You probably know that there are currently a lot of people playing a vampire, especially in PvP. It is however not easily visible why this skill line is so strong, therefore I decided to try to explain it in an easily understandable way. This post is based of the patch 1.5.7 so it is rather a reflection than a guide. Some things may change with 1.6 some may stay, it is always hard to predict the future, so I decided to write about pre 1.6 only.
This post is split into two parts, the first is about the skill line itself, and why certain skills are worth using for their properties alone. The second half is about synergies with other class trees where it really becomes visible why it is more beneficial for one class than for another. This is also the part where the strenghts of vampirism really show off.
Each section has a text segment at first and a list of all mentioned skills below in a spoiler. Some skills are listed more than once, this is because the give benefits to several aspects at once.
I want to point out that I focus on how certain abilities interact with each other, and not about adding two strong skills to make a stronger built. An good example is Blazing Shield and Bat Swarm, both fairly strong skills which support a similar playstyle, but none of them has an effect on the other skill, the combo might still work because both skills are strong individually but it's not a real synergy.
So let's take a look at the vampire skills:
1. Vampirism
Passive:
• Your health regenerates 75% slower
• You take 50% more damage from fire attacks
• Your vampirism abilities cost 21% less to cast
• Feeding reduces your vampirism stage, sneak up behind an enemy humanoid to feed on them
Bat Swarm (Ultimate)
Summon a swarm of bats which surround you and deal X Magic Damage to enemies every 1.0 seconds for 6.0 seconds.
This skill basically deals strong AOE magic damage for 6s with a 10m radius, there are however a few things that make it more powerful compared to others.
Unlike most other ultimates, the AOE moves with the character, this opens up a lot of zoning potential and also allows the player to reposition himself without losing any damage from the ultimate. This makes it really hard to escape from somebody using Batswarm.
It is basically desirable to have Batswarm up at all times, this is because of the AOE damage, which applies a lot of pressure, and the defensive benefits, either invisibility or healing. In the end it provides the caster with a window of Immortality, therefore all sources of ultimate cost reduction are very beneficial to all vampires.
Clouding Swarm (Ultimate)
Summon a swarm of bats which surround you and deal X Magic Damage to enemies every 1.0 second for 6.0 seconds. Grants additional invisibility every second.
This is the only skill in the game that allows you to be invisible and deal damage for an extensive amount of time. This can be good or bad, good because it denies a lot of visual cues from your opponents, especially because Clouding Swarm is rather hard to notice. It can be bad because the caster himself gets the cues denied as well, but since he's the one initiating he gets a huge advantage (surprise factor).
Devouring Swarm
Summon a swarm of bats which surround you and deal X Magic Damage to enemies every 1.0 seccond for 6.0 seconds and drain X Health for each target affected.
The additional healing is really strong, comparable to crit surge but not reliant on critical hits, it basically ensures that the caster does not die while the ultimate is active.
Drain Essence
This skill is only on average streanght so I won't go into it too much, the additioan ultimate gain from Invigorating Drain might be interesting for 1.6, but that's not of our concern yet.
Mist Form
Take 75.0% reduced damage from all sources and gain invulnerability to healing magic and control effects for 3.0 seconds.
75% damage reduction is a lot, and it synergizes really well with the built in CC-immunity. The healing immunity is not too big of a problem because, the healing can easily be timed between two casts, but it is certainly necessary to avoid abuse in PvE boss fights.
In addition to that, the visual effect is really hard to notice, especially in dark places, this makes this skill excellent for surpise engages, or disengages.
Elusive Mist
Take 75.0% reduced damage from all sources and gain invulnerability to all healing magic and control effects for 4.0 seconds. Increases movement by 30.0%.
The additional 33% movement speed make it really nice to use it as a fast-travel tool, it is basically a "run" button that consumes Magicka instead of stamina, while granting 75% damage reduction and CC-immunity. The inability to use skills as well as the healing immunity require good timing, but they are not so noticable because of the damage reduction.
Poison Mist
The damage from this ability is just too low to matter, so I won't go into this skill either.
Savage Feeding (Passive)
Feeding is used to reduce the stage of the vampirism, but since the skill cost reduction is favourable a reduction in the vampire stage is not desired, which means feeding and all related perks are useless.
Supernatural Recovery (Passive)
Increases Magicka and Stamina Recovery by 10%.
The strong part of this passive is the fact that, unlike Werewolf, it is not only Magicka or Stamina, but a bit of both. This is an advantage because less regeneration gets eaten up by the Softcaps. 10% regeneration is already strong itself, but the additional hybrid factor gives it an additional edge.
