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New Magicka weapon idea: Alteration Staves

CaptainVenom
CaptainVenom
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2-h, like the other. Would be a support buff/debuff oriented skill line, great for team work. Here's the concept:
  1. Telekinesis: Expand your mind to deal [x] magic damage to a target. This spell cannot be dodged but can be blocked.
    Morph 1: Focused Telekinesis: expand your mind to deal [x] magic damage to a target. Every cast has 10% to knockback the target for 1 second.
    Morph 2: Distent Telekinesis: expand your mind to deal [x] magic damage to a target and nearby targets. Deals 50% less damage but does area damage.
  2. Ebonyflesh: Focus your defensive magic to grant Major Resolve to you and allies around you for 10 seconds.
    Morph 1: Dragonhide: Focus your defensive magic to grant Major Resolve to you and allies around you for 10 seconds. Additionally applies Minor Protection.
    Morph 1: Healthy Ebonyflesh: Focus your defensive magic to grant Major Resolve to you and allies around you for 10 seconds. Additionally applies Major Vitality.
  3. Paralyze: Curse an target by forcing their muscles to constrict, stunning them for 5 seconds. 1 second cast time.
    Morph 1: Weakness Paralysis: curse an target by forcing their muscles to constrict, stunning them for 5 seconds. 1 second cast time. Also applies Minor Maim and Minor Enervation for 5 seconds.
    Morph 2: Paralysis Rune: place a volatine rune at the ground around you, that arms after 3 seconds. When triggered, the rune paralyzes all enemies within range for 3 seconds. Radius: 6 meters.
  4. Detect Life: Scatter your staff power all around, detecting every alive being in a 20m radius for 5 seconds. All detected beings can be seen through walls and obstacles.
    Morph 1: Detect Stealth: scatter your staff power all around, detecting every alive being in a 20m radius for 5 seconds. All detected beings can be seen through walls and obstacles. Also detects and pull beings out of stealth or invisibility.
    Morph 2: Detect Trap: scatter your staff power all around, detecting every alive being in a 20m radius for 5 seconds. All detected beings can be seen through walls and obstacles. Also detects environment and enemy hazards and applies Major Evasion to allies around you.
  5. Dispel: Focus your offensive power to attempt to nullify hostile magic, removing 1 random buff from a target.
    Morph 1: Anti Magicka: Focus your offensive power to attempt to nullify hostile magic, removing up to 3 random buffs from a target.
    Morph 2: Drain Spell: Focus your offensive power to attempt to nullify hostile magic, stealing 1 random buff from a target and applying to you.
  • Ultimate: Teleport: Conceal two portals, one at the targeted location and another next to you, which take 2 seconds to arm. You or an ally activating its synergy on a portal teleports you or them to the other portal. Lasts for 30 seconds and can be destroyed by enemy damage.
    Morph 1: Safe Teleport: Conceal two portals, one at the targeted location and another next to you, which take 2 seconds to arm. You or an ally activating its synergy on a portal teleports you or them to the other portal. Lasts for 30 seconds and can be destroyed by enemy damage. Teleporting applies a damage shield equivalent to 30% of your Health. Increases portals Health.
    Morph 2: Flash Teleport: Conceal two portals, one at the targeted location and another next to you, which arm instantly. You or an ally activating its synergy on a portal teleports you or them to the other portal. Lasts for 30 seconds and can be destroyed by enemy damage. Applies Major Expedition for 10 seconds.
🌈 Ride with Pride🌈
Magicka/Damage Sorcerer - PC - NA - DC
  • Thannazzar
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    Nice idea, but would really prefer melee magicka sword and rune/spell if they go down a new weapon line route.
  • Ashenkin
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    Thannazzar wrote: »
    Nice idea, but would really prefer melee magicka sword and rune/spell if they go down a new weapon line route.

