Redguards still need help.

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StarOfElyon
StarOfElyon
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These are some tweaks I would like to see made to the Redguards's passives. Hopefully, they will be seen as reasonable among the devs. They keep in mind the Redguards's reputation for endurance (stamina return) and discipline (reduced ability cost).
Spoiler
"The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik'r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik'r as a test of endurance and discipline. Only the strongest survive." https://elderscrollsonline.wiki.fextralife.com/Redguard


PASSIVES:

Wayfarer - Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.

*Martial Training - Reduces the stamina cost of your abilities by 6%. Reduces the effectiveness of snares applied to you by 15%.
Spoiler
Redguards need help as a stamina sustain race. Reduced stamina cost across the board seems fitting.

Conditioning - Increases your Max Stamina by 2000.

*Adrenaline Rush - Increases your stamina recovery by 130. When you deal or take damage, you restore 248 Stamina. This effect can occur once every 3 seconds.
Spoiler
A big problem with the old version of this passive is that it was way too active, requiring you to spend resources to get resources back. It causes problems when you're not in a position to deal damage. No damage; no sustain. This change makes the "adrenaline rush" passive more "passive" and is still tied to being in combat. This also reinforces their reputation for endurance, "the ability to withstand hardship or adversity."
Edited by StarOfElyon on 23 March 2024 13:36
  • BasP
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    Those changes would be nice indeed. Considering my main character is a Redguard Stamden (a great choice for a PvE DD, I know), I'd welcome any buffs to the race.

    Lore-wise, I don't think it would be too far-fetched to replace the reduced effectives to snares from Martial Training with a small critical chance buff too. Considering Redguards are well-trained and disciplined warriors, one can imagine that they'd be able to find an opening in their opponent's defense and strike at the right time (translating into a critical hit). Or something like that, anyways.
  • StarOfElyon
    StarOfElyon
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    BasP wrote: »
    Those changes would be nice indeed. Considering my main character is a Redguard Stamden (a great choice for a PvE DD, I know), I'd welcome any buffs to the race.

    Lore-wise, I don't think it would be too far-fetched to replace the reduced effectives to snares from Martial Training with a small critical chance buff too. Considering Redguards are well-trained and disciplined warriors, one can imagine that they'd be able to find an opening in their opponent's defense and strike at the right time (translating into a critical hit). Or something like that, anyways.

    If I was to choose any potential damage passive for the Redguards to receive, it would probably be a boost to weapon passives.
  • BasP
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    Oh nice, that would be good (and fitting) too. I'd definitely like it.
  • NordSwordnBoard
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    These are what Warrior passives look like:
    Increases your weapon damage by 258
    Reduces the cost of Sprint by 12% and increases the Movement Speed bonus of Sprint by 10%
    Grants 1000 Max Health. When you deal damage, you heal for 2125 Health. This can occur once every 4 seconds.

    Redguard passives are geared towards sustain, and few people need much sustain these days. Waiting for a META shift back to these being useful could be an indefinite wait.
    Fear is the Mindkiller
  • Roylund
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    This is what I came up with in this thread

    Martial Training - Reduces the cost of weapon abilities by 12% Doubles the bonuses obtained from weapons ONLY when using weapon skills.

    Weapon cost reduction is far more specific than magicka or stamina reduction. The bonus should be much higher than what Bretons and Imperials have. If Redguards are martial masters and fearsome warriors then they should also have bonuses tied to how destructively they wield those weapons. Do sword swings just feel lighter to them or are they actually employing their expertise to deal more damage? Doubling weapon bonuses like mace pen, sword dmg, dagger crit, etc. I think is fair in light that Redguards have ZERO defensive bonuses (no resistance of any kind, no health passive), that the bonus is lost upon switching to a different weapon, and that the bonus only applies to weapon skills. The number itself could be tweaked but the idea should remain.
  • StarOfElyon
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    Please ZOS. I'm begging. Get Redguards out of the trashbin.
  • Luckylancer
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    Adrenaline Rush - When you deal damage, you restore up to 1005 Stamina and gain upto 258 weapon and spell damage for 6 seconds. Stamina and damage gain are inversed propotional to your missing stamina. This effect can occur once every 5 seconds.

