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Needed changes for Vampire skill line and Vampire sets

StarOfElyon
StarOfElyon
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I can't remember if I made a thread on this before (if I did, I can't find it). 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).

==========
PASSIVES
==========

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.

=========
SKILLS
=========
:
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 gain 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.
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.


========
SETS
========
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.
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.
Vampirism is already punishing enough already.
Edited by StarOfElyon on 23 December 2024 13:35
  • Rohamad_Ali
    Rohamad_Ali
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    Wish they would put mist form back the original way.
  • StarOfElyon
    StarOfElyon
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    Wish they would put mist form back the original way.

    The new mist form has grown on me. I just wish it would remove snares and immobilzations. It seems so counter-intuitive that it doesn't remove those.
  • Navaac223
    Navaac223
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    Isn't major berserk and prot a bit too much for vampires ? Look at the skills that give major prot : they are either passive slots (revealing flare), ults, very short (templar charge) or on the necro skill line. If you use the ult morph for example, you'd get 10 sec of major prot, at least 5 ult points AND major berserk.. that's a lot for a single ability.
    Besides, vampires are in a good place : not so good that everyone is using it but still worth it for those who want to use things like blood for blood. I don't think there's a need for a buff this huge

    Mist form giving snare immunity.. ok, I can't disagree too hard on that one : a mobility skill that doesn't remove snares is just a worse race against time.
    Nerfing nb through the vamp passives ? YES SIR ! Any nb or magsorc nerf is a step closer to balance.
  • Arcturus
    Arcturus
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    +Add a real Vampire Lord form. Don't care how, when or with what, just do it. Remove the goliath reskin from existence.

    Thanks.
  • KaironBlackbard
    KaironBlackbard
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    Wish they would put mist form back the original way.

    The new mist form has grown on me. I just wish it would remove snares and immobilizations. It seems so counter-intuitive that it doesn't remove those.

    The current mist form seems more like the Skyrim Bats ability to me.
    Rename current mist form to bats, and give us back mist form, specifically mist escape, I wasn't keen on blood mist then, but now I hate mist escape and like blood mist because of the durational area around it.

    Current:
    Mist Form -> Bats
    Mist Escape -> Bats Escape
    Blood Mist -> Hungry Bats

    New Mist Form: channeled, reduce damage taken by 50% while channeling.
    Mist Escape: gain Major Expedition while channeling
    Rejuvenating mist: the penalty to health recovery is reduced or inactive while channeling, and gain Minor Fortitude, Intellect, and Endurance while channeling.
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    I can't remember if I made a thread on this before (if I did, I can't find it). 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).

    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.

    SKILLS:
    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 gain 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.
    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. [l]All damage you deal heals you for 1250 Health, up to once every 1 second.[/I]


    ========
    SETS
    ========
    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.
    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.
    Vampirism is already punishing enough already.

    I made the following updates in hopes that ZOS is listening to player feedback:

    =========
    SKILLS
    =========

    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. [l]All damage you deal heals you for 1250 Health, up to once every 1 second.[/I]


    ========
    SETS
    ========
    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.
    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.
    Vampirism is already punishing enough already.

  • Soarora
    Soarora
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    I don’t think frenzy should heal you unless vampire (and other sets like the one that gives you crit damage the less health you have) is reworked to not scale off how much health you have remaining, or if its only one morph that heals you. I already was very frustrated when frenzy got changed so that the damage is so low its easy to outheal by literally any healing skill.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 3/8 Tris
    • Dungeons: 30/30 HMs - 24/24 Tris
    • All Veterans completed!

      View my builds!
  • StarOfElyon
    StarOfElyon
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    Soarora wrote: »
    I don’t think frenzy should heal you unless vampire (and other sets like the one that gives you crit damage the less health you have) is reworked to not scale off how much health you have remaining, or if its only one morph that heals you. I already was very frustrated when frenzy got changed so that the damage is so low its easy to outheal by literally any healing skill.

    The health cost makes it only useful for gank builds. Making it heal with dealing damage can open it up for more sustained pressure builds. It also adds utility for a one dimensional skill. It's still going to be punishing in a pvp environment for anyone who can't rely on cloak. But part of my philosophy is separating vampires from the nightblade class so I think that'll help.
  • Soarora
    Soarora
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    Soarora wrote: »
    I don’t think frenzy should heal you unless vampire (and other sets like the one that gives you crit damage the less health you have) is reworked to not scale off how much health you have remaining, or if its only one morph that heals you. I already was very frustrated when frenzy got changed so that the damage is so low its easy to outheal by literally any healing skill.

