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Spellsword: New weapon skill-line idea that would not require retro-actively making motifs

Reinfarcements
Reinfarcements
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Idea I've had for a while that I've slowly refined in my head over the years.

A new weapon skill-line called Spellsword. It would be one-handed weapons in one hand, and "runes" in the offhand instead of a shield. These runes would have one for each element like the staves: Lighting, Fire, Ice. These runes would simply put a lightning, fire, or ice aura around your offhand instead of having any sort of new item (This completely removes the need to retroactively go back and add a bunch of motifs for a new weapon type.)

The heavy attack would be a channeled ranged attack with your off-hand similar to the lighting staff heavy attack, while light attacks would be melee swings with your one-handed weapon. The resource gain could be cut in half between Magicka and Stamina (so half the standard resource gain could be given as magicka, the other half as stamina). Alternatively, if one resource gain must be chosen, I lean towards Magicka.

Skills would be a mix of ranged attacks (simple lightning bolt, fireball, ice spike, etc.) and melee attacks infused with your rune's element (so similar to crystal weapon just with the element you chose for your rune.) You could also add a "Conjure Atronach" as one of the abilities that summons an Atronach type based on your rune type to give the skill line a bit of flavor and something for us Conjuration fans.

Now would this skill-line be a weapon or spell damage skill-line? That is a good question, and to that I ask another question: Would getting BOTH Weapon and Spell damage break anything? As far as I know most things scale off the greater of the two, but there also could potentially be some sets in the game that would end up being OP if both of these stats were high that I am just not thinking of. If only one stat must be chosen, I lean towards Spell damage, since the skill-line is pretty elemental in nature.

Obviously there are many gaps here for the Devs to fill, and not to mention even without the motifs its still going to be a massive undertaking to add a new weapon skill-line into the game. That being said, I've always felt that the traditional Spellsword playstyle is something that was lacking in the game, and the dual nature of this weapon skill-line would also lend itself pretty well to the recent changes that support a lot of hybrid Stamina/Magicka builds.
Edited by ZOS_Icy on July 15, 2023 3:58PM
  • tsaescishoeshiner
    tsaescishoeshiner
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    One-Handed-and-Rune has been suggested for years in various forms, and could certainly add some build diversity. Magicka builds would benefit from new weapon skills in particular, having fewer choices depending on class.
    PC-NA
    in-game: @tsaescishoeshiner
  • emilyhyoyeon
    emilyhyoyeon
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    A new staff would also require no new motifs.

    I'd be personally against a 1h rune skill line which spells are destruction element focused, because all it's going to do is reinforce ice spells as tanking spells when they have never been so in TES before.

    1h rune with a mix of different kinds (''schools'') of spells would be cool though.
    IGN @ emilypumpkin, imperial pumpkin seller & ghost hunter
    main TES character: Tullanisse Starborne, altmer battlemage & ayleid researcher
  • TaSheen
    TaSheen
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    I've always wished for that sort of "sword and spell" line. Or dagger and spell, or whatever. Bring it on!
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • TankHealz2015
    TankHealz2015
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    Another option could be to introduce new weapon skill lines as similar to how the WW skill line works.

    When you slot "new X weapon skill ultimate"
    You then appear to be using this new X weapon which overrides whatever is equipped.

    Similar when you use the fighter guild crossbow.

    And you could slot the new X weapon skills plus any other normal class/guild skills.

    Also can still bar swap.

    Main bar - 2h sword
    Back bar - new X weapon
  • kaushad
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    I might interested if it’s established what these “runes” are and why some mages use them and others use staves.
  • ArchMikem
    ArchMikem
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    tumblr_pvgtc3vDSH1r5zp8to1_1280.jpg

    This, basically. I really do wish.
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Reinfarcements
    Reinfarcements
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    One-Handed-and-Rune has been suggested for years in various forms, and could certainly add some build diversity. Magicka builds would benefit from new weapon skills in particular, having fewer choices depending on class.

    I had no idea this was a repeated request, after looking into it I see that it may have even been datamined to be in the works a while ago. I really hope they didn't scrap it permanently.
  • McMasterx
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    A new staff would also require no new motifs.

    I'd be personally against a 1h rune skill line which spells are destruction element focused, because all it's going to do is reinforce ice spells as tanking spells when they have never been so in TES before.

    1h rune with a mix of different kinds (''schools'') of spells would be cool though.

    Shield and Rune would be awesome as an alternative.
    Pc/Na
  • Kite42
    Kite42
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    I like this sort of idea, and have in fact liked it for the last nine years it's been suggested 😀
  • kenneth.friisb16_ESO
    Kite42 wrote: »
    I like this sort of idea, and have in fact liked it for the last nine years it's been suggested 😀

    Hahaha, same XD
    Especially when I realised they actually worked on it way back when.

    I remember being hopeful when they released the warden, beacuse that was also part of the game in development. My thought was, they revisited some of the older ideas, that might already have some groundwork build in.
    PC-EU
    Dastan Kingfrey - Gentleman Thief, Adventurer and Philanthropist
    Kenneth Kingfrey - Spellsword, member of the Mages Guild
    Thurin Hammerhand - Northern Warden, Traveller and NOT a dwarf
    Kenneth Willysson - Wanderer, Mountaineer and Swinger of Axes

    PS4-EU
  • SilverIce58
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    Honestly, a good idea imo would be to make it some kind of a jewelry crafted weapon, giving some life into jewelrycrafting, while making summerset base game which in turn allows everyone to now use the new weapon.
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • LunaFlora
    LunaFlora
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    Honestly, a good idea imo would be to make it some kind of a jewelry crafted weapon, giving some life into jewelrycrafting, while making summerset base game which in turn allows everyone to now use the new weapon.

    that sounds cool.
    what kind of weapon would that be?
    miaow! i'm Luna ( she/her ).

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  • ZOS_Icy
    ZOS_Icy
    mod
    Greetings,

    This thread has been moved to the Combat & Character Mechanics section, as it is better suited there.

    Thank you for your understanding.
    Staff Post
  • BasP
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    Honestly, a good idea imo would be to make it some kind of a jewelry crafted weapon, giving some life into jewelrycrafting, while making summerset base game which in turn allows everyone to now use the new weapon.

    Oh dear, I already dread the cost of golding out all my new weapons.
  • SilverIce58
    SilverIce58
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    LunaFlora wrote: »
    Honestly, a good idea imo would be to make it some kind of a jewelry crafted weapon, giving some life into jewelrycrafting, while making summerset base game which in turn allows everyone to now use the new weapon.

    that sounds cool.
    what kind of weapon would that be?

    For jewelrycrafting I think it'd be cool to have a bracelet, as we already have necklaces, and rings. Plus it wouldn't need any kind of model beyond having the magic element in the player's hand.
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • LunaFlora
    LunaFlora
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    LunaFlora wrote: »
    Honestly, a good idea imo would be to make it some kind of a jewelry crafted weapon, giving some life into jewelrycrafting, while making summerset base game which in turn allows everyone to now use the new weapon.

    that sounds cool.
    what kind of weapon would that be?

    For jewelrycrafting I think it'd be cool to have a bracelet, as we already have necklaces, and rings. Plus it wouldn't need any kind of model beyond having the magic element in the player's hand.

    that would be cool!
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
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