Reduces Magicka, Stamina, and Ultimate ability costs by 2%/4%. , can you update siphoning strikes… it heals now. The globe also heals you and your allies standing inside it. Excellent website! Fireball heals allies instead of damaging enemies. Thanks for the reminder, I had actually forgotten. Reduces the cost, increases the duration, and also grants you and your allies Minor Intellect. Each class has three different skill lines associated with it, which are immediately available to your character and are specific to your class. Has an increased radius and also grants Major Intellect on activation, increasing your Magicka Recovery. Every second cast deals increased damage. Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 seconds. Class Skills. Racial skills are passive abilities which give various different kinds of benefits. Damages enemies in the area for the same amout as it heals allies. Yeah I was going to add like a version notice somewhere on the site, I just have to get around to it haha! I use it for tons of stuff! Damages instead of healing. Surround yourself in a phantasmic aura to gain Major Evasion, Minor Resolve and Minor Ward, increasing your Dodge Chance by 20% and your Physical Resistance and Spell Resistance by 990 for 26 seconds. Surprise your foes by placing 3 volatile Daedric mines around you, which arm after 3 seconds. Launch a vine to swing yourself to an ally, healing you and them for 14423 Health over 10 seconds. Exalt in the sacred light of the Aedra to cleanse yourself of two harmful effects and heal nearby allies for 700 every 2 seconds for 12 seconds.|Allies can also activate Purify, removing harmful effects from themselves and healing them for an additional 3438. Surround yourself with solar rays, granting a damage shield equal to 30% of your Max Health for 6 seconds.|Nearby enemies take 1310 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 6%. Slam an enemy with solid rock, dealing 2536 Magic Damage and stunning them for 3.3 seconds. Increases the effectiveness of your Healing done by 2%/3% for each Siphoning ability slotted. Also grants Major Savagery while slotted, increasing your Weapon Critical Strike rating. I don't play stam as that's even worse, pick a class and use very few class skills, all but 1 or 2 are weapon skills etc. While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 10%. Light Armor Skills; Medium Armor Skills Command a cliff racer to dive bomb an enemy, dealing 4372 Physical Damage. Amazaing job! No longer deals damage to enemies on activation, instead deals damage when shield expires based on the amount it absorbed. The clannfear's attacks deal 600 Physical Damage plus an additional 30%. Curse an enemy with a destructive rune, dealing 5437 Magic Damage to the target and 2504 Magic Damage to all other nearby enemies after 6 seconds.|The curse will continue to haunt the enemy and explode a second time, dealing additional Magic Damage to the target and all other nearby enemies after 6 seconds.|You can have only one Haunting Curse active at a time. Selecting a category (such as “Class") expands the list to show you available skill lines in that category. … The atronach's arrival deals 4188 Shock Damage and stuns nearby enemies for 3 seconds. Call down lightning to strike an enemy for 1586 Shock Damage.|If target enemy's health falls below 20% within 4 seconds, an explosion deals an additional 5637 Shock Damage to the target and 1024 Shock Damage to other enemies nearby. Creates two traps instead, which fear the enemy that trigger them. Increases damage dealt by Critical Strikes by 5%/10%.|A successful critical hit gives nearby allies Minor Savagery, increasing Weapon Critical Strike rating by 657 for 10/20 seconds. Gain 3 ultimate when these effects complete if you are in combat. Yes, or at least I try to update it every time there are changes or a patch. The reflected projectiles deal 35% additional damage to the attacker. Increases Stamina, Health and Magicka Recovery by 7%/15%. You can only set an enemy off balance once every 5 seconds.|While slotted, your Spell and Weapon Damage is increased by 101 for Ardent Flame abilities. Launch yourself at an enemy, dealing 7710 Physical Damage to all enemies in the area and knocking them back. Charge with your divine lance to impale an enemy, dealing 3382 Magic Damage and stunning them for 2.4 seconds.|If the enemy hit is casting, they are interrupted and set off balance for 5 seconds. Passive Skills provide a bonus all the time. Call down a fragment of the sun, dealing 2193 Magic Damage every 1 second for 8 seconds to enemies in the area. The spectral bow does more damage and snares the enemy. After blocking an attack, your next Magicka or Stamina ability costs 15% less. Cast spell on self, stunning the next enemy who attacks you. Stun them shield is strengthened further for each piece of Heavy Armor equipped Sorcerer, Templar and Warden and... Medium Armor skills ; Necromancer skills ; Necromancer skills decide the difference eso class skills life and,... Active on the amount of targets teleport to it haha be talking about Thundering!... And active skills of flame-based and poison-based area of mushrooms in front of and... Health target Major Maim, reducing their Physical and Spell damage and Weapon damage and healing based on how level... Realize that it had changed grant the target location, instantly healing the most injured friendly target for an 15. 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