I mean, i tested or followed some builds about ww.
- Tormentor-Tank = not working (since our jump is not a charge...).
- Healing (Twilight's Remedy, Combat Physician) Well... i know, strange idea.. but why not trying to be supportive?
- Dd- heavy attack build (with CP) doesnt make sense and doesnt work (but sustain would work here)
- Poison build: Doesnt work, to low dmg.
- Bleeding build: Doesnt work, no dmg.
- Normal stam-dd setup: Either 20 sec insane burst, but out of resources (and you would have to do heavy attacks to stay in ww form). Or crappy overall dps with bad sustain (sine your actual sustain before transformation doesnt scale with the high coasts of your ww skills).
==> and keeping your stam-dd rotation up is way more efficient. Because you have executes and ultimates...
- Funbuilds: Timer to short, no possibility to transform at will. It works for some...
The joke is: Since you can only regenerate Stamine trough heavy attacks or wating, you need to wait between combat, but then... your timer wil run out in no time... Even if i have pots on cd, there is too much stamina missing.
DocFrost72 wrote: »I mean, i tested or followed some builds about ww.
- Tormentor-Tank = not working (since our jump is not a charge...).
- Healing (Twilight's Remedy, Combat Physician) Well... i know, strange idea.. but why not trying to be supportive?
- Dd- heavy attack build (with CP) doesnt make sense and doesnt work (but sustain would work here)
- Poison build: Doesnt work, to low dmg.
- Bleeding build: Doesnt work, no dmg.
- Normal stam-dd setup: Either 20 sec insane burst, but out of resources (and you would have to do heavy attacks to stay in ww form). Or crappy overall dps with bad sustain (sine your actual sustain before transformation doesnt scale with the high coasts of your ww skills).
==> and keeping your stam-dd rotation up is way more efficient. Because you have executes and ultimates...
- Funbuilds: Timer to short, no possibility to transform at will. It works for some...
The joke is: Since you can only regenerate Stamine trough heavy attacks or wating, you need to wait between combat, but then... your timer wil run out in no time... Even if i have pots on cd, there is too much stamina missing.
I was told that the pounce ability was tested and confirmed to work when IC dropped. It may be a bug, or dependent on the morph? How recently did you try it, and on which boss/mob?
What does the "Werewolf •Call of the Pack: Redesigned this passive ability so it now reduces the cost of staying in Werewolf form by 10/20% for each transformed Werewolf in your group, including yourself, up to a maximum of 40/80% at Ranks I/II."
mean? Reduces the cost of staying in form? Is that increasing the time? Reducing the countdown speed of the timer? It doesn't exactly make sense. I think that the high cost of the ultimate, and the relatively high cost of the abilities really needs looked at, and the Berserker morph. Making the Pack Leader morph even better is counterintuitive to me, make both forms desirable, not the one that people tend to gravitate towards already even better.
What does the "Werewolf •Call of the Pack: Redesigned this passive ability so it now reduces the cost of staying in Werewolf form by 10/20% for each transformed Werewolf in your group, including yourself, up to a maximum of 40/80% at Ranks I/II."
mean? Reduces the cost of staying in form? Is that increasing the time? Reducing the countdown speed of the timer? It doesn't exactly make sense. I think that the high cost of the ultimate, and the relatively high cost of the abilities really needs looked at, and the Berserker morph. Making the Pack Leader morph even better is counterintuitive to me, make both forms desirable, not the one that people tend to gravitate towards already even better.
With a full WW pack 80% reduction, you are getting over 2min of werewolf. As every tick (1 sec off werewolf) is now only removing .2 seconds. While giving you more for your devours, bloodrage, and feral leeps. Pretty neat for pack gameplay.
What does the "Werewolf •Call of the Pack: Redesigned this passive ability so it now reduces the cost of staying in Werewolf form by 10/20% for each transformed Werewolf in your group, including yourself, up to a maximum of 40/80% at Ranks I/II."
mean? Reduces the cost of staying in form? Is that increasing the time? Reducing the countdown speed of the timer? It doesn't exactly make sense. I think that the high cost of the ultimate, and the relatively high cost of the abilities really needs looked at, and the Berserker morph. Making the Pack Leader morph even better is counterintuitive to me, make both forms desirable, not the one that people tend to gravitate towards already even better.
With a full WW pack 80% reduction, you are getting over 2min of werewolf. As every tick (1 sec off werewolf) is now only removing .2 seconds. While giving you more for your devours, bloodrage, and feral leeps. Pretty neat for pack gameplay.
Mentioned this slightly somewhere else but, with both the strong timer bonus and the summoned wolves, why would I want to use beserker anymore? It looks the same as the default ww, it plays the same as the default ww, the only thing it has is more dps which isn't something you really feel in game-play. Any opinions on that?
