Devs, please please please make any nerfs you do for PvP actually only PvP. As you can see in the parses above, werewolf is just finally competitive, good and acceptable in PvE, do not gut this, do not ruin class uniqueness, do not ruin fun.
YandereGirlfriend wrote: »Devs, please please please make any nerfs you do for PvP actually only PvP. As you can see in the parses above, werewolf is just finally competitive, good and acceptable in PvE, do not gut this, do not ruin class uniqueness, do not ruin fun.
Definitely. I don't think that anyone wants to see WW get nerfed into the ground in PvE.
Fortunately, this iteration of the Combat Team seems to have a much lighter touch when it comes to that and is more open to making PvP-specific alterations to mechanics.
One or two magic number tweaks while "against players" likely solves any problems.




autocookies wrote: »As a strictly PvE player who might one day try PvP, I sincerely hope werewolf is not nerfed into the ground again. As long as ultimate in werewolf form is much more sustainable, I will be very excited to run this in Infinite Archive, random dungeons, and less sweaty trials. Werewolf in PvE right now looks acceptable in my opinion (Assuming in form ult gen is sustainable)
I'd like to correct my previous statement: Due to the poor Chinese translation of the Worgen's skills, I misunderstood some skill effects and mechanics.
After retranslating and understanding the skill effects and mechanics myself, I found that the new Worgen doesn't necessarily need to rely on sets like Eye of the Grasp to gain ultimate points to maintain Worgen form, but it does need to accumulate Fury as quickly as possible to gain Rampage status. The advantage of this is that the Worgen can wear two damage sets, which increases its DPS by at least 10%.
I believe the new Worgen will have a chance to be included in HM Trials in PvE, as it can provide the team with Minor Courage, Feeding Frenzy (6% damage buff), and Major Courage, and can deal approximately 120K damage. Furthermore, due to Ferocious Roar's own synergy, the Worgen can use Roar of Alkosh. Therefore, even if the new Worgen's DPS isn't top-tier, its excellent support capabilities make it a viable option for teams to bring a Worgen to provide buffs.
Moreover, if you use Claw Fur, you only need to press 4+1 buttons to reach 120K, which is very easy to operate.
DPS Werewolf
Support Werewolf
YandereGirlfriend wrote: »Devs, please please please make any nerfs you do for PvP actually only PvP. As you can see in the parses above, werewolf is just finally competitive, good and acceptable in PvE, do not gut this, do not ruin class uniqueness, do not ruin fun.
Definitely. I don't think that anyone wants to see WW get nerfed into the ground in PvE.
Fortunately, this iteration of the Combat Team seems to have a much lighter touch when it comes to that and is more open to making PvP-specific alterations to mechanics.
One or two magic number tweaks while "against players" likely solves any problems.
I'm pulling 45k on the 6m dummy to try on my end to translate proof (or lack there of) for overbearing damage running full damage sets slated for PvP (i.e. not a dueling set like rele) with the standard tri-glyphs and mag recovery for werewolf heal (PTS is dead rn I cannot find anyone to duel)
~build~
I have on fully golded monomyth, Yandir's might (just heavy attack once every 15 seconds for 680 BUFFABLE wep/spell), Aerie's cry (literally a damage proc set that gives me more damage than essence thief; 'free' minor toughness from skill line), 1 pc magma, 1 pc monomyth (it's bugged if you die in wolf so this was from a fresh transformation) , flame/poison glyphs with nirnhoned + sharpened, and Orzorga's for food.
Disclaimer: I know there is still more of a focus on having stam recovery on this build which I could certainly reduce to have more straight stats with sustain changes (this would NOT net me MORE than 3k additional on this parse I consider this inconsequential for the message I am trying to relay.
~parse method (skills roto)
focused on keeping any and every skill and buff up only when needed (refresh at last second) while making sure to use spammable ANY opportunity I have the chance outside of those parameters.
