They are no longer must have for literally every role like they used to be.
Its a play style that you can use if you want but is no longer stupid OP
That is how it should be
WrathOfInnos wrote: »Vampire is extremely powerful in PVE. It results in a DPS increase of about 20% over any non-vamp build. Most of the skills and passives are useless though, only Simmering Frenzy and Blood for Blood see any use.
WrathOfInnos wrote: »Vampire is extremely powerful in PVE. It results in a DPS increase of about 20% over any non-vamp build. Most of the skills and passives are useless though, only Simmering Frenzy and Blood for Blood see any use.
WrathOfInnos wrote: »Vampire is extremely powerful in PVE. It results in a DPS increase of about 20% over any non-vamp build. Most of the skills and passives are useless though, only Simmering Frenzy and Blood for Blood see any use.
Lmfaoo and where are you getting these numbers from? If blood frenzy is getting you a 20% dps increase you weren't doing that much to begin with. I do more dps on my macro with another dot instead lol.
WrathOfInnos wrote: »Vampire is extremely powerful in PVE. It results in a DPS increase of about 20% over any non-vamp build. Most of the skills and passives are useless though, only Simmering Frenzy and Blood for Blood see any use.
VampireLordLover99 wrote: »They are no longer must have for literally every role like they used to be.
Its a play style that you can use if you want but is no longer stupid OP
That is how it should be
What's the play style?
Killing yourself for minimal amounts of damage? Being melee without a gap closer? Being entirely magicka damage based despite having skills that drain HP, one of your lowest sources as a magicka light armor character?
It absolutely does not have a unique play style if it's just 'lulz stack dmg win'
Although in this case it's 'lulz try to stack dmg then still lose' because of how weak and underdeveloped the line is.
Grianasteri wrote: »
You shouldnt have to be vamp or WW to do anything in the game.
VampireLordLover99 wrote: »They are no longer must have for literally every role like they used to be.
Its a play style that you can use if you want but is no longer stupid OP
That is how it should be
What's the play style?
Killing yourself for minimal amounts of damage? Being melee without a gap closer? Being entirely magicka damage based despite having skills that drain HP, one of your lowest sources as a magicka light armor character?
It absolutely does not have a unique play style if it's just 'lulz stack dmg win'
Although in this case it's 'lulz try to stack dmg then still lose' because of how weak and underdeveloped the line is.
Before they changed it you needed to be vamp for tank for the regen, for stam and mag DPS for the regen, for healer for the regen. I was literally told that as a STAM dps, I HAD to be a vamp to min max for damage to run in a trial group.
Also there were vamps literally everywhere. 90% of the playerbase ran vamps on their characters for both PVE and PVP they were so OP
You shouldnt have to be vamp or WW to do anything in the game.
.
WrathOfInnos wrote: »@VampireLordLover99 @Nova_J @Sephyr @Vevvev
You can check ESOlogs.com, and see Simmering Frenzy, Pale Order and often BFB on all the top DPS in trials.
I’m not particularly good at the vamp build, still getting used to toggle, but here are a couple of my own examples.
That’s more Spell Damage than I ever had with Thrassian Stranglers when it was good.
Edit: I’ll include numbers here for comparison. My non-vamp Sorc is getting around 81k single on Yolna, so 97k/81k = 20% DPS increase. My non-vamp Warden is hitting around 101k on an Iron Atro so 127k/101k = 26% DPS increase.
VampireLordLover99 wrote: »VampireLordLover99 wrote: »They are no longer must have for literally every role like they used to be.
Its a play style that you can use if you want but is no longer stupid OP
That is how it should be
What's the play style?
Killing yourself for minimal amounts of damage? Being melee without a gap closer? Being entirely magicka damage based despite having skills that drain HP, one of your lowest sources as a magicka light armor character?
It absolutely does not have a unique play style if it's just 'lulz stack dmg win'
Although in this case it's 'lulz try to stack dmg then still lose' because of how weak and underdeveloped the line is.
Before they changed it you needed to be vamp for tank for the regen, for stam and mag DPS for the regen, for healer for the regen. I was literally told that as a STAM dps, I HAD to be a vamp to min max for damage to run in a trial group.
Also there were vamps literally everywhere. 90% of the playerbase ran vamps on their characters for both PVE and PVP they were so OP
You shouldnt have to be vamp or WW to do anything in the game.
.
That has literally nothing to do with what I've said. I'm not talking about how it was before. I'm talking about how it is now.