    If you are max stamina all the time you gain others' max 258 damage bonus. If you lack sustain you get balanced sustain. If you are totaly drained you just get some stam.
  • MashmalloMan
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    These are what Warrior passives look like:
    Increases your weapon damage by 258
    Reduces the cost of Sprint by 12% and increases the Movement Speed bonus of Sprint by 10%
    Grants 1000 Max Health. When you deal damage, you heal for 2125 Health. This can occur once every 4 seconds.

    Redguard passives are geared towards sustain, and few people need much sustain these days. Waiting for a META shift back to these being useful could be an indefinite wait.

    If it did, no one would use RG still because weapon cost reduction was ill conceived from its conceptiion in 2019 and the stam return every 5s is only in combat. Even if it was 100% uptime, it's not stronger than Wood Elfs Regen after multipliers and they have pen/movement speed/detection range which isn't matched remotely by 15% snare reduction.

    I said it then, I'll say it now, the longer the game receives content, the less potent that 8% cost reduction becomes because more options become available the further they expand the game. This couldn't be more true with Scribing on the horizon, but it was especially evident when hybridization came about.

    It's not 2017, stam builds aren't running 4-6 weapon skills anymore. The only way RG had a chance of squeeking ahead of Wood Elf is when every single build for pve had Volley, Poison Injection, Balista, Rending Slashes, Whirling Blades, Deadly Cloak, and Flurry slotted... now, I can barely make space for a single weapon skill, why would I ever use Redguard?
    Edited by MashmalloMan on 28 January 2024 00:44
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • StarOfElyon
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    Not gonna lie, I'm kinda salty the Orcs got the speed passive and not the Redguards. The snare reduction is barely noticeable.
    Edited by StarOfElyon on 23 March 2024 13:37
  • Faulgor
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    As has been suggested repeatedly, they should have a bonus to weapon traits like the Heartland Conqueror set.
    That's flexible and on point.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • the1andonlyskwex
    the1andonlyskwex
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    ZOS can't buff redguards without being accused of manipulating racial balance to sell race change tokens. As a result, they probably won't do it, no matter how necessary it might be.
  • StarOfElyon
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    Faulgor wrote: »
    As has been suggested repeatedly, they should have a bonus to weapon traits like the Heartland Conqueror set.
    That's flexible and on point.

    And I have agreed with that in the past.
  • StarOfElyon
    StarOfElyon
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    These are some tweaks I would like to see made to the Redguards's passives. Hopefully, they will be seen as reasonable among the devs. They keep in mind the Redguards's reputation for endurance (stamina return) and discipline (reduced ability cost).
    Spoiler
    "The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik'r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik'r as a test of endurance and discipline. Only the strongest survive." https://elderscrollsonline.wiki.fextralife.com/Redguard


    PASSIVES:

    Wayfarer - Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.

    *Martial Training - Reduces the stamina cost of your abilities by 6%. Reduces the effectiveness of snares applied to you by 15%.
    Spoiler
    Redguards need help as a stamina sustain race. Reduced stamina cost across the board seems fitting.

    Conditioning - Increases your Max Stamina by 2000.

    *Adrenaline Rush - Increases your stamina recovery by 130. When you deal or take damage, you restore 248 Stamina. This effect can occur once every 3 seconds.
    Spoiler
    A big problem with the old version of this passive is that it was way too active, requiring you to spend resources to get resources back. It causes problems when you're not in a position to deal damage. No damage; no sustain. This change makes the "adrenaline rush" passive more "passive" and is still tied to being in combat. This also reinforces their reputation for endurance, "the ability to withstand hardship or adversity."

    I altered my post and gave a flat recovery bonus to their adrenaline rush passive. I adjusted the stamina return when dealing AND taking damage. I took into account the flat recovery. I did some mathing and I believe this gives them roughly the same amount of stamina return as the current passive without being as punishing for not hitting a target every five seconds.

