I'd say Templar for the restoring aura. But a ww Templar is a bit of a weird concept though.
Restoring Aura, or rather Radiant Aura increases health and stamina regen by 80% for up to about 10 secs. Pop that right before transformation and spam away with your ww dps abilities while getting health and more importantly stamina back. You could also throw out an extended ritual for some large healing effect to move around in. But as you said, DK also has good buffs.I'd say Templar for the restoring aura. But a ww Templar is a bit of a weird concept though.
But why? restoring aura is not slottable in WW and it has no effect, even if slotted in human form.
Someone sayed, that DK`s are best, because of the long buffs.
Another theory is, that some passive class abbilities are active in WW form. (like Balanced Worrior from Templar). Nightblade would be option 1 then...
@ AshySamurai: I need 400 Ultimate with my templar (Since last week the cost was reduced again). It is a lot less, than 1k (in the beginning), but its still to much. So ultimate gaining is still a problem (due to the fact, that you cant keep the ultimates gained in your ww form). (well... actually two groups of trash are enough...)
But you are right. Sorc also has some very nice passives!
With 1.5 I think WW will be a viable solution for the first pure stamina build.
Even now, i made 700 dps singletarget and i didnt have the propper setup/set/buffs.
If you could push the damage even further with mundusstones, WW will be a serious burst dd.
With heavy attacks gaining back stamina and the new skills planned, i will have over 3k stamina and overcapped weaponpower.
The coasts for roar and leap have been reduced. At least i could roar like 10+ times...
Edit: @abigfishy
Restoring Aura, or rather Radiant Aura increases health and stamina regen by 80% for up to about 10 secs. Pop that right before transformation and spam away with your ww dps abilities while getting health and more importantly stamina back. You could also throw out an extended ritual for some large healing effect to move around in. But as you said, DK also has good buffs.I'd say Templar for the restoring aura. But a ww Templar is a bit of a weird concept though.
But why? restoring aura is not slottable in WW and it has no effect, even if slotted in human form.
Someone sayed, that DK`s are best, because of the long buffs.
Another theory is, that some passive class abbilities are active in WW form. (like Balanced Worrior from Templar). Nightblade would be option 1 then...
Difference is that Radiant Aura has a regen bonus thst is twice as high as GDB.dodgehopper_ESO wrote: »Restoring Aura, or rather Radiant Aura increases health and stamina regen by 80% for up to about 10 secs. Pop that right before transformation and spam away with your ww dps abilities while getting health and more importantly stamina back. You could also throw out an extended ritual for some large healing effect to move around in. But as you said, DK also has good buffs.I'd say Templar for the restoring aura. But a ww Templar is a bit of a weird concept though.
But why? restoring aura is not slottable in WW and it has no effect, even if slotted in human form.
Someone sayed, that DK`s are best, because of the long buffs.
Another theory is, that some passive class abbilities are active in WW form. (like Balanced Worrior from Templar). Nightblade would be option 1 then...
Green Dragon Blood lasts 20 seconds. Probably more useful to werewolf form than radiant aura. Balanced Warrior gives 4% bonus to weapon damage and 200 spell resistance. DK has a passive that grants 250 spell resistance, and they have better ultimate generation. I'd say its a tossup between these two. If you're using Werewolf purely for ultimate generation, then I'd say sorcerer isn't bad, since it'll let you overload more often, which is awesome..
I'd say Templar for the restoring aura. But a ww Templar is a bit of a weird concept though.
Yea, Bosmer is also a very good choice (or Redguard). But the percentages of imperial are monstrous...
(I know, personal preference should not be ignored)
Imperial:
12% Max life
10% Stamina
10% Chance of melee attacks to resore health
Bosmer
9% Staminarecovery (in fight)
3% Max stamina and X desease resistance (to negate we need 2k?) How much is that on vet lvl 14?
With Imperial i have no problems to bring Stamina and Health to their cap.
I already have Weaponpower at the cap. That means i can concentrate to crit and critdamage or other things.
My big problem stays... the chose of the right class.
I know,.. personal preferences again... And since no class has stamina- class abbilities, it shouldn`t realy matter.
I like the templar, because a healer finds always a place...
But Nightblade has:
Refreshing Shadows: Increases in combat stamina regeneration by 30%
Catalyst: Increase Potion effectiveness by 30%
And Templar has:
Ballanced Warrior; Increases Weapon Damage by 5% and Spell resistance by 4
Restoring Spirit: Reduce abillity Magicka, Stamina and Ultimate costs by 4%
Master Ritualist: Increases Resurrection speed by 20%. Affected allies resurrect with 100% more Health. 50% chance to gain a soul gem upon successful resurrect.
Sorcerer has:
Power Stone; Reduces the cost of Ultimate abilities by 15%
Unholy Knowledge: Reduces ability Magicka and Stamina costs by 5%
Dragonknight
Iron Skin: Block an additional 5%
Scaled Armor: Increases Spell Resistance by 5
@AshySamurai : I hope you will. I`d love to see a pack of wolves working...