Blood Ritual (Passive)
No explanation needed I guess. (It's the vampire bite passive, for those who don't know the skills by heart and are too lazy to check)
Undeath (Passive)Increases damage mitigation when player is below 50% Health. Damage mitigation can increase up to 33%, as health decreases.
This skill synegizes really well with the dive-heavy playstyle usually associated with vampire, the fact that the damage reduction only starts at 30% is not too grave, since executes can be really punishing, so a safeguard against them is always desired. The 33% mitigation is obviously against all forms of damage, but executes are really frequent from 25%/20% on and also deal a lot more damage than anything else so mitigation is more needed. The fact that there are no fire damage based executes, makes it even better.
Unnatural Resistance (Passive)
Health Recovery is improved in Vampirism stages 2 through 4.
The health recovery is so too small to matter. Base health regen is mostly useless in PvP anyway, so there's not much to get here.
Dark Stalker (Passive)
Increases movement speed while sneaking and allows player to enter stealth more quickly at night.
While not giving any direct benefits, it is really useful when you have to move around and have hostile players nearby.
There are obviously some skills that are already fairly strong as they are, but as ESO is you can combine them with other skill to get the full power out of it. The following part will be about some of the most powerful synergies in the game, it should explain why some classes get more benefits than other, as well as help you understand what makes it work. And remember, understanding your enemy is your first step towards victory.
2. Class Synergies
2. 1.Dragonknight
The Dragonknight has a very stationary skill kit, forcing him to rely more on defensive stats, luckily Devouring Swarm, is exactly what is needed. It provides healing, AOE damage which pressures all surrounding attackers and stays around the player, creating a no-go zone for enemy players. While it only lasts 6s it has a really low cost, which allows for more constant use, additionally you get the full 6s, anybody can leave a Standart in <1s, but escaping a Bats Swarm is much harder. Especially when the aggressor is using Burning Talons to keep all enemies around him close.
Devouring Swarm and Burning Talons are both circular AOE's with the caster in the center, they however do have a different radius, but the main synergy remains and enables the DK to pull out sustainable and reliant AOE damage. Sustainable because of the ultimate regeneration from Combat Frenzy, Burning Talons, an occassional Molten Armaments and Inner Light, and reliant because it is consumes a lot of stamina to get out of Burning Talons, especially when one cast can drain several thousand stamina from different players combined.
On top of that the DK gets Magicka, Stamina and Health (based on the unreduced ultimate cost) returned upon ultimate activation, which makes the use of ultimates even more desirable, since it vastly increases the overall ressource management. The fact that the return value is calculated with the original ultimate cost gives Bat Swarm a up to 21% advantage over all other ultimates. And if a DK should ever get low while using Devouring Swarm an Ingenous Shield can put him back to 100% through a small damage shield, +30% healing done, +12% healing received from Burning Heart and two bonus ultimate through Mountain's Blessing, or a simple use of Green Dragon Blood.
Which leads us directly to the next synergy, GDB and the up to 33% damage mitigation when at low health. Green Dragon Blood is a super strong heal that gains in efficiency the lower the caster's health is. Additional damage mitigation makes it easier to get the maximum out of GDB.
As fire mage and tank the Dragonknight probably benefits the most from the Dunmer race, which also grants passive fire resistance making a fire resistance glyph almost redundant, and that at a very low if not non-existant opportunity cost. On top of that the amount of Fire Resist is one of the highest sources in the game, and because Spell Resistance and Fire Resistance have different softcaps, additional Fire Resistance gives double benefit.
One of the biggest drawbacks of being a tanky class, is the lack of escape options. With the vampire skill tree and Elusive Mist, which can be combined with Retreating Maneuver for a total of +66% speed and immunity to all forms of CC, this problem gets solved almost completely.
As a summary, vampirism completes the DK's skill arsenal by providing a much needed escape, as well as another damage type than fire, which everybody is wearing resistance against. Additionally many vampire skills synergize with Dragonknight abilities, making them either easier to cast or increasing their efficiency.
Draconic Power (DK): Burning Talons
Immobilizes nearby enemies for 4.0 seconds and deals X Physical Damage, then deals X Flame Damage over time. An ally can activate the Impale Synergy, damaging enemies held within the talons.
Draconic Power (DK): Green Dragon Blood
Heals for 33.0% of missing health. Increases Health Recovery by 40.0% and Stamina Recovery by 29.0% for 20.0 seconds.
