New Information Compilation Thread

Post » Fri Jan 31, 2014 4:32 pm

NEW INFORMATION COMPILATION THREAD
Dervy has been MIA, so I made a new thread with amendments. Parts that are still applicable I have copied and pasted, but all information should be current. I have also removed incorrect, cluttery, and redundant info. Original Dibs go to DERVY
ENGLISH IS NOT MY NATIVE, PLEASE TELL ME WHERE MISTAKES ARE MADE. PLEASE ALSO MESSAGE ME WITH ADDITIONS! I am also ACTIVELY SEARCHING FOR ALL SOURCES, PLEASE BE PATIENT. All this info is hard to collect and find!
Please inform me of incorrect/out of date materials.
NOTE: No additions will be accepted without a link!
AMENDMENT DATE 30.1.2014
Contents
1.0. 鈥?The Environments
2.0. 鈥?The Factions
3.0. 鈥?Guilds
4.0. 鈥?MegaServer
5.0. 鈥?General World PvP
6.0. 鈥?PvP In Cyrodill
7.0 鈥?Combat
7.1. 鈥?Anti-UI Combat Philosophy
7.2. 鈥?Monitoring the Environment and Animation
7.3. 鈥?Tab-Targeting, Soft lock & Projectile/Range attacks
7.4. 鈥?Blocking & Dodging
7.5. 鈥?Tactical & Strategic Combat
8.0. 鈥?The 鈥淔inesse鈥?System
9.0. 鈥?Character Progression
9.1. 鈥?General Levelling
9.2. 鈥?Morphing
9.3. 鈥?Class Freedom
9.4. 鈥?The Perks System
9.5 鈥?Gear, Item Affixes and other stats
10.0. 鈥?Abilities & Skills
10.1 鈥?Abilities & Skill Loadouts
10.2. 鈥?Hotswapping
11.0 鈥?Crafting (A Work in Progress)
12.0. 鈥?Stealth
13.0. 鈥?Story Progress
14.0. 鈥?Miscellaneous Information
16.0. 鈥?Collector's Edition & Preorder Benefits
17.0. 鈥?Miscellaneous links for newbies
------------
1.0. The Environments & Setting
Tamriel will be scaled like the previous games, but will be a bit larger than each. All of the major buildings and structures as they appear in previous games will also be there and [presumably] visitable. Windhelm will look the same, as will the Palace of Kings located within, and they will have the same feel.
This game takes place 1000 years before the events of Skyrim and features a 3 faction war between the Ebonheart Pact (Made of Argonians, Nords, and Dark Elves), the Aldmeri Dominion (Bosmer, Altmer, Khajiit) and the Daggerfall Covenant (Redguards, Breton, and Orcs).
  • Not all of the world will be available at launch, though through expansions and patches more will be added in time. A Day/Night cycle is present.
  • At level 10, the character's storyline takes off and at that level they are able to engage in PvP.
  • Environments are huge, each zone is made for 20-40 hours of gameplay and all zones include at least 1 four player dungeon.
  • Each faction's content has ~150 hours of content.
  • There are 22 zones currently, which means without extras there is almost 440 hours of gameplay, and potentially twice that accounting for miscellaneous quests in the game.
  • The game environments and rendering has been created so hundreds of players may be seen at a time, even on lower-end systems

Massively:

