Hello everyone and welcome to the second of many of my concepts. Myself and many others feel that Vampirism is ONLY used for the passives. I aim to improve the skill line as a whole, while still keeping the beneficial skills such as
Undeath or
Mist Form while reworking others into new skills like
Scion or
Shadow Strike.
In the Elder Scrolls lore, Vampires have been shown to range from solo predators to masters of manipulation that form covens to enhance their power. My concept for the Skill Line aims to adhere to that. Vampires will be able to aid other vampires, or become powerful without outside help.
"
I offer you my blood. Take it, and you will walk as a lion among sheep. Men will tremble at your approach, and you will never fear death again." -
Lord Harkon of the Volkihar Clan
Today, I will show my concept for an improved Vampire skill line.
UltimateBat Swarm 300 - 150 Ultimate. Each Vampire Stage reduces the cost by 75 Ulitmate. Only useable while you are at least Stage 2.
- Call Bats to surround you, siphoning the life from enemies within 10m of you and healing you for 30-40% of the damage caused for 5-7 seconds every 1 second. Each stage of Vampirism increases the duration by 1 second, up to a maximum of 7 seconds, and the healing done by 5%, up to a maximum of 40%.
- Morph #1: Blood Transfusion:
- Increases the radius to 15m. Allied Vampires in the swarm are also healed.
- Morph #2: Draining Swarm:
- Increases the damage done, but instead of draining health, you drain 3-5% of their highest maximum resource per second.
- Draining Swarm will not 'drain' resources from enemies, instead it restores resources based on whichever resource the target has a greater pool of. For example, a target with 30k Magicka, 20k Health, and 10k stamina would cause a Draining Swarm to restore Magicka. If the targets highest resource is Health, health will be restored.
Active SkillsVampiric Drain
- Drain your target of health, damaging them and restoring 33% of your maximum health over 12-9 seconds. Each stage of Vampirism reduces the time it takes to complete the heal by 1 second.
- Morph #1: Invigorating Drain:
- Gain Minor Heroism and Minor Expedition for the duration of the heal.
- Morph #2: Spirit Drain:
- Reduces the cost and grants you Minor Vitality for the duration of the heal.
- Vampiric Drain is intended to perform a function similar to Force Shock and other Instant Cast/Direct Damage skills.
Mist Form
- Become an cloud of mist, becoming permanently invisible, reducing all incoming damage by 75%, and granting Major Expedition for 3 seconds. Casting this skill within 3 seconds of it being active increases the cost of this skill by 50%. Casting any other skill will end this effect.
- Morph #1: Unending Mist:
- Increases the duration to 6 seconds.
- Morph #2: Witching Mist:
- Enemies within 5m of you are chilled and affected by Minor Magickasteal for 10 seconds.
Blood Brand
- Brand a target with a curse of Blood. The curse activates and explodes for Magic Damage and heals allied Vampires within 15m when the target is damaged by a Vampire ability.
- Morph #1: Shadow Trap:
- Instead of placing the curse on a target, set a trap at your feet. When an enemy steps on the trap, they are afflicted with a Soulburn, dealing Magic Damage for 8 seconds. This damage bypasses resistances, but will not bypass shields.
- Morph #2: Blood Run:
- Enemies damaged by the blood explosion have a 50% chance to be afflicted by a new curse.
Shadow Strike
- Teleport and strike a target with a spinning attack, lashing them with shadow, dealing Magic Damage.
- Morph #1: Dark Embrace
- Converts to a stamina ability and deals Disease Damage. The target is snared by 30% for 4 seconds after being struck.
- Morph #2: Worst Fear
- The target is afflicted with Minor Cowardice, increasing their Ultimate Cost by 60% for 10 seconds.
- This ability was heavily inspired by the Dragonstar Arena Stage 9 final round.
Blood Pool
- Siphon your own blood to curse a target location, dealing Magic Damage to all enemies inside for 10 seconds.
- Morph #1: Rippling Pool
- Increases the damage done and Vampire Allies standing in the pool are healed for 25% of the damage that would be dealt.
- Morph #2: Infectious Pool
- Enemies standing in the pool are afflicted with Major Defile and take 5% increased Poison Damage and 5% increased Disease Damage.
Passive Skills- Scion (2 Ranks): Vampire Abilities cost 7/15% less Health, Magicka, and Stamina. If you are Stage 2 or higher, increases Stamina and Magicka recovery by 5/10%
- Twilight Vision (1 Rank): While you are undetectable or invisible in combat, you can detect all enemies within 30m.
- Blood Ritual (1 Rank): Embrace another player with Noxophilia Sangivoria once every 7 days. You must be Blood Starved to embrace other players.
- Undeath (2 Ranks): You take 5/10% less damage per Vampire Stage while you are under 33% health.
- Sun Warder (1 Rank): Reduces the severity of the Health Recovery and Fire Damage detriments.
- Dark Stalker (1 Rank): Removes the Movement Speed Penalty while sneaking. Sneaking at night costs no stamina. If you are Blood Starved, you crouch instantly and have 1 second of Invisibility.
Fire Damage
Vampires have always taken increased damage from Fire. In order to balance these new Active and Passive skills. Many players feel that the fire damage debuff from Vampirism is negligible, and the Silvered weapon bonus from Fighter's Guild Skills are more deadly. An increased weakness to Fire provides a greater risk/reward gameplay that Zenimax has strived for with Vampirism since the beginning. At Stage 4 (Blood Starved), the fire damage detriment is doubled (Currently on Live, it is 25% at Stage 4).
- Stage 1: 25% Weakness, 0% with Sun Warder.
- Stage 2: 50% Weakness, 15% with Sun Warder.
- Stage 3: 75% Weakness, 30% with Sun Warder.
- Blood Starved: 100% Weakness, 50% with Sun Warder.
Do your writs.