Spurius_Lucilius wrote: »The two stave types we have are based on the six schools of magic in the lore: Destruction, Restoration, Alteration, Illusion, Conjuration, Mysticism. So it only makes sense if they add something like an Illusion skill line or an Alteration skill line. NB literally have a line called “Shadow,” so there is no way to have another weapon line with the same name. Other names also makes no sense!
ResidentContrarian wrote: »Nah, magic needs to be behind stamina , otherwise all the Youtubers and "pros" will lose what little of their minds they have left after spamming dizzy swing.
Spurius_Lucilius wrote: »The two stave types we have are based on the six schools of magic in the lore: Destruction, Restoration, Alteration, Illusion, Conjuration, Mysticism. So it only makes sense if they add something like an Illusion skill line or an Alteration skill line.
Spurius_Lucilius wrote: »NB literally have a line called “Shadow,” so there is no way to have another weapon line with the same name. Other names also makes no sense!
Remathilis wrote: »I've come to the sinking feeling we're never getting a new weapon/armor line, even if it reused assets like staves or one-handed weapons. People will whine about grinding the new weapons in trials, arenas or every group dungeon, and if it's remotely useful, people will scream "pay to win!" So ZoS probably won't add anything that isn't internally levelling like antiquities or Psijic.
@ZOS_RichLambert
Below are just some ideas if the devs ever wanted to do some TES themed schools of magic:
ILLUSION STAVES:
Ult - CHARM - Basic enemies (non-boss) within 8 meters of you are now persuaded to fight alongside you and heal you and teammates for 10 seconds. If applied to players, their self-healing applies 50% of the healing to you instead. Removes all other curses from affected enemies.
001 - Confidence - Cast a curse on nearby allies (10m) to increase their health, magicka, and stamina by 1000 for 20 seconds. Applying this curse removes all other curses.
002 - Enrage - Cast a curse on a single target that increases their weapon and spell damage by 300, but all of their attacks only have a 70% chance to hit you for 15 seconds. Applying this curse removes all other curses.
003 - Sooth - Cast a curse on a single target that decreases their damage by weapon and spell damage by 200, and increases their vulnerability by 4% for 10 seconds. Applying this curse removes all other curses.
004 - Paranoia - Cast a curse on a single target to make them attack everyone, including their allies for 8 seconds, If cast on a player, 10% of their damage is applied to allies within 10 meters for 8 seconds. Applying this curse removes all other curses.
005 - Mind Mirror - Cast a curse on a single target that makes enemies move in the opposite direction they try to move. If they try to block, they light attack. If they try to light attack, they block. This curse lasts for 4 seconds. Abilities are unaffected. Applying this curse removes all other curses.
Illusion Passives:
001 - Increases the length of time your curses last for by 1 --> 2 seconds.
002 - Decreases your chance to be cursed while an illusion staff is equipped by 25% --> 50%.
003 - Increase the potency of curses by 12% --> 25%
004 - Your magicka and stamina recovery is increased by 75 --> 150 when a curse is active.
ALTERATION STAVES:
Ult - MAGE ARMOR - Transmute your stamina regeneration rate into a damage shield, 6x multiplier for 8 seconds. You cannot regenerate stamina while this damage shield is active. Only 1 transmute spell may be active at any time.
001 - Lifeblood - Transmute your health regeneration rate for status effect immunity for 5 seconds. Alt Morph: Apply to 1 additional ally target. Only 1 transmute spell may be active at any time.
002 - Dynamic - Transmute your (lower) stamina or magicka regeneration rate for the (higher) of the two, for 8 seconds. Only 1 transmute spell may be active at any time.
003 - Symmetry - Transmute an increased vulnerability to Fire, Frost, Shock, and Magic damage by 20%, to decrease your physical, poison, bleed, and disease damage by 20% for 10 seconds. Alt Morph: Opposite. Only 1 transmute spell may be active at any time.
004 - Finesse - Transmute 400 weapon/spell damage to 20% increased critical damage done. Alt Morph: Opposite. Only 1 transmute spell may be active at any time.
005 - Hardness - Transmute your critical resistance for armor points. Alt Morph: Transmute your critical chance (Spell or Weapon, whichever is higher) for armor points. Only 1 transmute spell may be active at any time.