    I was thinking an orb or a tome one handed as it fits the theme of either a cleric or a telekinetic specialist... overall a good idea, also the remove buff from target is nowhere in the game as a mechanic, could potentially be a new dimension of mechanics added to PvE in the game (certain bosses gaining buffs and you debuff them.. etc) but they will have to add this to some other skill lines whether be it classes or general skill lines like mages guild.. etc. For PvP I can see it will need a lot of testing as it looks completely op
  • Mindcr0w
    Mindcr0w
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    Personally I'd love for some of the oldschool magicka skill lines to be incorporated into the game, but I would not want them to be tied to a specific weapon as that could hamper the ability to incorporate skills into a wider variety of builds. Do I really want to equip an Alteration Staff if I just want to add Ebonyflesh or Paralyze to my build?

    Like the basic idea though. 👍
    Edited by Mindcr0w on November 11, 2020 2:55PM
  • WrathOfInnos
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    Thannazzar wrote: »
    Nice idea, but would really prefer melee magicka sword and rune/spell if they go down a new weapon line route.

    @Thannazzar Magicka with dual wield swords is viable this patch. They made Light Attacks scale with highest stats. When I tested it vs an Inferno Staff on front bar the difference was within 1% DPS (however Inferno Staff Light Attacks are bugged and clunky right now so this gap may increase when they work again). Greatsword on Magicka builds also has some potential, but I haven’t tested that one enough to know exactly how it compares.
    Edited by WrathOfInnos on November 11, 2020 9:10PM
  • YandereGirlfriend
    YandereGirlfriend
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    Alteration Staff makes the most sense as the designated Magicka tanking weapon (e.g. Magicka version of Sword and Shield).

    That would finally free up Frost Staves from that burden and they could take their place as proper DPS tools again.

    I very much like your skill proposals, quite thematic and true to the lore while also being useful and filling missing niches in current gameplay.
  • notyuu
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    I can confidently speak for a notable amount of the population when I say a magic sword or other type of magicka melee weapon would be more welcomed than another god damn stick.
  • Athan1
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    notyuu wrote: »
    I can confidently speak for a notable amount of the population when I say a magic sword or other type of magicka melee weapon would be more welcomed than another god damn stick.

    I fully agree, I'm sick of staves. Gives a magic sword, a grimoire, 1h+rune, or something more creative...
    Athan Atticus Imperial Templar of Shezarr
  • josiahva
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    Alteration Staff makes the most sense as the designated Magicka tanking weapon (e.g. Magicka version of Sword and Shield).

    That would finally free up Frost Staves from that burden and they could take their place as proper DPS tools again.

    I very much like your skill proposals, quite thematic and true to the lore while also being useful and filling missing niches in current gameplay.

    Frost staves never WERE a DPS weapon, from day one they saw little use until they became a tanking weapon...as soon as that happened DPS started screaming for their staff they never used back again. I do agree that magicka tanking needs its own weapon line...I just don't think that it will help the disaster that ice staff has been since launch.
  • emilyhyoyeon
    emilyhyoyeon
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    josiahva wrote: »
    Alteration Staff makes the most sense as the designated Magicka tanking weapon (e.g. Magicka version of Sword and Shield).

    That would finally free up Frost Staves from that burden and they could take their place as proper DPS tools again.

    I very much like your skill proposals, quite thematic and true to the lore while also being useful and filling missing niches in current gameplay.

    Frost staves never WERE a DPS weapon, from day one they saw little use until they became a tanking weapon...as soon as that happened DPS started screaming for their staff they never used back again. I do agree that magicka tanking needs its own weapon line...I just don't think that it will help the disaster that ice staff has been since launch.

    I actually can't remember what the frost staff passives/features were before they were a tanking weapon--but I'm pretty sure they weren't block related as they are now. If the game did get a new magicka tanking weapon, the current frost staff passives could be easily replaced with damage passives that reflect fire's and lightning's passives.

    Even taking the simple route and giving ice staves 4% bonus single target and 4% AOE bonus damage would be alright.