1.1 Exploration
  • Some Sky shards can only be found from exploration (currently tracking source)
  • There is interactivity with the world, and you may take items off shelves and things.
  • There is fishing. link
  • There are also books, mundus stones and chests hidden throughout the world.
2.0. Factions, Races, Restrictions, and Locks
There are three factions: The Ebonheart Pact, The Aldmeri Dominion, and the Daggerfall Covenant. With the current announcement, any race can currently be on any faction. More information on that is in section 16, "CE & Preorder Benefits."
Currently, after reaching maximum level and finishing your faction's content, you may then explore other faction's content with your own faction. This is called Newgame+ and Newgame++. Each faction you complete, the others become more difficult.
3.0 Guilds
Guilds are NOT faction locked, you may have characters from other factions in your guild. However, they cannot join the same Cyrodiil as your guild. An account can have a maximum of 5 guilds total.
There used to be social media interconnection, but because of new social media regulations, this has been abandoned.
(more info needed)
4.0 Megaserver
The Megaserver is a collection of smaller servers combined to create a larger server that all characters reside in. There are several small instances and in real time.The megaserver technology is created to reduce the hassle trying to find friends on launch day. There are also instances on the megaserver that players are able to switch to, and the instances reduce the numbers of players you see so that it is not overwhelming.
It is important to note that within the Megaserver and the phasing technology, your choices vs the choices of your friends will result in a lapse. For instance, if you choose to save a village, and your friend deserts them, the village may be on fire the next time your friend goes, yet while you are standing next to [your friend] you will simultaneously see villagers cheering you on, while [your friend] does not.
There used to be a survey to complete to put you on a phase with likeminded people, but as I am aware it has currently been removed.
5.0. General World PvE
"Distractionary Gameplay"
This is the developer's terms for an environment that promotes going off the beaten path. It could be that, on your way to deliver a message, you are contacted by a bleeding person that demands your assistance because a troop of roving bandits left her destitute and her husband in trouble, etc. There are quests and events littered throughout the world that discourage you from staying on a linear pathway. Some quest mobs will also be phased, so that you cannot miss them by barely a second. Kill shares also exist, so if you help kill a mob, you will get credit.
5.1 Daedric Anchors
Molag Bal is busy! Periodically while you are adventuring, Dark Achors will appear out of a portal and Tether Nirn to Oblivion, causing an invading army to cause wanton destruction. It will be up to you and a makeshift team of ragged adventurers to seal rift and banish the anchor.
5.2 PvE Dungeons
Public dungeons exist in ESO, for some you do not need to make a party. Public dungeons have a harder difficulty depending on the number of people inside. There are also public dungeons and quests in Cyrodiil.
5.3 Adventure Zones
ESO's term for "raid." (or something dramatically similar.)
Adventures zones are for a large groups of players at maximum level, and they may be either open world or instanced, new and/or old dungeons.
6.0. PvP In Cyrodiil
Matt Firor was one of the developers on Dark Age of Camelot; as such this game has been said to have a similar feel in PvP. There is a sort of currency called "Alliance Points" which can be used for a variety of things, such as changing campaigns.
  • Campaigns are phased versions of Cyrodiil (the whole of Cyrodiil) in which different players are placed. For instance, in Campaign 1, the Aldmeri may be winning, while in Campaign 2, Daggerfall Covenant is winning. They are separated, phased versions of Cyrodiil. Each campaign can support up to 2000 players, and the only way to currently switch campaigns is to use alliance points. The campaigns never stop and are persisitant.
  • Cyrodiil is said by the developers to both be slightly smaller, and slightly bigger than in Oblivion. My sources vary.
  • In Cyrodiil there will be siege weapons and destructable environments, as well as ways to increase siege damage, protect them with more armor, etc. Thusly, it is possible to blow down a wall or gate and such. There is a fast travel system between keeps your faction owns, but not if they are currently under siege. Keeps may also be upgraded like siege weapons.
  • Everyone is scaled to level 50 in Cyrodiil and will have the stats of a level 50, but a character under 50 will not gain new skills or abilities.
  • The Emperor is a position that is change every 24 hours or until death (to my current understanding). The person with the most points gained in a 24 hour period will become the emperor and will gain a new skill line and passives that inspire allies. Once defeated, the emperor loses his position, but keeps a much weaker version of their skill line.
7.0. Combat
Synergy: Players will be able to chain combos with each other for maximum damage. For example, a mage may set off a firestorm, and another player can come in and create a whirlwind (or something) to increase the damage of the mage's attack exponentially. Some AI can also do this against your players though!
  • Tanks and healer roles exist, but are not required. Dual wielding exists.
  • Pulls/Knock Downs/ Staggers / Roots/ Knock Backs are there too. There are immunities, and large amounts of stamina can get you out of them.
  • Finesse: This dictates the killcams which are only confirmed for PvP. Killing the victim in a certain way will trigger these.
  • A first person view also exists in game for both PvE and PvP
7.1. UI, Target Locks & Aiming
The UI has been designed and minimalist and non-intrusive. Your enemy will also glow red to signal that is is an enemy, but it is able to be toggled off. Aiming is soft locked, it will only assist your aim, not permanently hold onto your target or cause your arrows to magically follow the target.
7.2 Block and dodging
Blocking can be used with any weapon, a shield takes less stamina and blocks more damage, while something like a staff takes considerable stamina and blocks a moderate amount. A shield may also be used to bash/knockdown/stagger an opponent. Stamina may be used to break out of a stun or crowd control.
A character may also dodge, dodging removes a lot of stamina but has the possibility of avoiding all damage.
7.3 AI and Strategic Combat
AI in ESO is reportedly somewhat intelligent. They will form combos against your party and use tactics that you may run into trouble with.
8.0 Finesse
This system rewards you for taking advantage of Synergies, tactical advantages and strategic combat like Staggers and Knockbacks. The more you take advantage of the combat system, the more 鈥淔inesse鈥?you get. This 鈥淔inesse鈥?gives you more experience points during that combat, and also rewards you with either more loot, or more unique items.
The Finesse system is also how you charge up your Ultimate. You have a bar which shows how much charge you have, and you can charge that up with Finesse. So people who are not really active in combat participation will not be able to use their Ultimates as frequents as other players who do use Finesse to their advantage. This also reduces spam of ultimate moves, and makes it so only the most skilled players or those who take advantage most will always have an advantage over other players.
9.0 Character Progression
They estimated that it will take 15 hours to reach level 10.
Characters level up by killing mobs around the world, granting us experience. In ESO however, Experience isn鈥檛 just limited to our XP bar. As we use weapons in Elder Scrolls Online, our weapon-types also gain experience. This is not related to our Character Level in any way. The more you use a specific weapon-type, you gain more and more experience and level up those weapon-types. Each level gives you a skill point which you can invest in your Weapons Skill Tree.
Each weapon-type has its own Skill Tree, so a 2h-Sword will have different passives on its tree than a Bow would. Also as we level up our Weapon-Types, we can gain new abilities which are specific to those weapons.
  • The Skill tree starts branching out once our Weapon-Types have reached level 4. At each level, the ends of the skill tree branches out twice. Similarity to how many skill/perk systems work in many MMO鈥檚 and in TES games, the skill tree grants our abilities and skills new perks.
  • Respecs are in game
  • There are around 20 skill trees, including race, guild, achievements, lycanthropy, vampires, PvP, lore & others.
  • There will be "Skyshards" which allow your character to keep progressing once you have reached level 50. Three skyshards allow you one skill point and are scattered throughout the world in various means.
9.1 Morphing
Morphing is the ability to customise skills and abilities, and to specialise skills in certain areas. For instance, for a Dragon Knight, his main ability could be morphed to add more threat to his attack, or more control (or maybe even more damage or utility!). In this case, it is the player's preference as to what to do with the skill. Abilities can be morphed ONCE.
9.2 Class Freedoms
All classes can perform all roles, but some may be better suited. For example, a nightblade may use a restoration staff to heal, but may not be as efficient as a Templar specced healing and also using a restoration staff. It is also possible to be a battle mage in heavy armor and slinging spells, a paladin, whatever kind of class you want.
9.3 Perks
Every Level you will get 1 attribute point to put into either Health, Magicka or Stamina. The more you invest in these attributes, the more passives you can unlock with these attributes.
Vampirism and Werewolves are also confirmed for the game, and have their own skill lines.
COULD NOT CONFIRM, BUT HONORABLE MENTION:
Armour and Power are twostats, along with Health Magicka and Stamina. They will not follow the typical MMO skill/stat system with Strength, Agility, Movement Speed, Intelligence etc.
You will be able to get all 5 of these confirmed stats as Affixes. The Pre-Alpha testers could not confirm if there were any other item affixes on gear.
The 3 Primary Skills and their affixes also give your character increases to its performance in combat. As follows:
Magicka Affects the Strength and Damage of your magical spells. Higher Magicka allows you to cast more spells and more Magicka costly spells
Your Stamina affects:
your Damage with Weapons and Weapon Abilities/Skills
2]路 how long/often you can block
2]路 how long you can sprint for
2]路 how long sneak for
Health only increases the amount of survivability you have
10.0 Abilities and Skills
  • In ESO, classes only determine 3 of the skill lines you may ultimately use. There are 5 ability buttons along with a 6th slot for your ultimate. Left click by default uses your main hand weapon, the longer you hold it the more power it charges, and thusly also consumes more stamina. Right click is to block and/or use your secondary weapon.
  • Your skills are mixed, of your 5 hotbars, some of them are weapon abilities, and some of them are skills from skill lines. As Dervy puts it:

