they don't.
it was good on pts until people preemptively complained about how overtuned it would have been and now it's fairly useless
By turning it on and off every 2nd rotation. Easiest to survive on Templars, NBs and Sorcs.
In actual trial/fight you need to think twice when to turn it on. And even when you do, you have to stand as far from danger as possible.
SilverBride wrote: »This is such a great Vampire skill and I want to get proficient with it, but am not doing a very good job. Once I toggle it on I have to almost immediately toggle it back off, which doesn't give me time to use any other skill while it's active.
How do all you other Vampires manage to use this skill successfully?
SilverBride wrote: »This is such a great Vampire skill and I want to get proficient with it, but am not doing a very good job. Once I toggle it on I have to almost immediately toggle it back off, which doesn't give me time to use any other skill while it's active.
How do all you other Vampires manage to use this skill successfully?
YandereGirlfriend wrote: »This is what I do on my hybrid Dunmer Sorcerer:
1) Three tri-reduction glyphs on jewelry pieces to reduce the base cost. This is extremely important since the penalty scales beginning with this cost.
2) Critical Surge with a decent Critical Chance percentage. My hybrid sits at 60-63% for both Magicka and Stamina.
3) Use Rapid Strikes as your spammable (or the new Crystal Weapon once the patch hits) and Blood Craze as one of your DoTs.
4) Start it on the back-bar after you have laid down your AoE DoTs (they will scale up with the damage) and turn it off when your rotation resets.
With those methods, you can run the non-healing morph for 10+ seconds (aka for your entire rotation and then some) and get the damage boost to 1000 and up.
SilverBride wrote: »This is such a great Vampire skill and I want to get proficient with it, but am not doing a very good job. Once I toggle it on I have to almost immediately toggle it back off, which doesn't give me time to use any other skill while it's active.
How do all you other Vampires manage to use this skill successfully?
YandereGirlfriend wrote: »@StarOfElyon For wont of a better option (acceptable for a hybrid but hopefully more double dual Crit Chance sets are coming) it's Twice-Born Star with Thief and Shadow plus one-piece Grundwulf and Slimecraw and New Moon.
It's dual-wield Swords with Nirn and Precise (though you could get higher with 2H and Precise), Medium Armor, and there is a Major Savagery/Major Prophecy/Health/Fortitude potion that covers those buffs (and helps manage health) and then finally Minor Prophecy from the Sorcerer passive.
Come next patch, there will be interesting options such as the new Assassin's Guile (double dual Critical Chance would be ~3% lower than with TBS) where you could use Minor Savagery/Minor Prophecy/Drain Health poisons (the latter effect to supplement healing and use Frenzy on classes with sub-par healing otherwise). The new Mechanical Acuity could also be intriguing to yield a high-ish average, if not constant, Critical Chance rate with minimal overall investment into it.
Spartabunny08 wrote: »it's not obvious enough when it's even on.
Spartabunny08 wrote: »Weapon swap is not functioning properly, skills are not activating properly.
SilverBride wrote: »This is such a great Vampire skill and I want to get proficient with it, but am not doing a very good job. Once I toggle it on I have to almost immediately toggle it back off, which doesn't give me time to use any other skill while it's active.
How do all you other Vampires manage to use this skill successfully?
To get the most from this talent you need to build your whole character around it. This is the best way so far:
1) Roll a breton
2) Roll a nightblade
3) Reach vampire stage 4
4) Use the vampire lord set for weapon and jewelry
5) Chose an adequate HEAVY armor set for the body (better use shalk's exoskeletons bc you need fast ultimates)
6) Use the balorg head set (your whole playstile is based on overpowered transformations thanks to the vampire ult).
7) Get corrupting/purifying bloody mara
8) Bring your stats to a point where you have roughty the same amount of mana and magika (you should go past 30 k each)
9) Do everything you can to increase your rough spell power
10) Use the penetration traits on your weapons to compensate the lack of penetration form using the MANDATORY heavy armor
Make no mistake: vampire abilities in the current state ARE NOT designed to be efficiently used in a setting not entirely devoted to vampirism.
The stage 4 will lower the gamage you get from spamming blood for blood and keeping sated fury active.
Once you set your character ready you have done 50% of the work required to use this skill properly.
The other half is the harder part, which requires you to get your butt kicked several times bc you forgot to periodically toggle it off or, like in my case, bc it bugs and it either do not toggle when it should or "double toggles" and returns active without you even noticing it.
Succeed and you will have an unsuspectedly tanky character who regenerates alot of health and melts the enemy when the ult (who can be charged up really fast thanks to the ult cost reduction you get at stage 4 and the shalk set) is casted.
