Sorceror elemental abilities

Post » Wed Dec 04, 2013 11:17 am

Dude read the whole thread. Im talking about Sorcerors not DKs.
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Sammygirl
 
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Post » Wed Dec 04, 2013 7:19 pm

Your sig claims you are a roleplayer. When I roleplay, I have to use my imagination. Game mechanics rarely support the full range of abilities/actions I'd like my character to have/do.

So, perhaps your staff is just a walking stick. Perhaps you are just channeling your own magic through the staff, rather than using an enchanted item.

Anyway, as Sparhawk says, the only type of magic you can't get without a staff is Frost. You have access to Sun damage, Fire damage, restoration, illusion, conjuration, alteration, and mysticism entirely through other class lines. You could turn your NIghtblade/Sorc/DK/Templar into a mage (because any class can be one) by focusing only on specific lines that do not require a staff.

I could spec out my character with Mages Guild skill lines, certain class lines, and perhaps even more unannounced skills. For instance, maybe this Undaunted group has its own magic skills?

I think his point is, you shouldn't be.

Sorcs aren't the only way to make a mage.

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Sian Ennis
 
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Post » Wed Dec 04, 2013 11:05 am

Lep said:

"Uh, what? You so can play a mage and never use a weapon."

You responded:

"Not if you want to cast fire or frost magic."

Lep said *mage*, not Sorceror. You are seriously stuck on this. Let me repeat: *Any* class can run ranged DPS set-ups without touching their weapon skills.

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Chloe Yarnall
 
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Post » Wed Dec 04, 2013 1:24 pm

+1.

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lacy lake
 
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Post » Wed Dec 04, 2013 3:17 pm

Im arguing for more choices and you guys are trying to cobble together 3 classes for me to get my mage w/ lighting & fire and no frost...

You are missing the point. Mage in Arena, Battlespire, Daggerfall, Morrowind, Oblivion, Skyrim could all cast 3 different elemental spells.

Im asking for this back in a simple way they can still impliment.

I do not want to play a hodgepoge thank you, just my mage (Sorcerer in this game)

Anyway, even if they dont add it, Ill be ok with my first char choice. And eve n if they dont add 1h skill tree Ill weild a sword without a shield and gimp myself, and ignore 80% of the tree.

That is the measure of my resolve.

/thread.
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Cameron Garrod
 
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Post » Wed Dec 04, 2013 5:36 pm

Sigh. Whatever you want. Just hold onto your britches when those 'hodgepodge' mages hand your tail to you in PvP. :)

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Taylah Illies
 
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Post » Wed Dec 04, 2013 6:27 am

I know. Thats why im asking for the change. But PvP is no more than 25% of my game in these worlds now where its themepark and flagged PvP.

Id rather play RPvP open world from day 1 like AC1 on Darktide...

But that is a whole other thread ;-).
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flora
 
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Post » Wed Dec 04, 2013 10:28 am

Mages aren't limited to only Fire, Frost, and Lightning attacks.

Also being a mage isn't limited to only the Sorcerer class.
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Penny Flame
 
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Post » Wed Dec 04, 2013 4:36 am

With sorcerer for lightning, mages guild for fire and staff for frost you'd have all elements in on character.

Not to mention weapon swap.

As for PvP-Flags...

There is no PvP-flagging; as long as you're in Cyrodiil you are free game.

Yet if you don't go to Cyrodiil you'll miss out on what some would call the elemental part of ESO, the part where it isn't just a multiplayer-dungeon but a true MMO.

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phil walsh
 
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Post » Wed Dec 04, 2013 1:11 pm

and they are trying to tell you that there IS freedom even if you can't see it.

Also NO, Sorcerer does NOT Equal the only Mage class in the game, the main point you either can't understand or are ignoring. You can build a "mage" with any base class. You're the one who is stuck with a lack of freedom as a mindset going into this game. The game has all the freedom you need to build the "class" you want, it really does.

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Alex Blacke
 
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Post » Wed Dec 04, 2013 1:37 pm

Does DK start out with as much mana as Sorc?
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kirsty williams
 
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Post » Wed Dec 04, 2013 7:16 pm

You can always allocate your stats mainly into Magicka in order for you to have sizeable mana pool.

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Dorian Cozens
 
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Post » Wed Dec 04, 2013 7:19 am

So it doesn't.

Assuming it doesnt, one of the reasons I wanted Sorc from the beginning was for mana & because this guy is a magic user first and swordsman second.

Second reason is the RP value TO ME of Sorc descripton vs DK description.
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Juliet
 
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Post » Wed Dec 04, 2013 2:24 pm

Your resource pools are determined by the points you allocate to them not the base class.

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Gemma Archer
 
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Post » Wed Dec 04, 2013 9:40 am

I am guessing that how you allocate stats at the beginning of your character's life to Health, Stamina, and Magicka has more bearing on how your character will turn out versus what particular class it may be. This is the assumption that I have come to after looking at the "builds" of the theory-crafters on Tamriel Foundry.

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jessica robson
 
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Post » Wed Dec 04, 2013 5:46 pm

We have no reason to believe that classes have a "base" magicka pool.