    When the ice staff was getting updated this past patch many of us tried giving feedback to orient the ice staff as a true DPS tool, encouraging the devs to make a new magicka tanking weapon either now or in the future. But the devs ignored most of this kind of feedback; even feedback involving ice staff having separate damage skill morphs and tank morphs.
    IGN @ emilypumpkin
    Tullanisse Starborne altmer spellsword battlemage & scholar of the ayleids
    Qa'Rirra khajiit assassin & dancer
    Seliwequen Narilata altmer necromancer & debaucher
  • precambria
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    There should be a weapon with dual magic and stam morphs available, whatever you call it I don't care just make the passives versatile enough or gives them dual effects depending on morph like with destro staff, I would strongly prefer it be a melee weapon with mag morphs and passives available than another staff though.

    I like the idea of it being a utility focused weapon along the lines of psijic, not another staff though, for ranged caster wep it should be gloves or a tome/1hand so that we can get a DW option for mag. It would still be preferential to have something that can be morphed for either stam or mag though so nobody gets left out and make it something to do with elderscrolls lore but not a 5th staff pls lol
  • Xebov
    Xebov
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    Is unlikely to ever happen. It would require the weapon to be added to every set. So in order to use it ppl would have to go full farming. You would also need to research the whole weapon (9 traits) in order to build it. This combination means that it would just lay around like a dead fish for some time before it becomes useable by players.
  • CaptainVenom
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    Xebov wrote: »
    Is unlikely to ever happen. It would require the weapon to be added to every set. So in order to use it ppl would have to go full farming. You would also need to research the whole weapon (9 traits) in order to build it. This combination means that it would just lay around like a dead fish for some time before it becomes useable by players.

    So does every new content. People didn't have Markarth new sets and motifs before, and they are now looking for them.
    🌈 Ride with Pride🌈
    Magicka/Damage Sorcerer - PC - NA - DC
  • josiahva
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    josiahva wrote: »
    Alteration Staff makes the most sense as the designated Magicka tanking weapon (e.g. Magicka version of Sword and Shield).

    That would finally free up Frost Staves from that burden and they could take their place as proper DPS tools again.

    I very much like your skill proposals, quite thematic and true to the lore while also being useful and filling missing niches in current gameplay.

    Frost staves never WERE a DPS weapon, from day one they saw little use until they became a tanking weapon...as soon as that happened DPS started screaming for their staff they never used back again. I do agree that magicka tanking needs its own weapon line...I just don't think that it will help the disaster that ice staff has been since launch.

    I actually can't remember what the frost staff passives/features were before they were a tanking weapon--but I'm pretty sure they weren't block related as they are now. If the game did get a new magicka tanking weapon, the current frost staff passives could be easily replaced with damage passives that reflect fire's and lightning's passives.

    Even taking the simple route and giving ice staves 4% bonus single target and 4% AOE bonus damage would be alright.


    When the ice staff was getting updated this past patch many of us tried giving feedback to orient the ice staff as a true DPS tool, encouraging the devs to make a new magicka tanking weapon either now or in the future. But the devs ignored most of this kind of feedback; even feedback involving ice staff having separate damage skill morphs and tank morphs.

    Well, Frost staves were ALWAYS CC focused, even back before tanking(slows and immobilizes). My point though is that DPS didn't use it then...and if you move the tanking passives and skills away they STILL wont use it. The ONLY way it will ever be willingly used by DPS is if the come out with a frostcaster type class(warden is not an ice class just because it has a couple ice skills)...sure you can make the argument the new brittle buff makes it worth using...but just like Alkosh(whose synergy makes it worth using) DPS won't willingly buff other DPS so they would just stick it on a tank or healer just like Alkosh which was designed as a DPS set. The real question is why would a min/max DPS choose to use an ice staff over a flame or lightning staff? They wouldnt.

    As for more magicka weapon lines...the more the better. For that matter, the more weapon skill lines in general....or taken even further, the more skills the better, as long as they arent class-locked its a win-win
  • ajkb78
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    It's not a terrible idea. Some of the suggestions dilute class identity too much for my liking though. For example, the skill that applies major resolve to allies: this is currently a unique ability of wardens through frost cloak. I'm not of the school that thinks every class should be able to do everything: it would make the game bland and samey.

