U74 Preview 1: Dhampir Race

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SteelStar

Senior Systems Designer
Hello, everyone! We're here with your first look at the Dhampir player race.

For those unfamiliar, Dhampir are characters with innate connections to death and undeath. Many are half-Vampires one way or another, and have a life-draining bite. So without further ado, let's take a look at DDO's Dhampir!

Starting Features:
  • +2 Strength
  • Do not need to breathe while underwater
  • Feat: Vampiric Bite
    • Single Target Action: You bite target creature at touch range, dealing 1d4 Piercing Damage per Character Level. This scales with 200% Melee or Ranged Power (though is not a weapon attack and cannot crit). If that creature is a living and corporeal creature, you heal for 10 + (Heroic Character Level x Constitution Modifier) number of Hit Points from Positive energy. You may use this twice per Rest. (6 second cooldown).
Dhampir Racial Enhancement Tree
  • Cores
    • Vampirism: +1 use of Vampiric Bite per rest.
    • +1 STR/CON/CHA
    • Vampirism: +1 use of Vampiric Bite per rest.
    • +1 STR/CON/CHA
    • Vampirism: +1 use of Vampiric Bite per rest.
  • Tier 1
    • Draining Bite: Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.
    • Skills: +1/2/3 to Hide, Move Silently, and Jump
    • Energy (Multiselector):
      • Drink in Life: +20 Positive Amplification
      • Drink in Death: +20 Negative Amplification
    • Tenuous Relationship With Death: Your range of unconsciousness extends by 5/10/20 Hit Points. Rank 3: You automatically stabilize when Unconscious (like Warforged do).
    • Innate Protection: +1/2/3 to Saves vs Spells
  • Tier 2
    • Lifeblood: When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +1/2/3 to all Ability Scores for 60 seconds.
    • Dominate Animal SLA: As per the spell. SP cost: 0, 30 second cooldown, DC (15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses)
    • Embrace Death: Toggle: While Embrace Death is active, you gain 100% critical hit resistance and are able to be healed by Negative Energy. You take 50% healing from Positive, and double damage from Light. (This replaces your natural vulnerability to Light). You are considered Undead rather than your original type for the purposes of most effects. You gain +2 Intelligence, +2 Charisma, +2 Wisdom, and +3 Perform. Your melee attacks have a 10% chance to heal you for 1d3 with Negative Energy per Character level (max 20). This is a Major Form, and counts as Vampire Form for the purpose of Pale Master.
    • Rush of Bats: Turn into a swarm of bats and rush to target foe's position. [36/24/12] second cooldown. (This shares a cooldown with similar rushes, such as Vanguard's Shield Rush).
    • Cloak of Undeath: +2/+4/+6 MRR. Rank 3: +6 MRR Cap.
  • Tier 3
    • Fearsome Countenance: Target enemy in Melee range must save or be Cowered (Will save vs. DC 10 + Highest of STR/CON/CHA Mod + Stunning bonuses + Enchantment DC Bonuses ) for 6 seconds. This is considered a Fear effect. On Save: -10% Movement and Attack Speed for 6 seconds. 12 second cooldown.
    • Stunning Visage: +2/3/4 to Stun DCs.
    • Deathly Bite: When you are considered Undead (via Embrace Death or any other source), your Vampiric Bite heals you for Negative energy instead of Positive.
    • Harrying Swarm: Enemies in a small area around where you finish your Rush of Bats take -5% Dodge and -5 Attack for 12 seconds.
    • Improved Dodge: +1%/+2%/+3% Dodge when wearing light or no armor.
  • Tier 4
    • Ascendant Bite: Your Vampiric Bite now applies 5 stacks of Vulnerability and deals double the Piercing damage. If the target of your Vampiric Bite is Cowered, living and corporeal they must make a Fortitude Saving Throw (DC 16 + Highest of STR/CON/CHA Mod + Stunning Bonuses + Enchantment Bonuses) or die.
    • Vampiric Persuasion: +1/2/3 Enchantment DCs
    • Dominate Person SLA: As per the spell. SP cost: 0, 30 second cooldown, DC (15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses)
    • Biting Swarm: Living, corporeal enemies in a small area around where you finish your Rush of Bats are bitten by the bats, causing them to bleed, taking 1d6 damage per Character Level every 2 seconds for 12 seconds. This damage scales with 200% Melee Power.
    • (Intentionally Blank)

