Maintenance for the week of November 25:
• [COMPLETE] PC/Mac: NA and EU megaservers for maintenance – November 25, 4:00AM EST (9:00 UTC) - 7:00AM EST (12:00 UTC)
• Xbox: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)
• PlayStation®: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)

Werewolf passives and class passives that are useable while transformed.

autocookies
autocookies
✭✭✭
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)

765vrersu8oy.png

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
  • Panderbander
    Panderbander
    ✭✭✭✭✭
    I'm fairly certain the Hemorrhage passive in the Nightblade tree requires a NB ability in that skill line to be slotted. Same for the Psychic Lesions passive for Arcanist.
    Edited by Panderbander on 9 May 2024 19:12
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • virtus753
    virtus753
    ✭✭✭✭✭
    ✭✭✭✭
    I'm fairly certain the Hemorrhage passive in the Nightblade tree requires a NB ability in that skill line to be slotted. Same for the Psychic Lesions passive for Arcanist.

    And for Aedric Spear's Piercing Spear.
  • Panderbander
    Panderbander
    ✭✭✭✭✭
    virtus753 wrote: »
    I'm fairly certain the Hemorrhage passive in the Nightblade tree requires a NB ability in that skill line to be slotted. Same for the Psychic Lesions passive for Arcanist.

    And for Aedric Spear's Piercing Spear.

    Yeah I knew there were likely more I was missing. You'd think I would have all the functioning passives memorized at this point considering how little werewolf actually gets
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • autocookies
    autocookies
    ✭✭✭
    virtus753 wrote: »
    I'm fairly certain the Hemorrhage passive in the Nightblade tree requires a NB ability in that skill line to be slotted. Same for the Psychic Lesions passive for Arcanist.

    And for Aedric Spear's Piercing Spear.

    Yeah I knew there were likely more I was missing. You'd think I would have all the functioning passives memorized at this point considering how little werewolf actually gets

    Thank you! I updated the original post!
    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
  • Skoomah
    Skoomah
    ✭✭✭✭✭
    ✭✭
    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 however is nearly worthless because the first heavy takes so long.
    Savage Strength - The only useful and helpful passive. (The survivability of this passive is something every build could/would normally have equipped anyway)

    765vrersu8oy.png

    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%.[/b]
    • 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%.

    That’s a strong case to not play werewolf.
  • autocookies
    autocookies
    ✭✭✭
    Skoomah wrote: »

    That’s a strong case to not play werewolf.

    Agreed, and if you consider the fighters guild passives are the same but with better skills... it makes it even easier to choose not to be a werewolf...

    0u0fszie24b8.png

    Fighters guild abilities: available to all builds except werewolf.. and easy to slot on the front bar:

    Barbed Trap - one of the previous best skills in the game and still pretty good for the damage and the buffs it provide.
    Camouflaged Hunter - reveals stealthy targets and provides a great buff while also giving minor berserk at times.
    Flawless Dawnbreaker - very commonly slotted on the front bar for the passives.
    Silver Shards - a ranged, partially aoe spammable.

    with those 4 skills your sitting at +12% Weapon and Spell Damage.. VS the werewolf's 18% Weapon and Spell Damage.

    Then if you factor in the weapon passives + the class passives + the fact that werewolf only has 5 useable skills (3 of which do damage). It is very easy to see why werewolf is so far behind.

    For reference:
    1 bar oaken soul build has 6 useable skills all fully customizable. (the ultimate is the 6th skill)
    2 bar has 12 useable skills.
    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
  • huskandhunger
    huskandhunger
    ✭✭✭✭
    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 however is nearly worthless because the first heavy takes so long.
    Savage Strength - The only useful and helpful passive. (The survivability of this passive is something every build could/would normally have equipped anyway)

    765vrersu8oy.png

    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%.

    a subset of dedicated werewolf skill line passives that were both more offensive and defensive and carried over into human form might help make werewolf have a more unique version of gameplay that offers its own strengths ^_^
  • huskandhunger
    huskandhunger
    ✭✭✭✭
    Skoomah wrote: »

    That’s a strong case to not play werewolf.

    Agreed, and if you consider the fighters guild passives are the same but with better skills... it makes it even easier to choose not to be a werewolf...

    0u0fszie24b8.png

    Fighters guild abilities: available to all builds except werewolf.. and easy to slot on the front bar:

    Barbed Trap - one of the previous best skills in the game and still pretty good for the damage and the buffs it provide.
    Camouflaged Hunter - reveals stealthy targets and provides a great buff while also giving minor berserk at times.
    Flawless Dawnbreaker - very commonly slotted on the front bar for the passives.
    Silver Shards - a ranged, partially aoe spammable.

    with those 4 skills your sitting at +12% Weapon and Spell Damage.. VS the werewolf's 18% Weapon and Spell Damage.

    Then if you factor in the weapon passives + the class passives + the fact that werewolf only has 5 useable skills (3 of which do damage). It is very easy to see why werewolf is so far behind.

    For reference:
    1 bar oaken soul build has 6 useable skills all fully customizable. (the ultimate is the 6th skill)
    2 bar has 12 useable skills.

    do you play in PCNA? would you like to be friends?
  • sneakymitchell
    sneakymitchell
    ✭✭✭✭
    Reason why should allow weapon passives for werewolf.
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
  • autocookies
    autocookies
    ✭✭✭
    Reason why should allow weapon passives for werewolf.

    I agree or the werewolf passives should be useful enough that they are worth losing your class and weapon passives over. I really wish we could have more access to class passives from werewolf form. It would also be very nice to have more useful werewolf passives as well.


    Since there was a reply related to weapon passives a while back, at least we were informed that not receiving them isn't a bug. And that its working as intended... though it is very disappointing that in some cases we don't for example get the warden passive for holding an ice staff despite holding one.

    rkeabl0s78cy.png
    Edited by autocookies on 6 June 2024 16:20
    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
Sign In or Register to comment.