Alteration Passives:
001 - Increases the length of time your transmutations last for by 1 --> 2 seconds.
002 - Can have 1 additional transmute active.
003 - Increase the potency of transmutation by 12% --> 25%
004 - Recover 200 --> 300 health when a transmutation ends.
CONJURATION STAVES:
As a note: Adding this staff would require that a maximum of 2 ABILITY-BASED PETS be the MAX allowed at all times still, so Sorcs can't have a Twilight/Clannfear + Banekin/Scamp + Monster Set AND 2X Conjuration Pets all at once. It would be even more obnoxious than pet builds currently are... The point of this is to develop variety in summon builds!
Ult - Frost Atronach - Summon a Frost Atronach to deal frost damage (similar to how Sorc's summon Storm Atronachs)
001 - Giant Snake - (Stamina/Magicka cost) Summon a snake to deal poison damage. Alt Morph: Haj Mota, does 50% weaker physical damage but can stun enemies.
002 - Skaafin Miscreal - (Magicka Cost, CRIMINAL OFFENSE) Summon a small Skaafin to deal Magic damage (follows you like a banekin). Only 1 conjuration pet may be active at any time.
003 - Spriggan - (Stamina/Magicka Cost) Summon a spriggan to heal nearby allies (stays in place). Alt Morph: It does a DoT to enemies.
004 - Flame Atronach - (Magicka Cost) Summon a flame atronach to deal fire damage (follows you like a Twilight). Only 1 conjuration pet may be active at any time.
005 - Dremora - (Stamina/Magicka Cost, CRIMINAL OFFENSE) Summon a Dremora Knight from the Deadlands to fight for you in Mehrunes Dagon's name. Alt Morph: Dremora Mage. Only 1 conjuration pet may be active at any time.
Conjuration Passives:
001 - Increases your summon pet damage and healing done by 10 --> 20% with a Conjuration staff equipped.
002 - Increase your armor by 500 --> 1000 points with Conjuration staff equipped.
003 - Increase your health recovery by 150 --> 300 per Conjuration pet active.
004 - Can have 2 summon pets from the Conjuration staff skill line active at once.
I think that these are somewhat balanced, and I don't mind some of their stats weakening or whatever. I just think that this is something that can be done, and will add A LOT of diversity among DPS, Tanks, and Healers!
exeeter702 wrote: »@ZOS_RichLambert
Below are just some ideas if the devs ever wanted to do some TES themed schools of magic:
ILLUSION STAVES:
Ult - CHARM - Basic enemies (non-boss) within 8 meters of you are now persuaded to fight alongside you and heal you and teammates for 10 seconds. If applied to players, their self-healing applies 50% of the healing to you instead. Removes all other curses from affected enemies.
001 - Confidence - Cast a curse on nearby allies (10m) to increase their health, magicka, and stamina by 1000 for 20 seconds. Applying this curse removes all other curses.
002 - Enrage - Cast a curse on a single target that increases their weapon and spell damage by 300, but all of their attacks only have a 70% chance to hit you for 15 seconds. Applying this curse removes all other curses.
003 - Sooth - Cast a curse on a single target that decreases their damage by weapon and spell damage by 200, and increases their vulnerability by 4% for 10 seconds. Applying this curse removes all other curses.
004 - Paranoia - Cast a curse on a single target to make them attack everyone, including their allies for 8 seconds, If cast on a player, 10% of their damage is applied to allies within 10 meters for 8 seconds. Applying this curse removes all other curses.
005 - Mind Mirror - Cast a curse on a single target that makes enemies move in the opposite direction they try to move. If they try to block, they light attack. If they try to light attack, they block. This curse lasts for 4 seconds. Abilities are unaffected. Applying this curse removes all other curses.
Illusion Passives:
001 - Increases the length of time your curses last for by 1 --> 2 seconds.
002 - Decreases your chance to be cursed while an illusion staff is equipped by 25% --> 50%.
003 - Increase the potency of curses by 12% --> 25%
004 - Your magicka and stamina recovery is increased by 75 --> 150 when a curse is active.
ALTERATION STAVES:
Ult - MAGE ARMOR - Transmute your stamina regeneration rate into a damage shield, 6x multiplier for 8 seconds. You cannot regenerate stamina while this damage shield is active. Only 1 transmute spell may be active at any time.