///
For reference, I believe a meta PvE DPS is 60-70k+... which means a build like that would do MORE sustained damage in PvP than wolf since the claim is 'this is the highest you've ever seen'.
So the only complaint you must have here is that this 45k is being done on one bar... and I don't know what you're really wanting here as this is the dev's choice and it desperately needed this rework (and I'm going to be real in saying that... it took 5-10 years to get this). If they nerf numbers into oblivion for PTS alone, especially based on testimony, it will most likely never compete with subclassing and the ilk, and never be viable again).
*another disclaimer, 'burden of proof' is not on me (i.e. video to demonstrate my claim) since 100k parse with meta sets exists in same form (100k being good but only being up to 75% of top-end dps with beam, etc.) : )
I'm pulling 45k on the 6m dummy to try on my end to translate proof (or lack there of) for overbearing damage running full damage sets slated for PvP (i.e. not a dueling set like rele) with the standard tri-glyphs and mag recovery for werewolf heal (PTS is dead rn I cannot find anyone to duel)
~build~
I have on fully golded monomyth, Yandir's might (just heavy attack once every 15 seconds for 680 BUFFABLE wep/spell), Aerie's cry (literally a damage proc set that gives me more damage than essence thief; 'free' minor toughness from skill line), 1 pc magma, 1 pc monomyth (it's bugged if you die in wolf so this was from a fresh transformation) , flame/poison glyphs with nirnhoned + sharpened, and Orzorga's for food.
Disclaimer: I know there is still more of a focus on having stam recovery on this build which I could certainly reduce to have more straight stats with sustain changes (this would NOT net me MORE than 3k additional on this parse I consider this inconsequential for the message I am trying to relay.
~parse method (skills roto)
focused on keeping any and every skill and buff up only when needed (refresh at last second) while making sure to use spammable ANY opportunity I have the chance outside of those parameters.
///
For reference, I believe a meta PvE DPS is 60-70k+... which means a build like that would do MORE sustained damage in PvP than wolf since the claim is 'this is the highest you've ever seen'.
So the only complaint you must have here is that this 45k is being done on one bar... and I don't know what you're really wanting here as this is the dev's choice and it desperately needed this rework (and I'm going to be real in saying that... it took 5-10 years to get this). If they nerf numbers into oblivion for PTS alone, especially based on testimony, it will most likely never compete with subclassing and the ilk, and never be viable again).
*another disclaimer, 'burden of proof' is not on me (i.e. video to demonstrate my claim) since 100k parse with meta sets exists in same form (100k being good but only being up to 75% of top-end dps with beam, etc.) : )
Respectfully, this setup is awful. You're on the wrong class, you're using sustain when you can legitimately build zero regen and use double armor potions with 35k+ HP and stamina on the correct class, and you're hitting a PVE dummy to try and prove that the PVP parses I shared are somehow irrelevant.
I'm not trying to see WW nerfed in PVE in any case. It definitely did need a rework as it was sort of "dead content" in both areas of the game, outside of roleplay/fantasy for people who enjoy that sort of thing. I don't mind seeing the damage, mechanical, and utility buffs it received.
I do have an issue when a build with half the mechanical complexity of a meta PVP build is outputting double the damage, though. Especially when that damage has nearly no counterplay other than "run maras/cleansing revival/wyrd tree".
My original question was just that; a question. Are class mastery passives supposed to be working in WW form? If this is intended, then there might need to be some adjustments based on the numbers we're seeing on the PTS. Things like adding "against monsters" stipulations to certain skills, much like they did with the reworked DK.
I'm done, I'm out, I don't care anymore.
GulmarAvocado wrote: »10k DPS in a duel is completely normal and healthy, surely.
I'm running warden (for minor tough proc and now-overtuned set for PvP which is similar damage wise to combining unfathomable darkness and essence thief in 1 set), sorc (stormcalling for passives), and burning light (templar skill line for passive).