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Casey
 
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Post » Wed Dec 04, 2013 6:48 pm

I didnt see a place to tweak your health, mana, stam. I think you just get what you get + racial and possibly class bonuses.
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Chloe Botham
 
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Post » Wed Dec 04, 2013 5:10 am

Really wouldn't count on them class bonuses. Not seen a thing indicating such.

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Marine x
 
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Post » Wed Dec 04, 2013 3:44 pm

Even if there are no class bonuses I would still pick Sorc based on its skill trees. Much more appropriate for mage.
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Javier Borjas
 
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Post » Wed Dec 04, 2013 7:28 am

It's a name, nothing more.

OK... a name that comes with some key feature skills.
Which doesn't mean other classes can't play the same role properly.


However, for RP your own imagination is the limit.
If you restrict yourselve nobody can help you.
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Nymph
 
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Post » Wed Dec 04, 2013 12:12 pm

Wow. Just wow.

Yes the key point is skill lines associated with the class.

And my imagination is fine, thank you.
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phil walsh
 
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Post » Wed Dec 04, 2013 6:24 am

i keep seeing the word immersion thrown around in just about every thread again. this is such a misused word, i wish people would break away from using it but i am starting to think that on this forum, thats not gonna happen

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Brentleah Jeffs
 
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Post » Wed Dec 04, 2013 7:29 am

Its just 3 skill lines from 20+ your character can develop, you dont need to ever touch class skill lines if you dont want to

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Joanne
 
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Post » Wed Dec 04, 2013 9:32 am

Watch the QuakeCon footage or the Intro to ESO vid. When you level up, you get to put a point in either health/magicka/stamina.

Depends. Like others have said, you can make a mage without being a sorc. In case you aren't aware, many skill lines have already been announced and are available on http://tamrielfoundry.com/weapons/

Here's an example of a pure mage using no class skills at all.
Equipment: Full Light Armor with a Lightning Staff main weapon and Frost Staff secondary weapon.
Skill Bar 1:
1- Destructive Touch Shock Version.
2- Wall of Elements shock version.
3- Soul Trap (all of the Mages Guild skills can be seen in the QuakeCon footage at 4:10 or so.)
4- Force Shock, shock version? (not sure if this one has different versions.)
5- Fire Rune (another Mages Guild skill.
Ultimate 1: Meteor
Skill Bar 2:
1- Destructive Touch Frost Version (causes freeze instead of disorient.)
2- Impulse
3- Mage Light
4- Weakness to Elements

5- Equilibrium

Ultimate: Summon Ancestral Guardian (from the Dunmer racial line)

Bam. Any class could make that exact build. It includes Frost, Fire, and Shock destruction magic. It includes multiple other schools of magic including mysticism, alteration, and conjuration.

You could also swap out that second staff for a Restoration staff and you'd have a ton of Restoration magic at your disposal.

There are also class skills that fit the pure mage type for just about every class, if you wanted to swap out a few of the above.

DKs: Fiery Breath (Destruction), Inferno (Alteration), Spike Armor (Alteration), Dark Talons (Alteration), Dragon Blood (Restoration), Reflective Scales (Alteration), Inhale (Restoration), Magma Armor (Alteration)

Templar: Nova (Destruction), Sun Fire (Destruction), Solar Flair (Destruction), Backlash (Mysticism), Eclipse (Alteration), Blinding Light (Illusion), Rite of Passage/Rushed Ceremony/Healing Ritual/Restoring Aura/Cleansing Ritual/Rune Focus (all Restoration)

Nightblade: Blur (Illusion), Mark Target (Destruction), Haste (Alteration), Shadow Cloak (Illusion), Summon Shade (Conjuration), Aspect of Terror (Illusion), Path of Darkness (Alteration), Consuming Darkness (Illusion), The Entire Siphoning Tree is a mix of Alteration and Destruction.

Sorc you already know.

I think its an important word, personally. Its about being so involved in the game you forget its not real. Its about consistency. Its one of the strengths of TES games.

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Oceavision
 
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Post » Wed Dec 04, 2013 2:16 pm

Difficult? Unlikely

But fun? Yes, different specs have their own unique flavor, and in case anyone forgot.

THIS IS 1000 YEARS AGO, AND MAGICKA HAS NOT ORGANIZED YET INTO "SCHOOLS"

We are at a Tamriel with a very primitive understanding of Magicka. It's lore that supports game mechanics. And yes, you have to work around the system to get what you want.

I understand TES 3 had broken spellcasting system with ridiculously abusable Magick combining system. In a single player Tes game, do I want a spell that damages and steals the life of everyone in a mile's radius? HELL YA!

Do I want to be fighting against that guy in PvP? HELL NO!

I know that is an extreme example, and it'd probably be balanced better than that. However I know what players can do with custom spells no matter how much the Devs try to balance it.

Come on, give me one game with free-form, custom spellcasting that didn't allow room for rampant abuse. Bonus points if that game is multiplayer! Bonus points if the core gameplay is actually fun and engaging to play on it's own rights. Bonus points if that game has a massive explorable area with fully-voiced NPCs. Bonus points if they allow customizable character features, and ability to use ANY WEAPON AND ARMOR YOU FREAKING WANT AS A MAGE.

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Reanan-Marie Olsen
 
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