001 - Lifeblood - Transmute your health regeneration rate for status effect immunity for 5 seconds. Alt Morph: Apply to 1 additional ally target. Only 1 transmute spell may be active at any time.
002 - Dynamic - Transmute your (lower) stamina or magicka regeneration rate for the (higher) of the two, for 8 seconds. Only 1 transmute spell may be active at any time.
003 - Symmetry - Transmute an increased vulnerability to Fire, Frost, Shock, and Magic damage by 20%, to decrease your physical, poison, bleed, and disease damage by 20% for 10 seconds. Alt Morph: Opposite. Only 1 transmute spell may be active at any time.
004 - Finesse - Transmute 400 weapon/spell damage to 20% increased critical damage done. Alt Morph: Opposite. Only 1 transmute spell may be active at any time.
005 - Hardness - Transmute your critical resistance for armor points. Alt Morph: Transmute your critical chance (Spell or Weapon, whichever is higher) for armor points. Only 1 transmute spell may be active at any time.
Alteration Passives:
001 - Increases the length of time your transmutations last for by 1 --> 2 seconds.
002 - Can have 1 additional transmute active.
003 - Increase the potency of transmutation by 12% --> 25%
004 - Recover 200 --> 300 health when a transmutation ends.
CONJURATION STAVES:
As a note: Adding this staff would require that a maximum of 2 ABILITY-BASED PETS be the MAX allowed at all times still, so Sorcs can't have a Twilight/Clannfear + Banekin/Scamp + Monster Set AND 2X Conjuration Pets all at once. It would be even more obnoxious than pet builds currently are... The point of this is to develop variety in summon builds!
Ult - Frost Atronach - Summon a Frost Atronach to deal frost damage (similar to how Sorc's summon Storm Atronachs)
001 - Giant Snake - (Stamina/Magicka cost) Summon a snake to deal poison damage. Alt Morph: Haj Mota, does 50% weaker physical damage but can stun enemies.
002 - Skaafin Miscreal - (Magicka Cost, CRIMINAL OFFENSE) Summon a small Skaafin to deal Magic damage (follows you like a banekin). Only 1 conjuration pet may be active at any time.
003 - Spriggan - (Stamina/Magicka Cost) Summon a spriggan to heal nearby allies (stays in place). Alt Morph: It does a DoT to enemies.
004 - Flame Atronach - (Magicka Cost) Summon a flame atronach to deal fire damage (follows you like a Twilight). Only 1 conjuration pet may be active at any time.
005 - Dremora - (Stamina/Magicka Cost, CRIMINAL OFFENSE) Summon a Dremora Knight from the Deadlands to fight for you in Mehrunes Dagon's name. Alt Morph: Dremora Mage. Only 1 conjuration pet may be active at any time.
Conjuration Passives:
001 - Increases your summon pet damage and healing done by 10 --> 20% with a Conjuration staff equipped.
002 - Increase your armor by 500 --> 1000 points with Conjuration staff equipped.
003 - Increase your health recovery by 150 --> 300 per Conjuration pet active.
004 - Can have 2 summon pets from the Conjuration staff skill line active at once.
I think that these are somewhat balanced, and I don't mind some of their stats weakening or whatever. I just think that this is something that can be done, and will add A LOT of diversity among DPS, Tanks, and Healers!
Wasted opportunity with conjuration. There is so much more interesting things to that school of magic in TES than simply summoning minions.
exeeter702 wrote: »
Wasted opportunity with conjuration. There is so much more interesting things to that school of magic in TES than simply summoning minions.
SilverIce58 wrote: »Also why would any of those skills cost stamina if the weapon doesn't restore stamina. Especially for conjuration.
Easily the first skill should be summon a flame atro that morphs into a greater flame atro, or a cold-flame atro that does frost damage but inflicts burning as a status effect. Spriggans/giant snakes arent necessary for the line when you've got conjured armor, weapons, and summonable daedra/undead which is more what Conjuration is known for. Hell, one of the skills could be "summon armor" where it summons daedric boots that make you run faster, or daedric gloves that increase LA/HA damage.
exeeter702 wrote: »
Wasted opportunity with conjuration. There is so much more interesting things to that school of magic in TES than simply summoning minions.
