tanking vamps still a thing?

linuxlady
linuxlady
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who has a guide?
  • Refratado
    Refratado
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    No. But why not? I'm assuming that you're asking about Vampire Stage 4, right?
    So it will disable your health regeneration, give you weakness to fire for what? 30% damage reduction on 20% life? Run invisible?
    Yeah, I'm a vampire just for the RP but I stay on stage 1.
    And it will increase the cost of your other habilities for 12% which is HUGE!!
    So Vampires right now are just for RP. I can tell you that: if someone tells you that vampire is good for PvE, ask them for a build and you will see what they'll respond. Funny af these people.
    Edited by Refratado on September 28, 2020 11:51PM
  • Vevvev
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    Recently ran into a friend using vampire with a 40k HP Dragonknight build loaded with 2 proc sets and Malacath's Ring of Brutality. They ran stage 3 vampire so the 40k health went a long way... But this is a PVP tank....

    PVE tanking with vampire is a hindrance due to the sustain Nerf. Also due to all the one shots I doubt the stage 3 passive would be all that good except on dungeons and stuff with lots of extra damage alongside the boss.

    Also forgot to mention said friend was also running Prismatic cost reduction glyphs and got mistform to like 400 something magicka a second. They just refused to die and let the proc sets score the kills against squishy players.
    Edited by Vevvev on September 29, 2020 12:42AM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • linuxlady
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    i have a necromancer i havent leveled up yet i thought i would try tanking with them....

    while on my night blade vamp healer i noticed that mesmerise is pretty good at crowd control. i thought i would feel comfortable making that nb vamp healer into a tank but then i thought the necro might be the better choice. i see mist form looks handy for emergency use and theres another vamp skill i forget the name that heals well in a pinch... draws health from another of course. self healing tank always seems useful id think

    no guides recent though from my web search... guess i try to build my own. pretty much what i did with the vamp nb healer healer except that's mainly for solo play it not a group play. mostly justy wanted stage 4 for for running all over tamriel while invisible and an occasional normal dungeon. wouldnt want it for vet dungeon i dont think so


    probably 1h and shield and lightning staff or 2h


    Edited by linuxlady on September 29, 2020 12:00AM
  • linuxlady
    linuxlady
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    THough i also have 2 nightblade vamp khajiits that i took to level 50 with no theft and no kill just for a personal challenge.. maybe one of them for a tank vamp.... wish i had a spare darkelf to negate some fire damage
  • driosketch
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    Disclaimer: I have a vamp for RP reasons.

    That said, Argonian Warden with an Ice staff, stage 3 vamp, blue Netch to help with resources, and Gloom Grace for some extra healing. Good enough to tank a WB during an event. If I wanted to get serious about the build, would probably be good enough to run and complete dungeons, which in terms of PvE content is about as far as you can get making individual decisions about your build.
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
  • redbeard_howard
    i believe xynode has a warden tank build thats vampire
  • mb10
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    A real shame how ZOS has handled Vampires.

    Genuinely better before all the changes. How can 3 new skills and new passives make a skill line WORSE?
  • Vayln_Ninetails
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    linuxlady wrote: »
    who has a guide?

    No, vampires are absolutely horrible for tanks.
  • Hapexamendios
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    Let's put it this way: I used to have 2 vampire tanks.
  • Kory
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    Yes Vampire tanks are good.
    Here's a guide
    https://www.youtube.com/watch?v=dpfQN74Z7C8&t
  • Lintashi
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    Every time people claim that changes were for the better, I just ask them to provide viable build for trials (not even with hm), and proof, that person with vampirism is actually can get through vet trials without instant kick in the beginning. So far, noone from those who claimed that vamps are better now, provided even a single good pve build or vet trial video since Greymoor hit.
  • mairwen85
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    Kory wrote: »
    Yes Vampire tanks are good.
    Here's a guide
    https://www.youtube.com/watch?v=dpfQN74Z7C8&t

    That's from the Greymoor release. Vamps got crapped on since (heavily), that build video is outdated and no longer relevant in any way, shape, or form--checked Xy's site, he's archived it as the same.
  • linuxlady
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    Well im working on a magicka tank vamp necro..... it took me a minute to yesterday to develop the gestalt of it. shield discipline looks interesting in that video. yah so they were changed i like the stupify one it will only affect the ones looking at me but thats most of them and then they are slowed after the stun ends..... i think i got the trajectory.. just fyi i dont really do trials really but i will do some vet dungeons on occasion that i need a monster set... i think i have it fixed in my head what needs to be done. thanks all

    basicallly one bar for mobs and one bar for boss fights

    mob bar is crowd control focus and healing

    boss bar is taunt and shields


    Edited by linuxlady on September 29, 2020 2:19PM
  • CaffeinatedMayhem
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    A stage 1 vamp tank can probably do base game vet dungeons ok... with the exception of CoA.

