoT is applied to the target for 6 seconds, dealing [x] magic damage over the duration.

    Soul Trap -> Condemn Soul
    Increases the duration (and thus, damage).

    Soul Rune (channel time of 2 seconds, it and its morphs consume 1 soul gem)
    Conjure a rune beneath you that grants you Major Protection while standing in it (consumes a soul gem) and lasts for [x] seconds.

    Soul Rune -> Soul Ritual
    Conjure a ghost to fight by your side

    Soul Rune -> Soulfire Armaments (name needs work)
    Empower your weapons with a soul of one slain, causing your full Light and Heavy attacks to deal [x] (Static Value?) magic damage over [y] seconds.

    Soul Rune -> Volatile Soul
    Inscribe a rune beneath you with enough essence to detonate for [x] (Static Value?) Oblivion Damage when crossed.

    Soul Pummel (it and morphs consume a soul gem) (name needs work, and the idea itself)
    Shatter a soul gem, releasing the essence inside and dealing [x] magic damage to those around you. targets nearer you take additional damage.

    Soul Explosion- > Oblivion's Calling (channel time 1s, interruptible)
    Targets effected by Soul Trap consume the effect and deal all damage at once. Targets will not fill a soul gem in this case(?).

    Soul Explosion -> Cursed Soul (Instant, projectile, ranged)
    Single Target, but now stuns the enemy.

    Soul Explosion -> Soul Nova
    Damaged enemies take additional damage over time.

    Soul Smite.. lost at a 5th ability right now... will come back to it later.

    Weapon Skills
    Two Handed
    Berserkerer Strike-> Bloodthristy Strike
    Healed for 50% of the damage dealt.

    Uppercut -> Riposte
    When cast deals [x] Physical damage before beginning the slam.

    Critical Charge -> Charging Slash
    Deals the same damage to enemies in a cone behind the target.

    Cleave -> Cull
    Initial Damage Deals up to [x]% more damage to targets above 50% health.

    Reverse Slash -> Evasive Slash
    No longer scales based on enemy health.
    When cast, gain Major Evasion for [x] seconds.

    Momentum -> Persevering Momentum
    While Active, the effectiveness of slows is reduced on you by [x]%

    One-hand and Shield
    Shield Wall-> Shield Trample
    Enemies within 1m of you are knocked down and dealt [x] Physical Damage

    Puncture-> Carve
    Enemy takes [x] bleed damage over 10 seconds

    Low Slash-> Slash and Bash
    If cast on an enemy already slowed by this ability, consumes the slow and bashes them with your shield, dealing [x] Physical Damage and setting them off-balance.

    Defensive Posture-> Adaptive Posture
    No longer reflects projectiles
    Becomes a Toggle
    While Toggled Heavy attacks restore Magicka instead of Stamina

    Shield Charge-> Shield Tackle
    No Longer Deals Damage. Enemy is Knocked-Down for 2 seconds. This knock-down is applied even to a blocking target.

    Power Bash-> Shield Counter
    If the stun is applied to a casting enemy, they are afflicted with minor vulnerability for 5 seconds.

    Dual Wield
    Rend -> Gouge
    Changes to Single Target and reduces the ult cost

    Flurry -> Rapid Blows
    Chance to set off-balance, and the final hit does extra damage to off-balance targets.

    Twin Slashes -> Deep Slashes
    Increases the Duration of the Bleed

    Whirlwind -> Cyclone
    Snares and slows enemies for 4s

    Blade Cloak -> Spiked Mantle
    No AoE.
    LA/HA deal an extra [x] physical damage and melee attackers take [x] Physical Damage

    Hidden Blade -> Concealed Dagger
    Melee Range
    Deals extra damage while you're behind the target.