  • There are 3 major skills trees: Class, Weapon and Armor
  • From the 3 main skill trees are 6 鈥?7 sub-skill trees that allow you to specialize in weapon types (one-handed, staves, dual wielding, etc.), spells and abilities.
  • Lock Picking is a skill. You鈥檙e limited to 23 seconds to pick a lock, there are 5 tumblers, you have to listen for clicks to know when you can let go of a tumbler otherwise your picks will break.
  • You can steal from NPC houses but not from other players.
  • There is an accuracy component in the game, spells and arrows will need to be aimed. No Heat Seeking.
  • Players get Ultimate Abilities start at level 14. Ultimate Abilities depend on your class.
  • Anyone can be a healer if you decided to put points into your healing skill tree. The best healer will be the Templar but that does not mean other classes can not be good healers.
  • Sorcerers can Teleport but range is limited.
  • There鈥檚 an ability that allows you to grab an enemy with a chain and pull them towards you.
  • You can do all types of crafting or focus on a specific professions (depends on available points).
  • Classes have specific perks (i.e. Templars have improved healing abilities).
  • Lock picking is a skill in the game.
11.0. Crafting - Additions & Review needed!
Crafting will be done at a later time. From what I understand there was a major Overhaul and not much info is available, other than crafting having its own skill line, meaning that one can specialize in crafting over combat.
THIS INFO MAY BE OUT OF DATE:
  • There are Soul Gems that can recharge weapons, craft weapons and resurrect players. link
  • The extent soul gems will play on crafting is unknown.
Excerpt from Gamefront:

OUT OF DATE INFO- Review Needed in spoiler!

