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Vampire changes!

GreenSoup2HoT
GreenSoup2HoT
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Listed Below:

Dark Stalker: This passive ability now only functions when you are in Vampire Stage 4.

Drain Essence: This ability and its morphs now tick 3 times over their channel durations, down from 4, but their damage per tick has been increased and they now restore 20% of your missing health per tick to compensate.

Mist Form: This ability and its morphs now remove previously applied snares and immobilizations, in addition to making you immune to any new ones while active.
Increased the cost of this ability and its morphs by approximately 5%.

Updated the tooltip for this ability and its morphs to indicate it has always disabled your Magicka Recovery while active.

Poison Mist (Mist Form morph):Renamed this morph to Baleful Mist.

In addition to the changes made to the base ability, this morph now ticks and deals damage every second instead of every 1.5 seconds, causing it to deal damage 1 additional time over its duration. This morph now deals Magic Damage instead of Poison Damage.

Supernatural Recovery: This passive ability no longer requires a Vampire ability to be slotted, and now only functions when you are in Vampire Stage 2 or higher.

Undeath: This passive ability now only functions when you are in Vampire Stage 3 or higher.

Vampirism: Increased the timer to advance each Vampire Stage to 6 hours from 30 minutes, but casting any Vampire ability will advance this timer by 30 minutes.

Feeding as a Vampire will continue to lower your Vampire Stage by 1.

Vampire Stage benefits and penalties are now as follows:

Stage 1: 0% Flame Damage taken, 0% Vampire Ability cost reduction, 0% Health Recovery reduction
Stage 2: 15% Flame Damage taken, 7% Vampire Ability cost reduction, 25% Health Recovery reduction
Stage 3: 20% Flame Damage taken, 14% Vampire Ability cost reduction, 50% Health Recovery reduction
Stage 4: 25% Flame Damage taken, 21% Vampire Ability cost reduction, 75% Health Recovery reduction

Expert Hunter: Redesigned this ability and its morphs so they no longer grant a small chance to deal additional bonus damage; instead, they can be activated to reveal hidden or invisible enemies in a 6 meter radius for 5 seconds, and prevents revealed enemies from returning to stealth for 3 seconds.
These abilities will continue illuminate Undead, Daedra, and Werewolves and grant Major Savagery while slotted.

Dawnbreaker: This ability and its morphs no longer deal bonus damage to Undead and Daedra, and now deals Physical Damage instead of Magic Damage.

Silver Bolts: This ability and its morphs no longer knock down or deal bonus damage to Undead and Daedra; instead, they now reduce the Movement Speed of any enemy hit by 40% for 6 seconds.

Slayer: Redesigned this passive ability so it now increases your Weapon Damage by 1/2/3% for each Fighters Guild ability slotted at Ranks I/II/III respectively, instead of increasing your Weapon and Spell Damage by 3/6/9% against Undead and Daedra.


Skilled Tracker: Redesigned this passive ability so it now increases all damage dealt with Fighters Guild abilities by 20% against Undead, Daedra, and Werewolves. Fighters Guild abilities no longer innately have a bonus to Undead, Daedra, and Werewolves without this passive ability.


So how do these changes effect me as a vampire player who was already stage 4?

There is no reason to be stage 1 still over stage 4 vampire STILL!
Stage 4= All Passive's
Stage 3= All Passive's except Dark Stalker
Stage 2= All Passive's except Dark Stalker and Undeath
Stage 1= No Dark Stalker, No Undeath, No Supernatural Recovery

So your looking at either having no passives with no debuffs or all the passives with some minor debuffs. It's looking like stage 4 vampires are still going to remain hungry. This is something that i really dislike. Why do i have to remain so ugly and malnourished to gain the Dark Stalker passive...

Overall this is a great day for Vampire's survivability because of all the Fighters Guild Changes.


Is there a point being a stage 1 vampire though? You have no passives, no debuffs but take increased damage against fighters guild ability's. What is so special about stage 1? I feel Zos has really missed something here.


Edited by GreenSoup2HoT on April 25, 2016 10:30PM
PS4 NA DC
  • AfkNinja
    AfkNinja
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    Listed Below:

    Dark Stalker: This passive ability now only functions when you are in Vampire Stage 4.

    Drain Essence: This ability and its morphs now tick 3 times over their channel durations, down from 4, but their damage per tick has been increased and they now restore 20% of your missing health per tick to compensate.

    Mist Form: This ability and its morphs now remove previously applied snares and immobilizations, in addition to making you immune to any new ones while active.
    Increased the cost of this ability and its morphs by approximately 5%.

    Updated the tooltip for this ability and its morphs to indicate it has always disabled your Magicka Recovery while active.

    Poison Mist (Mist Form morph):Renamed this morph to Baleful Mist.

    In addition to the changes made to the base ability, this morph now ticks and deals damage every second instead of every 1.5 seconds, causing it to deal damage 1 additional time over its duration. This morph now deals Magic Damage instead of Poison Damage.

    Supernatural Recovery: This passive ability no longer requires a Vampire ability to be slotted, and now only functions when you are in Vampire Stage 2 or higher.

    Undeath: This passive ability now only functions when you are in Vampire Stage 3 or higher.

    Vampirism: Increased the timer to advance each Vampire Stage to 6 hours from 30 minutes, but casting any Vampire ability will advance this timer by 30 minutes.

    Feeding as a Vampire will continue to lower your Vampire Stage by 1.