I didn't spend much time coming up with this stuff, it's a starting point. Quick to shoot down ideas, but nothing alternative in your reply. Give your amazing ideas to replace my bad ones.SilverIce58 wrote: »Also why would any of those skills cost stamina if the weapon doesn't restore stamina. Especially for conjuration.
Easily the first skill should be summon a flame atro that morphs into a greater flame atro, or a cold-flame atro that does frost damage but inflicts burning as a status effect. Spriggans/giant snakes arent necessary for the line when you've got conjured armor, weapons, and summonable daedra/undead which is more what Conjuration is known for. Hell, one of the skills could be "summon armor" where it summons daedric boots that make you run faster, or daedric gloves that increase LA/HA damage.
Bound Armor is a sorc line. Unoriginal. Since we're being critical of ideas with no constructive feedback.
The spriggans or snakes was just thrown in there to make up for how they themed the Warden animal summon SOLELY on Morrowind creatures... + a bear. They should at least redo some of those morphs and animations so we aren't using ugly and niche creatures for an old DLC, it lost its novelty.
If anything, I'd add summon zombies and skeletons clad in armor and weapons but they already have a necromancy class now.
SilverIce58 wrote: »Yeah, some skills would be hard to place for a Conjuration weapon line as both Sorc and Necro use the magic. But the summon armor I proposed is different than the Sorc's one. For one, Sorc's Bound Armor moprhs to bound daggers or armor that increases magicka and block mitigation, and thats not at all the same as what I proposed for my skill. Just the same names, though you could easily change it to "Summon boots of Blinding speed" and "Summon gloves of bolstering power". Conjured pieces of armor make sense as in Oblivion and Morrowind you could summon up separate pieces of armor, so there's some precedence for that skill.
SilverIce58 wrote: »I will say that I would support a Spriggan summon but not for a conjuration staff. I'd prefer that summon go somewhere on the Warden's kit personally.
For all this is a lovely idea, it’s unlikely.
You’re taking away class identity from say - nightblades for example - if you give people shadow through illusion. You’re taking away from a sorcerer if everyone can summon through conjuration magic at will.. ect ect. Every class shouldn’t be able to do everything, or classes in general would be completely redundant. This is what class ability is, the staves are elements depending on what type of elemental damage you’d like to deal - the class abilities is where you’re more specialised, which makes choosing your class very important and having multiple characters to experience everything from different perspectives.
Ippokrates wrote: »Now, CC staff is actually very interesting idea. If you have destro staff & resto staff, why not Illusion one? Cause in TES Universe technically those things belong to School of Illusion. In most part. In some game. At least ^^
But the real question here, and you should also try to solve it, is right implementation of CC immunity.
This is good thing for pvp cause it holds your enemies from putting you under contant CC (which is lame, btw.), but in pve it makes it rather useless, cause when I started to play ESO, I was running with javelin and didn't even understood why some hits are stunning enemies, while other don't ^^
Now, imagine you are using such a weapon for weaving... Not funny at all ^^
exeeter702 wrote: »
Wasted opportunity with conjuration. There is so much more interesting things to that school of magic in TES than simply summoning minions.
I didn't spend much time coming up with this stuff, it's a starting point. Quick to shoot down ideas, but nothing alternative in your reply. Give your amazing ideas to replace my bad ones.SilverIce58 wrote: »Also why would any of those skills cost stamina if the weapon doesn't restore stamina. Especially for conjuration.
Easily the first skill should be summon a flame atro that morphs into a greater flame atro, or a cold-flame atro that does frost damage but inflicts burning as a status effect. Spriggans/giant snakes arent necessary for the line when you've got conjured armor, weapons, and summonable daedra/undead which is more what Conjuration is known for. Hell, one of the skills could be "summon armor" where it summons daedric boots that make you run faster, or daedric gloves that increase LA/HA damage.
Bound Armor is a sorc line. Unoriginal. Since we're being critical of ideas with no constructive feedback.
The spriggans or snakes was just thrown in there to make up for how they themed the Warden animal summon SOLELY on Morrowind creatures... + a bear. They should at least redo some of those morphs and animations so we aren't using ugly and niche creatures for an old DLC, it lost its novelty.
If anything, I'd add summon zombies and skeletons clad in armor and weapons but they already have a necromancy class now.
