I get the RP value, but being able to permanently stay in WW form would defeat the purpose of being an ultimate.
But opening up WW to the possibility of tanking can add many more builds and fun things to do with the skill line. Right now the way WW currently is almost nothing has changed other than the fact we can fast attack for 40k+ with the correct gear. It seems really like it was not thought out at all.
Avran_Sylt wrote: »@Qbiken
Seems to be still the same as Summerset, standard LA with a positive multiplier attached (Though more testing is needed), so Infused large body pieces and Robust jewelry is the way to go for buffing up your Light Attack Damage.(30% max stam increase, removal of unique 10% wepon dam).
...However... I can imagine the added WW LA multiplier (or bleed) will be nerfed a bit in upcoming patches... Since that 40K DPS parse was done without Major Fracture, No +Max Stam from Undaunted, no off-balance and exploiter, not even considering the Empowered LA you can get from other wolves, and with a drop-dead easy rotation. Hell, it's nearly a DPS loss to use Claws of Life (which, I like, but it being a DoT, the staple of DPS rotations, is iffy).
I'd need to see it compared with solid parses from other classes though to give an estimate as to the amount it should be reduced by. Taking into consideration that it has an easy as hell rotation, but almost non-existent cleave. I shuold also probably compare it with a no-CP parse as well.
Physical Weapon expert may also play a role in this, but I'm unsure (or forgot) where in the calculations it's applied. (is it multiplicative with the WW's LA damage modifier?).
Lotta testing to be done this week.
Transairion wrote: »As already mentioned by others, the Salvation set (the only WW specific set in ESO) could use a rework/buff now:Salvation Set
LEVEL 50 CHAMPION 160
(2 items) Adds 1096 Max Stamina
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 1096 Max Stamina
(5 items) Salvation Reduces cost of Werewolf Transformation by 33%. While in werewolf form Weapon Damage is increased by 150.
How about adding something like "taking damage adds 3 seconds to your Werewolf duration, once every 3 seconds" (the old Blood Rage effect) to this set, giving Werewolves the option to build for permanent Werewolf form by dealing and taking damage instead of just one or the other.
Or perhaps even go so far as "Increases Werewolf Timer duration by 500%" as the lone 5-peice bonus, allowing minutes of Werewolf form before the extension passives/skills are taken into effect. Not quite a toggle, but close enough to allow for world RP and so on. I can't really see the damage of "permanent Werewolf" in this manner, not with Werewolves only having 5 specific abilities to work with compared to 12 varied abilities (two Ultimates) for all other classes, Vampires included.
@ Werewolf taunt though, I am perplexed... how exactly would a Werewolf tank, let alone healer work? Even with a taunt, you'll only have 5 abilities and all the buffs Werewolves provide are damage based (no self-buffing tankiness or healing allies, only self-healing), with a taunting Werewolf only having the option to block and use the self-heal.
A WW has no ally-healing skills, so how can it be a healer? How is a WW with a working taunt any different to any DPS role using a taunt? Still can't really debuff enemies, buff allies, or survive the big hits tanks are desired for any better than any DPS of the other classes, no?
What class synergizes best with ww?
That's a long debate, and in the end it depends on your WW playstyle. Some people prefer sorc or templar for the passives. Good if your playstyle is to transform ASAP and stay that way as long as possible. Me, i prefer dragonknight. My playstyle is to fight in human form and transform midfight to take advantage of the DK resource restore on ultimate use(this can often completely turn the fight around).
SenorCrouch wrote: »
The difference is you only stay there if you don’t do something. Skills are very limited as you can’t use weapon skills at all, so it’s only useful as a buff bar and when you actually attack with Overload itself.
But well, idc.
usmcjdking wrote: »Well, it means you should go Hircine's Fortitude now with 27k health it'll be a 9k heal. You lose 10% dmg buff for Hircine's Rage in favor of being able to use a completely different 5pc main that is non-pelinal's. I don't know how to impress upon you how this is actually a giant buff.
Maybe I'm alone here, but I kinda (really) wanted some way for WW to reliably taunt, so that it would be better for PvE that way. There are probably mostly only tanky WWs in WW guilds right now, but if we could taunt it would open up a lot of possibilities.
@Chrlynsch. Is pack play more viable again with the change to COP?
@Chrlynsch. Is pack play more viable again with the change to COP?
@bdado24 no changes to cop, though bloodrage has changed. The ability to activate synergies and resurrect allies is huge though! IMO Pack nights are gonna be better than ever.
@Chrlynsch. Is pack play more viable again with the change to COP?
@bdado24 no changes to cop, though bloodrage has changed. The ability to activate synergies and resurrect allies is huge though! IMO Pack nights are gonna be better than ever.
They aren´t. Packs could stroll around indefinetely from summer 2017 to late fall 2017 when having more than 4 werewolves (only needed four) . It wasn´t OP (in fact, mixed groups were stronger), everyone - even the victims - loved the view, and this is the mark that won´t be reached with this patch if things stay like this.
