exiledtyrant wrote: »Isn't werewolf down time fairly short if you invest in a full ultimate reduction build? You wouldn't be using your main skills line only your werewolf skills so you could fill your bars with ultimate gen and defensive abilities.
Being a sorc, with saviors hide 5 piece, and gift of potentates 3 piece set ( 2 rings and 2 armor pieces left for customization) you get 58% total ultimate reduction. That should take it down to 136 ultimate needed. That doesn't seem like it would take a long time while using the sword and shield ultimate gen buff.
Granted this setup locks up a class choice and weapon choice although you could swap over to dual wield for more weapon power before the transformation.
It's actually less than 188. I rerolled for a pure WW focused build. I'm a Sorc Redguard(for ult reduction and stam focused passives) and I'm currently sitting at 156 with just the salvation set. With that set added that should take me down to 126, if I'm not mistaken.
I'm still fleshing out my "King of Beasts" build though(and I'm not v14 with this char yet) to see if all of this will be competitive.
As you said though, this locks a lot of choices from you.
Hellatruvios wrote: »
My conclusion is: No, I wouldn't bother making it a toggle. That would further reduce the attributes of the WW as it stands, just to cater to those who cannot utilize the 'skill' required for maintaining that timer.
Werewolf should be a toggle. Plain and simple no reason that it shouldn't be. Make the form punishible by the justice system for an interesting dynamic. And a lot of great things could come from tweaking the skills allocated to timer increase.
Though we haven't heard anything stated from @ZOS stating this is the route they will take, and they have said it before that toggle werewolf is impossible not possible if the timer is here to stay then this is what needs to change.
1. Devour needs tweaked: taking 3 sec out of a fight is just way to long for PVE, you loose valuable DPS which is already lacking from this ultimate. For PVP this is just suicide. Pvp NPC corpses dissappear within seconds and PC corpses will almost always release taking your meal and extra werewolf time with them. Make it a one second devour with no cooldown as long as your animation finishes you should get time added even if the corpse disappears
2. Werewolf running shouldn't cost any stamina or give us a mount stamina bar. What's the point in being able to move quickly if by the time you get there (if you have any werewolf time left) you don't have enough stamina to wag your tail.
3. Timer needs to be doubled, the time we have is way too little. And abilities related to timer need to double. what is the difference between pack leader rank 1 and rank 4?
4. We won't need stealth if we are on a timer but give us increased detection range. Hiding from a werewolf don't make no sense. Unless your a camouflaged hunter.
5. Why do you reset my ultimate after the effect ends? Do this to dragonknights when their standard ends, or at the end of a nova/negate/veil, and see how happy the community is. Don't alienate werewolf. Lower the cost and let us keep ultimate earned
This should get you started.
4. We won't need stealth if we are on a timer but give us increased detection range. Hiding from a werewolf don't make no sense. Unless your a camouflaged hunter.
4. We won't need stealth if we are on a timer but give us increased detection range. Hiding from a werewolf don't make no sense. Unless your a camouflaged hunter.
I think this is the newest change I've seen suggested and I have to say I would love this. It bothers me that people can stealth away from me so easily. Sure I could use a detection pot, but then that would just further cut my sustain. Using Tri-Pots are a must if you want to make the WW more versatile.
Brasseurfb16_ESO wrote: »
But before making it a toggle I would rather focus your attention on things which are more important to fix.
1) Ennemies immune to bleeding effects.
2) The lack of interaction with players while in WW form. (no Synergy unless WW, no Resurrection, etc)
3) Devour 4sec cast time making the skill counter intuitive in combat.
Those are for me the three priotities I would work on first to make WWs more enjoyable to play.
WarrioroftheWind_ESO wrote: »I'd rather have the passive stam regen back too instead of "100% stam regained from heavy attacks". It doesn't seem to work nearly as well as advertised.
Sylveria_Relden wrote: »Having played both Vampire and Werewolf- I never really understood why Werewolf is the only out of the two that MUST toggle in order to use the abilities conferred.
Sylveria_Relden wrote: »My opinion is both should have toggle- or both should not. I said this in another thread (something about Vampires wanting more improved abilities or whatever) as well.
WarrioroftheWind_ESO wrote: »They really need to stop trying to sell us on the clearly nerfed Bloodrage as a valid way to maintain WW. Here's a scenario for you.
I'm soloing a delve boss that does alot of AOEs that are instant kills if I don't move. I have to keep moving constantly, but while said boss is casting attacks, I'm not getting hit. Boss may/maynot have adds supporting him that I can kill and eat, but most of the time they don't, so that's precious seconds ticking away that I can't regain or sustain because I'm not always taking damage. I might be able to kill the boss no problem, but say I can't in time and WW wears off and I'm momentarily stuck in a red insta-kill aoe spot. Boom dead. Tough cookies.
Either make it a toggle or increase the duration/time gained from eating. Or make it to where Bloodrage keeps you in WW as long as you are in combat and attacking/landing hits on the enemy. Unless WW duration is the sole cause of global lag in the game, it really shouldn't be that hard to do. The time I spend eating is time I should be spending DPSing, and another annoying thing is having bodies vanish just as you finish the eating animation.
Sylveria_Relden wrote: »Having played both Vampire and Werewolf- I never really understood why Werewolf is the only out of the two that MUST toggle in order to use the abilities conferred.
Well Werewolf doesn't inherently NEED to be a toggle. It's just that the Werewolf loses all of its versatility while transformed(unlike any other playstyle in the game) and thus leaving the user more vulnerable, for only a small spike in dps, while being the most expensive ULT in the game. Why put yourself at such a huge risk when you can drop a meteor on someone for a cheaper cost? Or, use Ferocious Leap, Death Stroke, Cloud Swarm, etc for a far cheaper cost, while still having a lot of killing power, without any loss of versatility(and in some cases gaining some considering the added utility).Sylveria_Relden wrote: »My opinion is both should have toggle- or both should not. I said this in another thread (something about Vampires wanting more improved abilities or whatever) as well.
There are key differences between Vamp and WW. For starters, one is an ult and the other isn't. While you're technically a WW while in human form, it's still a skill that must be activated in order for you to access the Werewolf skill line. Secondly, the vamp doesn't lose ANY versatility and you can still access ALL of your other skill lines with your two weapons of choice. That's why vamps have been successful since day 1, despite receiving 50% more damage from the most common damage source in the game. The WW loses the benefits of all weapon passives, class/weapon buffs, and anything else that helps you sustain in a tough fight. Also, If you made Bat Swarm a toggle it would be like launch all over again.
bloodenragedb14_ESO wrote: »i think you werewolves should get a toggle, period, not as a ultimate, the ultimate should be summoning some ww buddies or some regular wolves. however this comes at a price, a locked set of ablilities, nerfed of course to make up for the true, nonulti toggle, and you would get a bounty for using it in public. thats at least my take on it, but im a vamp, so i dont understand the WW struggle