    The skill cost increases alone make vamp unusable for any difficult tanking (DLCs, trials) The added fire damage will get you killed, and tanks cannot afford to replace a glyph with fire resistance. Being Dunmer will help, but the titan in CoA will still wreck you.

    No vamp skills are useful to a tank. The resistance bonus at higher stages does not offset the other losses.

    Enjoy learning tanking, but please understand that vamps cannot seriously tank anymore.
  • ManM
    ManM
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    Regardless of whatever vampire tank you make, you can improve it by curing vampirism.
    Edited by ManM on September 29, 2020 2:20PM
  • linuxlady
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    A stage 1 vamp tank can probably do base game vet dungeons ok... with the exception of CoA.

    The skill cost increases alone make vamp unusable for any difficult tanking (DLCs, trials) The added fire damage will get you killed, and tanks cannot afford to replace a glyph with fire resistance. Being Dunmer will help, but the titan in CoA will still wreck you.

    No vamp skills are useful to a tank. The resistance bonus at higher stages does not offset the other losses.

    Enjoy learning tanking, but please understand that vamps cannot seriously tank anymore.

    i accept your challenge
  • OmniDo
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    I don't see what all the fuss is.

    I tank on my vampire all the time without any issues.
    Granted, I have to drop down to stage 3 because stage 4 confers no useful benefit for the drawbacks, but as for everything else?

    Psh. Easy-Peasy. (With practice of course)
    Veteran Dungeons, Hard Modes, Trifectas, Trials, etc...

    Oh and I also tank with the same character that I both DPS and Heal with, using DPS CP that I never change.
    All I change is my equipped gear and skills.
    I'm a Magblade Vampire Tank with 35Khp. Figure that one out. :trollface:

    All one needs are the right addons, right buff foods, and experience with managing your resources.
    Range-taunt mobs so your healer doesn't die, do your best to position mobs and bosses so they face away from your team, block when you have to, and roll-dodge when you must.
    Everything else is up to the rest of the team.

    The min-maxing community is often times far too sensitive to the absolute numbers, and fails to take player skill and experience into account. Just because a player has the most optimal gear (on paper), doesn't mean they have the requisite skill to utilize said equipment effectively. A drivers license doesn't make you a NASCAR racer.

    But the inverse can also be true. Just because a player doesn't have the most optimal gear, doesn't automatically guarantee their failure to perform their role effectively.

    Is my tank build the most optimal possible? No.
    Does it need to be? No.

    This game wasn't designed around that kind of Blue-Angel required precision.
    This isn't the olympics.
  • josiahva
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    I was a vamp tank for years...until these latest vamp changes...now its nothing but downsides and NO upsides. What finally made me cure it is I was tanking vDSA about a monthor so ago and the boss of the first arena kept hitting me with dawnbreakers. It didn't kill me, but it got me to thinking about why I was putting up with it. I couldnt get to stage 3 for undeath without my abilities costing ridiculous amounts...so it really was pointless. The ONLY argument you could make for vamp being useful as a tank is that mesmerize is an ok CC for classes without a good class CC...but even then, you may as well just use time stop instead, at least with time stop the mobs dont have to be facing you.

