Invigorating Drain - I don't have exact numbers for you, but it builds Ultimate very fast. The longer you drain a mob, the more ultimate you build. It can be cancelled by hitting block, but you won't gain the full amount you would have had you let the full animation run it's course. It's useful in PvP because it's a form of hard CC that can't be rolled out of or blocked.
Devouring Swarm - Like any other AOE, it currently hits 6 mobs/players.
Was infected, got rid of it. Too much fire damage for vet dungeons, trials, and DSA for my liking. I didn't want to take up my jewelry slots for fire resist. Devouring swarm was the only skill I was using and my NB has veil of blades which is arguably a better ult. Also can be picked out of a crowd in Pvp with evil hunter. All in all not enough of a gain for what I was losing. My NB was squishy enough and now enjoys not having to mitigate fire damage as much.
Edit: Reminds me I need to update my sig.
MornaBaine wrote: »Was infected, got rid of it. Too much fire damage for vet dungeons, trials, and DSA for my liking. I didn't want to take up my jewelry slots for fire resist. Devouring swarm was the only skill I was using and my NB has veil of blades which is arguably a better ult. Also can be picked out of a crowd in Pvp with evil hunter. All in all not enough of a gain for what I was losing. My NB was squishy enough and now enjoys not having to mitigate fire damage as much.
Edit: Reminds me I need to update my sig.
About fire resist jewelry... I have like 3,000 points of fire resist but my understanding is that fire will do 50% more damage to me regardless. So exactly how much help IS fire resist jewelry and at what point are you just wasting points in it?
Please help me figure out exactly how vampires work now.
I only heard rumors as I never met one myself. But said rumors say, that you can only become a Vampire if you are bitten by one, yet not killed in the process.
You will then wake up naked, not having any heart beat left, but a huge demand for blood. To now feed, you will need to find yourself a target, especially young ones are suited best so I heard. Their blood is fresh and tasty, don't go for old grunts - their blood is thick and tastes like old eggs.
To milk your victim, hammer your teeth into their necks, arms work as well so I heard. You can also get fresh blood in hospitals, however you never know through whom it flowed before.
The life as a Vampire in general, isn't so bad. You need to hide yourself from the Sunlight, holy crosses, sacred water and garlic are voodoo though. As a Vampire you usually sleep at day and come out at night. Only very few can fly, many however travel on ships, so I heard. Vampires can not breed life, so having a baby doesn't work.



I think you are wrong about cost reduction. It is not 20% from each stage and if I recall correctly, it is something like 21% TOTAL when you are at stage four. So like 7% from each stage? I am just saying what I remember.
MornaBaine wrote: »I think you are wrong about cost reduction. It is not 20% from each stage and if I recall correctly, it is something like 21% TOTAL when you are at stage four. So like 7% from each stage? I am just saying what I remember.
Well darn! I really want to know which it is! Why is there no official ZOS info on this? We really shouldn't have to guess.
MornaBaine wrote: »I think you are wrong about cost reduction. It is not 20% from each stage and if I recall correctly, it is something like 21% TOTAL when you are at stage four. So like 7% from each stage? I am just saying what I remember.
Well darn! I really want to know which it is! Why is there no official ZOS info on this? We really shouldn't have to guess.
Cost reduction was something like 60% at last stage but they nerfed it into oblivion because sorcs abused bat swarm. They could just have fixed sorcs but they rather broke vampires for some odd reason.
Yea back then you could get your swarm down to 4 ult if I recall correctly.MornaBaine wrote: »MornaBaine wrote: »I think you are wrong about cost reduction. It is not 20% from each stage and if I recall correctly, it is something like 21% TOTAL when you are at stage four. So like 7% from each stage? I am just saying what I remember.
Well darn! I really want to know which it is! Why is there no official ZOS info on this? We really shouldn't have to guess.
Cost reduction was something like 60% at last stage but they nerfed it into oblivion because sorcs abused bat swarm. They could just have fixed sorcs but they rather broke vampires for some odd reason.
Hmmm... there must have been patch notes on this at some point I'm thinking. I'd give a shiny new penny to the person who can find them!
Yea back then you could get your swarm down to 4 ult if I recall correctly.MornaBaine wrote: »MornaBaine wrote: »I think you are wrong about cost reduction. It is not 20% from each stage and if I recall correctly, it is something like 21% TOTAL when you are at stage four. So like 7% from each stage? I am just saying what I remember.
Well darn! I really want to know which it is! Why is there no official ZOS info on this? We really shouldn't have to guess.
Cost reduction was something like 60% at last stage but they nerfed it into oblivion because sorcs abused bat swarm. They could just have fixed sorcs but they rather broke vampires for some odd reason.
Hmmm... there must have been patch notes on this at some point I'm thinking. I'd give a shiny new penny to the person who can find them!
That was fixed in 1.07
It caps now at 21% but seriously it is still very powerful because cost reduction stacks with sets, and class skills.
As for your question about PvP, yes vampires do very well. With blocking and resist gear the bonus fire damage doesn't really bother vampire's too much, and there honestly isn't enough player fire damage to have to worry about it unlike PvE.
