I honestly think an execute/reverse execute would fit Vampires really well thematically - with a reverse execute, you'd be dealing more damage to targets that are "full of blood", while with a straight execute you'd be "going for the kill". I wouldn't mind if Eviscerate was changed to either of those.I had an idea for vampiric drain. maybe instead its an execute. does 300% more damage depending on the targets missing health..OR maybe its like a heal execute. restores up to 300% more hp depending on your missing health? or maybe a reverse execute,doing the extra damage depending on your missing health like eviscerate.



ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.
So new visuals of vampire skills already in the game, and ZOS will not change them, because some players can like this visuals.
I see two ways for ZOS to please the part of the players who don't like current visuals or miss some functionality of vampire skills.
1) By changing some morphs of the skills. Several vampire skills have morphs that looks almost the same and one of the morph is completely useless, so this morphs can be merged and free slot can be used for new morph with another visuals and functionality.
My post from Vampire feedback thread with examples of such changes for some skills and morphs:1) Vampiric Drain. After latest revamp Vampiric Drain lost half of the damage and don't looks like flow of blood anymore. I know that you(ZOS) don't like to change the visuals of things that are already in the game, because someone can liked it, so my suggestion is to merge both current morphs of Vampiric Drain into one(Drain Vigor seems useless anyway) and other morph make oriented on damage with old Invigorated Drain visuals and sound, maybe with a slightly wider blood flow than before or with visuals similar to new vampire NPC drain skill, something that looks and sounds like a flow of blood.2) By introducing new vampire themed item sets and mythic items, which will be focused on skills alteration and procs with vampiric visuals, not on just stats changes.
2) Blood Scion. He tall, bulky, glows and looks like horned Xivkyn, not a vampire, he has human-like stance and moves and he uses weapon. But, again, i know that you don't like to change the visuals of things that are already in the game, so my suggestion is to merge both current morphs of Blood Scion into one(Perfect Scion seems useless anyway) and other morph make look similar to Bloodknight NPC, maybe without helm and with less armor. Bloodknight NPC has not so bulky armor, has no horns, don't glows, has a more predatory stance, uses his claws to attack. Due to claw attacks make this morph restricted to use weapon skills while transformed, this will add uniqueness to the morphs. Also scale down both Blood Scion and Bloodknight at leaast at 10%, because now they looks too huge.
My post from Vampire feedback thread with examples of such changes for some skills and morphs:Some players including me are unhappy with changed visuals for old vampire skills and lack of classic vampire themed visuals, such as bats and real looking, not cartoonish blood, for new skills. If you have no intention to change visuals to existing vampire skill line, then at least make several item sets with appropriate old school vampire visuals to provide an option for players who don't like the visual style of new vampire skills. You have two thematic vampire DLCs ahead, so it will fit well.
Ideas for new item sets:
1) 5pc set bonus: When you use Roll Dodge you are turning into swarm of bats and damage all enemies in the way for X damage after that you gain Major Expedition for 4 seconds.
This bonus can be more damage oriented without Major Expedition. Can be with Physical damage, because of Stamina use for Roll Dodge or with Magical damage and use Magicka for Roll Dodge or a mixture. Can be with Major Expedition or larger distance of Roll Dodge to compensate lack of gap closer in vampire kit.
Visuals can be similar to those vampires have in opening Greymoor cutscene at 1:18.
2) Monster set: After some trigger summon Gargoyle which fight on your side for 15 seconds. Similar to Maw of the Infernal monster set.
Visuals:
3) Mythic item: Gauntlets with sharp claws on the fingers parts. This gauntlets allows you to fight without weapon with unarmed attacks. When you use this gauntlets you unarmed combat stance and animation of unarmed Light and Heavy attacks become similar to those Bloodfiend NPCs have and you forced to use this animations. Weapon become invisible, it continue to add its damage, trait, set bonus, enchantment and poison or enchantment and poison can be replaced by unique proc. Also while you wearing this gloves you can't use weapon skills.