    Edit: PLEASE listen ZOS. These changes will help what is objectively the worst race to play. @ZOS_GinaBruno
    Edited by StarOfElyon on 23 March 2024 13:45
  • StarOfElyon
    StarOfElyon
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    It is so frustrating that on this supposed sustain-race I still have to build a lot into stamina sustain so that I can't build for magicka sustain without sacrificing damage or survivability. I push the absolute minimum for magicka sustain without making my character unplayable. Because without damage, this simply doesn't work.

    https://www.youtube.com/watch?v=-LdD-opRXpQ
  • StarOfElyon
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    Sure would be nice if Redguards finally got some love. I'm planning to make a Redguard necromancer. 🥺
  • BasP
    BasP
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    It would definitely be nice if Redguards finally got an upgrade. The new abilities outside of the Weapon skill lines that were added with Scribing have made the current Martial Training passive even more underwhelming/ outdated.

    I still wouldn't mind it if a 50% bonus to the effectiveness of weapon traits made it into their passives though, possibly replacing the relatively useless reduced effectiveness of snares.
  • StarOfElyon
    StarOfElyon
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    x13dkux1zz71.jpg
    Spoiler
    These are some tweaks I would like to see made to the Redguards's passives. Hopefully, they will be seen as reasonable among the devs. They keep in mind the Redguards's reputation for endurance (stamina return) and discipline (reduced ability cost).
    Spoiler
    "The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik'r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik'r as a test of endurance and discipline. Only the strongest survive." https://elderscrollsonline.wiki.fextralife.com/Redguard


    PASSIVES:

    Wayfarer - Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.

    *Martial Training - Reduces the stamina cost of your abilities by 6%. Reduces the effectiveness of snares applied to you by 15%.
    Spoiler
    Redguards need help as a stamina sustain race. Reduced stamina cost across the board seems fitting.

    Conditioning - Increases your Max Stamina by 2000.

    *Adrenaline Rush - Increases your stamina recovery by 130. When you deal or take damage, you restore 248 Stamina. This effect can occur once every 3 seconds.
    Spoiler
    A big problem with the old version of this passive is that it was way too active, requiring you to spend resources to get resources back. It causes problems when you're not in a position to deal damage. No damage; no sustain. This change makes the "adrenaline rush" passive more "passive" and is still tied to being in combat. This also reinforces their reputation for endurance, "the ability to withstand hardship or adversity."
    Edited by StarOfElyon on 12 July 2024 14:42
  • StarOfElyon
    StarOfElyon
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    We're suffering in silence over here

    Here's a vid from Gloomfrost:
    https://youtu.be/Rwan9cJuhdY?si=9Jux2IMrupubUBNo
  • LittlePinkDot
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    I want them to add weapon/spell damage to adrenaline rush.
  • Castagere
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    If I was to choose any potential damage passive for the Redguards to receive, it would probably be a boost to weapon passives.

    I have been asking for this for years. They are supposed to be the best weapon fighters in every TES game. Part of the martial passive should be a huge boost to bladed weapons.
  • StarOfElyon
    StarOfElyon
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    Unsubscribed from ESO Plus. I think it's time for me to break the hopium addiction.
  • karthrag_inak
    karthrag_inak
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    Redguards' issues can be solved with 2 simple adjustments

    1. Cover with closely cropped fur of desired color and pattern
    2. Add tail directly above formerly-bald-but-now appropriately furred bottom.

    xg2lflx57um6.png
    PC-NA : 19 Khajiit and 1 Fishy-cat with fluffy delusions. cp3600
    GM of Imperial Gold Reserve trading guild (started in 2017) since 2/2022
    Come visit Karth's Glitter Box, Khajiit's home. Fully stocked guild hall done in sleek Khajiit stylings, with Grand Master Stations, Transmute, Scribing, Trial Dummies, etc. Also has 2 full bowling alleys, nightclub, and floating maze over Wrothgar.
  • karthrag_inak
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    All redguards - succumb to the khajiit side. We have claws. And skooma.

