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Online:Shadow Cloak

< Elder Scrolls Online: Skills: Shadow(Redirected from Online:Dark Cloak)
ON-icon-skill-Shadow-Shadow Cloak.png Shadow Cloak
Line Shadow
Line Rank 4 Cost 2970 Magicka / 1s
Cast Time Instant Duration
Target Self
Morphs
Morph ON-icon-skill-Shadow-Shadowy Disguise.png Shadowy Disguise
Guarantees a Critical Strike on your next attack after activating. Cost decreases as the ability ranks up.
ON-icon-skill-Shadow-Dark Cloak.png Dark Cloak
No longer grants invisibility. Now heals over time based on your Max Health, and grants Minor Protection rather than Major Prophecy and Savagery.
Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
Shadow Cloak and Shadowy Disguise
Shadow Cloak: Cost: [3240 / 3150 / 3060 / 2970] Magicka / 1s.
Cloak yourself in shadow to become invisible. When moving your Magicka Recovery is disabled and when not moving Shadow Cloak is half cost. When Shadow Cloak begins or ends, you gain Born From Shadow for 10 seconds, increasing your damage done to monsters by 10%. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Shadowy Disguise: Cost: [2970 / 2880 / 2790 / 2700] Magicka / 1s.
Cloak yourself in shadow to become invisible. When moving your Magicka Recovery is disabled and when not moving Shadowy Disguise is half cost. Your next direct damage attack will Critically Strike. When Shadowy Disguise begins or ends, you gain Born From Shadow for 10 seconds, increasing your damage done to monsters by 10%. While slotted on either bar, gain Major Prophecy and Major Savagery, increasing your Spell and Weapon Critical rating by 2629.
Dark Cloak: Cost: 4050 Magicka, Duration: 3 seconds.
Shroud yourself in protective shadow to heal for [826 / 835 / 844 / 853] Health every 1 second, over 3 seconds, increasing by an additional 150% when you are not moving. This portion of the ability scales off your Max Health. While slotted on either bar, you gain Minor Protection, reducing your damage taken by 5%.

Shadow Cloak causes you to become invisible for as long as the skill is toggled, enabling you to slip away from a thorny situation or prepare a stealth attack. It works well with other abilities that depend on stealth, most notably Concealed Weapon. You also get a unique damage bonus when the skill starts and ends. It also passively increases your Spell and Weapon Critical rating. You can guarantee a Critical Strike for the next attack with the Shadowy Disguise morph. Dark Cloak removes the invisibilty, the toggle and the Spell and Weapon Critical increase, and instead restores Health over time and reduces your damage taken.

NotesEdit

  • Shadowy Disguise is a recommended morph for the Nightblade Initiate build.
  • Before Update 44, Shadow Cloak and Shadowy disguise weren't toggle-based but granted Invisibility for 3 seconds for a static cost.
  • Born From Shadow buff uses the following icon:   