This gauntlets will greatly fit khajiits, argonians, vampires and werewolves.
Gauntlets may be similar to Xivkyn heavy gauntlets and Heavy attack can looks like series of 4 attacks similar to Bloodfiend NPC skill.
Visuals:
But most important, please, don't use bright, glowing, cartoonish visuals for new vampiric sets, use more "realistic" visuals in old vampire skills style.
ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.
So new visuals of vampire skills already in the game, and ZOS will not change them, because some players can like this visuals.
ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.
So new visuals of vampire skills already in the game, and ZOS will not change them, because some players can like this visuals.
But that's the thing. They don't really have that rule because people may not like them. They have that 'rule' there because of efficacy, relevancy, and workflow. In the earlier years, it was easier to get something visually changed because that percentage of the playerbase was able to communicate with the developers and the art content creators. Since the game grew and thus the playerbase grew, that's grown more and more impossible due to the sheer volume of content requests both from future content that's already on the plate to the literal thousands sent in feedback reports, posts on the forum, and through even social media now. It's not because someone may like it. It's because they literally cannot sift through them all. Been there, done that, one minute I was fine, the next I was singing Supercalifragilisticexistentialcrisis. Trust and believe, it's not because they're afraid of making some people mad or upset due to changes. Because if that was literally the case? We'd never have nerfs, we'd never have ability changes.
That being said, there's proof of what I just said.
- Vampiric Drain's visuals was completely changed and it was staple with Vampire's skill line.
- Mist Form's visuals was changed and it too was staple with Vampire's skill line.
- Noxious Breath and a slew of other abilities were changed visually to fit for Poison DKs.
- A number of lighting and particle effects were changed with the introduction of Thieves Guild, hence the outrage over upgrading hardware.
- Textures were again overhauled in Morrowind.
- Summerset we seen the introduction of even more changes to lighting/particle effects.
- Elsweyr changed the look of several textures on old Khajiiti statues that were reflected in the base game as well as MoL.
There's way too many others to count (you get the point), but the reason why most of those things were changed? Relevancy, especially since this is a vampire themed chapter. Efficacy, in the case of DKs, and then the lighting and textures are both for relevancy, efficacy, and consistency. I distinctly remember the DKs having a big upset over it because the lore just didn't make sense. They still followed through with it.
So no. They won't change the abilities because people may or may not like them. They'll change them if it's relevant and it's not impeding on the current content workflow and that's why we got mostly copy/pasted abilities in the first place visually.
Austinseph1 wrote: »It's partially interesting but the vamp skill like doesn't make it worth going past stage 1, if even used at all. Most of the line is catered to ganking in PvP and I only use the spamable when I have a competent healer but that's it, in PvE the skills have no legitimate use. Bat swarm is a joke, fury isn't worth it, the ulti is easily overshadowed by others, drain is a joke, and the fear is situational. The meele is FAR too short ranger, I have to be inside of an enemy to use it and I don't have that sort of hobby. It's a mediocre remake that looks like it has bells and whistles without actually being very useful. It's poorly designed with short foresight.
ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.
So new visuals of vampire skills already in the game, and ZOS will not change them, because some players can like this visuals.
But that's the thing. They don't really have that rule because people may not like them. They have that 'rule' there because of efficacy, relevancy, and workflow. In the earlier years, it was easier to get something visually changed because that percentage of the playerbase was able to communicate with the developers and the art content creators. Since the game grew and thus the playerbase grew, that's grown more and more impossible due to the sheer volume of content requests both from future content that's already on the plate to the literal thousands sent in feedback reports, posts on the forum, and through even social media now. It's not because someone may like it. It's because they literally cannot sift through them all. Been there, done that, one minute I was fine, the next I was singing Supercalifragilisticexistentialcrisis. Trust and believe, it's not because they're afraid of making some people mad or upset due to changes. Because if that was literally the case? We'd never have nerfs, we'd never have ability changes.
That being said, there's proof of what I just said.