And how it is now isn't much better than it was before. Except now basically nobody is a vampire because it's that bad of a skill line to play. Not only isn't it fun, but it's very weak.
VampireLordLover99 wrote: »WrathOfInnos wrote: »@VampireLordLover99 @Nova_J @Sephyr @Vevvev
You can check ESOlogs.com, and see Simmering Frenzy, Pale Order and often BFB on all the top DPS in trials.
I’m not particularly good at the vamp build, still getting used to toggle, but here are a couple of my own examples.
That’s more Spell Damage than I ever had with Thrassian Stranglers when it was good.
Edit: I’ll include numbers here for comparison. My non-vamp Sorc is getting around 81k single on Yolna, so 97k/81k = 20% DPS increase. My non-vamp Warden is hitting around 101k on an Iron Atro so 127k/101k = 26% DPS increase.
I couldn't imagine using Simmering frenzy with BFB in a trial environment. And have never seen anyone use such in that environment. That absolutely is not sustainable. Simmering frenzy alone in a trial environment without the heal from sated to pick you back up is also not that sustainable. My best estimate is that these are from dummy tests. In which case of course you'll get high DPS. But they aren't an accurate account as to how you'll do in an actual trial where you are cut off from group heals and sometimes buffs. As well as AoEs, one shot mechanics, etc.
Anyone can stand in front of a dummy and safely get up to those numbers with this set up. But in practice in an actual heat of the moment trial? I'm very doubtful.
Also you have perfected trial gear. Which quite frankly is not something available to most trial people and is carrying a lot of that high DPS number.
VampireLordLover99 wrote: »VampireLordLover99 wrote: »They are no longer must have for literally every role like they used to be.
Its a play style that you can use if you want but is no longer stupid OP
That is how it should be
What's the play style?
Killing yourself for minimal amounts of damage? Being melee without a gap closer? Being entirely magicka damage based despite having skills that drain HP, one of your lowest sources as a magicka light armor character?
It absolutely does not have a unique play style if it's just 'lulz stack dmg win'
Although in this case it's 'lulz try to stack dmg then still lose' because of how weak and underdeveloped the line is.
Before they changed it you needed to be vamp for tank for the regen, for stam and mag DPS for the regen, for healer for the regen. I was literally told that as a STAM dps, I HAD to be a vamp to min max for damage to run in a trial group.
Also there were vamps literally everywhere. 90% of the playerbase ran vamps on their characters for both PVE and PVP they were so OP
You shouldnt have to be vamp or WW to do anything in the game.
.
That has literally nothing to do with what I've said. I'm not talking about how it was before. I'm talking about how it is now.
And how it is now isn't much better than it was before. Except now basically nobody is a vampire because it's that bad of a skill line to play. Not only isn't it fun, but it's very weak.
I am against anything that would make Vamp (or WW for that matter) a must have for everything in the game like it was before.
Making it stronger again would make it a must have and/or OP again which is what everyone that starts these threads wants.
You can use it if you want that kind of play style/flavor but it doesnt make you OP. I still see people that have characters that are vamps and do all the content in the game. Its fine.
WrathOfInnos wrote: »VampireLordLover99 wrote: »WrathOfInnos wrote: »@VampireLordLover99 @Nova_J @Sephyr @Vevvev
You can check ESOlogs.com, and see Simmering Frenzy, Pale Order and often BFB on all the top DPS in trials.
I’m not particularly good at the vamp build, still getting used to toggle, but here are a couple of my own examples.
That’s more Spell Damage than I ever had with Thrassian Stranglers when it was good.
Edit: I’ll include numbers here for comparison. My non-vamp Sorc is getting around 81k single on Yolna, so 97k/81k = 20% DPS increase. My non-vamp Warden is hitting around 101k on an Iron Atro so 127k/101k = 26% DPS increase.
I couldn't imagine using Simmering frenzy with BFB in a trial environment. And have never seen anyone use such in that environment. That absolutely is not sustainable. Simmering frenzy alone in a trial environment without the heal from sated to pick you back up is also not that sustainable. My best estimate is that these are from dummy tests. In which case of course you'll get high DPS. But they aren't an accurate account as to how you'll do in an actual trial where you are cut off from group heals and sometimes buffs. As well as AoEs, one shot mechanics, etc.
Anyone can stand in front of a dummy and safely get up to those numbers with this set up. But in practice in an actual heat of the moment trial? I'm very doubtful.
Also you have perfected trial gear. Which quite frankly is not something available to most trial people and is carrying a lot of that high DPS number.