Spoiler
The good news for crafters is the statement from the devs that you will be able to make some of the most powerful items in the game. This is rarely the case in MMOs, since developers want to control the flow of high-end items to prevent mudflation. Though the TESO devs didn鈥檛 talk about the mechanism that will prevent mass production of legendary items, rest assured they have something in mind.
  • There are 5 crafts: Provisions, Enchanting, Weaponsmithing, Armorsmithing & Alchemy. You receive "crafting points" that you may spend on any of these as you see fit, but have a limited number of crafting points. You may become an expert in two crafts, or dabble a little in all of them.
  • Items created through crafting produce gear equal to the best loot in the game.
  • Crafting will also be able to improve, customize and augment high-level items found in the world.
  • There are combinations that you can discover, and crafting is based on a "discovery system." There are tons of combinations, and you can add things together to find the best way of creating things.
  • Materials will drop off enemies, and you must tinker with different materials to see what they create. There are up to four different effects of each material depending on how you use it and what it is paired with.
  • There are special locations to craft. (anvils for smithing, etc.)
  • Some materials can only be obtained through Cyrodiil.
  • To craft, you add two main items together, and then may add other items for augmented effects. You can add higher quality items for greater effects.
12.0. Stealth
Stealthing Drains Stamina, those in stealth appear in a shroud. Stealthing is not absolute and sneaking improperly may lead you to being caught.
13.0. Story Progression & Roleplaying
  • You cannot yet kill enemy NPCS, unless perhaps in Cyrodiil. A crime system is set after launch, and housing is not in the game.
  • Majority of the Molag-Bal story-line will take place in ColdHarbour, which is Molag-Bals plane of oblivion. Unfortunately, this story-line is 100% solo and instanced, so you will not be able to request help in these story lines!
  • Books around the world will open up new quests, as well as be part of the Mages Guild Story. These are called 鈥淎ncient Tomes鈥? Reading/Collecting Ancient Tomes increases your Mages Guild Rank.
  • Also regarding books, each time you read a book, it is automatically added to your book collection. Books will not consume any inventory space and you can go back and read them any time you want.
  • Dark Anchors are related to the Fighters Guild. The more Dark Anchors you destroy, along with their Daedra, the more rank you gain.
  • Paul Sage has stated at some point, we will be able to 鈥渆xperience little parts of the lore鈥? such as the King Ransers War, which was 50 years prior to the Elder Scrolls Onlines setting. Paul Sage made it seem like we could go back into history.
14.0. Miscellaneous Information
  • There is no auction house
  • You can also Loot items from crates and even from NPC homes. Maybe this was a slight hint that Lockpicking will also make an appearance in ESO?
  • You can use 鈥淩鈥?for your consumables, such as potions or food.
  • "Shift" is to sprint.
  • Achievement System and Lore Library (Hinting at the Book Collection I mentioned earlier)
  • Red Glowing mobs are hostile. Yellow are neutral.
  • "E" is your primary "action" button. It is also a "loot all" button.
  • You can tab through your current active quest with 鈥淭鈥?
  • Kill Cams will make a return in ESO.
  • Mundus Stones, which are similar to Guardian Stones in Skyrim will make an appearance. Mundus Stones grant the players buffs.
  • Unlike in Skyrim where you can fast-travel to every location you鈥檝e obtained, ESO will have Wayshrines you need to find. Wayshrines will be ESO鈥檚 method of fast travelling through the world. It has not been confirmed if there will be a form of gold-sink for these Wayshrines. [20]
  • Morality, as well as Criminality will be added after launch. This ties in with the Thieves Guild story line also.
  • Theives Guild and Dark Brotherhood are coming after launch.
15.0. Collector's and Preorder Benefits
PREORDER:
5 days of early access (from Sunday, March 30)
A 鈥淪cuttler鈥?vanity pet
Bonus treasure maps that you can find throughout Tamriel
The ability to play as any race on Any Faction
COLLECTOR'S [IMPERIAL EDITION]:
Access to the Imperial race as a playable selection for your character
Imperial white horse (a free standard level mount)
Mudcrab vanity pet
Rings of Mara (gives bonus experience shared between two accounts when you group together) (available without CE and in game)
16.0. LINKS FOR NEWBIES
http://eldersouls.com/elder-scrolls-online/skills
http://elderscrollsonline.com/en/
http://tamrielfoundry.com/
http://shadowedmare.com/
http://teso-rp.com/
http://elderscrollsonline.com/en/map/tamriel
SOURCES
Spoiler
[1] ?v=lg3cMvTeV_8
[2] ?v=27MjH8hi1zQ
[3] ?v=tN38nu4cVg0
[4] ?v=KxJTsq2XeKY
[5] ?v=f1dqCjnATWg
[6] ?v=0oXmBM1Uh6M
[7] ?v=mqPPxGpI-Yk
[8] http://mmohuts.com/v...eveal-interview
[7] ?cat=19
[10] /
[11] ?INTCMP=SRCH
[12] ?INTCMP=SRCH
[13] /
[14] /
[15]
[16]
[17] /
[18]
[19] /
[20]
[21] /
[22]
[23]
[24] ?v=hO3kO2uPoxY
[25]
[26] http://www.zam.com/s...907&storypage=2%C2%A0
[28] http://www.rockpapershotgun.com/2013/03/20/zenimax-on-tesos-first-person-mode-mudcrab-armies/
[29] http://www.onrpg.com/MMO/Elder-Scrolls-Online/news/PAX-East-2013---Elder-Scrolls-Online-Closer-Look
[30] http://massively.joystiq.com/2013/03/22/pax-east-2013-hands-on-with-the-elder-scrolls-online-round-two/
[31] http://elderscrollsonline.com/en/media/videos/567
[32] http://elderscrollsotr.mymiddleearth.com/2013/03/26/gameplay-mechanics/
[33] http://elderscrollsotr.mymiddleearth.com/2013/03/23/wrap-up-of-saturdays-events-at-pax-east/
[34] http://www.theouthousers.com/index.php/news/121099-elder-scrolls-online-news-from-pax-east.html
[35] http://www.gamefront.com/the-elder-scrolls-online-preview-its-like-skyrim-online/5/
[36] http://elderscrollsonline.com/en/news/post/2013/05/03/ask-us-anything-variety-pack-4
[37] http://www.examiner.com/article/a-pax-east-playthrough-of-the-elder-scrolls-online
[38] http://www.gamefront.com/the-elder-scrolls-online-preview-its-like-skyrim-online/2/
[39] http://www.youtube.com/watch?v=yGrflK6An6Y
[40] http://tamrielfoundry.com/2013/03/konkle-in-a-box/
[41] http://www.gameshampoo.com/magazine/articles/1534/pax-east-2013-the-elder-scrolls-online-hands-on.html
[43] http://shadowedmare.com/the-elder-scrolls-online-at-pax-overview-day-two/
[44] http://www.mmorpg.com/gamelist.cfm/game/821/feature/7226/Elder-Scrolls-Online-Crafting-in-Tamriel-Revealed.html
[45] http://www.zam.com/story.html?story=32077
User avatar
Alessandra Botham
 
