CaffeinatedMayhem 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.
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
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
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.
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 Vamps got crapped on since (heavily), that build video is outdated and no longer relevant in any way, shape, or form--checked Xy's site, he's archived it as the same.
who has a guide?
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.
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.
CaffeinatedMayhem 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.
itscompton wrote: »CaffeinatedMayhem 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.
itscompton wrote: »CaffeinatedMayhem 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.
itscompton wrote: »CaffeinatedMayhem 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.