Earthen Heart (DK): Battle Roar (Passive)
Restores Health, Magicka, and Stamina. Restore amount increased by 70.0% of the Ultimate's cost.
DK boni to Ultimate generation
Draconic Power (DK): Burning Talons
Immobilizes nearby enemies for 4.0 seconds and deals X Physical Damage, then deals X Flame Damage over time. An ally can activate the Impale Synergy, damaging enemies held within the talons.
Earthen Heart (DK): Molten Armaments
Increases Weapon Damage of nearby allies by X for 1.2 minutes. Caster recieves an additional X Weapon Damage for 1.2 minutes. Affected targets gain 27.0% Critical strike chance with weapon attacks for 6.0 seconds.
Earthen Heart (DK): Mountain's Blessing
Grants 2 additional Ultimate when activating an Earthen Heart ability.
DK boni to Healing Received
Draconic Power (DK): Burning Heart (Passive)
Increases healing received by 12% while a Dragon ability is active.
Earthen Heart (DK): Ingenous Shield
Creates X point damage shield for 24.0 seconds on all nearby allies. Shield strength is increased by 100.0% on caster. Increases the healing you do by 33.0% for 6.0 seconds.
DK boni to Resistances
Draconic Power (DK): Scaled Armor (Passive)
Increases Spell Resistance by 250.0.
Dunmer (RACIAL): Resist Flame
Increases Flame Resistance by 1575.0. Increass maximum Magicka by 3.0%.
2. 2. Nightblade
Nightblades are less tanky than Dragonknights, but they gain vast boni to healing through Swallow Soul, Sap Essence and Soul Siphoner from their Siphoning skill tree. This gives the NB enough sustain to go for Clouding Swarm, which gets boosted through Master Assassine for increased damage, an occassional Concealed Weapon to a stun nearby target and Shadow Barrier, which extends the defensive window of the ultimate from 6s to 10s.
Sap Essence might not have a built in root like Burning Talons, but it has some other really nice perks that are just as useful. First it provides fast ultimate regeneration, which gets boosted through Pressure Points. Second it increases the casters damage based on the targets hit and third it heals the caster and surrounding allies for a vast amount of HP. The top property of Sap Essence is, that it allows the caster to build ultimate and heal himself at the same time, a crucial capability for a vampire.
NB's also have Impale + Combat Frenzy + Soul Harvest, to finish of low health targets, an important capability for a damage oriented dive build, it ensures the supply of ultimate in prolongued fights and an enemy less is always favourable.
Another reason for Nightblades to get vamprirism are Scroll runs, Twisting Path allows them, combined with Elusive Mist, Retreating Maneuver, Speed Potions and the passive movement speed bonus from the Scroll, to outrun any other player in the game, which ends up with the carrier literarily running away from the fight.
As a summary, Nightblades deal more damage with vampirism than Dragonknights thanks to their aggressive class skills, they get less synergies than DK's but more powerful ones, which might make it easier to play since there are less skills involved. NB's also have Shadow Image + Dark Cloak in their poket giving them an easy way out where others have to rely on linear solutions. Thanks to Twisted Path vampirism enables Nightblades to get the highest speed possible, which makes them the go-to class for scroll carriers.
Assassination (NB): Master Assassin (Passive)
Increases Weapon and Spell Damage while invisible or stealthed by 10.0%. Successful stealth attacks stun for 100% longer.
Shadow (NB): Concealed Weapon
Deals X Magic Damage to target. If stealthed or invisible, attack sets target off balance and stuns them or 4.0 seconds. Passively increases stealthed movement speed by 25.0% while slotted.
Shadow (NB): Twisting Path
Enemies in front of player take X Magic Damage every second for 10.0 seonds. Increases movement speed 50.0% for duration.
Siphoning (NB): Sap Essence
Deal X magic Damage to nearby enemies. Weapon Damage is increased by 6.0% for each enemy damaged, for 20.0 seconds. Nearby allies are healed for X. This value is increased 20.0% for each enemy hit.
[/b]NB boni to Ultimate generation[/b]
Assassination (NB): Soul Harvest (Ultimate)
Deals X Magic Damage while reducing target's healing received by 50.0% and increasing your damage to the target by 20.0% for 6.0 seconds. Passively increases Ultimate recharge from successful kills while slotted.
Assassination (NB): Impale
Deals X Magic Damage. Low Health targets take 300.0% additional damage.