Posts: 3440
Joined: Mon Nov 13, 2006 6:27 pm

Post » Fri Jan 31, 2014 7:34 pm

CLASS SKILLS, TAMRIEL FOUNDRY: http://tamrielfoundry.com/

DRAGON KNIGHT

Ardent Flame

The first skill line for the Dragonknight is called Ardent Flame. This skill line is flame-centric, focusing on fiery attacks and debuffs. The most offensive of the three lines, players that use multiple abilities from the Ardent Flame tree will be more offensively capable, at the expensive of some versatility and defensive tools.

  • Spoiler
    • [Ultimate] Dragonknight Standard - Plant a standard dealing damage to all nearby enemies and reducing the incoming healing they receive. This also initiates the Shackle synergy.
    • [Active] Fiery Reach - Pull an enemy towards you with a fiery chain, dealing damage.
    • [Active] Searing Stike - Burns the target, dealing damage over time.
    • [Active] Fiery Breath - Deal fire damage to all enemies in front of you, igniting them for additional damage over time.
    • [Active] Lava Whip - Deal fire damage and causes enemies to become off-balance if used on an immobilized or stunned foe.
    • [Active] Inferno - This toggle-able aura deals periodic damage to all nearby enemies while slowly draining the Dragonknight's Magicka. The damage dealt and Magicka cost increase the longer the aura is active.
    • [Passive] Kindling - Increases the damage of burning effects applied by fire abilities.
    • [Passive] Warmth - Dealing Fire damage applies a snare to enemies.
    • [Passive] Searing Heat - Increases the duration of abilities in the Ardent Flame tree which apply burning.
    • [Passive] World in Flame - Increases the damage of fire-based AoE abilities.

Draconic Power

The Dragonknight鈥檚 second skill line, Draconic Power, is a more defensive variant, geared towards turning the Dragonknight into a formidable defensive force, whether for tanking in PvE or controlling the battlefield in AvA.

  • Spoiler
    • [Ultimate] Dragon Leap - Leap forward on magical wings, dealing AoE damage upon landing, knocking nearby foes backwards.
    • [Active] Spike Armor - Increases your damage resistance and returns damage to melee attackers.
    • [Active] Dark Talons - Root all nearby enemies, dealing additional damage to any enemies not already affected by talons.
    • [Active] Dragon Blood - Immediately heals the player and applies a medium-duration heal-over-time.
    • [Active] Reflective Scales - Reflects incoming projectiles for a short period of time.
    • [Active] Inhale - Absorbs health from every nearby enemy, then returns damage to affected foes depending on the total amount of health absorbed.
    • [Passive] Iron Skin - Increase the amount of damage you are able to block.
    • [Passive] Burning Heart - Increase healing received for each dragon ability on your bar.
    • [Passive] Elder Dragon - Increased passive health regeneration for each dragon ability on your bar.
    • [Passive] Scaled Armor - Increases your innate resistance to enemy spells.

Earthen Heart

The final Dragonknight skill line, Earthen Heart, offers tremendous group utility and control tools which will be hugely useful in both PvE and PvP.