    (Khajiit jests, and hopes that redguards get well-deserved love and adjusmtents soon)
    Edited by karthrag_inak on 9 November 2024 22:55
    PC-NA : 19 Khajiit and 1 Fishy-cat with fluffy delusions. cp3600
    GM of Imperial Gold Reserve trading guild (started in 2017) since 2/2022
    Come visit Karth's Glitter Box, Khajiit's home. Fully stocked guild hall done in sleek Khajiit stylings, with Grand Master Stations, Transmute, Scribing, Trial Dummies, etc. Also has 2 full bowling alleys, nightclub, and floating maze over Wrothgar.
  • BXR_Lonestar
    BXR_Lonestar
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    Redguard needs something to help it compete with damage output. Redguard's are currently the "sustain" option for stam characters, similar to bretons, but they lack the defensive passives of the bretons, and they have nothing that really helps you increase your damage output, except max stam, which only helps if you've basically created a stam spec DPS.

    Some suggestions for helping them in this area:

    1. Give them increased weapon and Spell Damage;

    2. Give them innate increased crit chance

    3. Give them increased penetration;

    4. Or any of the above when a martial weapon is equipped (includes bows).

    In the early days of the game, sustain was much harder, and thus, Redguard was a much better option, but a DPS character can now basically ignore sustain altogether and rely on their supports to enhance their sustain, meaning there is no need for a High-sustain option. This is also an issue for the Woodelf and the Argonian IMO (though the Argonian's sustain mechanic still makes it a great option for a tank).
  • BasP
    BasP
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    Some suggestions for helping them in this area:

    1. Give them increased weapon and Spell Damage;

    2. Give them innate increased crit chance

    3. Give them increased penetration;

    4. Or any of the above when a martial weapon is equipped (includes bows).

    This is why I think an increased effectiveness of Weapon Traits, like a weaker version of Heartland Conqueror's 5th piece, would be cool. Depending on your weapon's trait, you could have more crit chance, more penetration, more weapon/ spell damage (via a stronger Infused Weapon Damage glyph) et cetera.

    To me it also seems fitting to me that a race that is "innately more proficient with the use of weaponry than any other race" could wield their weapons to greater effect, which would fit the increased effectiveness of their traits.

    But yeah, the current Martial Training is definitely underwhelming. On my Redguard Warden's off-meta Bow/Bow setup I use exactly one weapon skill, Volley, making that passive largely useless for me. Any damage buff would be welcomed by me...
  • StarOfElyon
    StarOfElyon
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    BasP wrote: »

    This is why I think an increased effectiveness of Weapon Traits, like a weaker version of Heartland Conqueror's 5th piece, would be cool. Depending on your weapon's trait, you could have more crit chance, more penetration, more weapon/ spell damage (via a stronger Infused Weapon Damage glyph) et cetera.

    To me it also seems fitting to me that a race that is "innately more proficient with the use of weaponry than any other race" could wield their weapons to greater effect, which would fit the increased effectiveness of their traits.

    But yeah, the current Martial Training is definitely underwhelming. On my Redguard Warden's off-meta Bow/Bow setup I use exactly one weapon skill, Volley, making that passive largely useless for me. Any damage buff would be welcomed by me...

    And if you're outnumbered (not dealing damage) you get ZERO.... ZERO sustain from this race.
  • StarOfElyon
    StarOfElyon
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    Hey I understand now why Redguards a have been so poorly designed and have been at the bottom for so long. Their passives SUCK so badly that you can't believe anyone who has tried to play a Redguard wouldn't immediately know that any other race would be better to pick.
  • Stx
    Stx
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    I haven’t played in a few years but i think it’s hilarious they still haven’t buffed the weak races or even done a whole racial ability pass.

    My idea from a few years back:

    Weapon master: Increases the effectiveness of your weapon trait by 50%. This would give redguards some versatility and if your trait is damage focused, this would equal roughly 1600 penetration or 3.5% crit.

    They can keep the stamina and the stamina proc.
  • StarOfElyon
    StarOfElyon
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    Stx wrote: »
    I haven’t played in a few years but i think it’s hilarious they still haven’t buffed the weak races or even done a whole racial ability pass.