ZOS_GinaBruno wrote: »Our team has been paying attention to the feedback you’re sharing about the werewolf skill line, and we’re ready to tell you about some of the changes we’re considering to improve the gameplay experience for all you followers of Hircine out there. We’re interested in seeing what you think!
First off, we’re planning to reduce the cost of transforming into a werewolf. The current costs feel too high, and we want you to be able to transform more frequently. We’ve also fixed a bug that prevented you from using the CC Break ability in werewolf form.
We want to make a few changes to damage scaling and the Savage Strength passive that will give you a little more burst potential and allow your gear upgrades to affect damage output in a more meaningful way. Savage Strength will offer a flat increase to power instead of stacking multiple times. The bonus is a bit lower to balance the change out, but overall you’ll have more ability to deal burst damage. We want light and heavy attacks to additionally scale off of weapon power (instead of just maximum stamina), and for Pounce and its morphs to scale off of weapon power instead of spell power.
Finally, we’ll be adding some all-new werewolf abilities to give you more combat options. Here’s what we’ve come up with (we’ll have more about the morphs in the future and would love to know what you’d like to see):There you have it! Tell us what you think about the changes, which will be coming online in a future game update. Happy hunting!
- Hircine’s Bounty: This is a self-heal ability that gives you more survivability.
- Piercing Howl: An ability that damages and knocks an enemy down.
- Infectious Claws: A swipe attack that deals disease damage to multiple foes.
ExiledKhallisi wrote: »Your class has almost nothing to do with being a WW.
But Nightblade has:
Refreshing Shadows: Increases in combat stamina regeneration by 30%
Catalyst: Increase Potion effectiveness by 30%
And Templar has:
Ballanced Warrior; Increases Weapon Damage by 5% and Spell resistance by 4
Restoring Spirit: Reduce abillity Magicka, Stamina and Ultimate costs by 4%
Master Ritualist: Increases Resurrection speed by 20%. Affected allies resurrect with 100% more Health. 50% chance to gain a soul gem upon successful resurrect.
Sorcerer has:
Power Stone; Reduces the cost of Ultimate abilities by 15%
Unholy Knowledge: Reduces ability Magicka and Stamina costs by 5%
Dragonknight
Iron Skin: Block an additional 5%
Scaled Armor: Increases Spell Resistance by 5
I'd say Templar for the restoring aura. But a ww Templar is a bit of a weird concept though.
But why? restoring aura is not slottable in WW and it has no effect, even if slotted in human form.
Someone sayed, that DK`s are best, because of the long buffs.
Another theory is, that some passive class abbilities are active in WW form. (like Balanced Worrior from Templar). Nightblade would be option 1 then...
RipVanWinkleX wrote: »WW buffs are coming, and they said they might have WW scale on Weapon Damage as well as Stamina.
@Koensol
But you loose the reggen bonus of all your slotted abbilities as soon as you change to WW. That is why the aura will bring you nothing after the 8 seconds.
@ExiledKhallisiZOS_GinaBruno wrote: »Our team has been paying attention to the feedback you’re sharing about the werewolf skill line, and we’re ready to tell you about some of the changes we’re considering to improve the gameplay experience for all you followers of Hircine out there. We’re interested in seeing what you think!
First off, we’re planning to reduce the cost of transforming into a werewolf. The current costs feel too high, and we want you to be able to transform more frequently. We’ve also fixed a bug that prevented you from using the CC Break ability in werewolf form.
We want to make a few changes to damage scaling and the Savage Strength passive that will give you a little more burst potential and allow your gear upgrades to affect damage output in a more meaningful way. Savage Strength will offer a flat increase to power instead of stacking multiple times. The bonus is a bit lower to balance the change out, but overall you’ll have more ability to deal burst damage. We want light and heavy attacks to additionally scale off of weapon power (instead of just maximum stamina), and for Pounce and its morphs to scale off of weapon power instead of spell power.
Finally, we’ll be adding some all-new werewolf abilities to give you more combat options. Here’s what we’ve come up with (we’ll have more about the morphs in the future and would love to know what you’d like to see):There you have it! Tell us what you think about the changes, which will be coming online in a future game update. Happy hunting!
- Hircine’s Bounty: This is a self-heal ability that gives you more survivability.
- Piercing Howl: An ability that damages and knocks an enemy down.
- Infectious Claws: A swipe attack that deals disease damage to multiple foes.
http://forums.elderscrollsonline.com/discussion/129277/upcoming-werewolf-changes/p1
Some of this changes are already implemented since last week!!!
And since the weapondmg is important for WW so should weaponcrit.ExiledKhallisi wrote: »Your class has almost nothing to do with being a WW.But Nightblade has:
Refreshing Shadows: Increases in combat stamina regeneration by 30%
Catalyst: Increase Potion effectiveness by 30%
And Templar has:
Ballanced Warrior; Increases Weapon Damage by 5% and Spell resistance by 4
Restoring Spirit: Reduce abillity Magicka, Stamina and Ultimate costs by 4%
Master Ritualist: Increases Resurrection speed by 20%. Affected allies resurrect with 100% more Health. 50% chance to gain a soul gem upon successful resurrect.