Racial Past Life: Dhampir:
  • 1st: +1 Hide
  • 2nd: +1 Strength
  • 3rd: +1 Racial Action Point
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Frequently Asked Questions:
  • Why are Dhampir a Strength race (instead of DEX, CON, INT, or CHA)?
    • There's a lot of ways to interpret what a Dhampir is (and Vampires in general) - Relative to a Human, they're stronger and faster, but also possibly smarter, more charismatic, and better with magic. We decided to keep some of the magical leanings for the Iconic - more on that later - and make the base race a little more well-rounded instead. Dexterity was a consideration, but in the last few years, we've added Shifters (+2 Dex), Tabaxi (+2 Dex), and Eladrin (you guessed it, +2 Dex), so we decided not to go that route. There's been a lot of demand for more Strength-based races, and D&D has relatively few of those overall, so we decided to lean into Vampiric Strength, not diminish any of the other ability scores, and give some flexibility within the ability scores and DCs.
  • Do DDO's Dhampir experience recurring hunger, like Dhampir in pen and paper?
    • By lore, yes. We explored doing something like this mechanically, where you HAD to land Vampiric Bites on living creatures regularly to satisfy hunger, but in the end it just felt like homework. We didn't want to end up hamstringing you with hunger debuffs whenever you're in a dungeon that's all constructs or earth elementals, so we kept it to "the bite doesn't heal you on those creature types", as we feel it leads to a less punishing and more fun game experience.
  • Do I HAVE to be undead?
    • No. By default, Dhampir aren't. You can decide to skip Embrace Death entirely, and still benefit from almost everything Dhampir have to offer.
  • Why aren't the Bite and Rush of Bats melee attacks?
    • We wanted to make sure players using Dhampir as ranged-weapon-users could still bite and rush. And that casters didn't need to worry about melee stats to land their bites and rushes. With the setup here, you should be able to to benefit from these regardless of build.
  • What about the Iconic?
    • It's called the Dark Bargainer.
    • It starts with one level of Warlock.
    • Instead of +2 Strength, it gets +1 Intelligence and +1 Charisma.
    • It's currently targeted for next Preview, more info will be coming then!
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Preview 1 Known Issues:
  • Paths in Chargen aren't consistently working yet, and may throw errors if you attempt to use them. Choosing "Custom" should work fine.
  • Fearsome Countenance isn't enforcing its range properly in this build.
  • Vampiric Bite is meant to start with 2 charges, but is only granting 1 in this build.
 
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Abramax

Emerald Archer
The vampiric bite is a cool feature. It should be changed into an action boost, or make it regen like rages, rather than being capped at 5 charges per shrine.
The heal is massive. If you want it to regen charges, the heal will be reduced
 

Ahser

Well-known member
Sigh. Why does it always have to be elves?

Btw, isn't a dhampir basically a half-vampire?

edit: never mind. I'm tired. Don't mind me. Going to bed.
 

Nickodeamous

Well-known member
I like the uniqueness. I'll give it a whirl when it comes out.

Couple of thoughts:
  • I feel like the vapiric bite is similar to aasimar Healing hands, but aasimar gets 4. Let's give aasimar back 1 more to match.
  • Good call in strength PL. I think we have been looking for this!
  • I like the MRR cap thats paired with MRR. I think we should do this more where its paired with a cap increase
  • Does Rush of bats leave you invisible for a period of time? Or is this just a "dire Charge" type attack with different benefits?
  • Does biting swarm have offhand or DS?
Looks cool. Nice job!
Nic
 

Gavaleus

Active member
Reading through this it looks quite fun and thematic, though I think it's fun will be greatly gated by the limited bite charges. I'd much rather the bite not use charges and instead have a longer cooldown and/or decreased damage and healing. I like the effects it has, but 5 charges per rest means it's going to be used so sparringly that it won't really feel like you're a vampire running around biting people.
 

