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Werewolf passives and class passives that are useable while transformed.
Werewolf only has one good passive that helps it in combat, one so-so sustain passive, and one very dangerous healing passive.
Devour - Helps with healing however you have to stand in place and take damage while your devouring. Making it more dangerous then helpful.
Pursuit - Speed buff and is helpful for sustain.
Savage Strength - The only useful and helpful passive. (The survivability of this passive is something every build could/would normally have equipped anyway)
DK
- Iron Skin Increases the amount of damage you block by 10%.
- Burning Heart - While a Draconic Power ability is active, your healing received is increased by 12%.
- Elder Dragon - Increases your Health Recovery by 258 for each Draconic Power ability slotted.
- Scaled Armor - Increases your Physical and Spell Resistance by 1650.
- Eternal Mountain - Increases duration of your Earthen Heart abilities by 20%.
- Battle Roar - When you cast an Ultimate ability, you restore 50 Health 50 Magicka, and 50 Stamina for each point of the Ultimate spent.
- Mountain's Blessing - When you cast an Earthen Heart ability, you and your group gain Minor Brutality for 20 seconds, increasing your Weapon Damage by 10% If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.
- Helping Hands - When you cast an Earthen Heart ability with a cost, you restore 1120 Stamina. This effect cannot activate when using a Stamina costing ability and must cost more than the restored value.
- Combustion - Increases the damage of your Burning and Poisoned status effects by 40%. When you apply Burning or Poisoned to an enemy, you restore 1000 Magicka and Stamina. This effect can occur once every 3 seconds.
- Warmth - When you deal direct damage with an Ardent Flame ability, you reduce the enemy's Movement Speed by 30% for 3 seconds.
- Searing Heat - Increases the damage over time of your Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 25% and the duration by 4 seconds.
- World in Ruin - Increases the damage of your Flame and Poison attacks by 5%.
Sorcerer
- Capacitor - Increases your Magicka Recovery by 10%.
- Energized - Increases your Physical and Shock Damage by 5%.
- Amplitude - Increases your damage done against enemies by 1% for every 10% current Health they have.
- Expert Mage - Increases your Weapon and Spell Damage by 2% for each Sorcerer ability slotted.
- Rebate - You restore 300 Magicka or Stamina when one of your non-Ultimate Daedric Summoning abilities end. The resource returned is dictated by the ability's cost.
- Power Stone - Reduces the cost of your Ultimate abilities by 15%.
- Daedric - Protection Increases your Health and Stamina Recovery by 20% while you have a Daedric Summoning ability slotted.
- Expert Summoner - Increases your Max Health by 10% if you have a pet active. Increases your Max Magicka and Stamina by 10% if you have no pets active.
- Unholy Knowledge - Reduces the Health, Magicka, and Stamina costs of your non Core Combat abilities by 6%.
- Blood Magic - When you hit an enemy with a directly applied Dark Magic ability, you heal for 1600. This effect can occur once every half second and scales off your Max Health.
- Persistence - After blocking an attack, your next Health, Magicka, or Stamina ability costs 15% less.
- Exploitation - When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 20 seconds.
NB
- Master Assassin - Increases your Physical and Spell Penetration against enemies you are flanking by 2974. Increases the duration of the stun from Sneak by 100%.
- Executioner - When an enemy dies within 2 seconds of being damaged by you, you restore 1000 Magicka and Stamina.
- Pressure Points - Increases your Weapon and Spell Critical ratings by 438 for each Assassination ability slotted.
- Hemorrhage - Increases your Critical Damage by 10%. Dealing Critical Damage grants you and your group Minor Savagery, increasing your Weapon Critical rating by 1314 for 20 seconds.[/s
- Catalyst - After drinking a potion you gain 20 Ultimate.
- Magicka Flood - Increases your Max Magicka by 8% while a Siphoning ability is slotted.
- Soul Siphoner - Increases your healing done by 3% for each Siphoning ability slotted.