    The health cost makes it only useful for gank builds. Making it heal with dealing damage can open it up for more sustained pressure builds. It also adds utility for a one dimensional skill. It's still going to be punishing in a pvp environment for anyone who can't rely on cloak. But part of my philosophy is separating vampires from the nightblade class so I think that'll help.

    I guess something that would be cooler and more thematically appropriate would be swapping the low-health bonuses (I'm particularly thinking about eviscerate and its morphs) for how much you've healed yourself using vampire abilities. I've never used vampire for anything hardcore, just eternally unhappy my build got destroyed when frenzy got changed haha.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 3/8 Tris
    • Dungeons: 30/30 HMs - 24/24 Tris
    • All Veterans completed!

      View my builds!
  • StarOfElyon
    StarOfElyon
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    Soarora wrote: »
    Soarora wrote: »
    I don’t think frenzy should heal you unless vampire (and other sets like the one that gives you crit damage the less health you have) is reworked to not scale off how much health you have remaining, or if its only one morph that heals you. I already was very frustrated when frenzy got changed so that the damage is so low its easy to outheal by literally any healing skill.

    The health cost makes it only useful for gank builds. Making it heal with dealing damage can open it up for more sustained pressure builds. It also adds utility for a one dimensional skill. It's still going to be punishing in a pvp environment for anyone who can't rely on cloak. But part of my philosophy is separating vampires from the nightblade class so I think that'll help.

    I guess something that would be cooler and more thematically appropriate would be swapping the low-health bonuses (I'm particularly thinking about eviscerate and its morphs) for how much you've healed yourself using vampire abilities. I've never used vampire for anything hardcore, just eternally unhappy my build got destroyed when frenzy got changed haha.

    I never played a vampire until Elswery and I only picked it for the look; I didn't use the skills and I so don't remember the old Frenzy.
  • KaironBlackbard
    KaironBlackbard
    ✭✭✭
    I can't remember if I made a thread on this before (if I did, I can't find it). 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).

    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.

    SKILLS:
    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 gain 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.
    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. [l]All damage you deal heals you for 1250 Health, up to once every 1 second.[/I]


    ========
    SETS
    ========
    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.
    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.
    Vampirism is already punishing enough already.

    I made the following updates in hopes that ZOS is listening to player feedback:

    =========
    SKILLS
    =========

    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. [l]All damage you deal heals you for 1250 Health, up to once every 1 second.[/I]


    ========
    SETS
    ========
    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.
    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.
    Vampirism is already punishing enough already.

    The point behind Vampire Cloak wasn't vampirism, it was a universal way to gain Minor Protection at all times.
    Don't change that.
    Don't delete that.
    There is no other set that does it.

    Also, a single easy to get overland set that negates vamp penalties is too OP. Maybe by one stage, but not entirely. Plus, what lore do you have for a vampire who had no penalties? Not only is it OP, it's against the lore. And it deletes everyone's universal way to get minor protection at all times.

    I do like that Blood Frenzy one though.
    However, it might stack with Lotus Flower or Siphoning Strikes (Warden and NB respectively).
    Could break a little bit of the NB/Warden Balance.
    But for everyone else, it's a nice addition. Especially for Dragonknights as they have few decent heals if any.
    Edited by KaironBlackbard on 23 December 2024 17:20
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    I can't remember if I made a thread on this before (if I did, I can't find it). 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).

    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.

    SKILLS:
    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 gain 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.
    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. [l]All damage you deal heals you for 1250 Health, up to once every 1 second.[/I]


    ========
    SETS
    ========
    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.
    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.
    Vampirism is already punishing enough already.

    I made the following updates in hopes that ZOS is listening to player feedback:

    =========
    SKILLS
    =========

    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. [l]All damage you deal heals you for 1250 Health, up to once every 1 second.[/I]


    ========
    SETS
    ========
    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.
    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.
    Vampirism is already punishing enough already.

    The point behind Vampire Cloak wasn't vampirism, it was a universal way to gain Minor Protection at all times.
    Don't change that.
    Don't delete that.
    There is no other set that does it.

    Also, a single easy to get overland set that negates vamp penalties is too OP. Maybe by one stage, but not entirely. Plus, what lore do you have for a vampire who had no penalties? Not only is it OP, it's against the lore. And it deletes everyone's universal way to get minor protection at all times.

    It's a set.. it doesn't change vampires so your precious lore is untouched.

    Minor protection is easy to source so no reason to make a fuss about losing that on a set that you need to wear full-time to get the benefit from.
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