- Vampiric Drain's visuals was completely changed and it was staple with Vampire's skill line.
- Mist Form's visuals was changed and it too was staple with Vampire's skill line.
- Noxious Breath and a slew of other abilities were changed visually to fit for Poison DKs.
- A number of lighting and particle effects were changed with the introduction of Thieves Guild, hence the outrage over upgrading hardware.
- Textures were again overhauled in Morrowind.
- Summerset we seen the introduction of even more changes to lighting/particle effects.
- Elsweyr changed the look of several textures on old Khajiiti statues that were reflected in the base game as well as MoL.
There's way too many others to count (you get the point), but the reason why most of those things were changed? Relevancy, especially since this is a vampire themed chapter. Efficacy, in the case of DKs, and then the lighting and textures are both for relevancy, efficacy, and consistency. I distinctly remember the DKs having a big upset over it because the lore just didn't make sense. They still followed through with it.
So no. They won't change the abilities because people may or may not like them. They'll change them if it's relevant and it's not impeding on the current content workflow and that's why we got mostly copy/pasted abilities in the first place visually.
ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.
So new visuals of vampire skills already in the game, and ZOS will not change them, because some players can like this visuals.
But that's the thing. They don't really have that rule because people may not like them. They have that 'rule' there because of efficacy, relevancy, and workflow. In the earlier years, it was easier to get something visually changed because that percentage of the playerbase was able to communicate with the developers and the art content creators. Since the game grew and thus the playerbase grew, that's grown more and more impossible due to the sheer volume of content requests both from future content that's already on the plate to the literal thousands sent in feedback reports, posts on the forum, and through even social media now. It's not because someone may like it. It's because they literally cannot sift through them all. Been there, done that, one minute I was fine, the next I was singing Supercalifragilisticexistentialcrisis. Trust and believe, it's not because they're afraid of making some people mad or upset due to changes. Because if that was literally the case? We'd never have nerfs, we'd never have ability changes.
That being said, there's proof of what I just said.
- Vampiric Drain's visuals was completely changed and it was staple with Vampire's skill line.
- Mist Form's visuals was changed and it too was staple with Vampire's skill line.
- Noxious Breath and a slew of other abilities were changed visually to fit for Poison DKs.
- A number of lighting and particle effects were changed with the introduction of Thieves Guild, hence the outrage over upgrading hardware.
- Textures were again overhauled in Morrowind.
- Summerset we seen the introduction of even more changes to lighting/particle effects.
- Elsweyr changed the look of several textures on old Khajiiti statues that were reflected in the base game as well as MoL.
There's way too many others to count (you get the point), but the reason why most of those things were changed? Relevancy, especially since this is a vampire themed chapter. Efficacy, in the case of DKs, and then the lighting and textures are both for relevancy, efficacy, and consistency. I distinctly remember the DKs having a big upset over it because the lore just didn't make sense. They still followed through with it.
So no. They won't change the abilities because people may or may not like them. They'll change them if it's relevant and it's not impeding on the current content workflow and that's why we got mostly copy/pasted abilities in the first place visually.
This is not my assumption, it were in some of the Matt Firor's interview, can't find in which one.
In your list textures and lighting are upgrades, so they changed Noxious Breath, because they made Stamina DK poison themed and Stonefist later. And now they changed visuals of vampire skills, i can understand change for Blood Mist, because of new theme and healing, but why they changed Vampiric Drain so drastically i can't understand.
ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.
[/spoiler]
But most important, please, don't use bright, glowing, cartoonish visuals for new vampiric sets, use more "realistic" visuals in old vampire skills style.
[/spoiler][/i]


Thevampirenight wrote: »ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.
[/spoiler]
But most important, please, don't use bright, glowing, cartoonish visuals for new vampiric sets, use more "realistic" visuals in old vampire skills style.