- Transfer - Casting a Siphoning ability while in combat generates 2 Ultimate. This effect can occur once every 4 seconds.
- Refreshing Shadows - Increases your Health, Stamina, and Magicka Recovery by 15%.
- Shadow Barrier - Casting a Shadow ability grants you Major Resolve for 6 seconds, increasing your Physical and Spell Resistance by 5948. This duration is increased by 25% for each piece of Heavy Armor equipped. Current Duration: 6 seconds
- Dark Vigor - Increases your Max Health by 3% for each Shadow ability slotted.
- Dark Veil - Increases the duration of your non-invisibility based Shadow abilities by 2 seconds.
Templar
- Piercing Spear - Increases your Critical Damage by 10%. Increases your damage done to blocking targets by 10%.[//I][/s
- Spear Wall - Gain Minor Protection for 6 seconds, reducing damage taken by 5%.
- Burning Light - When you deal damage you generate a stack of Burning Light for 3 seconds. After reaching 4 stacks, you deal 898 Magic Damage to your target. This effect can stack once every half second and scales off your highest offensive stats.
- Balanced Warrior - Increases your Weapon and Spell Damage by 6% and Physical and Spell Resistance by 1320.
- Enduring Rays - Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 seconds.
- Prism - Casting a Dawn's Wrath ability while in combat generates 3 Ultimate. This effect can occur once every 6 seconds.
- Illuminate - Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 20 seconds, increasing your Spell Damage by 10%.
- Restoring Spirit - Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.
- Mending - Increases the healing effects from your Restoring Light abilities by up to 12%, in proportion to the severity of the target's wounds.
- Sacred Ground - While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 4 seconds after leaving them you gain Minor Mending, increasing your healing done by 8%. Also increases the amount of damage you can block by 10% for the duration.
- Light Weaver - When you heal an ally under 50% Health with a Restoring Light ability, you grant them 2 Ultimate. While you are channeling Rite of Passage, you gain 33000 Physical and Spell Resistance.
- Master Ritualist - Increases resurrection speed by 20%. Resurrected allies return with 100% more Health. Gives you a 50% chance to fill an empty Soul Gem after each successful resurrection.
Warden
- Bond With Nature - Anytime one of your Animal Companion skills end, you are healed for 1260 Health.
- Savage Beast - When you cast an Animal Companions ability while you are in combat, you generate 4 Ultimate. This effect can occur once every 8 seconds.
- Flourish - Increases your Magicka and Stamina recovery by 12% if an Animal Companion ability is slotted.
- Advanced Species - Increases your Critical Damage by 4% for each Animal Companion ability slotted.
- Accelerated Growth - When you heal yourself or an ally under 40% Health with a Green Balance ability you gain Major Mending, increasing your healing done by 16% for 4 seconds.
- Nature's Gift - When you heal an ally with a Green Balance ability, you gain 250 Magicka or 250 Stamina, whichever resource pool is lower. This effect can occur once every 1 second.
- Emerald Moss - Increases your healing done with Green Balance abilities by 2% for each Green Balance ability slotted.
- Maturation - When you activate a heal on yourself or an ally you grant the target Minor Toughness, increasing their Max Health by 10% for 20 seconds.
- Glacial Presence - Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%. Increases the damage of your Chilled status effect by 223. This effect scales off your highest offensive stats.
- Frozen Armor - Increases your Physical and Spell Resistance by 990 for each Winter's Embrace ability slotted.
- Icy Aura - Reduce the effectiveness of snares applied to you by 15%.
- Piercing Cold - Increases your damage done by 2%, which increases to 12% when wielding an Ice Staff. (since werewolves don't count towards this even with an ice staff.)
Necro
- Curative Curse - While you have a negative effect on you, your healing done is increased by 8%.
- Near-Death Experience - While you have a Living Death ability slotted, your Critical Strike Chance with all healing abilities is increased by up to 20% in proportion to the severity of the target's wounds.
- Corpse Consumption - When you use an ability on a corpse, you generate 10 Ultimate. This effect can occur once every 16 seconds.
