The Fighter's Guild passive "Skilled Tracker" makes all of the guild's skills affect Werewolves. That's already one counter to Werewolves.
As for vampires, there is an abundance of Dragon Knights with fire spells.
The Fighter's Guild passive "Skilled Tracker" makes all of the guild's skills affect Werewolves. That's already one counter to Werewolves.
As for vampires, there is an abundance of Dragon Knights with fire spells.
Hadan_of_Rift wrote: »Already seeing vampires and werewolves in PvP and the huge skill line advantages, especially the passive abilities compared to poison vulnerability werewolf and fire vulnerability vampire are too weak, especially werewolf since there are very few poison attacks.
I see this turning into vamp vs werewolf instead of ESO. It reminds me of the unlocking of Jedi in Star Wars Galaxies were almost everyone was playing one. Pretty disappointed on how this is turning out so early in the life of this game.
I'm a vampire simply because I love vampies. I became a creature of the night for roleplaying reason. As for the skills; they're alright, but they certainly don't warrant 50% increased fire damage taken.
Vampires are glass cannons; kill fast, die fast.
I'm a vampire simply because I love vampies. I became a creature of the night for roleplaying reason. As for the skills; they're alright, but they certainly don't warrant 50% increased fire damage taken.
Vampires are glass cannons; kill fast, die fast.
ArgonianAssassin wrote: »50% fire damage debuff is insane in pve, bosses like the lava queen who use fire damage will one shot you. I say nerf the debuff, getting 1 shot isnt fun, especially when the one shot in unavoidable (massive fire damage aoe spreads out in all directions, unavoidable to melee characters.) or fire beetles(leaves a trail of fire where ever they walk, unavoidable to melee characters) simple fireballs(will take away a good quarter of your health). Nerf the fire damage debuff for vampires, add some other debuff(reduced damage, healing, and regeneration in sunlight? receive less healing from holy spells? healing staff/templar abilities, receive more healing from blood altar?) But as it stands, that 50% fire damage debuff is ridiculous, at least in pve.
ArgonianAssassin wrote: »k cool, too bad I can't see when she's about to cast it, and that doesn't change the fact that being one shot is pretty damn ridiculous and unforgiving. Maybe in first person it's easier to tell when she's about to do it, but I don't do dungeons in first person, and it was also my first time in the dungeon.
Fantastic for -you-. I can dodge decently well, just not that one specific ability the lava queen does, especially when im in melee.ArgonianAssassin wrote: »k cool, too bad I can't see when she's about to cast it, and that doesn't change the fact that being one shot is pretty damn ridiculous and unforgiving. Maybe in first person it's easier to tell when she's about to do it, but I don't do dungeons in first person, and it was also my first time in the dungeon.
I play in 3rd person only. I have only done the dungeon once.
ArgonianAssassin wrote: »50% fire damage debuff is insane in pve, bosses like the lava queen who use fire damage will one shot you. I say nerf the debuff, getting 1 shot isnt fun, especially when the one shot in unavoidable (massive fire damage aoe spreads out in all directions, unavoidable to melee characters.) or fire beetles(leaves a trail of fire where ever they walk, unavoidable to melee characters) simple fireballs(will take away a good quarter of your health). Nerf the fire damage debuff for vampires, add some other debuff(reduced damage, healing, and regeneration in sunlight? receive less healing from holy spells? healing staff/templar abilities, receive more healing from blood altar?) But as it stands, that 50% fire damage debuff is ridiculous, at least in pve.
Stage 4 vampirism reduces the spell cost of all vampire abilities by 60%Everyone is all fire damage fire damage fire damage. I have fire damage and I've found vampires in 3v1 situations. Only to watch them spam mist form and get away. I don't know how they do it with the cost of the skill, but over and over and over they use it until they slip back into enemy lines.
It is the best "hard reset" in the game. If you are in a bad situation spam that crap and get away. Reset the fight and come back.
ArgonianAssassin wrote: »50% fire damage debuff is insane in pve, bosses like the lava queen who use fire damage will one shot you. I say nerf the debuff, getting 1 shot isnt fun, especially when the one shot in unavoidable (massive fire damage aoe spreads out in all directions, unavoidable to melee characters.) or fire beetles(leaves a trail of fire where ever they walk, unavoidable to melee characters) simple fireballs(will take away a good quarter of your health). Nerf the fire damage debuff for vampires, add some other debuff(reduced damage, healing, and regeneration in sunlight? receive less healing from holy spells? healing staff/templar abilities, receive more healing from blood altar?) But as it stands, that 50% fire damage debuff is ridiculous, at least in pve.
Kyubi_3002b16_ESO wrote: »We dont need a nerf this one says we need more active spells such as dominations, calm, telekinetic grab (im gunna miss this one for long) and vampire pet summons ; 3
Im not effraid of dragon knight... they will learn to fear my insane regenerative ability, as for the fighters guild they will be utherly anoying but not everyone runs theyr ability.. that shall be the mortals downfal! And soon... soon the sun shall set on thamriel and a new dark age shall rise... an age dominated by the daughters and sons of Lamae! Glory to the blood matron!
I WILL DARKEN THE SKY!!!!! (Lord Harkon 4rth era)
They are generally fine. The only skill that requires a minor tweak is Mist Form. Add 1-1,5s delay before consecutive recasts and the skill will be good.
I cannot say anything about PvE content for vampires, but in PvP they are almost brokenly OP. Cheap Mist form cost, especially with magicka regen build. + very few counters to their mobility (I can count 5-6 max across all of class/world/guild skill sets). If someone will tell me use FG skill set, I will just laugh at them, because:
1) Silver bolt - 5% chance to gimp a vamp... if RNG gods love you, good luck, stun/knockdown is easily breakable
2) Circle of protection - useless in PvP
3) Expert Hunter - again 20% to deal extra dmg? maybe it would be useful if you could target them in the mist form. still RNG gods need to love you
4) Trap beast - very situational in PvP, it might be okish when defending some narrow breach/space, otherwise useless
Ult) Dawnbreaker - perhaps the only skill that is useful and reliable, but then again, you need to sacrifice other ult options.
WW are fine in PvP, Vamps need this minor delay to recast of Mist form and they will also be fine for PvP.
For PvE I think they are also fine as they are, but require some skill when in environments that are by design hostile to them ( a lot of poison/fire).
All in all, I believe adding that one small change to the Mist will make them good for both PvE and PvP content. Just L2P around in built weaknesses, you still gain a lot from the templates.