[/spoiler][/i]
The rule is very stupid, because they made the one mistake of taking away barbie options and open attire options in favor of a most modest look.all they need to do is make assurances that they will not destroy sexy attires by making them more modest and ugly and I think they would be good and in good faith restore the old options to the game in another motif. Models and other textures should be updated and given quality of life improvements. While not changing the very sexy attire options that men and even women players of the game liked. That is the cardinal mistake Zenimax did with the Redguard Motif is doing that to it . Had they just updated the redguard stuff but kept the look of the old motif people would have been very happy to have updated barbie options.
You can see how great the old redguard looked and why people were so pissed off about it just by looking at it.
They really looked good the old style all they needed to do was update the textures while keeping the look to be higher quality and they would have been great. Instead they changed it to something most people hated because they lost their sexy motifs for their sexy style men and women in the game they took away barbie options and people hated it.
BrownChicken wrote: »
Do you really want vampirism to have no weaknesses and just be another battle skill line? I am glad that I can finally save my characters from vampirism. Now vampirism feels like a separate gameplay, and not just passivation for 10% regeneration, as it was before.
Where'd you get that idea from? I've always been advocating making the flame damage weakness more, and instead the devs made it less. I have 0 issues giving vampires weaknesses but a cost increase shouldn't be one of them since it makes no sense at all. It also completely kills build ideas since stamina builds can't even take advantage of many of the passives without having their sustain gutted. Had there been a stamina morph of Eviscerate or the skills scaled with max stats I wouldn't have thought of it as badly as I do right now. This is coming from a person that plays almost exclusively magicka builds btw.
Same. The build diversity is just severely lacking. While I get the idea that "Vampires are Magicka and Werewolves are Stamina", it simply doesn't work for the vampire bit. Especially with Eviscerate's morphs. Drain Vigor doesn't return enough Stamina to slot on a Stamina-based character because the heal is useless compared to Vigor from PvP. Literally the only thing Vampirism has going for it for Stamina is Mist Form and the Stage 2 passives.Look at all those boxes ticked of what it means to be a vampire.
The worst part out of all of this is they didn't consider the fact that since they decided to go full in on the magicka side of things with vampires, giving them a....melee ability as their main dmg dealer seems outlandish. because magicka HAS no melee weapons.
I don't really know of any other melee magicka ability in the game that isn't an AoE.
Especially in a skill line that has no mobility.... Which again, let me say, vampires with 0 mobility is the wackest thing I've ever heard.
Dark_Lord_Kuro wrote: »BrownChicken wrote: »
Do you really want vampirism to have no weaknesses and just be another battle skill line? I am glad that I can finally save my characters from vampirism. Now vampirism feels like a separate gameplay, and not just passivation for 10% regeneration, as it was before.
Where'd you get that idea from? I've always been advocating making the flame damage weakness more, and instead the devs made it less. I have 0 issues giving vampires weaknesses but a cost increase shouldn't be one of them since it makes no sense at all. It also completely kills build ideas since stamina builds can't even take advantage of many of the passives without having their sustain gutted. Had there been a stamina morph of Eviscerate or the skills scaled with max stats I wouldn't have thought of it as badly as I do right now. This is coming from a person that plays almost exclusively magicka builds btw.
Same. The build diversity is just severely lacking. While I get the idea that "Vampires are Magicka and Werewolves are Stamina", it simply doesn't work for the vampire bit. Especially with Eviscerate's morphs. Drain Vigor doesn't return enough Stamina to slot on a Stamina-based character because the heal is useless compared to Vigor from PvP. Literally the only thing Vampirism has going for it for Stamina is Mist Form and the Stage 2 passives.Look at all those boxes ticked of what it means to be a vampire.
The worst part out of all of this is they didn't consider the fact that since they decided to go full in on the magicka side of things with vampires, giving them a....melee ability as their main dmg dealer seems outlandish. because magicka HAS no melee weapons.
I don't really know of any other melee magicka ability in the game that isn't an AoE.
Especially in a skill line that has no mobility.... Which again, let me say, vampires with 0 mobility is the wackest thing I've ever heard.