VampReworkFailed wrote: »exeeter702 wrote: »
Wasted opportunity with conjuration. There is so much more interesting things to that school of magic in TES than simply summoning minions.
I didn't spend much time coming up with this stuff, it's a starting point. Quick to shoot down ideas, but nothing alternative in your reply. Give your amazing ideas to replace my bad ones.SilverIce58 wrote: »Also why would any of those skills cost stamina if the weapon doesn't restore stamina. Especially for conjuration.
Easily the first skill should be summon a flame atro that morphs into a greater flame atro, or a cold-flame atro that does frost damage but inflicts burning as a status effect. Spriggans/giant snakes arent necessary for the line when you've got conjured armor, weapons, and summonable daedra/undead which is more what Conjuration is known for. Hell, one of the skills could be "summon armor" where it summons daedric boots that make you run faster, or daedric gloves that increase LA/HA damage.
Bound Armor is a sorc line. Unoriginal. Since we're being critical of ideas with no constructive feedback.
The spriggans or snakes was just thrown in there to make up for how they themed the Warden animal summon SOLELY on Morrowind creatures... + a bear. They should at least redo some of those morphs and animations so we aren't using ugly and niche creatures for an old DLC, it lost its novelty.
If anything, I'd add summon zombies and skeletons clad in armor and weapons but they already have a necromancy class now.
if they make a conjuration staff we better to GOD get at least 1 skeleton warrior summon ability. Being able to raise or summon a skeleton is a prime part of conjuration.
No, the necromancer class doesn't count because IRONICALLY enough they cannot raise or summon melee skeletons for *some* freaking reason.
I also really really really like how your logic went from 'well i threw sprigggan and snake in there cause lack of variety on warden' yet you say 'cant throw skeleton in there cause of necromancer class,' literally these two thought processes contradict each other.
Might as well not throw in any atronachs or dremora either since we have those covered in the sorc line :P
I would place Mage Armor here that improves Armor traits benefit by 100% for 3 sec. Per rank level. This allows a diverse build application for brief windows of time, med-high magicka cost. Morphs could include minor resolve, CC immunity, unstoppable v snares and immobilization, something to comparable.001 - Lifeblood - Transmute your health regeneration rate for status effect immunity for 5 seconds. Alt Morph: Apply to 1 additional ally target. Only 1 transmute spell may be active at any time.
I would implement Major recovery buff here and have the morphs grant 10 seconds 100% increase to offense recovery while -100% to the other i.e. +Magicka/-Stamina or +Stamina/-Magicka. I would not include Health Recovery in the skill.002 - Dynamic - Transmute your (lower) stamina or magicka regeneration rate for the (higher) of the two, for 8 seconds. Only 1 transmute spell may be active at any time.
I dont like the write up here. This should be an attack skill for damage. A magic melee attack.003 - Symmetry - Transmute an increased vulnerability to Fire, Frost, Shock, and Magic damage by 20%, to decrease your physical, poison, bleed, and disease damage by 20% for 10 seconds. Alt Morph: Opposite. Only 1 transmute spell may be active at any time.
This is a nifty skill buy it should be a end of tree. I disagree with the proposed effect, I'd suggest an alteration that saps the properties of the armor and conveys a channeled boost to your weapon damage rating e.g. -16% armor rating for +16+% to the damage rating of the equipped weapon.004 - Finesse - Transmute 400 weapon/spell damage to 20% increased critical damage done. Alt Morph: Opposite. Only 1 transmute spell may be active at any time.
This would be replaced by skill 004 and a cone slam attack would be cool for a 2nd offense skill similar to the Giants slam attack that shoots with a similar arc except all targets inside cone are hit.005 - Hardness - Transmute your critical resistance for armor points. Alt Morph: Transmute your critical chance (Spell or Weapon, whichever is higher) for armor points. Only 1 transmute spell may be active at any time.
This game desperately needs more skill lines. The way the entire system is setup is fantastic imo but it falls way short because there aren't enough options and there are so many cookie cutter skills for each class.
alberichtano wrote: »I have even an idea for how to get them all together: a Survival skill, that has just these effects.
* The better harvesting
* The fishing bonuses
* The harvesting speed bonus
* Bonus to hunting-harvesting (similar to old harvesting bonus, but to actual animals, ie chance of more skins or meat from felled prey).