Assassination (NB): Pressure Points (Passive)
Increases Critical Strike rating by 3.0% for each Assassination ability slotted. Current bonus: X%
Siphoning (NB): Sap Essence
Deal X magic Damage to nearby enemies. Weapon Damage is increased by 6.0% for each enemy damaged, for 20.0 seconds. Nearby allies are healed for X. This value is increased 20.0% for each enemy hit.
Siphoning (NB): Transfer
Bestows 2 Ultimate when dealing damae with a Siphoning ability.
NB boni to Healing Received
Siphoning (NB): Swallow Soul
Deals X magic Damage and heals player for 25% the damage inflicted every 2 seconds for 10 seconds. Player also receives 10% more healing from all sources while ability is slotted.
Siphoning (NB): Sap Essence
Deal X magic Damage to nearby enemies. Weapon Damage is increased by 6.0% for each enemy damaged, for 20.0 seconds. Nearby allies are healed for X. This value is increased 20.0% for each enemy hit.
Siphoning (NB): Soul Siphoner
Increases Healing from Siphoning abilities by 15.0%.
NB boni to Resistances
Shadow (NB): Shadow Barrier (Passive)
Increases Armor and Spell Resistance by 1750.0 for 4.0 seconds when coming out of stealth or invisibility.
2. 3. Sorcerer
Sorcerers are much more fragile than Nightblades or Dragonknights, which makes Clouding Swarm a mandatory choice. Luckily the loss of healing can be circumvented with Restraining Prison, Exploitation and Critical Surge. This alternative rapidly looses efficiency as soon as you are fighting enemies that are wearing impenetrable, which makes it a bit inconvenient. Also note that the Restraining Prison morph is important, since the snare prolongs the Exploitation bonus.
While Power Stone, an occassional Mage's Fury + Combat Frenzy and Exploitation increase the uptime of Clouding Swarm, however keeping Clouding Swarm up at a acceptable rate is still problematic because of the conal AOE of Restraining Prison and the rather slim AOE of Streak, as well as their high cost. Against closely grouped players it works like a charm, but as soon as opponents start to spread out, other skills are needed.
Razor Caltrops can be used as an alternative to Restraining Prison but it's cost is so high that Supernatural Recovery isn't enough to supply the amount of Stamina which is required to survive a prolonged fight, and requires the Racor Caltrops + Clouding Swarm + Streak surprise initiation to be almost flawless, in order to actually benefit from the skill choice.
As a summary, the Sorcerer skill arsenal gives up some sustainability for increased kite potential in the form of Restraining Prison and Streak, making the vampire playstyle much more of an all-in all-out experience. There are very few direct synergies, which makes vampirism more an escape to an AOE damage ultimate, than an actual choice for more skill diversity.
Dark Magic (SR): Restraining Prison
Immobilizes enemies in front of you for 5.4 seconds. When effect ends, enemies recover their movement speed over 6.6 seconds.
Storm Calling (SR): Critical Surge
Increases weapon damage by X for 20.0 seconds. Critical strikes heal player for 65.0% of damage inflicted.
Storm Calling (SR): Streak
Teleports player forward and deals X Shock Damage to enemies moved through, disorienting them for 2.0 seconds. Out of Combat Magicka recovery is halved 4.0 seconds. After casting, the next Streak cast within 4.0 seconds costs 50.0% more.
Sorcerer boni to Ultimate generation
Dark Magic (SR): Restraining Prison
Immobilizes enemies in front of you for 5.4 seconds. When effect ends, enemies recover their movement speed over 6.6 seconds.
Dark Magic (SR): Exploitation (Passive)
Increases Critical Strike chance by 15.0% when attacking enemies affected by Dark Magic.
Daedric Summoning (SR): Power Stone (Passive)
Reduces the cost of Ultimate abilities by 15.0%
Storm Calling (SR): Mage's Fury
Deals X Shock Damage to target. Explodes for an additional X Shock Damage if the target falls below 20% health within 4.0 seconds. The explosion deals X Shock Damage to enemies within a 4m radius of the target.
Storm Calling (SR): Streak
Teleports player forward and deals X Shock Damage to enemies moved through, disorienting them for 2.0 seconds. Out of Combat Magicka recovery is halved 4.0 seconds. After casting, the next Streak cast within 4.0 seconds costs 50.0% more.
2. 4. Templar
With Bat Swarm + Blinding Flashes + Illuminate being the only real synergy for Templar vampires, there are only very few incentives to choose this skill line. Some 2h users might like Supernatural Recovery to get a bit more recovery for their hybrid build or the increased sneak speed. Similar to Dragonknights Templars have no escape, so Elusive Mist really helps out there, but it's rather an escape to a certain skill than an actuall choice.