Lominal

Well-known member
The heal is massive. If you want it to regen charges, the heal will be reduced
on most dps at cap this will heal less than 600 in r1, less than 50 in r10. It's already going to be punished because its a self heal that can only be used in combat since it's an attack. (this is less than primal scream heal)

preliminary assessment:
Overall it looks....average? I like the leap and the debuff with it, the undead theme, and the caster side of the tree, but it feels like the only str/melee part of the tree is the bite, which is super limited in how often you can use it. I feel like either adding a recharge or making it on a CD (20-30s seems fair?) would make it feel better.


edit: the leap needs to be a leap (no target needed) not a charge, the targeting on charges is unplayably bad
 
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FVSHasBeenEvenMoreGutted

If you read my posts you have already lost
couple initial notes:
  • the bite charges being limited with no regen immediately makes this ability worthless
  • the bite being affected by reaper healing penalty makes the heal worthless above r4
  • there is no support for the undead form in the tree like palemaster
  • the dash is the garbage dash that has a terrible animation and offers no movement of any kind. also misses, lags, and teleports you to original location half the time
here's what I'd like to see changed
  • replace dominate animal SLA with a jaws of doom SLA (like the BC ability) but make it work out of animal form. 20 second cooldown
  • change rush of bats to be a normal dash (like draconic t5 wings) with unlimited charges and 12 second cooldown
  • make fearsome countanence a 1an aoe ability, like mass hold. otherwise good ability (this is useless as its single target)
  • change harrying swarm to reduce monsters AC, dodge, and to hit by 10 and take 10 stacks of vulnerable, and allow it to proc in an AoE like the EA wings upgrade (since it should be changed to a regular dash)
  • add necro DCs to vampiric persuasion
  • remove dominate person SLA. this is a joke ability with no value whatsoever in the current game meta. Replace with "Death Embraced (requires embrace death): your melee and ranged attacks have a 20% chance to heal 1d3 negative damage per character level (no cap). You personally gain +3 imbue dice and +10 negative amplification. The passive bonuses also apply in Palemaster's Vampire Form"
  • increase biting swarms dot to 1d10, and allow it to proc in an AoE like the EA wings upgrade (since it should be changed to a regular dash)
I don't like the thing being intentionally left blank. here's what I'd add:
  • "Feeding Frenzy: When you use rush of bats, the bats compel to feast upon your enemies. Using rush of bats recharges 1 use of vampiric bite, as well as granting you 25% concealment and incorporality for 6 seconds afterwards"
 

LurkingVeteran

Well-known member
I'm also not a fan of these "5 charges per rest" abilities SSG has started to re-introduce. Unless they are literally life saving abilities it's not even worth adding a button for something with 5 charges. Stunning/killing one enemy is not it, even though I realize that you can easily get the DC very high with this so there is some potential there.

The tree looks cool, but in general, it currently has a lot of marginally useful flavor-only abilities. Some flavor abilities are OK for people to play around with, but it needs something with a bit more oomph in some direction (martial, magical, defensive...).

I was excited about the undead shroud but nearly all classes that can make use of it as currently designed already either have it, or have other means of healing. It's nice on sorc 1-20 I guess before elemental apothesis makes it kinda obsolete. Maybe some kind of Apothecary + poison imbue hybrid combo could actually make use of it, but this is pretty far from current meta. I guess FvS can use it instead of regular hjeals (mainly for the immunities) without having to go /3 wiz.
 
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rabidfox

The People's Champion
I'm also not a fan of these "5 charges per rest" abilities SSG has started to re-introduce. Unless they are literally life saving abilities it's not even worth adding a button for something with 5 charges.
I did like the wings in Eldarin and how the iconic past life added charges to it. We don't know what the Dhampir iconic past life will be, but 3x healing bites from that could be interesting.
 

Sarlona Raiding

Well-known member
  • What about the Iconic?
    • It's called the Dark Bargainer.
    • It starts with one level of Warlock.
    • Instead of +2 Strength, it gets +1 Intelligence and +1 Charisma.
    • It's currently targeted for next Preview, more info will be coming then!

Nice work - it looks great!

Suggested iconic past life: +1 pact die and even with it warlock will still be well below average dps.
 

Br4d

Well-known member
  • there is no support for the undead form in the tree like palemaster

I see the undead form as a second form that will allow dedicated PM's to take Lich or Zombie or Wraith easily in the actual PM tree.

I'm hoping that the vampire form in Dhampir fully interacts with all of the Palemaster tree. I see the potential for a Dhampir Palemaster as very immersive. I'm a bit worried that we'll wind up with minor bugs due to the two trees not interacting perfectly.
 

Dom

Well-known member
I did like the wings in Eldarin and how the iconic past life added charges to it. We don't know what the Dhampir iconic past life will be, but 3x healing bites from that could be interesting.
The Eladrin wings, and the bites if they decide to implement it, being charged based makes sense as its from a past life (similar to other past life actives like rogue). Putting a cap on charges without ways to recharge it other than shrining is not it.
 
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