I'm running warden (for minor tough proc and now-overtuned set for PvP which is similar damage wise to combining unfathomable darkness and essence thief in 1 set), sorc (stormcalling for passives), and burning light (templar skill line for passive).
Ah, so you aren't even utilizing the class mastery passives which are the entirety of what I was asking about in this thread, and what are responsible for the problematic DPS I am referencing.
Got it.
Erickson9610 wrote: »YandereGirlfriend wrote: »Devs, please please please make any nerfs you do for PvP actually only PvP. As you can see in the parses above, werewolf is just finally competitive, good and acceptable in PvE, do not gut this, do not ruin class uniqueness, do not ruin fun.
Definitely. I don't think that anyone wants to see WW get nerfed into the ground in PvE.
Fortunately, this iteration of the Combat Team seems to have a much lighter touch when it comes to that and is more open to making PvP-specific alterations to mechanics.
One or two magic number tweaks while "against players" likely solves any problems.
Whatever changes happen should not make Werewolves irrelevant or undesirable to play in PvP. We belong there, too.
How many Werewolf players do you see in PvP outside of guild events? Hardly any, from my experience. I hope Update 50 makes Werewolf viable again so that we see more people using it.
It feels like nearly everyone switched over to Dragonknight (or Subclassed some Dragonknight lines) in Update 49, so I want to see people using Werewolf in Update 50. Unlike Vampire or Dragonknight, Werewolf requires you to go all in to get any of its benefits — nerf it too much and it'll be in the same spot as it was before.
Werewolf must be overtuned to convince anyone to abandon the human form builds in practice; what Werewolf lacks in flexibility, it makes up for in raw power. This isn't merely a one bar build, because one bar builds have access to so many more abilities, passives, and core combat mechanics than werewolves do.
I'm running warden (for minor tough proc and now-overtuned set for PvP which is similar damage wise to combining unfathomable darkness and essence thief in 1 set), sorc (stormcalling for passives), and burning light (templar skill line for passive).
Ah, so you aren't even utilizing the class mastery passives which are the entirety of what I was asking about in this thread, and what are responsible for the problematic DPS I am referencing.
Got it.
Nothing, and I mean nothing in there is giving such a blatant increase to werewolf that it isn't giving to certain pure classes.
The MOST problematic line (I Imagine) would be sorc and you could SIMPLY disable the offending damage passives (on werewolf) for THAT PARTICULAR class mastery line until the values are most-likely brought down during its rework... Even then we're talking about losing passives like BURNING LIGHT in that scenario and slapping on 1-2 defensive/pseudo-defensive skill lines to access what should be, at that point, should make those passives rather marginal.
Again, I have seen no evidence outside of your very biased Relequen parse detailing little to nothing about what is happening and the variables in your test (I, once again, am asking your for video proof... I may be exaggerating but I have asked for this very simple item to back up your claim upwards of 5-10 times now... you have the 'burden of proof' here and that screenshot missing heaps of context isn't it).



I'm running warden (for minor tough proc and now-overtuned set for PvP which is similar damage wise to combining unfathomable darkness and essence thief in 1 set), sorc (stormcalling for passives), and burning light (templar skill line for passive).
Ah, so you aren't even utilizing the class mastery passives which are the entirety of what I was asking about in this thread, and what are responsible for the problematic DPS I am referencing.
Got it.
Nothing, and I mean nothing in there is giving such a blatant increase to werewolf that it isn't giving to certain pure classes.
The MOST problematic line (I Imagine) would be sorc and you could SIMPLY disable the offending damage passives (on werewolf) for THAT PARTICULAR class mastery line until the values are most-likely brought down during its rework... Even then we're talking about losing passives like BURNING LIGHT in that scenario and slapping on 1-2 defensive/pseudo-defensive skill lines to access what should be, at that point, should make those passives rather marginal.
Again, I have seen no evidence outside of your very biased Relequen parse detailing little to nothing about what is happening and the variables in your test (I, once again, am asking your for video proof... I may be exaggerating but I have asked for this very simple item to back up your claim upwards of 5-10 times now... you have the 'burden of proof' here and that screenshot missing heaps of context isn't it).
