Rousing Roar (+20% Weapon Damage + Fear) ---> Howl of Agony (30% more damage to feared opponents) is the burst staple for werewolves.
Liberal use of heavy attacks since they return 20% stamina (I believe 10% is base, passive boosts this 100%), and all the skills are very expensive.
You can't activate your own synergies in this game.
Werewolf would be more fun if there wasn't a timer involved, at least while you are in combat IMO.
DocFrost72 wrote: »As someone who tinkered with the idea of werewolf DD and Werewolf tank, maybe I can explain some things for you.
Weapons USED TO (have not checked for a few patches) informative of your damage in werewolf form, making it smart to put it on your main bar.
Pack leader adds are very weak, but with sets like the hunt set (Orsinium or MA) they can serve as sources of sustainability and even self healing.
Light attacks bleed, so you may notice more damage spamming them. The ideal rotation is actually piercing howl and light attack to perpetually bleed while doing great damage.
Howl of despair requires teammates, like any synergy.
Pounce has two very important uses that make up for lower damage. One morph adds time in WW form, which can be killer if you're low. The other morph deals AoE damage, making it an AoE taunt when used alongside the tormentor set.
Hircine'Hircine's rage is EPIC since it is not a major/minor. Flat 10% more, 28 when considering the savage strength passive. Not a bad burst heal in PvE.
Roar onto piercing howl x2 is GG against potatoes in cyrodiil, and definately scrambles even the most prepared foes. Don't forget your bleed.
Claws of life > infectious for pve, as defile isn't as good as a steady prevention of health loss.
High cost can be really good for DKs or those using the witchman's sets, as it returns a LOT of resources. Otherwise yeah, it's big bUT with reason.
What I recommend to you is to build a full resource management build and habe a DK to pop igneous weapons for you. 20 for igneous + 5 for the passive +28 from hircine's rage and savage strength brings you to an insane 53% damage increase, and even more if you use howl on a feared target. You can hot really crazy numbers this way. Potions help a lot too.
Some fun facts: werewolves can be tanks (or could, haven't checked out if they stopped pounce and tormentor) because they receive a whopping 10k increase to armor at all times. Add to that an extra 3k stam.
Werewolves are a bit like heavy armor bruisers in concept. If you're getting hit every 3 seconds, you never come out of wolf form and don't have to feed. This is more pronounced when more than one wolf is present (considering the cost of time is less).
Wolves are very, VERY fun and pretty well balanced at the moment, and I am going to eventually test tormentor for a werewolf tank build.
DocFrost72 wrote: »As someone who tinkered with the idea of werewolf DD and Werewolf tank, maybe I can explain some things for you.
Weapons USED TO (have not checked for a few patches) informative of your damage in werewolf form, making it smart to put it on your main bar.
Pack leader adds are very weak, but with sets like the hunt set (Orsinium or MA) they can serve as sources of sustainability and even self healing.
starkerealm wrote: »DocFrost72 wrote: »As someone who tinkered with the idea of werewolf DD and Werewolf tank, maybe I can explain some things for you.
Weapons USED TO (have not checked for a few patches) informative of your damage in werewolf form, making it smart to put it on your main bar.
Pack leader adds are very weak, but with sets like the hunt set (Orsinium or MA) they can serve as sources of sustainability and even self healing.
Yeah, this is something that's really important to understand about high level werewolf play. Your gear does still apply while transformed. So if you have sword and board and transform, you'll keep the additional armor from your shield (before the multiplier is applied, I think), but your weapon damage will be lower. If you're running DW, you'll have your weapon damage carried over (again, before the multiplier is applied.)
If you have a set, that will still function while transformed. So while something like Ashen Grip isn't good, it is highly amusing, whenever your werewolf belches fire in combat.
Now, that said, I haven't been doing much on Werewolves since moving imposed a temporary break for me with the game. So, this stuff might have changed since 1T dropped.
I was in werewolf form most of time during April-May. I did all possible and not possible things as beast (or at least tried to do). As much as I love being beast for it's primal simplicity, I rarely transform since Dark Brotherhood patch
Being in werewolf form is amusing, but it's much worse than being in human form and have access to interesting skills, shields and good ultimates. Werewolf is pure melee playstyle, it's also very limiting. And constant paying attention to timer, very stressful. I will never cure my beasts, in hope that someday at least timer will be removed.
Feeding Frenzy can only be activated by your allies and only if they are in human form - werewolves can't activate synergies (and revive fallen allies)Weird morph...
For PvE, use only Claws of Life - just don't forget to refresh it each few seconds if the fight is tough
Pack Leader morph is now awful in my opinion. It's good if you simply like how those pet wolves look. They are just a bit annoying, and if in pvp, you can absolutely ignore pets and their damage, you should concentrate only on their owner
Your weapon damage from your weapons is transferred to werewolf form and is increased by WW passives, but no weapon passives work in werewolf form. You won't get Twin Blade and Blunt, or Battle Rush, or blocking passives from 1h+S... But weapon traits+enchants and armor passives work in ww form.
Basically, if you decide to transform into werewolf now: you lose all guild passives, all weapon passives, passive bonuses from any slotted skills if you had them. You still have your armor sets bonuses, passives from armor skill lines, permanent passives from your class like additional resistance of templar/dk, and ..you still have all your crafting passives
DocFrost72 wrote: »The other morph deals AoE damage, making it an AoE taunt when used alongside the tormentor set.
Wolves are very, VERY fun and pretty well balanced at the moment, and I am going to eventually test tormentor for a werewolf tank build.