    I will reiterate. Can you tank as a vamp? Sure, no problem....but the skills are pure garbage for a tank and you are gimping your survivability for no reason.
    Edited by josiahva on September 29, 2020 3:06PM
  • linuxlady
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    the othe morph of mesmerize does stun them even if they dont face you but you dont get the additional slowed movement afterwards for 5 seconds

    https://elderscrollsonline.wiki.fextralife.com/Mesmerize



    also blood mist seems to have some utility

    https://eso-skillbook.com/skill/blood-mist
    Edited by linuxlady on September 29, 2020 3:23PM
  • CaffeinatedMayhem
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    linuxlady wrote: »
    the othe morph of mesmerize does stun them even if they dont face you but you dont get the additional slowed movement afterwards for 5 seconds

    https://elderscrollsonline.wiki.fextralife.com/Mesmerize



    also blood mist seems to have some utility

    https://eso-skillbook.com/skill/blood-mist

    Yes, but you're paying in HEALTH. Make sure your healer knows that.
  • Vevvev
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    linuxlady wrote: »
    the othe morph of mesmerize does stun them even if they dont face you but you dont get the additional slowed movement afterwards for 5 seconds

    https://elderscrollsonline.wiki.fextralife.com/Mesmerize



    also blood mist seems to have some utility

    https://eso-skillbook.com/skill/blood-mist

    Sorry to inform you but bloodmist's heal on a tank is complete and total garbage. You're actually better off using vampiric drain if your goal is to heal yourself since bloodmist on a tank won't even achieve a full 1k points of healing a second compared to a DPS build.

    Also I'm sorry to tell you but you are incorrect on Hypnosis not requiring them to face you. All it means is you don't have to face them as the stun is 360 degrees around you. Means you can stun targets looking at you from behind.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Phaedryn
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    Refratado wrote: »
    No. But why not? I'm assuming that you're asking about Vampire Stage 4, right?
    So it will disable your health regeneration, give you weakness to fire for what? 30% damage reduction on 20% life? Run invisible?
    Yeah, I'm a vampire just for the RP but I stay on stage 1.
    And it will increase the cost of your other habilities for 12% which is HUGE!!
    So Vampires right now are just for RP. I can tell you that: if someone tells you that vampire is good for PvE, ask them for a build and you will see what they'll respond. Funny af these people.

    If you need passive health regen as a tank something is very very wrong.

    Undeath's damage reduction hasn't had a health requirement for a while now.

    The fire damage is easily manageable.

    Of my 3 tanks, my vamp is the easy mode one by far.
  • Kalik_Gold
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    mairwen85 wrote: »
    Kory wrote: »
    Yes Vampire tanks are good.
    Here's a guide
    https://www.youtube.com/watch?v=dpfQN74Z7C8&t

    That's from the Greymoor release. Vamps got crapped on since (heavily), that build video is outdated and no longer relevant in any way, shape, or form--checked Xy's site, he's archived it as the same.

    Xynode has updated the tank still with Vampire for Stonethorn...

    https://www.youtube.com/watch?v=vNsw5RYo6us


    written guide = https://xynodegaming.com/almost-immortal-warrior/
    Edited by Kalik_Gold on September 29, 2020 5:09PM
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden

    PvE:
    Cinan Tharn an Imperial Dragonknight
    Bates Vesuius of Dawnstar an Imperial Dragonknight
    Herzog Zwei the Genesis an Akavari* Templar
    Tav'i at-Shinji a Redguard** Warden
    Lucky Hunch the Gambler - a Redguard Nightblade

    Leveling...
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    Voa a Priest of Sep a Redguard* Necromancer
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • Jeremy
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    linuxlady wrote: »
    who has a guide?

    No guide.

    But personally, I think Vampires are better now for tanks because you have the option to stay in stage 1 and no longer have to worry about suffering those nasty fire damage and health recovery penalties. A +3% ability cost increase is negligible, and mist form is a great defensive/mobility move for tanks to move around in and deal with mechanics. - which often require you to move quickly from one place to another which can be difficult sometimes with all the stuns, snares and God knows what else on this game. I also like drain, which gives every class access to a heal that scales off health.

    So I just wanted to let you know that not everyone thinks vampires suck for tanks now.

    To those who disagree: don't bother quoting this because I'm no longer involving myself in the endless Vampire debate. This is the one and only post I'm going to make in this thread. I Just wanted to let the OP know not everyone in the game hates the new Vampire.
    Edited by Jeremy on September 29, 2020 5:48PM
  • Vayln_Ninetails
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    Kory wrote: »
    Yes Vampire tanks are good.
    Here's a guide
    https://www.youtube.com/watch?v=dpfQN74Z7C8&t

    I realized you posted an updated link so I have edited my post
    Edited by Vayln_Ninetails on September 29, 2020 7:00PM
  • josiahva
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    Jeremy wrote: »
    linuxlady wrote: »
    who has a guide?