40k HP WW doing 10k dps without relequen over a 1.5 minute normal duel to a 34k phys/spell resist rallying cry player, who is using a disgusting amount of hots and defensive stuff to survive.
Missing 33% weapon damage from the passive assuming the bug reports about it are correct.
He was accidently not wearing one of his 5 piece sets here. This is 3x tfs, 2x rele, 5x savage.
Here's 10k dps to that same player sustained over 2 minutes 40 seconds, when he was actually wearing his 5p tfs.
I'm running warden (for minor tough proc and now-overtuned set for PvP which is similar damage wise to combining unfathomable darkness and essence thief in 1 set), sorc (stormcalling for passives), and burning light (templar skill line for passive).
Ah, so you aren't even utilizing the class mastery passives which are the entirety of what I was asking about in this thread, and what are responsible for the problematic DPS I am referencing.
Got it.
Nothing, and I mean nothing in there is giving such a blatant increase to werewolf that it isn't giving to certain pure classes.
The MOST problematic line (I Imagine) would be sorc and you could SIMPLY disable the offending damage passives (on werewolf) for THAT PARTICULAR class mastery line until the values are most-likely brought down during its rework... Even then we're talking about losing passives like BURNING LIGHT in that scenario and slapping on 1-2 defensive/pseudo-defensive skill lines to access what should be, at that point, should make those passives rather marginal.
Again, I have seen no evidence outside of your very biased Relequen parse detailing little to nothing about what is happening and the variables in your test (I, once again, am asking your for video proof... I may be exaggerating but I have asked for this very simple item to back up your claim upwards of 5-10 times now... you have the 'burden of proof' here and that screenshot missing heaps of context isn't it).
40k HP WW doing 10k dps without relequen over a 1.5 minute normal duel to a 34k phys/spell resist rallying cry player, who is using a disgusting amount of hots and defensive stuff to survive.
Missing 33% weapon damage from the passive assuming the bug reports about it are correct.
He was accidently not wearing one of his 5 piece sets here. This is 3x tfs, 2x rele, 5x savage.
Here's 10k dps to that same player sustained over 2 minutes 40 seconds, when he was actually wearing his 5p tfs.
I'm running warden (for minor tough proc and now-overtuned set for PvP which is similar damage wise to combining unfathomable darkness and essence thief in 1 set), sorc (stormcalling for passives), and burning light (templar skill line for passive).
Ah, so you aren't even utilizing the class mastery passives which are the entirety of what I was asking about in this thread, and what are responsible for the problematic DPS I am referencing.
Got it.
Nothing, and I mean nothing in there is giving such a blatant increase to werewolf that it isn't giving to certain pure classes.
The MOST problematic line (I Imagine) would be sorc and you could SIMPLY disable the offending damage passives (on werewolf) for THAT PARTICULAR class mastery line until the values are most-likely brought down during its rework... Even then we're talking about losing passives like BURNING LIGHT in that scenario and slapping on 1-2 defensive/pseudo-defensive skill lines to access what should be, at that point, should make those passives rather marginal.
Again, I have seen no evidence outside of your very biased Relequen parse detailing little to nothing about what is happening and the variables in your test (I, once again, am asking your for video proof... I may be exaggerating but I have asked for this very simple item to back up your claim upwards of 5-10 times now... you have the 'burden of proof' here and that screenshot missing heaps of context isn't it).
40k HP WW doing 10k dps without relequen over a 1.5 minute normal duel to a 34k phys/spell resist rallying cry player, who is using a disgusting amount of hots and defensive stuff to survive.
Missing 33% weapon damage from the passive assuming the bug reports about it are correct.
He was accidently not wearing one of his 5 piece sets here. This is 3x tfs, 2x rele, 5x savage.
Here's 10k dps to that same player sustained over 2 minutes 40 seconds, when he was actually wearing his 5p tfs.