- Undead Confederate - While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Magicka, and Stamina Recovery is increased by 200.
- Death Gleaning - Whenever an enemy you are in combat with dies within 28 meters of you, restore 666 Magicka and Stamina.
- Disdain Harm - Reduce the damage you take from damage over time abilities by 15% while you have a Bone Tyrant ability active.
- Health Avarice - Increase your Healing Received by 2% for each Bone Tyrant ability slotted.
- Last Gasp - Increase your Max Health by 1250.
- Reusable Parts - When your Sacrificial Bones, Skeletal Mage, or Spirit Mender dies, the cost of your next Sacrificial Bones, Skeletal Mage, or Spirit Mender is reduced by 50%.
- Death Knell - Increases your Critical Strike Chance against enemies under 25% Health by 10% for each Grave Lord ability slotted.
- Dismember - While a Grave Lord ability is active, your Spell and Physical Penetration are increased by 1500.
- Rapid Rot - Increases your damage done with damage over time effects by 10%.
Arcanist
- Aegis of the Unseen - Form a secret soldier within your mind, a defense against arcane forces without. While a beneficial Soldier of Apocrypha ability is active on you, increase your Armor by 1980.
- Wellspring of the Abyss - Apocryphal knowledge bubbles up from the depths of your psyche, increasing your Health, Magicka, and Stamina Recovery by 129 for each Soldier of Apocrypha ability slotted.
- Circumvented Fate - Casting an Arcanist ability warps the weave of fate around you, granting you and your group members Minor Evasion for 20 seconds and reducing damage from area attacks by 10%. This effect can occur once every 5 seconds.
- Implacable Outcome - The will of an Arcanist is absolute. When you consume Crux, gain 4 Ultimate. This effect can occur once every 8 seconds.
- Fated Fortune - Warp fate when you generate or consume Crux, increasing your Critical Damage and Critical Healing by 12% for 7 seconds.
- Harnessed Quintessence - You master the warp and weft of your very soul. When you are restored Magicka or Stamina, increase your Weapon and Spell Damage by 5% for 10 seconds.
- Psychic Lesion - Your attacks wound the mind with heretical knowledge, increasing damage dealt by Status Effects by 15% and Status Effect Chance by 55%.
- Splintered Secrets - What they don't know can kill them. Increase your Physical and Spell Penetration by 991 per Herald of the Tome ability slotted.
- Healing Tides - Your mastery of weaving fate and abyssal water increases your healing done by 3% for each active Crux.
- Hideous Clarity - You've stared too long into the abyss. When you generate Crux, you restore 225 Magicka or Stamina, whichever maximum is higher.
- Erudition - Knowledge is power. Your excessive scholarship increases your Magicka and Stamina Recovery by 18%.
- Intricate Runeforms - Your status as illuminatus reduces the cost and increases the strength of your damage shields by 10%.
Edited by autocookies on 22 May 2024 16:03 PC NA (Tank/DPS) - [PVE]
Started ESO - Oct 2020
Necro Main
Tank main from 300cp - 1200cp at which point I switched to DPS - I was 100k on every class except werewolf. I cleared 115k on necro, but I am completely done with parsing. My hands won't let me anymore. Lucky there is still heavy attack and arcanist options available. Otherwise I would possibly have to give up eso entirely.
[My toons]
Note: Armory slots are separated by "|" below.
- (Libitina Khalida) Dark Elf Necromancer: Off Tank | EC DPS
- (Fresh Gator Meat) Argonian Dragonknight: Main Tank | ZK DPS
- (Electro-Meowster) Khajiit Sorcerer: HA Solo | MK DPS
- (Blood of Death) Dark Elf Nightblade: SPC/PA Healer
- (Arctic Mist) Dark Elf Warden: ROJO Healer
- (Affah Beta Gamma) Breton Templar: Mag DPS.
- (autocookies) Imperial Arcanist: Stam DPS
- (Aeriegil Forestbranch) Wood Elf Warden: PVP
Thank you,
Autocookies