  • Spoiler
    • [Ultimate] Magma Armor - Limits incoming damage at a maximum percentage of your health per hit while dealing fire damage to all foes around you.
    • [Active] Stonefist - Draws a chunk of rock from the ground, hurling it at an enemy to deal physical damage and knocks down the target.
    • [Active] Molten Weapons - An AoE buff aura which increases the power of nearby allies, with double benefit applied to the Dragonknight.
    • [Active] Obsidian Shield - Create a shield of rock shards around nearby allies, absorbing a percentage of incoming damage they take. The strength of the shield is doubled for the Dragonknight.
    • [Active] Petrify - Applies a long duration stun to the target. The petrified enemy can take some damage while stunned, but sufficient damage will prematurely end the stun.
    • [Active] Ash Cloud - Summon a swirling ash storm, snaring affected foes while increasing their chance to miss. Initiates the Ash Shroud synergy.
    • [Passive] Eternal Mountain - Increase the duration of Earthen Heart abilities.
    • [Passive] Deep Breaths - Activating an Ultimate ability restores resources to the Dragonknight based on the ultimate cost.
    • [Passive] Mountain's Blessing - Gain additional ultimate charge when activating an Earth ability.
    • [Passive] Helping Hands - Gain Stamina whenever one of your earth abilities is applied to another player.

TEMPLAR

Aedric Spear

While there is not spear weapon line in ESO, these skills draw inspiration from the weapon, conjuring a magical spear of light. For the many spear enthusiasts, the Templar class may offer a reasonable chance to incorporate your favorite weapon into your ESO gameplay regardless of whether it is eventually added as an expansion weapon type. These skills reinforce the holy warrior theme of the Templar, but give the player enough tools to remain a versatile and mobile fighter.

  • Spoiler
    • [Ultimate] Radial Sweep - Sweeps a conjured weapon in a deadly arc, dealing Magic damage to all enemies around you.
    • [Active] Puncturing Strikes - A four hit attack dealing chained damage to any foes in front of you, the final hit knocks back the closest enemy.
    • [Active] Piercing Javelin - Hurl a spear, dealing damage and knocking the target backwards.
    • [Active] Focused Charge - Charge to an enemy, interrupting them and dealing Magic damage.
    • [Active] Spear Shards - Deals Magic damage to all enemies in a target area. One target is disoriented for a short duration. An ally may pick up the spear granting both of you bonus damage for a short time.
    • [Active] Sun Shield - Create a damage absorption shield with strength based on your maximum health, dealing damage to nearby enemies on activation. The shield returns a damage and is replenished by a small amount each time it is struck by an enemy. The Templar no longer regenerates Magicka while the shield holds.
    • [Passive] Piercing Spear - Increases the critical strike chance with spear abilities and deal bonus damage to blocking targets.
    • [Passive] Spear Wall - Increase the amount of damage you block while you have a spear ability slotted.
    • [Passive] Burning Light - Adds a chance to deal bonus damage with spear skills.
    • [Passive] Balanced Warrior - Increases your weapon power and spell resistance by a small amount.

Dawn's Wrath

The Dawn's Wrath line focuses heavily on damage dealing, channeling the raw power of the Sun to damage, stun, and blind enemies. The ranged DPS potential for a Magicka based templar hurling spells from afar seems considerable, and I suspect this may be the go-to tree for glass cannon mages.

  • Spoiler
    • [Ultimate] Nova - Calls forth a miniature sun at your target location, causing all nearby enemies to deal less damage while taking damage over time. Allies may activate the Supernova synergy, dealing damage and stunning all enemies in the area.
    • [Active] Sun Fire - Hurls a white-hot projectile at an enemy, dealing both initial damage and additional damage over time. The target is snared for a short duration.
    • [Active] Solar Flare - Deal damage to the target and any nearby enemies; affected foes takes extra damage from the next attack.
    • [Active] Backlash - Stores up incoming damage, when the effect ends nearby enemies each take some base damage plus the full amount of damage taken by the Templar during theBacklash duration.
    • [Active] Eclipse - The Templar reflects negative single target spells back towards enemy casters. Re-casting the Eclipse spell becomes more expensive for a short time.
    • [Active] Blinding Light - Causes all incoming enemy attacks to miss. Sometimes a missed attack causes the attacker to become off-balance.
    • [Passive] Enduring Rays - Increases the duration of all Dawn's Wrath abilities.
    • [Passive] Prism - Gain additional Ultimate when activating a Dawn's Wrath锟絘bility.
    • [Passive] Illuminate - Take less incoming damage from enemies which are affected by your Dawn's Wrath锟絘bilities.
    • [Passive] Restoring Spirit - Restore a small amount of Magicka when activating an ability.

Restoring Light

The Restoring Light skill line provides an intriguing opportunity for players to operate as a full group healer without being constrained to use of the Restoration Staff weapon line. This line is fully compatible with the Paladin-esque feel of the Templar for those who enjoy the holy warrior archetype.