No ability in that recap looks egregiously over tuned. Just seems like WW combined with Sorc Mastery Passives has so much incoming healing and sustain that they can be 100% offensive the entire duel so the opponent just ends up being a parse dummy. In any scenario where the werewolf is pressured and has to play defensively the damage would fall off a cliff very fast
I'm running warden (for minor tough proc and now-overtuned set for PvP which is similar damage wise to combining unfathomable darkness and essence thief in 1 set), sorc (stormcalling for passives), and burning light (templar skill line for passive).
Ah, so you aren't even utilizing the class mastery passives which are the entirety of what I was asking about in this thread, and what are responsible for the problematic DPS I am referencing.
Got it.
Nothing, and I mean nothing in there is giving such a blatant increase to werewolf that it isn't giving to certain pure classes.
The MOST problematic line (I Imagine) would be sorc and you could SIMPLY disable the offending damage passives (on werewolf) for THAT PARTICULAR class mastery line until the values are most-likely brought down during its rework... Even then we're talking about losing passives like BURNING LIGHT in that scenario and slapping on 1-2 defensive/pseudo-defensive skill lines to access what should be, at that point, should make those passives rather marginal.
Again, I have seen no evidence outside of your very biased Relequen parse detailing little to nothing about what is happening and the variables in your test (I, once again, am asking your for video proof... I may be exaggerating but I have asked for this very simple item to back up your claim upwards of 5-10 times now... you have the 'burden of proof' here and that screenshot missing heaps of context isn't it).
40k HP WW doing 10k dps without relequen over a 1.5 minute normal duel to a 34k phys/spell resist rallying cry player, who is using a disgusting amount of hots and defensive stuff to survive.
Missing 33% weapon damage from the passive assuming the bug reports about it are correct.
He was accidently not wearing one of his 5 piece sets here. This is 3x tfs, 2x rele, 5x savage.
Here's 10k dps to that same player sustained over 2 minutes 40 seconds, when he was actually wearing his 5p tfs.
Until you can provide a video instead of screenshot which is organically removing half of what you're running and all of what you're opponent is running and doing gameplay-wise (you have not shown this OR the other spec you are claiming werewolf now 'doubles'), then I am not inclined to put full stock in this and neither should other players/the developers logically.
The math is there for parses and they are going counter to your point. The parses presented now running meta PvE sets, i.e. high DPS sets, and are lower than live beam builds... which pivots to you discussing the damage setup that does less damage than that (so the non-beam equivalent version of the 'dps' spec)... following that, you're then saying that this is somehow the most damage you've ever seen possible (again how is it more damage ever possible yet these PvE builds that are better do mathematically more than the highest end of reworked wolf???)---
and that it's double 'this other thing' (this 'generic', other, sweatlord meta-build) yet refuse to provide a video to prove 'this other thing' (other 'generic' build like mentioned) does 'x', and that opponent is using+doing 'y' (I legitimately have no idea what you're fighting on that CMX protections-wise for either this 'generic' spec you never provided ANY proof of AND the damage-specced wolf via a video, which is the point being made here).
I mean, has pure-class-passives Pyrebrand DK with maybe so vat and masters went on your radar yet (for the 'generic' parse)? Pyrebrand was a major complaint and they adjusted by removing crit... now it has the potential to do 300% more damage and NOT negatively affect your other DoTs at random AND pure-class DK is actually just generally competitive with meta subclassing while being the closest fit for your werewolf play style (high sustained pressure especially via DoTs although werewolf still lacks true burst that DK has).
*I tried to spell out all intrinsic meaning in parenthesis so little is up for interpretation
Anyhow, I'm tired of sounding like a broken record my friend so I will keep an eye out for substantiated proof from you or Yandere but right now you just don't have it.