    Vampire Stage benefits and penalties are now as follows:

    Stage 1: 0% Flame Damage taken, 0% Vampire Ability cost reduction, 0% Health Recovery reduction
    Stage 2: 15% Flame Damage taken, 7% Vampire Ability cost reduction, 25% Health Recovery reduction
    Stage 3: 20% Flame Damage taken, 14% Vampire Ability cost reduction, 50% Health Recovery reduction
    Stage 4: 25% Flame Damage taken, 21% Vampire Ability cost reduction, 75% Health Recovery reduction

    I have one issue with these changes. There is now no reason to be human compared to stage 1 vampire. You gain 10% free stamina and magicka recovery and the undeath passive. You have no debuffs and do not need to slot any vampire ability's.

    Consider in the fact that the Fighters Guild Skill line no longer has any ability's that deal increased damage to undead, there is no reason to not be a stage 1 vampire.
    Expert Hunter: Redesigned this ability and its morphs so they no longer grant a small chance to deal additional bonus damage; instead, they can be activated to reveal hidden or invisible enemies in a 6 meter radius for 5 seconds, and prevents revealed enemies from returning to stealth for 3 seconds.
    These abilities will continue illuminate Undead, Daedra, and Werewolves and grant Major Savagery while slotted.

    Dawnbreaker: This ability and its morphs no longer deal bonus damage to Undead and Daedra, and now deals Physical Damage instead of Magic Damage.

    Silver Bolts: This ability and its morphs no longer knock down or deal bonus damage to Undead and Daedra; instead, they now reduce the Movement Speed of any enemy hit by 40% for 6 seconds.

    Slayer: Redesigned this passive ability so it now increases your Weapon Damage by 1/2/3% for each Fighters Guild ability slotted at Ranks I/II/III respectively, instead of increasing your Weapon and Spell Damage by 3/6/9% against Undead and Daedra.

    As you can see, there is no longer any penalty for being a vampire... unless your not stage 1. So now, i think its safe to assume ESO will become Twilight. Team Edward is now a thing and i hate it.

    I expected Fighters Guild skills that dealt extra damage to undead to be toned down not eliminated. What is the counter to a stage 1 vampire? There really is none now.

    So how do these changes effect me as a vampire player?

    I will most likely remain a stage 4 vampire because the dark stalker passive is just to good. Do i care that i lost the recovery passive and undeath? Not really because i can now just slot something else in its place. The only thing i may consider is slotted mist form for when i get hit by Meteor. Since Nightblades can no longer cloak the ability its a must have.

    Fighters guild now has a passive that adds dmg to skills against Vamps/Wolves I think. They just moved the dmg and toned it down a bit.

    Excited Mist Form works again!
    Edited by AfkNinja on April 25, 2016 9:58PM
  • NTclaymore
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    The passives require you to be more than stage 1. Re-read it. It should be fine as it is. My NB is now forced to be stage4 all the time for the fast sneak. the recovery bonus and the undeath passive both wont work in stage 1
    He spoke, the son of Padomay, and nodded his head with the dark brows
    and the imortally anointed hair of the great god
    swept from his divine head, and all Mundus was shaken.
  • MrTarkanian48
    MrTarkanian48
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    If you stay in Stage 4 you will have all passives.

    Stage 4= All
    Stage 3= All except Dark Stalker
    Stage 2= All except Dark Stalker and Undeath
    Stage 1= No Dark Stalker, No Undeath, No Supernatural Recovery
    Wood Elf Stam NB (PVP)
    Redguard Stam Sorc (PVP)
    Altmer NB (DPS)
    Imperial DK (Tank)
    Redguard DK (DPS)
    Altmer Templar (Healer)

    EP - PS4
  • Taonnor
    Taonnor
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    Read correctly.

    The reg is at stage 2 or higher.

    The dmg reduce is at stage 3 or higher.
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  • Leandor
    Leandor
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    Fighters guild passive: a flat out always applicable 20% boost to damage against werewolf, undead and daedra.

    With slotting dawnbreaker and silver shards, you get a whopping 5% plus 6% weapon damage buff. Adding Evil Hunter, you can look at an ability bar that is viable for stamina (gap closer, spammable, vigor) that reduces stamina cost, increases weapon damage by 14% and grants 20% damage against vamps. That sounds like bad times for vamps/wolves.
    Edited by Leandor on April 25, 2016 9:54PM
  • GreenSoup2HoT
    GreenSoup2HoT
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    @AfkNinja , @NTclaymore , @MrTarkanian48 , @Taonnor , @Leandor

    Thanks for quickly showing me my mistake. I will now edit my post with my opinion on the changes. You can know edit your own posts and add to the discussion if you would like. :)


    Edited by GreenSoup2HoT on April 25, 2016 9:58PM
    PS4 NA DC
  • MrTarkanian48
    MrTarkanian48
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    Leandor wrote: »
    Fighters guild passive: a flat out always applicable 20% boost to damage against werewolf, undead and daedra.

    If I read this correctly it says, "20% damage to Fighter's Guild abilities" against Daedra, Undead, Werewolves. So if it isn't a Fighter's Guild Ability, there is no bonus. I think this patch is making Vamp much stronger.
    Wood Elf Stam NB (PVP)
    Redguard Stam Sorc (PVP)
    Altmer NB (DPS)
    Imperial DK (Tank)
    Redguard DK (DPS)
    Altmer Templar (Healer)

    EP - PS4
  • Leandor
    Leandor
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    Leandor wrote: »
    Fighters guild passive: a flat out always applicable 20% boost to damage against werewolf, undead and daedra.

    If I read this correctly it says, "20% damage to Fighter's Guild abilities" against Daedra, Undead, Werewolves. So if it isn't a Fighter's Guild Ability, there is no bonus. I think this patch is making Vamp much stronger.

    No other abilities ever had vamp bonus damage. Read my edit to see why I think it is bad news. Will very probably cure my pvp chars.
  • tinythinker
    tinythinker
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    Now next patch (or maybe this one if it's not too soon to get it in) we need for Elusive Mist to make you invisible to NPCs... :smiley:
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