    My idea from a few years back:

    Weapon master: Increases the effectiveness of your weapon trait by 50%. This would give redguards some versatility and if your trait is damage focused, this would equal roughly 1600 penetration or 3.5% crit.

    They can keep the stamina and the stamina proc.

    I remember seeing the idea come up a lot but I couldn't remember who said it first. Thanks for speaking on it again.

    Even if they get that bonus, the sustain passive is still holding them back. It's extremely bad design considering that in PvP environments you can spend a lot of time on the defensive and without sustain it's a death sentence.

    Edit (12-28-24): this is by far the most frustrating race to play in the game. Even wearing a sustain set, I still struggle to sustain in PVP without sacrificing too much survivability and damage. It almost feels personal at this point. What did Redguards do to make somebody mad?
    Edited by StarOfElyon on 28 December 2024 08:25
  • StarOfElyon
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    Yeah, I think it's time to let go.
    Spoiler
    My outstanding issues:

    Redguards:
    Spoiler
    These are some tweaks I would like to see made to the Redguards's passives. Hopefully, they will be seen as reasonable among the devs. They keep in mind the Redguards's reputation for endurance (stamina return) and discipline (reduced ability cost).
    Spoiler
    "The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik'r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik'r as a test of endurance and discipline. Only the strongest survive." https://elderscrollsonline.wiki.fextralife.com/Redguard


    PASSIVES:

    Wayfarer - Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.

    *Martial Training - Reduces the stamina cost of your abilities by 6%. Reduces the effectiveness of snares applied to you by 15%.
    Spoiler
    Redguards need help as a stamina sustain race. Reduced stamina cost across the board seems fitting.

    Conditioning - Increases your Max Stamina by 2000.

    *Adrenaline Rush - Increases your stamina recovery by 130. When you deal or take damage, you restore 248 Stamina. This effect can occur once every 3 seconds.
    Spoiler
    A big problem with the old version of this passive is that it was way too active, requiring you to spend resources to get resources back. It causes problems when you're not in a position to deal damage. No damage; no sustain. This change makes the "adrenaline rush" passive more "passive" and is still tied to being in combat. This also reinforces their reputation for endurance, "the ability to withstand hardship or adversity."

    Necromancer:
    Spoiler
    This is an updated version of my Necro ideas thread from 2023 (https://forums.elderscrollsonline.com/en/discussion/633137/suggestions-for-necromancer-changes) with adjustments accounting for the Update 43 patch notes.

    Death Scythe: (both morphs)
    Deals more damage based on the enemy's missing health.
    - Hungry Scythe: should also apply life steal to all enemies hit, in addition to healing the caster over time.

    Shocking Siphon: The AOE should remain on the ground even if the tether breaks early. (Increase the radius size too)
    - Mystic Siphon: the increased Health, Magicka, and Stamina Recovery persists even if the tether breaks early.

    Flame Skull:
    - Riccochet Skull/Venom Skull:
    applies burning/poisoned status effects. (Increase travel speed)

    Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)

    Restoring Tether: the effects persist on the player character even if the tether breaks early.

    Grave Grasp:
    - Empowering Grasp: Summon three patches of skeletal claws from the ground in front of you dealing 898 frost damage. Enemies in the first area are stunned for 3 seconds, immobilized in the second area for 4 seconds, and snared in the final area by 50% for 5 seconds. Each patch applies Minor Maim to enemies hit for 10 seconds, reducing their damage done by 5%. Each area applies Minor Maim to enemies, Empower to your allies, and enhances the damage and healing of your summons by 1000. Each effect lasts 10 seconds.

    - Ghostly Embrace: Summon three patches of skeletal claws from the ground in front of you, dealing 1742 Frost Damage and an additional 1635 Frost Damage over 5 seconds. The initial hit applies the Chilled status effect. The final area creates a corpse if at least one enemy was hit.

    Expunge: reduces the cost of all your abilities by 3% while slotted on either bar.