    Bow
    Rapid Fire -> Deft Shots
    Converts to cost on use (min 100)
    LA now fires two arrows

    Snipe -> Full Draw
    Reduced Damage and cost
    No Cast Time

    Volley -> Loaded Volley
    Deals increased damage at the beginning and less at the end

    Scatter Shot -> Bombard Shot
    Deals AoE damage at a target area

    Arrow Spray -> Quick Spray
    Reduces the cost

    Poison Arrow -> Wounding Arrow
    Causes the Target to Bleed

    Destruction Staff Skills
    Elemental Storm -> Primeval Storm
    Each damage tick deals damage split among Frost Fire and Shock and has an increased chance of causing a status effect.

    Force Pulse - Force Detonation
    When cast upon an enemy with an elemental status effect, consumes it and deals [x] damage of the respective type.

    Wall of elements -> Pillar of elements
    Significantly increases the length of the AoE and increases the damage.

    Destructive Touch -> Destructive Grasp
    Target takes additional damage from status effect damage while the DoT persists.

    Weakness to Elements -> Overwhelming Elements
    Target takes 1% additional damage for each unique elemental status effect applied

    Impulse -> Elemental Impulse
    Has additional effects based on damage type
    -Fire Deals additional damage over time
    -Frost slows enemies by [x]%
    -Shock increases the radius

    Restoration Staff Skills
    Panacea -> Elixir of Life
    Increases the duration and the cost. (125)

    Grand healing -> Rejuvenating Grounds
    Increases the cost, but applies a synergy that restores the lowest resource of an ally (hp,mag,stam)

    Regeneration -> Patient Regeneration
    Increases the duration and ticks less often, but heals more each tick.

    Blessing of Protection -> Blessing of Body and Mind
    No longer grants minor resolve or minor ward. Grants Minor Endurance and Minor Intellect

    Steadfast Ward -> Enduring Ward
    Increases the Missing Health scaling.

    Siphon Spirit -> Echoing Siphon
    If the target dies prior to the end of this skill, Siphon Spirit is applied to [x] nearby enemies.
  • ESO_Nightingale
    ESO_Nightingale
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    Blizzard Cloak (frost cloak morph) when you damage an enemy with a winters embrace skill you do 8% more frost damage to that enemy.
    Edited by ESO_Nightingale on August 7, 2018 3:00AM
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
    Youtube: https://www.youtube.com/@Frostingale
    Twitch: https://www.twitch.tv/eso_nightingale
  • Aliyavana
    Aliyavana
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    Instant cast wrecking blow to make 2h more competitive in pve with a new tooltip to make up for the fact it isn't cast anymore
    Edited by Aliyavana on August 7, 2018 3:03AM
  • zTrok
    zTrok
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    3rd morph for Betty Netch

    Teal Netch:
    Restores 2024 magicka and 2024 stamina over 24 seconds and grants you minor sorcery and minor brutality.
  • Oumalakasha
    Oumalakasha
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    Teleport Strike --> Shadowsurge
    Flash through the shadows and teleport to your targeted ally, granting them Major Expedition and Minor Evasion for 3 seconds. After you teleport, you are granted Minor Expedition for 5 seconds.

    Probably a ***/unbalanced idea, but one I would really enjoy as a Nightblade healer.
  • idk
    idk
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    A delete button.

    To do different activities and sometimes roles we already have to change gear, CP, and often skill morphs.

    Even with the new respect 2.0 this idea adds another layer that would have to be changed and effectively doubling the cost.

    Further, Zos changes enough throughout the year, we do not need more.

    Being it is a Class Rep starting this thread I can only cringe at the idea Zos is actually considering adding another layer of complexity.
  • Tasear
    Tasear
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    idk wrote: »
    A delete button.

    To do different activities and sometimes roles we already have to change gear, CP, and often skill morphs.

    Even with the new respect 2.0 this idea adds another layer that would have to be changed and effectively doubling the cost.

    Further, Zos changes enough throughout the year, we do not need more.

    Being it is a Class Rep starting this thread I can only cringe at the idea Zos is actually considering adding another layer of complexity.

