Good information. Glad someone is taking a deeper dive than myself.
I sadly don't have Ring of the Pale Order (or access to mythics in general as I havn't purchased it). A shame that its a quasi requirement to fully utilize the kit.
Elusive mist used to come with a unique 60% (or was it 70%? I forgot) movement speed buff instead of major expedition which it has today. People were using it as the ultimate kiting tool since they ignored 75% of all damage and couldn't be CC'd during the 3 seconds it was active per cast.
Correct me if i’m wrong, perhaps there are factors im not taking into account, but my mag NB concealed weapon tooltip is the same as eviscerate . And this is without the zero (0%) health recovery, +12% regular ability cost, and increased flame damage taken, and an inability to be healed by others in group content...to say nothing of the outright annoyance of regular merchants refusing to talk to you when at stage 4 unless youve got a particular skill/morph slotted.
So it seems like its simply on par with other magicka melee spammables and elevated over standard range attacks of most classes because of the additional risk of being in melee range and the lack of flexibility that comes with it.
The healing unhealable targets must be an oversight... But then again when I used Arterial Burst and Sated Fury together in group content it was nice to turn Blood Frenzy off and immediately receive the heals. Sadly that's the only beneficial situation as Blood for Blood and the Ring can't simply just stop their effect in combat, at least not instantly.
When comparing spammables you have to take into account passives. Like Destruction staff skills ignore 10% of a target's spell resistance which is why it deals a little less damage, and Elemental Weapon has the spell orb passive that procs after 5 uses consecutively. I've seen that orb hit for pretty hard and it seems to be worth half of a spammable in terms of damage. (Of course that's over simplifying things)
The vampire spammable doesn't benefit from many passives since the vampire passives are more focused on the experience of being a vampire than boosting the skills themselves. Why I stay as a Dragonknight since that class synergizes with melee abilities very well with boosting their range to 7m over 5m.
Remove the debuff of health recovery.. Not fair too much downside @ZOS_BrianWheeler
The healing unhealable targets must be an oversight... But then again when I used Arterial Burst and Sated Fury together in group content it was nice to turn Blood Frenzy off and immediately receive the heals. Sadly that's the only beneficial situation as Blood for Blood and the Ring can't simply just stop their effect in combat, at least not instantly.
When comparing spammables you have to take into account passives. Like Destruction staff skills ignore 10% of a target's spell resistance which is why it deals a little less damage, and Elemental Weapon has the spell orb passive that procs after 5 uses consecutively. I've seen that orb hit for pretty hard and it seems to be worth half of a spammable in terms of damage. (Of course that's over simplifying things)
The vampire spammable doesn't benefit from many passives since the vampire passives are more focused on the experience of being a vampire than boosting the skills themselves. Why I stay as a Dragonknight since that class synergizes with melee abilities very well with boosting their range to 7m over 5m.
You're right, we do have to take into account passives. But we also have to take into account the nuances of classes as well. What may work for a Magicka Dragonknight won't always work well for a Magicka Necromancer due to how the classes are designed. Death Gleaning as a passive only works with high mob density. We get Undead Confederate which gives us 200 Magicka/Stamina Recovery when Blastones/Skeletal Mage/Spirit Mender is up and it doesn't stack with each other. Mystic Siphon only restores 1295 Magicka over 12 seconds. Self-synergizing is a thing with Undaunted passives, but not everyone is going to have that. Arguably not enough to justify the resource costs at Stages 3-4, which is where I operate from. DoTs for the class cost around 3.4k-3.6k and if you're running the Skeletal Mage, you're pushing 3.9k-4.1k at those Stages. Running anything BUT the Vampire spammable cuts into those along with their uptimes. Why do I run it so high? Undeath and with my health regen I may as well just run Stage 4 anyways because in combat, it's negligible.
So it really depends what you want to sacrifice and why based on class, race, and what you want to run. But that's commonplace in anything excluding vampirism as well.
Quick Ninja Edit here; With the above my premise is also for the people who use the "Now you have to BUILD a vampire argument" when I know most of them are just staying at Stage 1 to take advantage of the freebee Dark Stalker passive. So I do, in fact, build for vampirism. Just using unconventional stuff that works.