Dk whip is melee
This is a post talking about what things they can do to fix the vampire re-vamp. IF YOU THINK THE VAMPIRE REVAMP IS FINE AS IS THIS THREAD IS NOT FOR YOU
Step 1: Add Bat-swarm gap closer.
Step 2: ????
Step 3: Profit.
Jokes aside, let us seriously discuss what they can do to fix the vampire re-vamp. Obviously, I propose a bat-swarm gap closer. I also propose they do one of these two options here:
navystylz_ESO wrote: »1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?
--
1. They need make all vendor style NPC charmable. Not being able to talk to traders without popping a purifying mara is bad.
--
2. Fix NPCs
I use Arterial Burst for both. If you don't have any good self healing, it's the safer alternative. As for charming, Mesmerize is what we use, though it's not consistent in either side of the term. Some NPCs are able to be Mesmerized while others aren't. Biggest comparison are;
- Bag upgrade merchant in Daggerfall outside the bank. Can't be mesmerized, yet every shop keep can.
- Banker in Daggerfall doesn't even care that you're a Stage 4 vampire.
- Western Skyrim is broken with it. Bankers, Guild Merchants, and a slew of others aren't usable.
Alternatives;
- Use Coldharbour's facilities.
- Port to Cyrodiil.
I may end up writing a guide for all of this at some point. Off-site though because I want to actually vent my frustrations without being censored.
navystylz_ESO wrote: »
I use Arterial Burst for both. If you don't have any good self healing, it's the safer alternative. As for charming, Mesmerize is what we use, though it's not consistent in either side of the term. Some NPCs are able to be Mesmerized while others aren't. Biggest comparison are;
- Bag upgrade merchant in Daggerfall outside the bank. Can't be mesmerized, yet every shop keep can.
- Banker in Daggerfall doesn't even care that you're a Stage 4 vampire.
- Western Skyrim is broken with it. Bankers, Guild Merchants, and a slew of others aren't usable.
Alternatives;
- Use Coldharbour's facilities.
- Port to Cyrodiil.
I may end up writing a guide for all of this at some point. Off-site though because I want to actually vent my frustrations without being censored.
Yep. That's pretty unacceptable for something like Guild Traders to be overlooked like that IMO. That's my biggest gripe with fix NPCs. I'm fine with using charm. I'm not fine having to use a purifying blood mara whenever I want to shop.
BrownChicken wrote: »BrownChicken wrote: »
No! I do not want vampirism to be necessary for players. Vampirism must have serious flaws.
So you don't think a multiplicative increase in flame damage and literally 0% health regeneration at stage 4 is a serious flaw? Not also to mention the prismatic weapon glyph and 20% increased damage from fighter's guild abilities?
Do you really want vampirism to have no weaknesses and just be another battle skill line? I am glad that I can finally save my characters from vampirism. Now vampirism feels like a separate gameplay, and not just passivation for 10% regeneration, as it was before.
navystylz_ESO wrote: »BrownChicken wrote: »BrownChicken wrote: »
No! I do not want vampirism to be necessary for players. Vampirism must have serious flaws.
So you don't think a multiplicative increase in flame damage and literally 0% health regeneration at stage 4 is a serious flaw? Not also to mention the prismatic weapon glyph and 20% increased damage from fighter's guild abilities?
Do you really want vampirism to have no weaknesses and just be another battle skill line? I am glad that I can finally save my characters from vampirism. Now vampirism feels like a separate gameplay, and not just passivation for 10% regeneration, as it was before.
A weakness should have trade offs. The only acceptable tradeoff of making yourself CONSIDERABLY weaker than not being a vampire are:
1. The gameplay is so ridiculously fun you just don't care. Still not idea, but I could see people going whatever, I love it.
2. You actually GAIN something in return.
You get a lot of penalties.
You don't gain damage.
QoL goes down. Constantly healing yourself and some NPC not talking to you even when mezed.
All your costs are higher.