That first one is from veteran Yolnahkriin hard mode, a trial boss where everyone receives massive amounts of incoming damage from Focus Fire. Pale Order outheals this mechanic + Simmering + Blood for Blood. It’s dangerous, one wrong move and you’re dead, healers cannot help. Certainly not for everyone, but it’s by far the most powerful build in trials.
No one asking to vampire be OP or must have again, nobody wants it.VampireLordLover99 wrote: »They are no longer must have for literally every role like they used to be.
Its a play style that you can use if you want but is no longer stupid OP
That is how it should be
What's the play style?
Killing yourself for minimal amounts of damage? Being melee without a gap closer? Being entirely magicka damage based despite having skills that drain HP, one of your lowest sources as a magicka light armor character?
It absolutely does not have a unique play style if it's just 'lulz stack dmg win'
Although in this case it's 'lulz try to stack dmg then still lose' because of how weak and underdeveloped the line is.
Before they changed it you needed to be vamp for tank for the regen, for stam and mag DPS for the regen, for healer for the regen. I was literally told that as a STAM dps, I HAD to be a vamp to min max for damage to run in a trial group.
Also there were vamps literally everywhere. 90% of the playerbase ran vamps on their characters for both PVE and PVP they were so OP
You shouldnt have to be vamp or WW to do anything in the game.
VampireLordLover99 wrote: »WrathOfInnos wrote: »VampireLordLover99 wrote: »WrathOfInnos wrote: »@VampireLordLover99 @Nova_J @Sephyr @Vevvev
You can check ESOlogs.com, and see Simmering Frenzy, Pale Order and often BFB on all the top DPS in trials.
I’m not particularly good at the vamp build, still getting used to toggle, but here are a couple of my own examples.
That’s more Spell Damage than I ever had with Thrassian Stranglers when it was good.
Edit: I’ll include numbers here for comparison. My non-vamp Sorc is getting around 81k single on Yolna, so 97k/81k = 20% DPS increase. My non-vamp Warden is hitting around 101k on an Iron Atro so 127k/101k = 26% DPS increase.
I couldn't imagine using Simmering frenzy with BFB in a trial environment. And have never seen anyone use such in that environment. That absolutely is not sustainable. Simmering frenzy alone in a trial environment without the heal from sated to pick you back up is also not that sustainable. My best estimate is that these are from dummy tests. In which case of course you'll get high DPS. But they aren't an accurate account as to how you'll do in an actual trial where you are cut off from group heals and sometimes buffs. As well as AoEs, one shot mechanics, etc.
Anyone can stand in front of a dummy and safely get up to those numbers with this set up. But in practice in an actual heat of the moment trial? I'm very doubtful.
Also you have perfected trial gear. Which quite frankly is not something available to most trial people and is carrying a lot of that high DPS number.
That first one is from veteran Yolnahkriin hard mode, a trial boss where everyone receives massive amounts of incoming damage from Focus Fire. Pale Order outheals this mechanic + Simmering + Blood for Blood. It’s dangerous, one wrong move and you’re dead, healers cannot help. Certainly not for everyone, but it’s by far the most powerful build in trials.
Yup, I edited my original response due to this. Literally wooshed right by me, apologies on that.
But, unfortunately, my other points of a 20% increase of dps from 2 abilities being held loosely together by an item doesn't prove that the skill line in a normal sense isn't quite bad and not fun to play for people who aren't trying to push top-tier raids and want to make use of the class. I also dont consider tossing chunks of stats around to be a unique play style.
And also like you said, this set up is very dangerous and one might argue it would be better just to play like a normal trial person instead of taking the chance with this set up. Unless you're pushing for top-tier leaderboards, I do not know if this set up would even be worth taking considering the risk.
This is essentially the equivalent of celebrities pretending to have had an issue with the 'lockdown' last year, if you want an IRL analogy. The majority of the player population does not have the coordination your raid group has nor that level of very, very, very hard to get gear and just want a viable, optional play style.
Your group is very skilled and reliable and you all are literally in the top 1% of this game. You have perfect gear and more than likely enough synergy to take the flat increase of damage from the two abilities here and make way more use of it than an average player.
I hope you can understand how it's a bit unrealistic to say that the skill line itself is good if you, an already perfect player essentially, can use just the two most stat-chonky spells from the list. At that point it's just snagging the most basic of things that increase damage output, it isnt about playing as a vampire or anything like that. It's about doing what you can to boost your damage in your already very skilled environment.