Sorcerer has:
Power Stone; Reduces the cost of Ultimate abilities by 15%
Unholy Knowledge: Reduces ability Magicka and Stamina costs by 5%
Dragonknight
Iron Skin: Block an additional 5%
Scaled Armor: Increases Spell Resistance by 5
30% Potion effectiveness? (That is 100 ish more life/stamina with a potion)..
30% Stamina regen? If you have 80 Staminareggen you gain 24 Magickareggen = 104. that is more, than setboni or trinket enchantements can get you!)
those numbers appear small, but the higher the base value, the more you gain from it. Even if it`s like only 7 points... that is more than some setboni grant you!
Also, as long as you are a redguard, you dont ever have to worry about stamina ever. no matter the class.ExiledKhallisi wrote: »imho...
The Sorcerer makes an excel@Koensol
But you loose the reggen bonus of all your slotted abbilities as soon as you change to WW. That is why the aura will bring you nothing after the 8 seconds.
@ExiledKhallisiZOS_GinaBruno wrote: »Our team has been paying attention to the feedback you’re sharing about the werewolf skill line, and we’re ready to tell you about some of the changes we’re considering to improve the gameplay experience for all you followers of Hircine out there. We’re interested in seeing what you think!
First off, we’re planning to reduce the cost of transforming into a werewolf. The current costs feel too high, and we want you to be able to transform more frequently. We’ve also fixed a bug that prevented you from using the CC Break ability in werewolf form.
We want to make a few changes to damage scaling and the Savage Strength passive that will give you a little more burst potential and allow your gear upgrades to affect damage output in a more meaningful way. Savage Strength will offer a flat increase to power instead of stacking multiple times. The bonus is a bit lower to balance the change out, but overall you’ll have more ability to deal burst damage. We want light and heavy attacks to additionally scale off of weapon power (instead of just maximum stamina), and for Pounce and its morphs to scale off of weapon power instead of spell power.
Finally, we’ll be adding some all-new werewolf abilities to give you more combat options. Here’s what we’ve come up with (we’ll have more about the morphs in the future and would love to know what you’d like to see):There you have it! Tell us what you think about the changes, which will be coming online in a future game update. Happy hunting!
- Hircine’s Bounty: This is a self-heal ability that gives you more survivability.
- Piercing Howl: An ability that damages and knocks an enemy down.
- Infectious Claws: A swipe attack that deals disease damage to multiple foes.
http://forums.elderscrollsonline.com/discussion/129277/upcoming-werewolf-changes/p1
Some of this changes are already implemented since last week!!!
And since the weapondmg is important for WW so should weaponcrit.ExiledKhallisi wrote: »Your class has almost nothing to do with being a WW.But Nightblade has:
Refreshing Shadows: Increases in combat stamina regeneration by 30%
Catalyst: Increase Potion effectiveness by 30%
And Templar has:
Ballanced Warrior; Increases Weapon Damage by 5% and Spell resistance by 4
Restoring Spirit: Reduce abillity Magicka, Stamina and Ultimate costs by 4%
Master Ritualist: Increases Resurrection speed by 20%. Affected allies resurrect with 100% more Health. 50% chance to gain a soul gem upon successful resurrect.
Sorcerer has:
Power Stone; Reduces the cost of Ultimate abilities by 15%
Unholy Knowledge: Reduces ability Magicka and Stamina costs by 5%
Dragonknight
Iron Skin: Block an additional 5%
Scaled Armor: Increases Spell Resistance by 5
30% Potion effectiveness? (That is 100 ish more life/stamina with a potion)..
30% Stamina regen? If you have 80 Staminareggen you gain 24 Magickareggen = 104. that is more, than setboni or trinket enchantements can get you!)
those numbers appear small, but the higher the base value, the more you gain from it. Even if it`s like only 7 points... that is more than some setboni grant you!
In WW form you dont use Stamina to deal damage.
ExiledKhallisi wrote: »Also, as long as you are a redguard, you dont ever have to worry about stamina ever. no matter the class.
ExiledKhallisi wrote: »
In WW form you dont use Stamina to deal damage.
ExiledKhallisi wrote: »
In WW form you dont use Stamina to deal damage.
Yes, you do. The leap and the roar uses Stamina. And with 3 new Abbilities in patch 1.5, you will have a problem, because i go out of stamina even today...
That`s because the heavy attacks will be important to regain stamina.
ExiledKhallisi wrote: »
In WW form you dont use Stamina to deal damage.
Yes, you do. The leap and the roar uses Stamina. And with 3 new Abbilities in patch 1.5, you will have a problem, because i go out of stamina even today...
That`s because the heavy attacks will be important to regain stamina.