Class Specific Mythics - Concept

SjornParadox52
SjornParadox52
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Just now i was doing some brain storming on class specific mythics, based on the class sets from the endless archives. But sadly i can only think of 2 concepts that were tolerable. 1 for the necromancer and 1 for the arcanist. These are just ideas, so do please tell me what you think of these 2.

Necromancer's Amulet

Mythic Necklace

(1 Item) Allows you to summon a second blastbones, skeletal mage and spirit mender while increasing their power by 30%, but your magicka recovery is reduced by 75% and the cost of said abilities are increased by 20%. Skeletal Mages duration is increased by 5 seconds. Spirit Menders duration is increased by 4 seconds. Blastbones will also inflict Minor Vulnerability on targets hit by the explosion. While you have Skeletal Mage or Spirit Mender Active you gain Major Brutality and Sorcery.

Only Usable by the Necromancer Class


Visage of the First Dragonborn

Mythic Heavy Helmet

(1 Item) Causes Abyssal Impact to leave a lingering damage over time effect on targets that take damage from the attack. While your Magicka or Stamina is above 50% You gain Major Prophecy and Savagery, while your Magicka or Stamina is below 50% you gain Major Intellect and Endurance. Whenever you kill an enemy with Fatecarver, you summon a Bookwyrm for 15 seconds. You can only have up to 3 Bookwyrms summoned at a time. The Bookwyrm attacks by shooting rune blades dealing damage with each one fired. But for each Bookwyrn summoned, your maximum magicka
and stamina is reduced by 15%

Only usable by the Arcanist Class
  • Nissowolf
    Nissowolf
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    that actually sounds dope, in my opinion, but wait and see for other opinions !
    Roleplayer
  • Number_51
    Number_51
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    Not accounting for the actual effects you've provided, my first thoughts were the Necromancer's Amulet and the Bloodworm Helm from the single player games.

    200px-OB-item-Necromancer%27s_Amulet.jpg
    200px-SR-item-Bloodworm_Helm.jpg
    Edited by Number_51 on March 22, 2024 7:03PM
  • SjornParadox52
    SjornParadox52
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    Number_51 wrote: »
    Not accounting for the actual effects you've provided, my first thoughts were the Necromancer's Amulet and the Bloodworm Helm from the single player games.

    200px-OB-item-Necromancer%27s_Amulet.jpg
    200px-SR-item-Bloodworm_Helm.jpg

    The second mythic is Miraaks Mask, i changed the name to make it so it doesn't clash with TES 5
  • Drammanoth
    Drammanoth
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    Antiquities for specific classes? I love it!

    Let those specs be dynamic, befitting 2 out of 3 roles. Or all of them!
  • SjornParadox52
    SjornParadox52
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    More Mythic Concepts, only this time it's the Dragonknight and Templar.

    Gauntlets of Cinder

    Mythic Heavy Gauntlets

    (1 Item) Damaging a target with Inferno places a volcanic curse on said target (max 1) for 5 seconds, when the curse ends a mighty volcano erupts from below the cursed target dealing fire damage, this also applies burn and applies Major Breech for 10 seconds. You can only apply 1 volcanic curse once every 12 seconds per target. Dealing damage with Lava Whip causes a fiery explosion on your target causing fire damage to other nearby enemies around the main target (Max 5), Increases damage done with Lava Whip by 25%. While equipped you gain Major Resolve, Major Brutality and Sorcery but the cost of all of your abilities are increased by 35%. Scales based on your highest offensive stats.

    Only usable by the Dragonknight Class


    Meridia's Signet

    Mythic Ring

    (1 Item) Allows Piercing Javelin to create an 8 meter explosion of light when it hits a target, increases damage done with Piercing Javelin by 50% but adds a cast time of 3 seconds and Increases the cost of Piercing Javelin by 30%. Causes Puncturing Strikes to have you summon a blade of divine light, dealing damage with each hit, the 3rd hit deals 50% more damage but adds a cast time of 2 seconds. While equipped; you gain Major Berserk, Major Brutality and Sorcery, but your Health, Magicka and Stamina recovery is reduced by 35%. Scales based on your highest offensive stats.

    Only usable by the Templar Class
  • notyuu
    notyuu
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    More Mythic Concepts, only this time it's the Dragonknight and Templar.

    Gauntlets of Cinder

    Mythic Heavy Gauntlets

    (1 Item) Damaging a target with Inferno places a volcanic curse on said target (max 1) for 5 seconds, when the curse ends a mighty volcano erupts from below the cursed target dealing fire damage, this also applies burn and applies Major Breech for 10 seconds. You can only apply 1 volcanic curse once every 12 seconds per target. Dealing damage with Lava Whip causes a fiery explosion on your target causing fire damage to other nearby enemies around the main target (Max 5), Increases damage done with Lava Whip by 25%. While equipped you gain Major Resolve, Major Brutality and Sorcery but the cost of all of your abilities are increased by 35%. Scales based on your highest offensive stats.