    It's simply for fun and see what people would pick.
  • Valrien
    Valrien
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    Tasear wrote: »
    Valrien wrote: »
    Tasear wrote: »
    Valrien wrote: »
    Mages' Rage (Mages' Wrath):
    Increase damage of initial hit. This ability no longer causes the target to explode under 20% health. Instead, this ability does 300% more damage to targets under 20% health.

    Basically, make it a real execute.

    I can see mail class representatives would get now. Don't think this would be balanced.

    How so? Essentially all it does is turn it into Killer's Blade (or Radiant Oppression, if it was changed to be more like a channel)

    Hmm wait this is what I get for skim reading. Well this might interesting so execute feels more consistent in pve? Is that what you are going for?

    Basically
    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • Tasear
    Tasear
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    zTrok wrote: »
    3rd morph for Betty Netch

    Teal Netch:
    Restores 2024 magicka and 2024 stamina over 24 seconds and grants you minor sorcery and minor brutality.

    Why would you need both? Also how would this effect other two morphs.
    Edited by Tasear on August 7, 2018 6:09AM
  • Didgerion
    Didgerion
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    How about Negate stamina/negate roll Dodge/negate running speed?
  • Jeremy
    Jeremy
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    Tasear wrote: »
    What class and what skill would you add it too? Which role would it help? Would it be Magicka or stamina?

    I'd like to see a more effective morph on Mist Form. Something faster, cheaper, or maybe give it a stealth effect similar to cloak of shadows. That way it could actually do what it's suppose to do and allow you to escape from dangerous combat situations. Because more often that not - it just drains your resources and you end up dying anyway.
    Edited by Jeremy on August 7, 2018 10:18AM
  • Nox_Noir
    Nox_Noir
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  • Sheezabeast
    Sheezabeast
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    DK wings 3rd morph: Valiant Wings- when you reflect a projectile you gain resistance to that element (fire, physical, etc) for 5 seconds and gain minor heroism for 10 seconds.
    Grand Master Crafter, Beta baby who grew with the game. PC/NA. @Sheezabeast if you have crafting needs!
  • Beardimus
    Beardimus
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    Of there were 3 id say Stam / Magika / Generic morphs of each.

    But lords knows with the whole sorc mess trying (failing) to balance Frag / Cage alone ZOS have their hands full!
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • Merlin13KAGL
    Merlin13KAGL
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    I think it would even be nice, in some cases, to have the option to simply have both existing morphs unlocked and in use, so long as you'd taken the time to level them.

    I also think some things should stack when they're two different skills (Destro line, for instance, when two different types of staves are equipped), but I could also see this being a balancing nightmare and becoming OP very quickly.

    I'm with @Beardimus on this one. Base skill should be common, or at least an equal number of stam/mag/health based skills, and then morphs for each major stat category.

    That would allow for true customization of a character. Another option would be a passive(s) that would let you choose or focus your primary damage type from all options - a true morphing of existing skills.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Amdar_Godkiller
    Amdar_Godkiller
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    Hmmm....

    I've always wanted a stamina morph of inhale that causes all active dots on your target to instantly deal half of their total damage as direct damage.. Maybe call it "Ignite".


    I think their should be a third morph of fetcherflies that spreads and deals execute damage.

    A stamina morph of equilibrium would be OP.

    A mag morph of Beast trap and a stam morph of purge.



  • NBrookus
    NBrookus
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    Hmmm....

    I've always wanted a stamina morph of inhale that causes all active dots on your target to instantly deal half of their total damage as direct damage.. Maybe call it "Ignite".

    Ignite is the name of the talons synergy.

    I think a stam morph of Inhale makes a lot more sense than a stam whip. What you described would be totally completely OP tho. If it were convert dots into direct damage, it would need to be conditional, like maybe only fire dots. That could make sets like Red Mountain more viable on stam DK, plus give stam DK some group utility in both pvp and pve.