Like, Im happy you can make use of two skills from it, but I wouldn't go around saying that means the line is good. Because it isn't. You're just able to make use of eviscerate and blood frenzy because all that matters when you're that high up there on the gear and raid group charts is 'how can i deal more damage'
WrathOfInnos wrote: »VampireLordLover99 wrote: »WrathOfInnos wrote: »VampireLordLover99 wrote: »WrathOfInnos wrote: »@VampireLordLover99 @Nova_J @Sephyr @Vevvev
You can check ESOlogs.com, and see Simmering Frenzy, Pale Order and often BFB on all the top DPS in trials.
I’m not particularly good at the vamp build, still getting used to toggle, but here are a couple of my own examples.
That’s more Spell Damage than I ever had with Thrassian Stranglers when it was good.
Edit: I’ll include numbers here for comparison. My non-vamp Sorc is getting around 81k single on Yolna, so 97k/81k = 20% DPS increase. My non-vamp Warden is hitting around 101k on an Iron Atro so 127k/101k = 26% DPS increase.
I couldn't imagine using Simmering frenzy with BFB in a trial environment. And have never seen anyone use such in that environment. That absolutely is not sustainable. Simmering frenzy alone in a trial environment without the heal from sated to pick you back up is also not that sustainable. My best estimate is that these are from dummy tests. In which case of course you'll get high DPS. But they aren't an accurate account as to how you'll do in an actual trial where you are cut off from group heals and sometimes buffs. As well as AoEs, one shot mechanics, etc.
Anyone can stand in front of a dummy and safely get up to those numbers with this set up. But in practice in an actual heat of the moment trial? I'm very doubtful.
Also you have perfected trial gear. Which quite frankly is not something available to most trial people and is carrying a lot of that high DPS number.
That first one is from veteran Yolnahkriin hard mode, a trial boss where everyone receives massive amounts of incoming damage from Focus Fire. Pale Order outheals this mechanic + Simmering + Blood for Blood. It’s dangerous, one wrong move and you’re dead, healers cannot help. Certainly not for everyone, but it’s by far the most powerful build in trials.
Yup, I edited my original response due to this. Literally wooshed right by me, apologies on that.
But, unfortunately, my other points of a 20% increase of dps from 2 abilities being held loosely together by an item doesn't prove that the skill line in a normal sense isn't quite bad and not fun to play for people who aren't trying to push top-tier raids and want to make use of the class. I also dont consider tossing chunks of stats around to be a unique play style.
And also like you said, this set up is very dangerous and one might argue it would be better just to play like a normal trial person instead of taking the chance with this set up. Unless you're pushing for top-tier leaderboards, I do not know if this set up would even be worth taking considering the risk.
This is essentially the equivalent of celebrities pretending to have had an issue with the 'lockdown' last year, if you want an IRL analogy. The majority of the player population does not have the coordination your raid group has nor that level of very, very, very hard to get gear and just want a viable, optional play style.
Your group is very skilled and reliable and you all are literally in the top 1% of this game. You have perfect gear and more than likely enough synergy to take the flat increase of damage from the two abilities here and make way more use of it than an average player.
I hope you can understand how it's a bit unrealistic to say that the skill line itself is good if you, an already perfect player essentially, can use just the two most stat-chonky spells from the list. At that point it's just snagging the most basic of things that increase damage output, it isnt about playing as a vampire or anything like that. It's about doing what you can to boost your damage in your already very skilled environment.
Like, Im happy you can make use of two skills from it, but I wouldn't go around saying that means the line is good. Because it isn't. You're just able to make use of eviscerate and blood frenzy because all that matters when you're that high up there on the gear and raid group charts is 'how can i deal more damage'
Yeah ok, I’ll agree that the vampire skill line isn’t very satisfying. It just happens to be the new “flavor of the month” for overpowered damage this patch, following Thrassians in Greymoor and prebuffing in Stonethorn. I can’t call it weak for this reason, but it’s not particularly fun or versatile. I’d like to see more variation in the end game builds that deal competitive damage, it seems so focused on gimmicks this past year. Still, I’ll play it while it’s the best, or fall far behind those that do.
i think it's not exactly trash, it's just not very useful. i have 2 vamp chars, one mag and one stam, just for variety and just to have a couple of vampires, as i like the idea of playing as a vamp. i don't have any issues with them, it's just that i'm pretty sure that non-vamp equivalents would be all-around better. also, i don't use any of the abilities, even though they really expanded on them. shame that there isn't a way to work those abilities into general play, but they just don't work as well as the other myriad of ability choices.