Swarm continues to be one of the best ultimate's in the game hands down, easily countering any fire problems the vampire may have. With the right gear and phase 4 vamp you can easily end a swarm and just about be ready for another one when it's done. Vampires are no longer the I-win button that they used to be with stacking swarms that cost less than 30 ultimate, but they are in no way in a bad place in PvP.
Mist form got a well needed though a little heavy handed nerf. But you still see it on the classes that dont have great escape options. It's still fast, you are still invulnerable, and it still costs very little mana. In other words only NB and Sorcs dont need it, but only because they have class options that are as good or better in some specific way. For example Bolt escape is faster, but the sorc is not invulnerable, Many a bolt escaping sorc can tell of the time they were charged, or pulled or smacked with a spell when they were trying to get away and killed. So some run both but bar space is limited.
Lastly for PvP, vampire slayers do not have to slot anti vampire skills anymore to kill them either, It was problematic when it worked like this because either you had to be a vampire slayer build or you couldn't kill them at all. Meaning there were basically 2 builds in PvP, Vampires, and Vampires with slaying abilities. It was bad. So in general no one complains anymore because Vampires are on the same level as a non vamp, just different.
So there is a good reason to be a Vampire. It's just not the no brain choice it was before.
vamps incoming fire dmg is multiplied by 1.5 and then the usual calculation of resistence follows.
normal player: dmg*(1-fire resistence)=inc dmg
vamp player: dmg*1,5*(1-fire resi)=inc dmg
ie 30% fire resi and 1000 dmg
normal: 1000*(1-0,3)=700
vamp: 1000*1,5*(1-0,3)=1050
so fire resi is very usefull for vamps but no matter how much fire resi u stack a non-vamp player will get less dmg with same resi value
MornaBaine wrote: »I think you are wrong about cost reduction. It is not 20% from each stage and if I recall correctly, it is something like 21% TOTAL when you are at stage four. So like 7% from each stage? I am just saying what I remember.
Well darn! I really want to know which it is! Why is there no official ZOS info on this? We really shouldn't have to guess.
MornaBaine wrote: »Active Spells:
Clouding Swarm – Also grants you additional invisibility. (How much additional invisibility?)
Passive Abilities:
5. Unnatural Resistance – Health recovery is improved in Vampirism stages 2 through 4. (This seems to be in direct contradiction with the information on Stage Timers above which state that health recovery goes DOWN the higher your Stage, not up. So which is it?)
6. Dark Stalker – Increases your movement speed while sneaking and allows you to enter stealth more quickly at night. (How much more quickly? What is the percentage?)
Additional questions:
Lastly, I do not intend to drop vampirism as it is a large part of who my character is. However, for those of you who HAVE dropped vampirism, can you please explain in detail your reasons for that decision? Thank you.
MornaBaine wrote: »Active Spells:
Drain Essence - Stuns target for 3 seconds and deals magic damage to it, while recovering 150% of the damage dealt as health and stamina to you every 1 second.
Invigorating Drain – Also recover Ultimate. (How much, how fast?)
Midnight Drain – Recovery is more effective at night. (Exactly what is the percentage difference?)
Mist Form- You take 75% reduced damage from all sources and are invulnerable to healing and crowd control effects for 3 seconds.
Elusive Mist – Increases your movement speed in mist form. (I know the speed was nerfed on this considerably and that Bolt Escape is FAR faster now. I'd like to know HOW FAST you can actually move in Mist Form now)
Poison Mist – Damages nearby enemies. (How much?)
Bat Swarm- Summons a swarm of bats dealing damage to all enemies around you.
Clouding Swarm – Also grants you additional invisibility. (How much additional invisibility?)
Devouring Swarm – Gain life for every enemy hit. (How much additional life? How many enemies can be hit at once?)
Passive Abilities:
1. Savage Feeding – After feeding your target is off-balance and stunned for 2 seconds.
2. Supernatural Recovery – Increases magicka and stamina recovery by 5%.
3. Blood Ritual – Allows you to turn another player into a Vampire once every 7 days, giving them the Vampire skill line.
4. Undeath – Increases damage mitigation by up to 50% when you are below 30% health.
5. Unnatural Resistance – Health recovery is improved in Vampirism stages 2 through 4. (This seems to be in direct contradiction with the information on Stage Timers above which state that health recovery goes DOWN the higher your Stage, not up. So which is it?)
6. Dark Stalker – Increases your movement speed while sneaking and allows you to enter stealth more quickly at night. (How much more quickly? What is the percentage?)
Additional questions:
How effective/useable is Drain Essence in PvP?
Is it worth keeping ANY of your vampire abilities on your bars in PvP or are other abilities better? For me specifically, my vampire is a Sorc and a Breton primarily in light armor.
Is Bolt Escape better to have than Elusive Mist in PvP?
Lastly, I do not intend to drop vampirism as it is a large part of who my character is. However, for those of you who HAVE dropped vampirism, can you please explain in detail your reasons for that decision? Thank you.
MornaBaine wrote: »About fire resist jewelry... I have like 3,000 points of fire resist but my understanding is that fire will do 50% more damage to me regardless. So exactly how much help IS fire resist jewelry and at what point are you just wasting points in it?