    Only usable by the Dragonknight Class


    Meridia's Signet

    Mythic Ring

    (1 Item) Allows Piercing Javelin to create an 8 meter explosion of light when it hits a target, increases damage done with Piercing Javelin by 50% but adds a cast time of 3 seconds and Increases the cost of Piercing Javelin by 30%. Causes Puncturing Strikes to have you summon a blade of divine light, dealing damage with each hit, the 3rd hit deals 50% more damage but adds a cast time of 2 seconds. While equipped; you gain Major Berserk, Major Brutality and Sorcery, but your Health, Magicka and Stamina recovery is reduced by 35%. Scales based on your highest offensive stats.

    Only usable by the Templar Class

    The dk ones cost increase is insane, would be far too much, but still better than the templar one which would be functionally unusable, I mean come on 35% less recovery in exchange for a 3/5 second cast time on a cc skill.

    A better templar one would be your jabs deal 15% more damage and have 25% damage resistance bypass built in but cost 15% more to cast and do 75% less damage to secondary targets
  • SjornParadox52
    SjornParadox52
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    notyuu wrote: »
    More Mythic Concepts, only this time it's the Dragonknight and Templar.

    Gauntlets of Cinder

    Mythic Heavy Gauntlets

    (1 Item) Damaging a target with Inferno places a volcanic curse on said target (max 1) for 5 seconds, when the curse ends a mighty volcano erupts from below the cursed target dealing fire damage, this also applies burn and applies Major Breech for 10 seconds. You can only apply 1 volcanic curse once every 12 seconds per target. Dealing damage with Lava Whip causes a fiery explosion on your target causing fire damage to other nearby enemies around the main target (Max 5), Increases damage done with Lava Whip by 25%. While equipped you gain Major Resolve, Major Brutality and Sorcery but the cost of all of your abilities are increased by 35%. Scales based on your highest offensive stats.

    Only usable by the Dragonknight Class


    Meridia's Signet

    Mythic Ring

    (1 Item) Allows Piercing Javelin to create an 8 meter explosion of light when it hits a target, increases damage done with Piercing Javelin by 50% but adds a cast time of 3 seconds and Increases the cost of Piercing Javelin by 30%. Causes Puncturing Strikes to have you summon a blade of divine light, dealing damage with each hit, the 3rd hit deals 50% more damage but adds a cast time of 2 seconds. While equipped; you gain Major Berserk, Major Brutality and Sorcery, but your Health, Magicka and Stamina recovery is reduced by 35%. Scales based on your highest offensive stats.

    Only usable by the Templar Class

    The dk ones cost increase is insane, would be far too much, but still better than the templar one which would be functionally unusable, I mean come on 35% less recovery in exchange for a 3/5 second cast time on a cc skill.

    A better templar one would be your jabs deal 15% more damage and have 25% damage resistance bypass built in but cost 15% more to cast and do 75% less damage to secondary targets

    I agree on this, there are some issues
  • SjornParadox52
    SjornParadox52
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    Number_51 wrote: »
    Not accounting for the actual effects you've provided, my first thoughts were the Necromancer's Amulet and the Bloodworm Helm from the single player games.

    200px-OB-item-Necromancer%27s_Amulet.jpg
    200px-SR-item-Bloodworm_Helm.jpg

    Wish has been granted, a class mythic concept involving the Bloodworm Helm

    Bloodworm Helm

    Mythic Heavy Helmet

    (1 Item)

    Replaces Skeletal Mage with a Flesh Atronach and Replaces Spirit Mender with a Frost Wraith. The Flesh Atronach has its duration increased by 5 seconds and the Frost Wraith has its duration increased by 4 seconds, but while equipped; the cost of both abilities are increased by 25%.

    The Flesh Atronach has higher Damage and Health, The Frost Wraiths frost bolts inflict Minor Brittle and deals 15% bonus damage against targets inflicted with chilled.

    Only Usable by the Necromancer
  • MrCray78
    MrCray78
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    Nightblade Mythic :

    Critical Focus :

    1PC Add 1584 Weapon and Spell Critical Chance

    1PC When you deal critical damage you charge a bow of shadows up to twenty times, cast grim focus or morph deal 7000(5Stack)-12458(10Stack)-18000(15Stack)-24245(20Stack) physicals damages and 12000(5Stack) )-19000(10Stack)-32000(15Stack)-47254(20Stacks) bleed damages over times.
    Cast the critical focus after twenty times summon 5 dark shades version of yourself to attack an enemy and fight at your side for 10 seconds. The shade slashes at an enemy, dealing 623 Magic Damage and occasionally whirlwinds all enemies around it, dealing 623 Magic Damage once every 1 seconds. The shade's attacks inflict Minor Maim/Major Cowardice/Major Mangle/Major Vulnerability.

    This effect can proc every 10 seconds.
    Edited by MrCray78 on April 8, 2024 10:09AM
    PC EU PvE CP1800+(Play from Beta 12/02/2014) : @MrCray78
    Already finished all content in Infinite Archive 🥲
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