impulse, fear, fighters Guild fear, heal debuff, not stacking together like a noob.
Vamps are able to hold their ultimate up if you stack together and 'feed' him.
They are powerful and good in groups, but not op.
If you can't beat two vamps with a 10-15 men grp you should better leave cyrodiil and never come back, it's just a failure of your group.
If your group were experienced you shouldn't have any problems at all.
impulse, fear, fighters Guild fear, heal debuff, not stacking together like a noob.
Vamps are able to hold their ultimate up if you stack together and 'feed' him.
They are powerful and good in groups, but not op.
If you can't beat two vamps with a 10-15 men grp you should better leave cyrodiil and never come back, it's just a failure of your group.
If your group were experienced you shouldn't have any problems at all.
xMovingTarget wrote: »impulse, fear, fighters Guild fear, heal debuff, not stacking together like a noob.
Vamps are able to hold their ultimate up if you stack together and 'feed' him.
They are powerful and good in groups, but not op.
If you can't beat two vamps with a 10-15 men grp you should better leave cyrodiil and never come back, it's just a failure of your group.
If your group were experienced you shouldn't have any problems at all.
Fixed with update 6 New ultimate gain system will heavily limit the amount of ultimates. Ergo, Batswarm can only get casted like once per minute. Thats enough of a nerf.
And with that i think a good chunk of players will cure it anyway. No Batswarm spam but fire weakness isnt appealing tbh.
It'll still be much faster than once per minute as ZoS even listed a few abilities that currently generate additional Ultimate will continue to do so in 1.6. This also means it's likely that the Akaviri Dragonguard set and the Monster Helm set Blood Spawn will continue to exist as well as passives that increase Ultimate gain based on ability use. Maria did hint that there would be a balancing pass to these so it's possible the will add less additional Ultimate than they do now. My best (pure guess) at the fastest Ultimate drops of the biggest offenders (Batswarm, SoM, Negate, VoB) will be just over 30 seconds if using every tactic in the book to reduce cost and increase generation. Currently those can be dropped every ~6 sec dep on the build.xMovingTarget wrote: »Fixed with update 6 New ultimate gain system will heavily limit the amount of ultimates. Ergo, Batswarm can only get casted like once per minute. Thats enough of a nerf.
And with that i think a good chunk of players will cure it anyway. No Batswarm spam but fire weakness isnt appealing tbh.
Fighters guild line is getting buffed in 1.6 (sorry no details other than it includes silver bolts)
Remove werewolf from entering cyrodiil? I just don't understand that comment.
Expect some more nerfs. Vamps are getting their fire vulnerability lessened, but for a price.
"In some of our tests, when we fight bosses with fire damage, they generally one-shot people, and so I would like to look at, in general, reducing that vulnerability and then looking at other abilities so that they are not too powerful afterwards."
http://tamrielfoundry.com/2014/12/champion-system-qa-pt2/
Already getting nerfedMore upset with Vampiric DK's then others. Reflective scales costs nothing and does everything.
xMovingTarget wrote: »impulse, fear, fighters Guild fear, heal debuff, not stacking together like a noob.
Vamps are able to hold their ultimate up if you stack together and 'feed' him.
They are powerful and good in groups, but not op.
If you can't beat two vamps with a 10-15 men grp you should better leave cyrodiil and never come back, it's just a failure of your group.
If your group were experienced you shouldn't have any problems at all.
Fixed with update 6 New ultimate gain system will heavily limit the amount of ultimates. Ergo, Batswarm can only get casted like once per minute. Thats enough of a nerf.
And with that i think a good chunk of players will cure it anyway. No Batswarm spam but fire weakness isnt appealing tbh.
What? When? Did they announce it or are you assuming?
As for Vampires themselves, apart from DK's they are very easy to manage. Silver Bolts is ridiculously useful as is Camouflaged hunter and Dawnbreaker wipes them out faster.
Having either of these in you skill bar should make fighting them manageable.
My only problem is DK Vampires as they have so much resistance and immunity to CC's and AoE they are difficult to manage. Not to mention Relfective Scales reflecting silver bolts.
xMovingTarget wrote: »impulse, fear, fighters Guild fear, heal debuff, not stacking together like a noob.
Vamps are able to hold their ultimate up if you stack together and 'feed' him.
They are powerful and good in groups, but not op.
If you can't beat two vamps with a 10-15 men grp you should better leave cyrodiil and never come back, it's just a failure of your group.
If your group were experienced you shouldn't have any problems at all.
Fixed with update 6 New ultimate gain system will heavily limit the amount of ultimates. Ergo, Batswarm can only get casted like once per minute. Thats enough of a nerf.
And with that i think a good chunk of players will cure it anyway. No Batswarm spam but fire weakness isnt appealing tbh.
the invisibility use a $#!t load of magicka and is not as good as bolt escape.
xMovingTarget wrote: »impulse, fear, fighters Guild fear, heal debuff, not stacking together like a noob.
Vamps are able to hold their ultimate up if you stack together and 'feed' him.
They are powerful and good in groups, but not op.
If you can't beat two vamps with a 10-15 men grp you should better leave cyrodiil and never come back, it's just a failure of your group.
If your group were experienced you shouldn't have any problems at all.
Fixed with update 6 New ultimate gain system will heavily limit the amount of ultimates. Ergo, Batswarm can only get casted like once per minute. Thats enough of a nerf.
And with that i think a good chunk of players will cure it anyway. No Batswarm spam but fire weakness isnt appealing tbh.
the invisibility use a $#!t load of magicka and is not as good as bolt escape.
Did they change something or do you just have really low magicka regen?
I've cured my vampirism, but back in the day I could cast it infinity times because the regen I got while in mist form was more than the cost of the skill (in other words, I could start casting it with 20% magicka and after spamming it for long enough I'd eventually be back to 100% magicka.)
That made it far far superior to BE.
I know they've made changes to Vampirism since then so maybe that's no longer the case, but I've still seen Vamps who can cast it ~20 times in succession.
No comment on whether that's too powerful, just trying to get my facts here on whether the cost has changed.