As there is the possibility of getting new Grimoires for other skill lines in the future, and Werewolf is the only playstyle which cannot use any of the existing Grimoires, I'd like to draft some ideas that could potentially become new Scribing skills that Werewolf players will be able to use. I've already shared these ideas in the Update 42 Feedback Thread for Scribing, but I'd like to share it again here so that it can get more visibility. I'll also take the opportunity to provide sample screenshots to illustrate what I mean.
Here's a list of 3 different Grimoire ideas I've come up with. Knowing that there are two Soul Magic Grimoires, it's not out of the picture that we may get multiple Grimoires per skill line, and it's likely that when we do get more Grimoires added to the game, ZOS may prioritize skill lines which do not currently have a Grimoire, such as Support, Undaunted, Vampire, or Werewolf.
- Savage Bite (Somewhat like Werewolf Behemoth's "Vicious Bite" attack. Single target ability where the werewolf bites the target. I don't recall a single biting animation for the standard Werewolf armature, but there are examples in other Werewolf animations where they bite.)
- Focus Scripts: Sundering Bite (Physical Damage), Bloody Bite (Bleed Damage), Pestilent Bite (Disease Damage), Goading Bite (Taunt), Traumatic Bite (Trauma)
- Signature Scripts: Class Mastery, Hunter's Snare, Assassin's Misery, Wayfarer's Mastery, Leeching Thirst, Immobilizing Strike, Lingering Torment, Warmage's Defense, Warrior's Opportunity
- Affix Scripts: Berserk, Expedition, Maim, Off Balance, Vulnerability, Savagery and Prophecy, Resolve, Breach, Mangle, Evasion, Brutality and Sorcery, Cowardice, Defile, Interrupt
Like Werewolf Behemoth's "Vicious Bite" skill, this ability might have a range of 9 meters, while Piercing Howl and its morphs have a range of 10 meters. It's important to note that if Trauma is a valid Focus Script for this skill, it might end up costing Magicka with that Script. This would be interesting to work with as a debuff skill in PvP, and with the damage types available, it might be a viable replacement for Piercing Howl in PvE. I can imagine a Werewolf tank would use Taunt and Breach to make the Werewolf version of Puncture.
- Ruthless Rampage (Somewhat like Torchbearer. 2 second channeled cone ability where the werewolf swipes with their claws twice in quick succession, reusing the Werewolf animation that plays when opening doors in Werewolf form. It used to be accessible via the "/smash" emote before the ability to use emotes in Werewolf form was disabled.)
- Focus Scripts: Sundering Rampage (Physical Damage), Bloody Rampage (Bleed Damage), Pestilent Rampage (Disease Damage), Dazing Rampage (Stun), Repelling Rampage (Knockback), Binding Rampage (Immobilize)
- Signature Scripts: Class Mastery, Hunter's Snare, Lingering Torment, Warrior's Opportunity, Gladiator's Tenacity, Warmage's Defense, Fencer's Parry, Sage's Remedy, Leeching Thirst, Immobilizing Strike, Knight's Valor, Wayfarer's Mastery
- Affix Scripts: Brutality and Sorcery, Savagery and Prophecy, Lifesteal, Off Balance, Mangle, Interrupt, Maim, Resolve, Expedition, Force, Empower, Defile
In particular, I'd like to use this skill with the Knockback Script. It'd be like how in TES V: Skyrim, you could knock enemies around in Werewolf form. Maybe the Knockback would apply on the second of the two hits, in order to give enemies time to react. Regardless, this is a great opportunity to get a channeled skill into Werewolf's toolkit (aside from heavy attacking) so that Werewolf can benefit from sets like Deadly Strike. Reusing an existing Werewolf animation would probably make this easier to implement.
- Hunter's Grounds (Somewhat like Secluded Grove or Ritual of Retribution. Ground AoE effect themed after The Hunting Grounds. Maybe this skill reuses the animation Werewolves do when they revive a player, where they hold their hand towards the ground. It could also just reuse the same "howling" animation as Hircine's Bounty. Like Mender's Bond, this ability doesn't change its name via the Focus Script prefix.)
- Focus Scripts: Magic Damage, Poison Damage, Dispel, Pull, Restore Resources, Mitigation, Immobilize, Healing, Damage Shield, Generate Ultimate
- Signature Scripts: Class Mastery, Hunter's Snare, Immobilizing Strike, Lingering Torment, Thief's Swiftness, Wayfarer's Mastery, Warrior's Opportunity, Sage's Remedy, Druid's Resurgence, Crusader's Defiance, Growing Impact, Gladiator's Tenacity, Knight's Valor, Thief's Swiftness
- Affix Scripts: Vitality, Breach, Evasion, Resolve, Protection, Courage, Expedition, Intellect and Endurance, Magickasteal, Berserk, Vulnerability, Cowardice, Brutality and Sorcery, Savagery and Prophecy, Defile, Heroism
This one is the most versatile of the three. It could be used as an AoE damage ability, similar to Ritual of Retribution, using Poison Damage or Magic Damage, both of which aren't found in Werewolf's toolkit. Or, it could be used as a support ability, to heal and buff allies within it, which would make for Werewolf's first in-kit crossheal ability. Werewolf tanks could use it to pull in enemies, since they lack a pull in their toolkit.
The theming of the skill is also very nice. The idea of Hircine blessing the grounds you hunt on would be a good reason to include an AoE ground effect in Werewolf's toolkit. Scripts such as Hunter's Snare are particularly appropriate for such a skill. I imagine the VFX for this ground AoE might be similar to Secluded Grove, but with flora taken from The Hunting Grounds:
Finally, the Wayfarer's Mastery Signature Script plays into the related skill line's passives and mechanics. For the Werewolf skill line, I'd expect some of the following, depending on the Werewolf Grimoire in question:
- Grants you the bonus of the Blood Rage passive ability, increasing the duration of your Werewolf Transformation.
- Enemies hit are afflicted with the Terrified effect, increasing their damage taken from your Piercing Howl ability.
- Enemies take 10% more damage from this ability when Terrified.
- Reduces the cost of Werewolf Transformation for affected allies by 33%.
- Reduces the cost of Werewolf Transformation for affected allies and grants them the bonus of their Blood Rage passive, extending the duration of their Werewolf Transformation.
What do you all think of these ideas? Do you have any ideas of your own?
@ZOS_GinaBruno @ZOS_Kevin
PC/NA — Lone Werewolf, the Templar Khajiit Werewolf
Werewolf Should be Allowed to Sneak
Please give us Werewolf
Skill Styles (for customizing our fur color),
Grimoires/Scribing skills (to fill in the holes in our builds), and
Companions (to transform with).