KhajiitFelix wrote: »Vampire cloak
Silver_Strider wrote: »Summon Death Hound - Pet skill with basic attacks dealing Frost Damage. Pet Action would be to charge at an enemy, dealing X damage and leaving a trail of lingering Frost Damage, dealing Y damage over Z seconds.
Morph 1: Bloodthirsty Death Hound - Heals the pet for some of the damage it does to enemies as well as applies Minor Lifesteal to targets being attacked by the pet
Morph 2: Savage Death Hound - Deals more damage and applies Minor Breech to enemies it attacks.
Blood Frenzy - Frontal Cone AoE that deals X Magic Damage and grants Major Sorcery.
Draining Frenzy - Heals for some of the damage it does
Infected Frenzy - Adds a DoT
I don't need a 5th skill. I've already given them everything they need to be worth a damn outside of Mist running cowards that just run to their alliance after getting to 20% and hiding behind a zerg, that I mow down with a Dawnbreaker and end up killing you regardless. YOU KNOW WHO YOU ARE!!!!!!!!!!
GrumpyDuckling wrote: »I haven't worked out the morphs yet, but I think these three skills would be fun to add:
Illusion Copy - Assume the form of the nearest enemy, appearing as an ally for [x] seconds. In PVP, your alliance icon changes to that of the nearest enemy for [x] seconds.
Shadow Hunter - Take to the shadows, becoming more difficult to detect and reducing your detection radius by [x] meters while slotted. Activating the skill increases the power of your next vampire skill by [x]%.
Prey - Targets an enemy's weak points, and enhances tracking capability. The enemy is inflicted with Major Breach for [x] seconds, reducing their spell resistance by 5280. The enemy leaves red footprints on the ground wherever they travel, making them easier to track, until the skill expires.
why you should get more skills on now OP vampire?
yes, werewolf has more skills than vamp, but only because its only skills they can use in ww form. As vamp, you can use any skill.
just slot your mist form and go god mode. its OP enought for whole vamp skill line
validifyedneb18_ESO wrote: »KhajiitFelix wrote: »Vampire cloak
Activate this ability to get a cloak and look cool for 20 seconds.
Thevampirenight wrote: »Well I do think they need three more abilties but here is how I want to see them do it. I want to see them do it more in a lore friendly manner. This is lamaes strain of vampirism. One lore book says something about a back door deal with Hircine, but what they could do is expand that to be a personal deal between Lamae and Hircine. Also I feel they need to give them more of a feel of a vampire strain created or changed by Lamae in Order to fight the forces of Molag Bal. Also having more useful abilties then just two since this is after all the first vampire. While also having a passive to blend in to society like a wolf in sheeps clothing and a passive that rewards you for thwarting Molag Bal and his schemes.
I am covering the stage locking of current abilties and new abilties I think should be added here. Some of the abilties I do think should be stage locked and here is why. Vampirism isn't just some magical powerful beneficial thing. But also a curse, and vampires need to feed. Mist Form and Bat Travel. Should be only usable in stages one to three. Because by the time of stage four they are so thirsty it would be hard for them to focus on anything but their thirst. A Vampires should need to have enough mind power or will power to be able to use these abilties. Also this is for balancing too. This would also make vampires feel more like vampires if you have to feed in order to use certain abilties and keep on feeding in order to use certain abilties as it is now you don't feed and can use any of the abilties without consequences. So Stage Locking will change that and make them feel like vampires.
So my idea would add these following three vampire Abilities and the two passives below.
Batswarm- usable in any stage.
Drain Essense-[/b. Usable in any Stage
Mist Form- usable only in stages one through three unable to be used in stage four.
Summon Gargoyle- For twenty Seconds to fight for you. This ability would have a magicka and stamina morph . One will give it a second activate to do damage extra damage or an overtime bleed effect. This would be the stamina. Useable on
Then the magicka one would add a life steal effect that also heals you and any other vampires in your team.
Bat Travel- Travel to any npc within fifty feet, reduced to only be usable on players in any pvp zone and only up to ten feet. Usable only in stage one to three while unable to use in stage four. Reduces Stage timer by Thirty in Pve zones and by two hours in pvp ones. This is another way to balance it out.
Summon Wolf- Hircines Deal with Lamae Grants those gifted with her bloodline the ability to summon a wolf companion for twenty seconds. Only usable in stage one and stage two. One Morph would be a magicka one this gives the wolf the abilty to do oblivion damage. The stamina one would be a bleed or defile. However Hircine requires you to hunt Aka Feed in order to use this ability. So go too long without hunting and Hircine refuses to send wolves to aid you. Hence only being usable in stage one and two.
Supernatural recovery- Regen five/ten percent in stamina and magicka. This should be changed to be only usable in stage one and two, halfed in stage three and lost completely in stage four. Vampires need to feed and this would be a good way to balance vampire.
Dark Stalker- Only usable in Stage four.
Two New Passives.
Hunters Guise- Hircine has given his blessing to vampire members of the Glenmoril Witch coven allowing them to blend into society. Hircine Grants this gift to Scions of Lamae who prove themselves worthy hunters. But at the cost of taking 15 percent more damage from fire, while giving an immunity to abilties that effect undead. This immunity only works in stage one.
Lamae's Scion- Lamae beolfag is impressed with your efforts and will now Reward whenever you thwart Molag Bals schemes with her blessing. While also granting you the ability to do more damage to her Enemy and her Enemies Allies.
Grants a 5 minute buff to one of the following stat regens, Stamina, Health or Magicka for destroying a Coldhabour anchor. A twenty four hour buff for slaying Molag Bal in sewers. This passive also increasing damage done by vampire abilties by three/five percent to the following foes Molag Bal main questline. Molag Bal in Sewers his Minions and Members of the Worm Cult.