Dawn's Wrath (TP): Blinding Flashes
Pulses every 2.0 seconds, causing nearby enemies to have a 50% chance to miss and be set off balance for 7.2 seconds.
TP boni to Ultimate generation
Dawn's Wrath (TP): Prism
Bestows 2 additional Ultimate when using a Dawn's Wrath ability.
Dawn's Wrath (TP): Restoring Spirit (Passive)
Reduce ability Magicka, Stamina, and Ultimate costs by 4.0%
TP boni to Resistances
Aedric Spear (TP): Balanced Warrior (Passive)
Increases Weapon Damage by 4.0% and Spell Resistance by 200.0.
Dawn's Wrath (TP): Blinding Flashes
Pulses every 2.0 seconds, causing nearby enemies to have a 50% chance to miss and be set off balance for 7.2 seconds.
Dawn's Wrath (TP): Illuminate (Passive)
While using a Dawn's Wrath Ability. Spell Resistance is increased by 500.0 if the attacker is affected.
2. 5. Other SynergiesAssault (ALLIANCE WAR): Retreating Maneuver
Increases movement speed of nearby allies by 33.0% for 20.0 seconds, removes all snares and immobilizes and grants immunity to additional snares and immobilizations. Effects end when an attack is made.
Retreating Maneuver into Elusive Mist is an almost unbeatable escape combo, which grants you a total of 66.0% bonus movement speed, that's only beaten by streak or other, more expensive, combos.
Assault (ALLIANCE WAR): Razor Caltrops
Throws caltrops at target location, dealing X Physical Damage very 0.95 seconds to enemies in the area of effect for 30 seconds. Affected enemies are snared for 30%. Deals 5 Physical Damage and snares enemies in the area 70% for 3 seconds when caltrops are initially deployed.
If used right before engaging with Batswarm, it makes targets really vulnerable, the base snare is already strong but the additional 40% from the morph leaves them almost no escape.
Other boni to Ultimate generation
Fighter's Guild (GUILD): Banish the Wicked (Passive)
Bestos 9 Ultimate when killing an undead or Daedric enemy.
Mage's Guild (GUILD): Inner Light
Summons a light that reveals hidden and invisible enemies within 12 meters. Reduces Max Magicka by 5.0% and increases Spell Critical strike chance by 20.0%. Toggle to activate.
20% Spell Critical strike chance is too much ultimate regeneration to ignore.
Assault (ALLIANCE WAR): Combat Frenzy (Passive)
Bestows an additional 25 Ultimate when killing an enemy player.
This is the passive that can enable you to keep Batswarm up 24/7.
Emperor (ALLIANCE WAR): Authority (Passive)
Increases Ultimate gains by 100%, and decreases ultimate costs by 5%. For former Emperors, decreases Ultimate cost by 5%.
Less Ultimate cost means more time in Batswarm.
Other boni to healing received
Emperor (ALLIANCE WAR): Monarch
Increases the magnitude of healing effects on Emperors by 50.0%, and on former Emperors by 1.0%.
Support (ALLIANCE WAR): Combat Medic
Increases healing done by 20.0% when near a keep.
Argonian (RACIAL): Quick to Mend
Increases healing received by 6.0%
Other boni to Resistances
Breton (RACIAL): Spell Resistance
Increases Spell Resistance by X:
Dunmer (RACIAL): Resist Flame
Increases Flame Resistance by 1575.0. Increass maximum Magicka by 3.0%.
In the end Dragonknights get by far the most out of vampirism, followed by Nightblades, with Sorcerer and Templar at the back end. For Dragonknights it completes their skill kit with some missing mechanics and a couple of very nice synergies putting them in a rather strong position.
Nightblades do not get as much benefits, but Clouding Swarm synergizes nicely with the stealth aspect of the class, while the Siphoning tree takes care of the survival part of the kit.
For Sorcerers the real benefit is to finally get an AOE damage ultimate, that even supports the use of Streak, which is nice for solo PvP, it however still gets massively outclassed by Negate in group play.
Templars are really left behind in this case, all they getapart from the normal boni is a single synergy, in the form of Bat Swarm + Blinding Flashes + Illuminate, which is rather hard to get to work because of the small AOE of Blinding Flashes. They however also get a decent escape in the form of Elusive Mist, helps them a lot.