What does the "Werewolf •Call of the Pack: Redesigned this passive ability so it now reduces the cost of staying in Werewolf form by 10/20% for each transformed Werewolf in your group, including yourself, up to a maximum of 40/80% at Ranks I/II."
mean? Reduces the cost of staying in form? Is that increasing the time? Reducing the countdown speed of the timer? It doesn't exactly make sense. I think that the high cost of the ultimate, and the relatively high cost of the abilities really needs looked at, and the Berserker morph. Making the Pack Leader morph even better is counterintuitive to me, make both forms desirable, not the one that people tend to gravitate towards already even better.
With a full WW pack 80% reduction, you are getting over 2min of werewolf. As every tick (1 sec off werewolf) is now only removing .2 seconds. While giving you more for your devours, bloodrage, and feral leeps. Pretty neat for pack gameplay.
Mentioned this slightly somewhere else but, with both the strong timer bonus and the summoned wolves, why would I want to use beserker anymore? It looks the same as the default ww, it plays the same as the default ww, the only thing it has is more dps which isn't something you really feel in game-play. Any opinions on that?
Timer bonus from heavy attacks was removed from pack leader and all werewolves who incest points into passive get the new group timer mechanic.
So the question is do you want to have 2 dps pets or controlled dps increase
What does the "Werewolf •Call of the Pack: Redesigned this passive ability so it now reduces the cost of staying in Werewolf form by 10/20% for each transformed Werewolf in your group, including yourself, up to a maximum of 40/80% at Ranks I/II."
mean? Reduces the cost of staying in form? Is that increasing the time? Reducing the countdown speed of the timer? It doesn't exactly make sense. I think that the high cost of the ultimate, and the relatively high cost of the abilities really needs looked at, and the Berserker morph. Making the Pack Leader morph even better is counterintuitive to me, make both forms desirable, not the one that people tend to gravitate towards already even better.
With a full WW pack 80% reduction, you are getting over 2min of werewolf. As every tick (1 sec off werewolf) is now only removing .2 seconds. While giving you more for your devours, bloodrage, and feral leeps. Pretty neat for pack gameplay.
Mentioned this slightly somewhere else but, with both the strong timer bonus and the summoned wolves, why would I want to use beserker anymore? It looks the same as the default ww, it plays the same as the default ww, the only thing it has is more dps which isn't something you really feel in game-play. Any opinions on that?
Timer bonus from heavy attacks was removed from pack leader and all werewolves who incest points into passive get the new group timer mechanic.
So the question is do you want to have 2 dps pets or controlled dps increase
I tried those pets, they seemed very helpful in drawing agro so I couldn't get blood rage to proc as easily and then they would sit on corpses so I couldn't devour them. That is the reason to not pick pack leader I guess.
http://forums.elderscrollsonline.com/en/discussion/comment/2942439#Comment_2942439
http://forums.elderscrollsonline.com/en/discussion/comment/2938344#Comment_2938344
http://forums.elderscrollsonline.com/en/discussion/comment/2938190#Comment_2938190
http://forums.elderscrollsonline.com/en/discussion/comment/2935780#Comment_2935780
http://forums.elderscrollsonline.com/en/discussion/comment/2934453#Comment_2934453
http://forums.elderscrollsonline.com/en/discussion/comment/2933419#Comment_2933419
http://forums.elderscrollsonline.com/en/discussion/comment/2929593#Comment_2929593
Man... if we only had a more lengthy Transform timer, we'd be SO happy....ZOS_GinaBruno wrote: »Our team has been paying attention to the feedback you’re sharing about the werewolf skill line, and we’re ready to tell you about some of the changes we’re considering to improve the gameplay experience for all you followers of Hircine out there. We’re interested in seeing what you think!
First off, we’re planning to reduce the cost of transforming into a werewolf. The current costs feel too high, and we want you to be able to transform more frequently. We’ve also fixed a bug that prevented you from using the CC Break ability in werewolf form.
We want to make a few changes to damage scaling and the Savage Strength passive that will give you a little more burst potential and allow your gear upgrades to affect damage output in a more meaningful way. Savage Strength will offer a flat increase to power instead of stacking multiple times. The bonus is a bit lower to balance the change out, but overall you’ll have more ability to deal burst damage. We want light and heavy attacks to additionally scale off of weapon power (instead of just maximum stamina), and for Pounce and its morphs to scale off of weapon power instead of spell power.
Finally, we’ll be adding some all-new werewolf abilities to give you more combat options. Here’s what we’ve come up with (we’ll have more about the morphs in the future and would love to know what you’d like to see):There you have it! Tell us what you think about the changes, which will be coming online in a future game update. Happy hunting!
- Hircine’s Bounty: This is a self-heal ability that gives you more survivability.
- Piercing Howl: An ability that damages and knocks an enemy down.
- Infectious Claws: A swipe attack that deals disease damage to multiple foes.