    I think the detect life is kind of unnecessary as there are already lots of ways of pulling people out of stealth. What might make it nice though, is if one of the morphs was "Living Stealth" which provided (3s ranking up to 6s) immunity from detection for the caster and allies within 14m. That is, if you're stealthing or invisible it would protect you from detect potions, magelight, camo hunter etc. and if you had an effect on you that prevents you from going into stealth (a dot, piercing mark) it would override that effect's prevention of you adopting stealth.

    Perhaps one of the abilities could be Expel Arms, which unequips the target's active weapon for 3s.
  • SgtNuttzmeg
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    Some of these abilities are way too powerful. Providing AOE Major vitality and Major Evasion to your entire group. The stealth detection has zero counter play for Nightblades.

    I saw somebody else bring up that one of the skills essentially is the same a warden skill, which is true. Your version of that scale is significantly more powerful than the warden's. Let's try to avoid doing that. Also there is a warden skill that essentially allows you to do the same thing as the ultimate. I am also not sure if anybody would use this ultimate. It's kinda ***.

    As for dispel that would be terrible on the servers. Just no.
    Legions of Mordor Core

    Cold0neFTBs
  • emilyhyoyeon
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    josiahva wrote: »
    josiahva wrote: »
    Alteration Staff makes the most sense as the designated Magicka tanking weapon (e.g. Magicka version of Sword and Shield).

    That would finally free up Frost Staves from that burden and they could take their place as proper DPS tools again.

    I very much like your skill proposals, quite thematic and true to the lore while also being useful and filling missing niches in current gameplay.

    Frost staves never WERE a DPS weapon, from day one they saw little use until they became a tanking weapon...as soon as that happened DPS started screaming for their staff they never used back again. I do agree that magicka tanking needs its own weapon line...I just don't think that it will help the disaster that ice staff has been since launch.

    I actually can't remember what the frost staff passives/features were before they were a tanking weapon--but I'm pretty sure they weren't block related as they are now. If the game did get a new magicka tanking weapon, the current frost staff passives could be easily replaced with damage passives that reflect fire's and lightning's passives.

    Even taking the simple route and giving ice staves 4% bonus single target and 4% AOE bonus damage would be alright.


    When the ice staff was getting updated this past patch many of us tried giving feedback to orient the ice staff as a true DPS tool, encouraging the devs to make a new magicka tanking weapon either now or in the future. But the devs ignored most of this kind of feedback; even feedback involving ice staff having separate damage skill morphs and tank morphs.

    Well, Frost staves were ALWAYS CC focused, even back before tanking(slows and immobilizes). My point though is that DPS didn't use it then...and if you move the tanking passives and skills away they STILL wont use it.

    With the way minmaxing works, there will always be a single best choice. Ice staff having DPS passives is mainly to catch it up a bit more towards fire staff so the damage difference between the two (and lightning) is less jarring. For most of us that want a true ice destruction staff, using ice is pretty much only for RP reasons which imo is itself a good enough reason to give it true TES destruction-related capabilities.
    IGN @ emilypumpkin
    Tullanisse Starborne altmer spellsword battlemage & scholar of the ayleids
    Qa'Rirra khajiit assassin & dancer
    Seliwequen Narilata altmer necromancer & debaucher
  • Iccotak
    Iccotak
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    Alteration Staff makes the most sense as the designated Magicka tanking weapon (e.g. Magicka version of Sword and Shield).

    That would finally free up Frost Staves from that burden and they could take their place as proper DPS tools again.