    No guide.

    But personally, I think Vampires are better now for tanks because you have the option to stay in stage 1 and no longer have to worry about suffering those nasty fire damage and health recovery penalties. A +3% ability cost increase is negligible, and mist form is a great defensive/mobility move for tanks to move around in and deal with mechanics. - which often require you to move quickly from one place to another which can be difficult sometimes with all the stuns, snares and God knows what else on this game. I also like drain, which gives every class access to a heal that scales off health.

    So I just wanted to let you know that not everyone thinks vampires suck for tanks now.

    To those who disagree: don't bother quoting this because I'm no longer involving myself in the endless Vampire debate. This is the one and only post I'm going to make in this thread. I Just wanted to let the OP know not everyone in the game hates the new Vampire.

    I am not quoting this for your benefit just FYI, simply because it has erroneous statements:

    A 3% ability cost increase is fully HALF of the bonus that say alteration mastery gives you....so you are a vampire and at stage 1 you take a nerf equal to half of a 5-piece bonus...as stage one you get ZERO benefits from being a vamp other than a sneak speed increase...and the only place that is marginally useful as a tank is maybe in vMoS where it makes the Tarcyr fight easier. If you go to stage 3 for undeath the nerf just becomes worse and worse, and you get fire damage and health recovery nerfs added in as well.

    Mist form is simply NOT USEFUL for a tank...period...especially if you are a DK. As a DK, you have chains slotted most of the time anyway, and you get major expedition from it ON EVERY SINGLE CAST....if the target can't be pulled, its a free cast...making mist useless when you are tanking. In PvP where you are running away of course it might be useful...but we are talking PvE tanking here from my understanding. Other sources of mobility included class abilities for various other classes...and of course the psijiic skill line for classes that don't have one like Templar.

    So...why in the world would you actively CHOOSE to be a vamp as a tank anymore? If you stay at stage 1 its worthless, and you still take extra damage from dawnbreakers. If you go to stage 3, the nerfs pile up and any benefit you get from undeath you lose to fire damage, health recovery, and ability cost nerfs
    Phaedryn wrote: »
    Refratado wrote: »
    No. But why not? I'm assuming that you're asking about Vampire Stage 4, right?
    So it will disable your health regeneration, give you weakness to fire for what? 30% damage reduction on 20% life? Run invisible?
    Yeah, I'm a vampire just for the RP but I stay on stage 1.
    And it will increase the cost of your other habilities for 12% which is HUGE!!
    So Vampires right now are just for RP. I can tell you that: if someone tells you that vampire is good for PvE, ask them for a build and you will see what they'll respond. Funny af these people.

    If you need passive health regen as a tank something is very very wrong.

    Undeath's damage reduction hasn't had a health requirement for a while now.

    The fire damage is easily manageable.

    Of my 3 tanks, my vamp is the easy mode one by far.

    And what is the actual BENEFIT to being a vamp tank? I tanked as a vampire for 5 years...of course its manageable and not that hard to do, but you dont actually gain anything, all the while having to "manage" the disadvantages....and yes, health recovery IS important for a tank...true, not very important, but health recovery alone is enough to let me cast blood altar for free without even feeling it or having to waste magicka healing myself, or have the healer waste magicka healing me.

    The fact is that just because you vamp tank happens to be easier for you to play than your others is more IN SPITE of vampirism, not BECAUSE of it. I get it, I resisted curing vamp for long after they implemented the changes...but I can tell you, that since the changes, my tank is BETTER since I cured vampirism...and that is the point here after all. I could choose to run say Death's Wind, Phoenix, and Velidreth as sets on my tank if I chose to...but that doesn't mean that there are any number of better choices available.
  • itscompton
    itscompton
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    A stage 1 vamp tank can probably do base game vet dungeons ok... with the exception of CoA.

    The skill cost increases alone make vamp unusable for any difficult tanking (DLCs, trials) The added fire damage will get you killed, and tanks cannot afford to replace a glyph with fire resistance. Being Dunmer will help, but the titan in CoA will still wreck you.

    No vamp skills are useful to a tank. The resistance bonus at higher stages does not offset the other losses.