But hey, if they do this on your behalf (b/c no one agreeing with you is citing anything other than your screenshot missing a metric ton of information) then that is yet another example of content creators 'strong arming' their way into changes (for any given game) they (content creators) want with little to no actual evidence through gameplay. Make of that what you will. (I suppose the argument then is if the content creator speaks for the player base as a whole).
I'm running warden (for minor tough proc and now-overtuned set for PvP which is similar damage wise to combining unfathomable darkness and essence thief in 1 set), sorc (stormcalling for passives), and burning light (templar skill line for passive).
Ah, so you aren't even utilizing the class mastery passives which are the entirety of what I was asking about in this thread, and what are responsible for the problematic DPS I am referencing.
Got it.
Nothing, and I mean nothing in there is giving such a blatant increase to werewolf that it isn't giving to certain pure classes.
The MOST problematic line (I Imagine) would be sorc and you could SIMPLY disable the offending damage passives (on werewolf) for THAT PARTICULAR class mastery line until the values are most-likely brought down during its rework... Even then we're talking about losing passives like BURNING LIGHT in that scenario and slapping on 1-2 defensive/pseudo-defensive skill lines to access what should be, at that point, should make those passives rather marginal.
Again, I have seen no evidence outside of your very biased Relequen parse detailing little to nothing about what is happening and the variables in your test (I, once again, am asking your for video proof... I may be exaggerating but I have asked for this very simple item to back up your claim upwards of 5-10 times now... you have the 'burden of proof' here and that screenshot missing heaps of context isn't it).
40k HP WW doing 10k dps without relequen over a 1.5 minute normal duel to a 34k phys/spell resist rallying cry player, who is using a disgusting amount of hots and defensive stuff to survive.
Missing 33% weapon damage from the passive assuming the bug reports about it are correct.
He was accidently not wearing one of his 5 piece sets here. This is 3x tfs, 2x rele, 5x savage.
Here's 10k dps to that same player sustained over 2 minutes 40 seconds, when he was actually wearing his 5p tfs.
Until you can provide a video instead of screenshot which is organically removing half of what you're running and all of what you're opponent is running and doing gameplay-wise (you have not shown this OR the other spec you are claiming werewolf now 'doubles'), then I am not inclined to put full stock in this and neither should other players/the developers logically.
The math is there for parses and they are going counter to your point. The parses presented now running meta PvE sets, i.e. high DPS sets, and are lower than live beam builds... which pivots to you discussing the damage setup that does less damage than that (so the non-beam equivalent version of the 'dps' spec)... following that, you're then saying that this is somehow the most damage you've ever seen possible (again how is it more damage ever possible yet these PvE builds that are better do mathematically more than the highest end of reworked wolf???)---
and that it's double 'this other thing' (this 'generic', other, sweatlord meta-build) yet refuse to provide a video to prove 'this other thing' (other 'generic' build like mentioned) does 'x', and that opponent is using+doing 'y' (I legitimately have no idea what you're fighting on that CMX protections-wise for either this 'generic' spec you never provided ANY proof of AND the damage-specced wolf via a video, which is the point being made here).
I mean, has pure-class-passives Pyrebrand DK with maybe so vat and masters went on your radar yet (for the 'generic' parse)? Pyrebrand was a major complaint and they adjusted by removing crit... now it has the potential to do 300% more damage and NOT negatively affect your other DoTs at random AND pure-class DK is actually just generally competitive with meta subclassing while being the closest fit for your werewolf play style (high sustained pressure especially via DoTs although werewolf still lacks true burst that DK has).
*I tried to spell out all intrinsic meaning in parenthesis so little is up for interpretation
Anyhow, I'm tired of sounding like a broken record my friend so I will keep an eye out for substantiated proof from you or Yandere but right now you just don't have it.
But hey, if they do this on your behalf (b/c no one agreeing with you is citing anything other than your screenshot missing a metric ton of information) then that is yet another example of content creators 'strong arming' their way into changes (for any given game) they (content creators) want with little to no actual evidence through gameplay. Make of that what you will. (I suppose the argument then is if the content creator speaks for the player base as a whole).
