User:TheRealLurlock/Sandbox XXV

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This is a proposal for a new weapon skill tree. It is a product of my own imagination, and does not represent any content actually seen or predicted to be seen in the game.

Wand[edit]

Wands would be a new class of weapon designed for Magicka using characters. The idea is to give a greater choice of weapons to be used by Magicka characters. Currently, there are only 2 options - Destruction Staff and Restoration Staff. Sure, there are subtle differences between the three types of Destruction Staves, but these are matched and exceeded by the different types of melee weapons available, so the fact remains that there are over twice as many Stamina-based weapon choices as there are Magicka-based. It is also designed to make melee weapons and shields useful to Magicka classes instead of only for Stamina classes.

Equipping[edit]

Wands are one-handed, and can be used along with another weapon (or shield, or another wand) in the off-hand. All Wands deal non-elemental Magic Damage. They can carry the same traits and enchantments as all weapons, so fire, frost, lightning, poison, or disease may be added, or any other weapon enchantments. When wielded along with a melee weapon, that weapon's damage scales off of Spell Damage, not Weapon Damage. Note that you must equip a Wand as the primary weapon. You may not have a Wand in the off-hand unless you are using two Wands. (This is similar to the restriction that shields must be held in the off-hand.) Similar to using a Frost Staff, blocking with a Wand equipped uses Magicka rather than Stamina.

Crafting[edit]

Wands are crafted at Woodworking stations, using the same materials as Staves, but fewer of them. (Compare to the difference between crafting a Greatsword vs. a Dagger.) Wands would not need an additional Motif page - if you can make Staves in a given style, you can also make Wands. (Similar to Axes/Battleaxes, Maces/Mauls, and Swords/Greatswords.)

Skills[edit]

Passives[edit]

  • Wand Expertise - Similar to Heavy Weapons or Sword and Board, this would provide a different bonus based on what you have in your off-hand: Swords would gain additional Magic Damage, Axes would add some Magic DoT, Maces would gain Spell Penetration, Daggers would add Spell Critical, Shields would add Spell Resistance, and a second Wand would deal splash damage to all nearby enemies.
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Active[edit]

  • Magic Missiles - Fires a barrage of five magic projectiles at a target or multiple targets. Think of Biting Jabs or Flurry, but at range. If there is only a single target, all projectiles will hit the main target. If there are additional enemies around them, at least 2 of them will hit the main target, but the others may hit nearby targets.
  • Counterspell - When cast on an enemy spell caster, the next time they try to cast a spell it will explode in their face and damage them instead. If cast at an incoming spell projectile, it will hit the projectile and explode in place, possibly damaging enemies nearby. One of the morphs might be giving a chance to auto-cast this spell while slotted if an incoming spell is detected.
  • Disarm - Fire a projectile at an enemy that knocks them back and has a chance to cause them to drop their weapon. Targets affected can pick up their weapon and it will automatically reequip, and nobody else can take their weapon, but they will be temporarily handicapped until they retrieve it. Creatures who do not carry weapons may simply be knocked back and stunned. (Alternatively, this could simply reduce their damage dealt if the weapon-drop is too difficult.)
  • Energy Spray - Deal damage to all enemies within a narrow cone-shaped area in front of you. This spell can be held down continuously to extend its duration (at the cost of additional Magicka). (Think of a cheaper but weaker version of the Sorcerer's Overload heavy attack.
  • Repulsion Field - Surround yourself with a field that pushes enemies away once every 2 seconds for 10 seconds. (Think of the ability that Watchers use.) One of the morphs could reverse it to "Attaction Field", which pulls enemies towards you instead.

Ultimate[edit]

  • Power Orbs - Summon several orbs which float around you, which will fly towards the nearest enemy and explode, dealing damage to them and any nearby enemy. These orbs will continue to follow you until they are triggered or you leave the zone, but you will not generate Ultimate while any orbs are still active.