DoonerSeraph wrote: »I think Werewolves should be able to use non-weapon skills, kinda like Overload and having a second bar. The first bar would have the transform to go back into human form, and the second bar would have a WW specific ulti tied to the morph (Pack Leader o Berserker).
That would solve people wanting to tank since they can slot inner fire. And give PvE damage more viability outside of Bloodmoon/Relequen LA spam. A WW throwing a bunch of caltrops or a beast trap would require some suspension of disbelief but oh well.
SenorCrouch wrote: »DoonerSeraph wrote: »I think Werewolves should be able to use non-weapon skills, kinda like Overload and having a second bar. The first bar would have the transform to go back into human form, and the second bar would have a WW specific ulti tied to the morph (Pack Leader o Berserker).
That would solve people wanting to tank since they can slot inner fire. And give PvE damage more viability outside of Bloodmoon/Relequen LA spam. A WW throwing a bunch of caltrops or a beast trap would require some suspension of disbelief but oh well.
I see where you are going with this, and yeah having my werewolf cast Liquid Lightning might be a bit strange, however I think a more werewolf oriented solution to what you are proposing would be to have a larger pool of werewolf abilities to slot. In conjunction to the 5 we currently have add even more including a taunting roar, an AoE blessing from Hircine that heals allies in a targeted radius, some magicka AoE star shower from a howl to the moon. I mean the level of creativity that could be had here could make the werewolf actually fun to use.
It is so stupid, I constantly have to think about when I should use the Werewolf ult cause the duration is so terribly short and the cost is so incredibly high that I generally wind up not using it. And on the flip side I have this super fun Shooting Star build where I can just go ham on mobs and bosses by casting the Shooting Star ult on average once every 15 seconds. Why can't the werewolf ult feel that fun to use?
SenorCrouch wrote: »DoonerSeraph wrote: »I think Werewolves should be able to use non-weapon skills, kinda like Overload and having a second bar. The first bar would have the transform to go back into human form, and the second bar would have a WW specific ulti tied to the morph (Pack Leader o Berserker).
That would solve people wanting to tank since they can slot inner fire. And give PvE damage more viability outside of Bloodmoon/Relequen LA spam. A WW throwing a bunch of caltrops or a beast trap would require some suspension of disbelief but oh well.
I see where you are going with this, and yeah having my werewolf cast Liquid Lightning might be a bit strange, however I think a more werewolf oriented solution to what you are proposing would be to have a larger pool of werewolf abilities to slot. In conjunction to the 5 we currently have add even more including a taunting roar, an AoE blessing from Hircine that heals allies in a targeted radius, some magicka AoE star shower from a howl to the moon. I mean the level of creativity that could be had here could make the werewolf actually fun to use.
It is so stupid, I constantly have to think about when I should use the Werewolf ult cause the duration is so terribly short and the cost is so incredibly high that I generally wind up not using it. And on the flip side I have this super fun Shooting Star build where I can just go ham on mobs and bosses by casting the Shooting Star ult on average once every 15 seconds. Why can't the werewolf ult feel that fun to use?
DoonerSeraph wrote: »I mean, what I am asking for (having WW use non weapon skills) is almost a pipe dream, designing more skills that would be WW exclusive is even more hard to achieve
Sure, a WW casting Liquid Lightning can be a bit strange, but at least WW will have a thing it sorely misses now: class identity. Aside from passives, its impossible to distinguish the a Sorcerer from a Nightblade when both are in WW form. How cool it would be if you could use Hurricane, Crit Surge, or as a DK, Wings? Each WW would have a different way to play since their toolkits intersect with their classes in a different manner. NBs have major fracture while Sorcs dont, but Sorcs have good AOE, imo it would be nice without overtuning the transformation too much.
Trust me when I say, in this patch, I can run my pack from one side of cyrodiil to the other, we won't have a single issue with our timer.
Trust me when I say, in this patch, I can run my pack from one side of cyrodiil to the other, we won't have a single issue with our timer.
How?
You can't rely on on lingering DoTs from the last fight to pause your timer while you run to the next anymore. In fact, the new version of Bloodrage won't actually pause your timer at all, just slow it to 1/5th normal. Am I missing something? Because it looks like these changes will make the timer situation worse in Cyrodiil.
You are missing something. There is a way.
You are missing something. There is a way.
[Citation Needed]
This a PTS discussion thread, not a "make unsupported claims and then act smug and mysterious about them" thread. If you have insights about the balance and performance of these changes you should share them.
> Base Werewolf Timer is 30 seconds
> Call of the Pack reduces timer consuption by 80% with four transformed werewolves.
> Feral Pounce adds 4 seconds when fully leveled.
> The new vesrion of Bloodrage adds 4 seconds upon dealing damage, with a 5 second cooldown.
So, best case scenario: You find some straggler hanging around after capturing a resource, and manage to get your timer completely full before heading off. You now have ~1 minute to find another fight before losing form.
I don't know what it's like on the PC and PTS servers, but on XBOX Cyrodiil is not populated enough to make that viable.