You get a couple things that let you be a bit more stealthy easier.
You get sprint stealth which doesn't make much difference to a Nightblade
You get strike from shadows, which is unreliable /costs you having to tap mist if you aren't a nightblade.
Pretty confident their big tradeoff was supposed to be frenzy letting you boost your damage by a lot by playing around managing your health. Which outside of Swarming Scion is near unuable. But if you want to play the game of tap on, tap off, to maintain it somewhat, even then it doesn't make you as good or better than if you just weren't a vampire.
We're sooooo sorry if a mere extra 100-150 regen was so amazing to people prior to the change they felt compelled to be a vampire. But that's not true. It was they could get the regen without actually having to commit to being a vampire, which meant none of the penalties applied to them. That didn't mean there weren't adequate penalties without adding the new ones.
navystylz_ESO wrote: »
1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?
navystylz_ESO wrote: »1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?
--
1. They need make all vendor style NPC charmable. Not being able to talk to traders without popping a purifying mara is bad.
--
2. Fix NPCs
I use Arterial Burst for both PvE and PvP. If you don't have any good self healing, it's the safer alternative.
ApostateHobo wrote: »navystylz_ESO wrote: »1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?
--
1. They need make all vendor style NPC charmable. Not being able to talk to traders without popping a purifying mara is bad.
--
2. Fix NPCs
I use Arterial Burst for both PvE and PvP. If you don't have any good self healing, it's the safer alternative.
Yeah as a magblade I'm already squishy enough don't need to be constantly low on health from using my spammable, so I'd rather play it safe with arterial burst instead. Also tends to be very hit or miss whether you get a competent healer, or a healer that is even actually a healer for that matter, so health costs are a no from me until further notice haha.
ApostateHobo wrote: »navystylz_ESO wrote: »1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?
--
1. They need make all vendor style NPC charmable. Not being able to talk to traders without popping a purifying mara is bad.
--
2. Fix NPCs
I use Arterial Burst for both PvE and PvP. If you don't have any good self healing, it's the safer alternative.
Yeah as a magblade I'm already squishy enough don't need to be constantly low on health from using my spammable, so I'd rather play it safe with arterial burst instead. Also tends to be very hit or miss whether you get a competent healer, or a healer that is even actually a healer for that matter, so health costs are a no from me until further notice haha.
I dont suppose you or @JMadFour would know what would be better for a magcro? Blood for blood or arterial burst.
Ive also been on the fence with what blood frenzy morph to use.
ApostateHobo wrote: »navystylz_ESO wrote: »1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?
--
1. They need make all vendor style NPC charmable. Not being able to talk to traders without popping a purifying mara is bad.
--
2. Fix NPCs
I use Arterial Burst for both PvE and PvP. If you don't have any good self healing, it's the safer alternative.
Yeah as a magblade I'm already squishy enough don't need to be constantly low on health from using my spammable, so I'd rather play it safe with arterial burst instead. Also tends to be very hit or miss whether you get a competent healer, or a healer that is even actually a healer for that matter, so health costs are a no from me until further notice haha.
I dont suppose you or @JMadFour would know what would be better for a magcro? Blood for blood or arterial burst.
Ive also been on the fence with what blood frenzy morph to use.
ApostateHobo wrote: »navystylz_ESO wrote: »1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?
--
1. They need make all vendor style NPC charmable. Not being able to talk to traders without popping a purifying mara is bad.
--
2. Fix NPCs
I use Arterial Burst for both PvE and PvP. If you don't have any good self healing, it's the safer alternative.
Yeah as a magblade I'm already squishy enough don't need to be constantly low on health from using my spammable, so I'd rather play it safe with arterial burst instead. Also tends to be very hit or miss whether you get a competent healer, or a healer that is even actually a healer for that matter, so health costs are a no from me until further notice haha.
I dont suppose you or @JMadFour would know what would be better for a magcro? Blood for blood or arterial burst.
Ive also been on the fence with what blood frenzy morph to use.