Your damage will explode thanks to sated fury plus the Balorgh set which, i remember you, is the more powerful the more ultimate points you have STORED at the moment of the cast, not based on the mere ult cost.
To get the most from this talent you need to build your whole character around it. This is the best way so far:
1) Roll a breton
2) Roll a nightblade
Folks if you want a stand toe to toe character, you'll be better off with a werewolf.
SilverBride wrote: »Spartabunny08 wrote: »it's not obvious enough when it's even on.
This is one of my biggest problems with it. How can you tell when it's toggled on? Besides quickly dying, that is.
I don't see anything on my screen, or how my character looks, that indicates it's still active. Because as Spartabunny also mentioned:Spartabunny08 wrote: »Weapon swap is not functioning properly, skills are not activating properly.
SilverBride wrote: »To get the most from this talent you need to build your whole character around it. This is the best way so far:
1) Roll a breton
2) Roll a nightblade
No. I shouldn't have to make a one size fits all cookie cutter build to be able to play as a Vampire... which all races and classes are supposed to be able to play.
I am a High Elf Magika Sorcerer Vampire. That is what I want to play, and that is what I will play.Folks if you want a stand toe to toe character, you'll be better off with a werewolf.
I have a Werewolf, and now I have a Vampire. I shouldn't have to choose one or the other.
I started this thread for advice on Sated Fury. Not to be told I have to reroll to something I don't want to be, or to play a Werewolf instead.
Spartabunny08 wrote: »I don't know your platform, but on PS4, under options, there is a setting to turn on buffs/debuffs and further customization: turning on all buffs that are permanent versus temporary.
Apparently these people think having to roll a specific race and very ultra specific set up to make use of vampire/blood frenzy is a very good design.
I have some design tips for you: It isn't. Having to roll a specific race and a specific class to make use of vampire means....that's right, you guessed it, it's badly designed. No other way to look at it, tbh.
In a game where race and classes aren't too limiting, the fact the "only way to play vampire" is as a breton nightblade is bad design.
Folks if you want a stand toe to toe character, you'll be better off with a werewolf. New vamp is every bit as powerful as new WW but different. But if you caught exercising that uber spell pwr of a Stage 4 at the wrong moment? Toast. That's balance.
YandereGirlfriend wrote: »I would be super sad to see anything adverse happen to Frenzy.
There's certainly room for improvement and fine-tuning but throwing it away completely, IMO, would be a mistake.
A commonsense improvement would simply be to either: a) take the Sated Frenzy cost increase back down to its original 10% or b) decrease the base health cost of the skill.
As someone pointed out regarding the high Vampire Lord ultimate cost, the developers did not take skill costs into account when they lowered the Vampire Stage vampire ability cost decreases and the result is that all vampire skills base costs are actually much more expensive than they were intended to be.
@Vevvev Reign of Terror sounds like it would be a fantastic morph for the vampire stun spell. Honestly, the base skill should stun in 360 degrees and then the morphs could diverge from there. Perhaps keep the stun and snare on one morph and make the other an immobilize and silence? Having it only apply to ultimates would be a nice choice as otherwise it is privateering into the territory of Negation Field and that would probably be too powerful for a non-ultimate semi-spammable stun. It would still have tons of tactical potential in PvP.
SilverBride wrote: »To get the most from this talent you need to build your whole character around it. This is the best way so far:
1) Roll a breton
2) Roll a nightblade
No. I shouldn't have to make a one size fits all cookie cutter build to be able to play as a Vampire... which all races and classes are supposed to be able to play.
I am a High Elf Magika Sorcerer Vampire. That is what I want to play, and that is what I will play.Folks if you want a stand toe to toe character, you'll be better off with a werewolf.
I have a Werewolf, and now I have a Vampire. I shouldn't have to choose one or the other.
I started this thread for advice on Sated Fury. Not to be told I have to reroll to something I don't want to be, or to play a Werewolf instead.
But that doesn't match up with lore, the mythology of vampires, or even what the game play of vampires is generally about. Blood Frenzy doesn't tick any boxes of what its like to be a vampire since vampires are typically seen as incredibly hard to kill creatures of the night that siphon power from their enemies. Blood Frenzy makes you more fragile by taking your own health away and doesn't have any sort of interaction with your enemy.
No need to bet, it's a foregone conclusion, once snipers, 2H, bombers, and all the other ways to unload burst in Pvp are incorporated into builds, there will be nerf calls due to the 930 dmg toggle, and as a matter of fact and not opinion, it's 930 damage, not 600.