    Enjoy learning tanking, but please understand that vamps cannot seriously tank anymore.

    Totally true, if you ignore the fact that Mist Form reduces damage from ground based AOE's that go right through block.

    I tank at stage 1 Vamp and by rotating between blocking and mist form I have infinite sustain without the need for Orbs or Spears.

  • josiahva
    josiahva
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    itscompton wrote: »
    A stage 1 vamp tank can probably do base game vet dungeons ok... with the exception of CoA.

    The skill cost increases alone make vamp unusable for any difficult tanking (DLCs, trials) The added fire damage will get you killed, and tanks cannot afford to replace a glyph with fire resistance. Being Dunmer will help, but the titan in CoA will still wreck you.

    No vamp skills are useful to a tank. The resistance bonus at higher stages does not offset the other losses.

    Enjoy learning tanking, but please understand that vamps cannot seriously tank anymore.

    Totally true, if you ignore the fact that Mist Form reduces damage from ground based AOE's that go right through block.

    I tank at stage 1 Vamp and by rotating between blocking and mist form I have infinite sustain without the need for Orbs or Spears.

    True enough...but a tank swapping between ice staff and sword and board also has infinite sustain without need for spears or orbs....or a tank that only blocks the heavies and meditates the rest of the time, there are a number of ways to get infinite sustain(or close enough that it makes little difference) without the downsides of being a vamp. I myself would still be a vamp if it actually offered a benefit I couldn't get in some other way.
  • Vevvev
    Vevvev
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    josiahva wrote: »
    itscompton wrote: »
    A stage 1 vamp tank can probably do base game vet dungeons ok... with the exception of CoA.

    The skill cost increases alone make vamp unusable for any difficult tanking (DLCs, trials) The added fire damage will get you killed, and tanks cannot afford to replace a glyph with fire resistance. Being Dunmer will help, but the titan in CoA will still wreck you.

    No vamp skills are useful to a tank. The resistance bonus at higher stages does not offset the other losses.

    Enjoy learning tanking, but please understand that vamps cannot seriously tank anymore.

    Totally true, if you ignore the fact that Mist Form reduces damage from ground based AOE's that go right through block.

    I tank at stage 1 Vamp and by rotating between blocking and mist form I have infinite sustain without the need for Orbs or Spears.

    True enough...but a tank swapping between ice staff and sword and board also has infinite sustain without need for spears or orbs....or a tank that only blocks the heavies and meditates the rest of the time, there are a number of ways to get infinite sustain(or close enough that it makes little difference) without the downsides of being a vamp. I myself would still be a vamp if it actually offered a benefit I couldn't get in some other way.

    ^ this

    Tanks really don't need mistform and Dragonknight tanks can actually block more damage than mistform mitigates. Also with the ice staff and sword and shield trick you never have issues with blocking, especially if you have block costt reduction glyphs, traits, and CP. Can actually make a small 15k stamina pool last forever with just 3 golded out reduction glyphs.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • itscompton
    itscompton
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    josiahva wrote: »
    itscompton wrote: »
    A stage 1 vamp tank can probably do base game vet dungeons ok... with the exception of CoA.

    The skill cost increases alone make vamp unusable for any difficult tanking (DLCs, trials) The added fire damage will get you killed, and tanks cannot afford to replace a glyph with fire resistance. Being Dunmer will help, but the titan in CoA will still wreck you.

    No vamp skills are useful to a tank. The resistance bonus at higher stages does not offset the other losses.

    Enjoy learning tanking, but please understand that vamps cannot seriously tank anymore.

    Totally true, if you ignore the fact that Mist Form reduces damage from ground based AOE's that go right through block.

    I tank at stage 1 Vamp and by rotating between blocking and mist form I have infinite sustain without the need for Orbs or Spears.

    True enough...but a tank swapping between ice staff and sword and board also has infinite sustain without need for spears or orbs....or a tank that only blocks the heavies and meditates the rest of the time, there are a number of ways to get infinite sustain(or close enough that it makes little difference) without the downsides of being a vamp. I myself would still be a vamp if it actually offered a benefit I couldn't get in some other way.

    Ground AOE's still affect you if you're blocking in Ice Staff. I can ignore any ground based AOE mechanics in Mist Form.
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