  • Spoiler
    • [Ultimate] Rite of Passage - Channels a restorative aura; nearby allies take less damage while channeling. Heals the caster while channeling.
    • [Active] Rushed Ceremony - Heals a nearby wounded ally.
    • [Active] Healing Ritual - Heals all nearby allies, the caster receives additional healing.
    • [Active] Restoring Aura - When slotted; you have increased Stamina and Health regeneration. When activated; allies regenerate Health and Stamina at a faster rate.
    • [Active] Cleansing Ritual - Instantly removes a negative effect from the caster and heals allies in an area. Allies may activate Purify, removing all negative effects.
    • [Active] Rune Focus - Creates an area of self protection, gaining immunity to interrupt effects and taking less damage while the effect lasts.
    • [Passive] Master Ritualist - Increased resurrection speed, players are resurrected with additional health with a chance of not consuming a soul gem in the process.
    • [Passive] Light Weaver - Your Restoring Light锟絘bilities gain the following effects; Restoring Aura 锟?duration increased, Healing Ritual 锟?cost reduced, Rite of Passage 锟?take less damage while channeling.
    • [Passive] Mending - Increases the critical strike chance of Restoring Light锟絘bilities on allies. The magnitude of increase is based on the amount of health the ally is missing.
    • [Passive] Focused Healing - Increases the healing done to allies standing in your areas of protection (Rite of Passage, Cleansing Ritual, and Rune Focus).

SORCERER

Storm Calling

The first skill line, Storm Calling will be the bread and butter for offensively minded Sorcerers. This line is predominately damage-centric, although it offers two really great utility spells as well. I expect that the Storm Calling line will feature pretty prominently in PvP builds for this reason.

  • Spoiler
    • [Ultimate] Overload - A toggle-able attack mode. While Overload is active, light and heavy attacks are replaced with empowered versions that cost Ultimate as their resource.
    • [Active] Mage's Fury - Calls lightning from the sky, dealing shock damage. This spell also applies a debuff to the target which causes them to explode, dealing bonus damage once they pass below a health threshold.
    • [Active] Bolt Escape - Teleport forward in a straight line, stunning nearby enemies.
    • [Active] Lighting Splash - Create a pool of electrical energy that deals damage every second to enemies within its radius. An ally may exploit the area to activate the Conduit synergy.
    • [Active] Surge - A short duration self-buff which increases your Power.
    • [Active] Lightning Form - Wrap yourself in electrical currents, increasing your damage reduction for a short duration while dealing shock damage to all nearby enemies.
    • [Passive] Capacitor - Increases Magicka regeneration.
    • [Passive] Energized - Increases the damage done by your all lightning-based magic.
    • [Passive] Disintegrate - Your lighting-based spells have a chance to instantly disintegrate low health targets.
    • [Passive] Expert Mage - Reduces the cost of all lightning-based spells.

Dark Magic

The second Sorcerer skill line, Dark Magic, focuses mainly on utility and crowd control. A sorcerer loaded out with these abilities will be an invaluable support and control class for his or her group. This line doesn't offer much in the way of damage, but that can always be remedied by mixing these skills with other lines.

  • Spoiler
    • [Ultimate] Negate Magic - Dispel enemy magic effects in an area, enemies who are spellcasting within the field are silenced and take additional damage.
    • [Active] Encase - Dark shards erupt from the ground, immobilizing enemies in front of you.
    • [Active] Repulse - Nearby enemies are knocked backwards and snared for a short duration.
    • [Active] Rune Prison - Seal an enemy within a runic prison. Imprisoned enemies are disoriented, but benefit from increased health regeneration while affected.
    • [Active] Dark Exchange - Channel dark magic, restoring your own Health and Magicka at the cost of Stamina.
    • [Active] Daedric Mines - Summon 3 mines in front of you. The mines take a few seconds to arm themselves, after which they immobilize and deal magic damage to enemies who touch them.
    • [Passive] Unholy Knowledge - Reduce the Magicka and Stamina costs of all abilities.
    • [Passive] Blood Magic - Hitting an enemy with any Dark Magic skill heals you for a small amount.
    • [Passive] Persistence - Increases the duration of all Dark Magic spells.
    • [Passive] Exploitation - Increases your critical strike chance when attacking a target affected by Dark Magic.

Daedric Summoning

The third skill line for the Sorcerer is Daedric Summoning. These skills are heavily influenced by the Conjuration school; summoning Daedra, curses, and items to assist the caster in combat. This line offers great versatility, and could easily be incorporated into a wide variety of build types.

