ShadowStarKing wrote: »
Not sure there will be many changes for the werewolves. With the poison crafting coming we might get more vulnerabilities, but that might be it.
Strider_Roshin wrote: »Sure would be nice to passively have that regen back. Last I checked vampires still take damage reduction at low health whether they have a vampire move equipped or not.
Strider_Roshin wrote: »Sure would be nice to passively have that regen back. Last I checked vampires still take damage reduction at low health whether they have a vampire move equipped or not.
DocFrost72 wrote: »Strider_Roshin wrote: »Sure would be nice to passively have that regen back. Last I checked vampires still take damage reduction at low health whether they have a vampire move equipped or not.
*Smiles and raises his silver shards and dawnbreaker* Yep, they got it good...
Strider_Roshin wrote: »DocFrost72 wrote: »Strider_Roshin wrote: »Sure would be nice to passively have that regen back. Last I checked vampires still take damage reduction at low health whether they have a vampire move equipped or not.
*Smiles and raises his silver shards and dawnbreaker* Yep, they got it good...
Indeed they do, I wish I could wipe out a zerg with WW as someone spamming Sap Essence while Bat Swarm is active while wearing VD.
ShadowStarKing wrote: »Strider_Roshin wrote: »Sure would be nice to passively have that regen back. Last I checked vampires still take damage reduction at low health whether they have a vampire move equipped or not.
Yeah I forgot about that, That's a good idea also I would like a passive movement speed buff for just being a werewolf (maybe 4% movement speed).
sneakymitchell wrote: »ShadowStarKing wrote: »Strider_Roshin wrote: »Sure would be nice to passively have that regen back. Last I checked vampires still take damage reduction at low health whether they have a vampire move equipped or not.
Yeah I forgot about that, That's a good idea also I would like a passive movement speed buff for just being a werewolf (maybe 4% movement speed).
I use steed mundus to help me with that it helps with health recovery and speed which the speed is 5% and the health recovery is good for the heavy armor builds and if you want to become a werewolf and want to be out in the open instead of hiding. Almost a full set of heavy armor will be good now with werewolf and the balance with the fighters guild with everyone. Which werewolves will have to more worry is about poison so put ur cp in poison cause when people make their poisons at the crafting station and they see a wolf running around they will be in stealth (like night blades) will almost one shot you with them if they switch to poison. For me I am a nord werewolf so i just need a little cp in that and I should be good.
"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.
Pack Leader (Werewolf Transformation morph): Redesigned this morph so it now summons 2 dire wolf companions to fight by your side for the duration of your transformation. If killed, the dire wolves will return after 16/14/12/10 seconds at Ranks I/II/III/IV respectively."
These are the changes. I don't understand the "cost" of staying in WW form, I thought it was timed.
That's another thing, I don't thing race passives should apply when in WW form?
Poison Crafting......
You all seem to think this is going to be some intricate system that will play out in PvP... My guess, not that. I'd think it will basically be something where you make poison to give to NPC's for the DB, something very simple, nothing like spell crafting.