oldbobdude wrote: »I would have a harder time choosing morph than I already do.
With the hybridisation the magicka/stamina morph is less an issue.
I think it would be a good idea to make specific PvP morphs to better balance out PvE and PvP, and although I am mostly a PvE player the PvP community desperately need new toys to play with.
And to add on to the idea: I would find it even better that each morph gets 2 new options.
So 1 skill will eventually lead to 4 options.
Dracan_Fontom wrote: »Rejuvenating Route (Refreshing Path Morph):
Summon a wreath of shadows around your feet, granting you Major Expedition, Minor Endurance, and Minor Intellect, increasing movement speed by 30%, as well as Stamina and Magicka Recovery by 15%. Moving while under the effects of the spell causes shadows to linger behind and grant the effects to your allies within the area. Effect persists for 4 seconds after leaving the path. Heals 674 Health to you and allies in the area every 1 second.
Dark Reflection (Dark Shades Morph):
You conjure a reflection of yourself which mimics certain abilities you use for X seconds. Whenever you cast or use a Single Target Ability, the Reflection strikes at a target within range, based on your current equipped weapon, for X damage. Whenever you cast an Area of Effect ability, the Reflection unleashes a burst of shadows around them, dealing X damage to anyone within range. Whenever you cast a Damage over Time ability, the Reflection throws an orb of shadows which latches onto an enemy within range, dealing X damage instantly and X damage over time. In addition, each strike also inflicts Minor Maim to the target or targets, reducing their damage by 5%. Each form of strike can only be executed once every 4 seconds.
Siphon Vitality (Funnel Health Morph):
You extract a greater bulk of an enemy's life force, dealing X damage to them and healing you and 2 nearby allies for 60% of the damage done. In addition, the spell's damage - or healing - increases as the target's health percentage decreases, up to 10% when below 90% HP. However, the bonus fades once the target drops below 25% HP.
These are just a few ideas I thought of. The first two are personally ones I'd like to see tested - or changes to existing skills in Refreshing Path's case.