  • Spoiler
    • [Ultimate] Summon Storm Atronach - Summons an immobile Storm Atronach at the targeted location. Enemies in the area are stunned and take shock damage. The Atronach casts lightning spells and is extremely durable.
    • [Active] Unstable Familiar - Summon a Daedric familiar to attack enemies; the maximum Magicka of the caster is reduced by a small amount while the familiar is alive.
    • [Active] Daedric Curse - Curse an enemy, when the effect expires all nearby enemies take damage. Only 1 curse may be active at a time.
    • [Active] Summon Winged Twilight - Summon a Winged Twilight to attack nearby enemies; the maximum Magicka of the caster is reduced by a small amount while the Twilight is alive.
    • [Active] Bound Armor - Summon magical armor. While toggled gain increased Armor at the expense of Magicka regeneration.
    • [Active] Conjured Ward - Create a damage shield on yourself and your summoned creatures, absorbing a percentage of the damage taken.
    • [Passive] Rebate - Receive Magicka back when one of your summons are killed.
    • [Passive] Power Stone - Reduces the cost of ultimate abilities.
    • [Passive] Daedric Protection - Increases your health regeneration while any summoning ability is slotted.
    • [Passive] Expert Summoner - Your summoned creatures gain additional bonuses; Winged Twilight duration increased, Familiar movement speed increased, Atronach range increased.

NIGHTBLADE

Assassination

The first skill tree the Nightblade has access to, Assassination, focuses on this very strategy, incorporating heavy hitting melee attacks and abilities designed to deliver high melee DPS. Assassination also gives a bit of avoidance, to help the Nightblade stay in the thick of the action for long enough to secure their kill.

  • Spoiler
    • [Ultimate] Death Stroke - Deals damage to your target, and reduces their incoming healing. The damage dealt is increased by your Ultimate pool.
    • [Active] Assassin?s Blade - Deals moderate damage with a large damage multiplier when used against low health enemies.
    • [Active] Teleport Strike - Teleport directly to your target, dealing damage and stunning them for a short duration.
    • [Active] Blur - A medium duration self buff that gives attackers a percentage based miss chance when attacking the Nightblade.
    • [Active] Mark Target - Place a mark on a high-health target; while marked you deal extra damage to the target. Killing the marked target will heal the Nightblade.
    • [Active] Haste - Increases the attack speed of normal and power attacks for a moderate duration.
    • [Passive] Master Assassin - Deal increased damage while stealthed or invisible. Successful sneak attacks stun for longer.
    • [Passive] Executioner - Killing an enemy with an Assassination ability restores some Magicka.
    • [Passive] Pressure Points - Increases the Nightblade's critical strike chance for every Assassination ability on their current hotbar.
    • [Passive] Hemorrhage - Increases the Nightblade's bonus critical strike damage for each Assassination ability锟給n their current hotbar.

Shadow

Next up, the Shadow line provides some great utility to complement the assassin style. Shadow includes a nice bag of tricks, that can be used strategically to turn the course of a fight in the Nightblades' favor.

  • Spoiler
    • [Ultimate] Consuming Darkness - An AoE snare that renders the Nightblade invisibile. Attacking an enemy removes the invisibility for a short time. Allies can activate the Slip Away synergy, also gaining invisibility.
    • [Active] Shadow Cloak - Gain invisibility for a short duration.
    • [Active] Veiled Strike - Deals increased damage and stun enemies. Requires Stealth.
    • [Active] Summon Shade - Summons a shade which attacks and debuffs your enemies causing them to deal less damage.
    • [Active] Path of Darkness - Deals damage in a path in front of you, increases your movement speed along that path.
    • [Active] Aspect of Terror - Nearby enemies are afflicted with Fear.
    • [Passive] Refreshing Shadow - Activating a Shadow ability increases stamina regeneration
    • [Passive] Shadow Barrier - Take less damage after coming out of stealth or invisibility
    • [Passive] Fortitude - Increase max Health per slotted Shadow ability slotted
    • [Passive] Dark Veil - Increase duration of Shadow abilities

Siphoning

Siphoning presents an alternative approach to the Assassination tree, rather than overwhelming a foe with burst damage, Siphoning focuses on prolonging fights and wearing your enemies down with DoT's, crowd control, and self-heals.

  • Spoiler
    • [Ultimate] Soul Shred - Deals PBAoE damage and stuns nearby enemies. Initiates the Leeching Strike synergy.
    • [Active] Strife - Places a DoT on your target which also heals you for the duration.
    • [Active] Agony - Stuns and DoTs an enemy for a long duration, but the effect is broken by any other damage.
    • [Active] Cripple - Places a DoT on an enemy which gradually decreases its movement speed, transferring an equal speed bonus to the Nightblade.
    • [Active] Siphoning Strikes - Sacrifice a portion of your own weapon damage in to restore a portion of your Magicka and Stamina with every hit.
    • [Active] Drain Power - Debuff the attack power of nearby enemies, transferring a portion of that power to the Nightblade for each affected enemy.
    • [Passive] Catalyst - Increase potion effectiveness
    • [Passive] Magicka Flood - Increase maximum magicka when you have a Siphoning ability slotted.
    • [Passive] Soul Siphoner - Increases healing taken by Siphoning abilities
    • [Passive] Transfer - Gain ultimate when dealing damage with a Siphoning ability
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Fri Jan 31, 2014 7:43 pm

Also, fixed some aesthetic bugs, oopsie.

User avatar
Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am


Return to Othor Games