    Perhaps a blend of the interupt and sustain -- small heal, interupts 2 targets and refunds stam at half the amount on the mag return morph. (Because my mag DK really wants both :wink: )
  • Elwendryll
    Elwendryll
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    New stam morphs!

    And especially for the sorcerer ultimates...
    A wind atronach.
    A "High gravity" negate with physical damages.
    For overload, it would summon wind blades, and make your light attacks powerful melee abilities, and the heavy attacks would be a channeled circle aoe, like... a hurricane++.
    PC - EU - France - AD
    Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
    Guildmaster of Oriflamme: Focus on 4 player endgame content.
    Member of Brave Cat Trade, Panda Division and Toadhuggers.

    All 4-man trifectas - TTT, IR, GH
  • Amdar_Godkiller
    Amdar_Godkiller
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    NBrookus wrote: »
    Hmmm....

    I've always wanted a stamina morph of inhale that causes all active dots on your target to instantly deal half of their total damage as direct damage.. Maybe call it "Ignite".

    Ignite is the name of the talons synergy.

    I think a stam morph of Inhale makes a lot more sense than a stam whip. What you described would be totally completely OP tho. If it were convert dots into direct damage, it would need to be conditional, like maybe only fire dots. That could make sets like Red Mountain more viable on stam DK, plus give stam DK some group utility in both pvp and pve.

    Perhaps a blend of the interupt and sustain -- small heal, interupts 2 targets and refunds stam at half the amount on the mag return morph. (Because my mag DK really wants both :wink: )
    Yeah I don't think the whip would really be the best skill to convert to stam either, and because of passives, I don't think anything in earthen heart could ever be coverted, which pretty much makes inhale the defacto skill to target.

    Of course there would need to be limitations to it. I was thinking it would only convert a percentage of the total damage to direct damage, and perhaps like templars power of the light, it would have a maximum amount of convertible damage. At the same time, it needs to make our attacks somewhat effective against purge bots.
  • Asardes
    Asardes
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    We don't really need a third morph but actually less turd morphs for some skills :)

    Ex. make Support: (S)turd(y) Horn into something useful. When you can get the Minor Ward and Resolve from Combat Prayer and Major Ward & Resolve from Warden hitting Expansive Frost Cloak there's really no reason to grab that morph.

    Another example is Pulsar and both morphs that are so terrible they're not worth a skill point. I kinda suspect a revision of that skill will come with Murkmire, since most likely the destruction staff from that arena will buff that skill ;)
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
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    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
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    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Asardes
    Asardes
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    Aliyavana wrote: »
    Instant cast wrecking blow to make 2h more competitive in pve with a new tooltip to make up for the fact it isn't cast anymore

    That would make a lot more sense now, since Empower has been changed so only increase light attack damage. Weaving light attacks with a cast time ability is really, really awkward. Also it would be pretty balanced since 2H light attacks have been nerfed.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • huschdeguddzje
    huschdeguddzje
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    A stamina morph of templars spear charge
  • Casul
    Casul
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    After using the 2 handed tree for my Stam DK here’s some ideas

    Draining Cut (uppercut morph)
    Heals for 25-35% of damage inflicted

    Explosive charge (crit rush morph)
    Deals damage within 5 meters of impact point, increase damage by 50% of current base damage, no longer snares. Increase range needed to cast (I think it is 3-22 currently I would suggest 5-28.

    Taunting Cleave (cleave morph)
    No longer deals bleed damage but instead increases the radius of the cleave by 35% and now pulls all enemies hit to you. DOES NOT TAUNT.

    Rage Slice (reverse slash morph)
    If you kill an enemy with this ability you gain minor savagery and minor bezerk for 10 seconds

    Reflective Momentum (momentum morph)
    When you activate this ability you reflect all incoming spells for 4 seconds.
    PvP needs more love.
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