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Online:Blood Frenzy

< Elder Scrolls Online: Skills: Vampire
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ON-icon-skill-Vampire-Blood Frenzy.png Blood Frenzy
Line Vampire
Line Rank 2 Cost 700 Health / 1s
Cast Time Instant Duration
Target Self
Morphs
Morph ON-icon-skill-Vampire-Simmering Frenzy.png Simmering Frenzy
Increases the Weapon and Spell Damage granted per stack.
ON-icon-skill-Vampire-Sated Fury.png Sated Fury
Reduces the ramping Health cost and when you toggle the ability off, you heal for a portion of the Health cost you spent.
Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
Blood Frenzy
Blood FrenzyCRIMINAL ACT Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by [57 / 58 / 59 / 60] every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.
Simmering FrenzyCRIMINAL ACT Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by [77 / 78 / 79 / 80] every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions.
Sated FuryCRIMINAL ACT Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 300 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions. When toggled off, you heal for [30 / 31 / 32 / 33]% of the total Health cost you spent while active.

Patch NotesEdit

  • This ability and its morphs now grant a stack of up to 30 Weapon and Spell Damage rather than 600 upfront, up to a maximum of 10 stacks.
  • Decreased the tick frequency to 2 seconds, down from 1 (haha inverse math!) so the ability drains Health slower.
  • The health cost now increases by 250 Health per stack, rather than 20% of the cost of the skill with no cap.
  • Reduced the initial cost to 700, down from 1980.
    • Simmering Frenzy (morph): This morph now increases the Weapon and Spell Damage granted to a maximum of 40 per stack, rather than adding 66 Weapon and Spell Damage each second the ability is toggled on with no cap.
    • Sated Frenzy (morph): This morph now also reduces the ramping cost of the ability to 200 per stack, down from 250.
    • Developer Comment: This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions. In its current form, it feels too penalizing for the base Vampire experience to engage with in a satisfying way while also enabling an overwhelming amount of power for those who know how to use it properly. This iteration now significantly reduces both the penalty and the bonus of the effect to make it more accessible and balanced overall, helping it feel more like a Damage over Time alternative where an ability can be active for prolonged periods of time with slightly more risk/reward than usual.
  • This ability and its morphs now grant up to 5 stacks, rather than 10. The total Weapon and Spell Damage granted is left untouched.
  • The cost now increases by 360 per tick, up from 250, for Blood and Simmering Frenzy, while the cost for Sated Frenzy is now 300, rather than 200. This will result in an approximate 20% cost reduction for each morph.
    • Developer Comment: Based on much of the initial feedback we saw over last update, we've decided to help this ability ramp up a little quicker to make it feel more aggressive and ravenous for the user, while slightly easing back on the risk of using it since the reward isn't nearly as high as before.
 
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