GalleryEdit

Patch NotesEdit

  • Using Shadow Cloak during the quest Dream-Walk Into Darkness will no longer result in the Nightblade drawing aggro.
  • This ability can now be cast when you have less than 35% of your magicka. Additionally, using this ability while a monster is taunted will now cause it to attack a different target.
  • Dark Cloak: This ability can no longer be activated when you don't have any magicka.
  • Shadowy Disguise: Fixed an issue where Rank4 of this ability was not increasing the critical strike rating with spells.
  • The Spirit Master's Summon Shade no longer attacks invisible player characters using Shadow Cloak.
  • Fixed an issue where this ability was removed when an enemy's projectile missed you.
  • Concealed Weapon (Veiled Strike morph): Your stealthed movement speed bonus is no longer removed if another player character casts Shadow Cloak while stealthed.
  • Fixed an issue where the damage over time component from the ability Poison Arrow would remove you from Shadow Cloak.
  • Fixed an issue where Spear Shards and Volley would not hit an enemy using Shadow Cloak.
  • Fixed an issue that could allow heavy attacks to hit another player character who had activated Shadow Cloak if the ability had been activated while the heavy attack was in the process of charging.
  • Fixed an issue where the effects from this ability would stay visible when the target receiving the shield would go into stealth.
  • Dark Cloak: Fixed an issue where this ability was not removing the damage over time effects while you were in combat.
  • Shadowy Disguise: This ability now makes the next attack a guaranteed crit. Reduced the cost of this morph by 10%.
  • Fixed an issue where this ability wasn't removing channeled damage abilities, such as Radiant Destruction.
  • This ability and its morphs will now suppress damage over time effects that are already applied to the caster while the invisibility is active.
    • The damage over time will remain, but will tick for 0 damage if you are invisible, and will tick for the normal damage if you come out of invisibility.
  • Dark Cloak: This morph no longer removes damage over time effects due to the baseline changes for Shadow Cloak described below; instead, it grants the Minor Protection buff for 2/3/4/5 seconds after the invisibility ends at Ranks I/II/III/IV respectively.
  • Fixed an issue where this ability and its morphs were not suppressing the damage over time effects from siege weapons.
    • Known Issue: The damage over time from Meatbag Catapults will still break you out of cloak, and will be fixed in a future patch.
  • Fixed an issue where this ability and its morphs were not suppressing the damage over time effects from the Meatbag Catapult.
  • Fixed an issue where this ability and its morphs could be used to completely negate the Meteor ability.
  • Lotus Fan (Teleport Strike morph): Fixed an issue where the damage over time applied by this morph was not being correctly suppressed by invisibility effects such as Shadow Cloak.
  • Eye of the Storm (Elemental Storm morph): Dealing damage with this morph will now remove the caster from Shadow Cloak and display a hostile red telegraph to enemy player characters.
  • Fixed an issue where the invisibility from this ability and its morphs was being broken by certain abilities, such as Teleport Strike, Dark Flare, and Weapon Enchantments.
  • Adjusted the order of the Active Abilities in this skill line. They now unlock in the following order:
  • Fixed an issue where casting this ability and its morphs was erroneously displaying the error text "You can't cast that ability right now".
  • Dark Cloak: This morph no longer grants invisibility; instead it heals you for 32% of your Max Health over 3 seconds and grants Minor Protection for the duration.
  • Shadowy Disguise:
    • Fixed an issue where this morph's effect was causing all your healing over time effects to critically strike, and not consume the effect.
    • Fixed an issue where this morph would cause your next damage over time tick to critically strike and consume the effect. ***This morph's effect now only works on your next direct damage attack.
  • Dark Cloak: Fixed an issue where casting this ability was removing you from sneak.
  • Dark Cloak: Adjusted how this ability operates.
    • It will now heal the caster for 6% of their Max Health every 1 second, and duration can increase to a maximum of 8 seconds with other passives.
    • The tooltip will now state the value you will heal for, rather than how it scales, to prevent confusion.
    • Fixed an issue where this ability had cost reduction for the rank up progression, rather than increasing the morph operation of the healing. This will result in a cost increase of approximately 7%, but a healing value increase of approximately 3%.
    • Fixed an issue where the Minor Protection granted from this ability was additive rather than multiplicative.
      • Developer Comment: Previously, this ability was providing a considerable amount of healing compared to what the tooltip implied, while also not providing a lengthy enough period of time to engage with the Minor Protection granted. Now with the duration increase, both the protection duration and the total healing will be improved, but over a longer period of time to prevent the "bursty" nature of the previous heal.
  • Fixed an issue where this ability and the Shadowy Disguise morph could fail to cast if you had "Prevent Attacking Innocents" turned on.
  • This ability and the Shadowy Disguise morph now last 3 seconds at base, but are no longer affected by the Dark Veil passive. This was done to help low level characters utilize the skill.
  • Shadowy Disguise (morph):
    • Fixed an issue where the Critical bonus from this ability could be consumed by abilities that could not Critically Strike.
  • Fixed an issue where this ability was granting immunity to projectiles from targets that had detection potions active.
  • Updated many cases where this ability's invisibility was removed where it shouldn't have been, such as against Ballista.
  • Dark Cloak (morph): Reduced the healing from this morph by approximately 5%.
  • Fixed an issue where this ability and morphs' protections could work even if the attacker had a detection potion active.
  • Dark Cloak (morph):
    • Increased the healing from this ability by approximately 61% per tick, but reduced the base duration to 3 seconds down from 6.
    • Increased the duration of the Minor Protection to 10 seconds, up from 6 and fixed an issue where it was not being affected by the Dark Veil passive.
    • Developer Comment: These changes should improve the skill for tank Nightblades by improving the Healing per Second and overall healing without having to wait as long for it to come in, while reducing its impact to offset long term damage as a Heal over Time.
  • Dark Cloak (morph):
    • Reduced the base healing by approximately 42%.
    • This morph has a new added functionality where the Heal over Time is increased by 150% when not moving.
    • Developer Comment: The reason this morph has been iterated on so many times is due to the difficulty in finding a sweet spot where it feels powerful enough for specific builds (primarily tanks in PvE encounters) without being too dominant/enabling in other areas (primarily PvP encounters). By finding a solution that is not as synergistic with some of the classes' main advantages in PvP encounters, while empowering the enforced playstyle for the builds it is meant to help in PvE, we think the new iteration will finally reach a point where it can settle (aside from potentially adjusting the simple numbers) and see less swings in design.