Hello, I was the person tanking 10.2k DPS from the screenshots React posted. If you want a video proof I can show you later.
WW is currently the highest DPS spec in the game and can kill practically anybody. I have been letting everyone parse me tonight on my tankiest setup (10.2k sustained HPS over almost 3 minutes). WW is the only spec that can consistently pull off 10k+ DPS to me. Everyone else has been doing at max 8k (DKs with pyrebrand and class masteries).
I'd like to correct my previous statement: Due to the poor Chinese translation of the Worgen's skills, I misunderstood some skill effects and mechanics.
After retranslating and understanding the skill effects and mechanics myself, I found that the new Worgen doesn't necessarily need to rely on sets like Eye of the Grasp to gain ultimate points to maintain Worgen form, but it does need to accumulate Fury as quickly as possible to gain Rampage status. The advantage of this is that the Worgen can wear two damage sets, which increases its DPS by at least 10%.
I believe the new Worgen will have a chance to be included in HM Trials in PvE, as it can provide the team with Minor Courage, Feeding Frenzy (6% damage buff), and Major Courage, and can deal approximately 120K damage. Furthermore, due to Ferocious Roar's own synergy, the Worgen can use Roar of Alkosh. Therefore, even if the new Worgen's DPS isn't top-tier, its excellent support capabilities make it a viable option for teams to bring a Worgen to provide buffs.
Moreover, if you use Claw Fur, you only need to press 4+1 buttons to reach 120K, which is very easy to operate.
DPS Werewolf
Support Werewolf
Thank you for this! Good to know there is a little more oomph. Once again using 'claw fury' and it's nice that the parses are close but still under the mark of the 150k or so of beam parse right now. (adding context for others here, hence response).
Additionally, have you considered the limitations with 'claw fury' being melee in certain content? Sure a dummy is still and doesn't throw mechs, but especially on the older trials you have both mechs and consistent movement (which can easily take you out of range) to contend to.
*Worgen haha
I'd like to correct my previous statement: Due to the poor Chinese translation of the Worgen's skills, I misunderstood some skill effects and mechanics.
After retranslating and understanding the skill effects and mechanics myself, I found that the new Worgen doesn't necessarily need to rely on sets like Eye of the Grasp to gain ultimate points to maintain Worgen form, but it does need to accumulate Fury as quickly as possible to gain Rampage status. The advantage of this is that the Worgen can wear two damage sets, which increases its DPS by at least 10%.
I believe the new Worgen will have a chance to be included in HM Trials in PvE, as it can provide the team with Minor Courage, Feeding Frenzy (6% damage buff), and Major Courage, and can deal approximately 120K damage. Furthermore, due to Ferocious Roar's own synergy, the Worgen can use Roar of Alkosh. Therefore, even if the new Worgen's DPS isn't top-tier, its excellent support capabilities make it a viable option for teams to bring a Worgen to provide buffs.
Moreover, if you use Claw Fur, you only need to press 4+1 buttons to reach 120K, which is very easy to operate.
DPS Werewolf
Support Werewolf
Thank you for this! Good to know there is a little more oomph. Once again using 'claw fury' and it's nice that the parses are close but still under the mark of the 150k or so of beam parse right now. (adding context for others here, hence response).
Additionally, have you considered the limitations with 'claw fury' being melee in certain content? Sure a dummy is still and doesn't throw mechs, but especially on the older trials you have both mechs and consistent movement (which can easily take you out of range) to contend to.
*Worgen haha
I believe mobile combat is actually advantageous for the Werewolf, because the new Pounce and Carnage feels good and allows the werewolf to approach the target faster and more reliably than other classes. In reality, you only needs to pay attention to the Pounce and Carnage's damage over time (DoT) and Hircine's Rage buff; Ferocious Roa only needs to be cast once before each use of Claw Fury. Doesn't need use Gnash . This making the Werewolf's gameplay very simple, allowing them to focus more on following the target and handling mechanics.