    I very much like your skill proposals, quite thematic and true to the lore while also being useful and filling missing niches in current gameplay.

    exactly, it would thematically make way more sense for alteration staves for tanking as opposed to frost staves (tho that could still be an option)

    EDIT: let players be effective magicka frost damage dealers
    Edited by Iccotak on November 14, 2020 11:23PM
  • Dark_Lord_Kuro
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    I want them to add the missing school of magic as other staff
    Alteration would be group buff and debuff

    Illusion would be aggro, fear, maybe an invisibility spell but only if it is different egnough from the nb one

    Conjuration vould be...more pets!!! They could be temporary morph(like necro) or permanent morph(like sorc) and could serve differant thing like the ice atro could give defencive buff to ally around it while some damage while the fire one would be pure damage for exemple
    Ultimate could be a titan(think of the necro ultimate before the flesh atro was a thing)

    Also they could add a one handed+rune ore something for others
    Edited by Dark_Lord_Kuro on November 15, 2020 4:35PM
  • Grandchamp1989
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    2-h, like the other. Would be a support buff/debuff oriented skill line, great for team work. Here's the concept:
    1. Telekinesis: Expand your mind to deal [x] magic damage to a target. This spell cannot be dodged but can be blocked.
      Morph 1: Focused Telekinesis: expand your mind to deal [x] magic damage to a target. Every cast has 10% to knockback the target for 1 second.
      Morph 2: Distent Telekinesis: expand your mind to deal [x] magic damage to a target and nearby targets. Deals 50% less damage but does area damage.
    2. Ebonyflesh: Focus your defensive magic to grant Major Resolve to you and allies around you for 10 seconds.
      Morph 1: Dragonhide: Focus your defensive magic to grant Major Resolve to you and allies around you for 10 seconds. Additionally applies Minor Protection.
      Morph 1: Healthy Ebonyflesh: Focus your defensive magic to grant Major Resolve to you and allies around you for 10 seconds. Additionally applies Major Vitality.
    3. Paralyze: Curse an target by forcing their muscles to constrict, stunning them for 5 seconds. 1 second cast time.
      Morph 1: Weakness Paralysis: curse an target by forcing their muscles to constrict, stunning them for 5 seconds. 1 second cast time. Also applies Minor Maim and Minor Enervation for 5 seconds.
      Morph 2: Paralysis Rune: place a volatine rune at the ground around you, that arms after 3 seconds. When triggered, the rune paralyzes all enemies within range for 3 seconds. Radius: 6 meters.
    4. Detect Life: Scatter your staff power all around, detecting every alive being in a 20m radius for 5 seconds. All detected beings can be seen through walls and obstacles.
      Morph 1: Detect Stealth: scatter your staff power all around, detecting every alive being in a 20m radius for 5 seconds. All detected beings can be seen through walls and obstacles. Also detects and pull beings out of stealth or invisibility.
      Morph 2: Detect Trap: scatter your staff power all around, detecting every alive being in a 20m radius for 5 seconds. All detected beings can be seen through walls and obstacles. Also detects environment and enemy hazards and applies Major Evasion to allies around you.
    5. Dispel: Focus your offensive power to attempt to nullify hostile magic, removing 1 random buff from a target.
      Morph 1: Anti Magicka: Focus your offensive power to attempt to nullify hostile magic, removing up to 3 random buffs from a target.
      Morph 2: Drain Spell: Focus your offensive power to attempt to nullify hostile magic, stealing 1 random buff from a target and applying to you.
    • Ultimate: Teleport: Conceal two portals, one at the targeted location and another next to you, which take 2 seconds to arm. You or an ally activating its synergy on a portal teleports you or them to the other portal. Lasts for 30 seconds and can be destroyed by enemy damage.
      Morph 1: Safe Teleport: Conceal two portals, one at the targeted location and another next to you, which take 2 seconds to arm. You or an ally activating its synergy on a portal teleports you or them to the other portal. Lasts for 30 seconds and can be destroyed by enemy damage. Teleporting applies a damage shield equivalent to 30% of your Health. Increases portals Health.
      Morph 2: Flash Teleport: Conceal two portals, one at the targeted location and another next to you, which arm instantly. You or an ally activating its synergy on a portal teleports you or them to the other portal. Lasts for 30 seconds and can be destroyed by enemy damage. Applies Major Expedition for 10 seconds.

    Interesting idea and very lore friendly.
    If implemented correctly, could be fun!
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