    Bitter Harvest: when slotted on either bar, reduces your damage taken by 3%.

    Boneyard increase the radius to 8 meters.

    PASSIVES:
    Corpse Consumption: When you consume a corpse, you generate 10 Ultimate. This effect can occur once every 16 seconds. You also gain Major Savagery and Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.

    Undead Confederate: While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Magicka, and Stamina Recovery is increased by 200. You also gain Major Brutality and Sorcery for 20 seconds, increasing your Weapon and Spell Damage by 20%.

    ULTIMATES:
    Frozen Colossus: Unleash a decayed Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds.
    - Glacial Colossus: does frost damage and stuns enemies on the second hit instead of the third.
    - Pestilent Colossus: smashes the ground only once and does disease damage. Afflicts enemies with a pestilence that does damage over time.

    Vampires:
    Spoiler
    These changes are very much needed. The suggested changes are in italics:

    Rather than revert the changes to the Undeath passive, I believe it would be better to increase the power of Vampires (while being careful not to passively boost the power of the Nightblade class).

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    PASSIVES
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    Strike from the Shadows: When you leave Mist Form or activate Unnatural Movement your Weapon and Spell Damage is increased by 300 for 6 seconds.

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    SKILLS
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    :
    Vampiric Drain: Siphon away your enemies' vitality, dealing 870 Magic Damage and healing you for 25% of your missing Health every 1 second for 3 seconds. Activating this ability grants you Major Protection and Major Berserk for 10 seconds.

    Mesmerize: Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
    - Hypnosis: Subdue enemies around you with your baleful gaze, stunning them for 5 seconds. This stun cannot be blocked. Enemies are no longer required to be facing your direction.

    Mist Form: Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Casting again within 4 seconds costs 33% more Magicka. Activating the skill removes snares and immobilizations.
    Spoiler
    Snare removal would make mist form a fantastic ability, instead of a frustrating one. It's really a no-brainer.

    Blood Frenzy:
    Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions. All damage you deal heals you for 1250 Health, up to once every 1 second.


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    SETS
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    Hopefully ZOS revisits all sets in the game and I have a few proposals for the vampire themed sets here:

    Vampire Cloak:
    (2 items) Adds 1206 Maximum Health
    (3 items) Adds 1206 Maximum Health
    (4 items) Adds 129 Weapon and Spell Damage
    (5 items) Adds 171 Weapon and Spell Damage. Removes the penalties of your Vampire stages.
    Spoiler
    I believe these changes will make this set worth choosing for vampire themed builds over sets that are stronger in general.

    Vampire Lord:
    (2 items) Adds 1096 Maximum Magicka
    (3 items) Adds 129 Weapon and Spell Damage
    (4 items) Adds 657 Critical Chance
    (5 items) Increases the bonuses of your Vampire Stage, depending on how far you've progressed. Stage 1/2/3/4: 5%/10%/15%/20% reduced Vampire Ability cost.
    Spoiler
    Vampirism is already punishing enough already.

    I want to add to the list of sets that I feel are connected to Vampires (or maybe specifically characters who are Vampire hunters).

    Meridia's Blessed Armor:
    (2 items) Adds 1487 Armor
    (3 items) Adds 129 Stamina Recovery
    (4 items) Adds 1487 Armor
    (5 items) Gain Minor Protection at all times. When you Block, you gain Meridia's Blessed Armor for 5 seconds, causing you to dodge all incoming attacks. This effect can occur once every 25 seconds.
    Spoiler
    Considering the changes I'm proposing for Vampire's Cloak, I think adding the Minor Protection to Meridia's Blessed Armor makes it a suitable replacement. Minor Protection is easy to source but I think it fits the theme of this set being protective.

    Stendarr's Embrace:
    (2 items) Adds 129 Magicka Recovery
    (3 items) Adds 1096 Maximum Magicka
    (4 items) Adds 1096 Maximum Magicka
    (5 items) You take 10% less damage from undead enemies, Vampires, and Werewolves. When you heal yourself or an ally, you remove all negative effects from them. This effect can occur once every 30 seconds per target.



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