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A Werewolf's Journal: Homestead

Chrlynsch
Chrlynsch
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It has been a while since my last entry. There has been a few changes when it comes to werewolves that will be of note.

First and foremost buffs/fixes:
- Werewolves now gain a long term major brutality ability allowing werewolves to use other potions beyond major brutality potions and not be sacrificing their buff.
- Werewolf pursuit passive was fixed (causing the buff to fall off after death until relog or zoning)
Nerfs
- Inderect nerf, synergy with heavy attacks when wolves wore 5 heavy was reduces by 25%, while werewolves had gained roughly 4k stamina back on a heavy attack, now gain only 3k, this hurts sustain as Werewolves have the highest ability costs in the game.

To see werewolf truly viable in pvp and pve I would ask for 3 buffs.

1: Werewolf bleed from light attack now does less damage but stacks up 10 stacks. This would overall increase dps in boss fights, in pvp it doesn't increase burst, where werewolf is already very strong.

2. Pursuit, increases resource return on heavy attacks by 100% Add become immune to snares and roots after roll dodging for 5 seconds. What is the point in having extra speed, if every other ability in the game snares or roots you. Without access to a purge or cleanse something needs to keep the wolf mobile. Another thing that could help is an introduction of a major minor snare debuff.

3. Pack Leader morph should be fixed, as pups break after the pack leader's death, add Direwolves now applies a taunt from packleader (having a your pups hold agro is nice until you realize that it works directly against bloodrage) and apply one stack of bleed (same stack as before) on basic attack. While bezerker has the highest damage output on single target fights, pack leader allows your pets to help build stacks while providing werewolf tanks with some love in pve.
Direwolves while now are ignored in pvp, no longer the case as stacks of bleeds could become deadly.

The balance: This change would ultimately give wolves more mobility, and overall dps for longer encounters without increasing burst, making them viable choices for Damage dealers. Counterplay in Pvp would be healing debuffs, poison damage, foghters guild abilities (make trap beast always root regardless of new passive it is a fighters guild ability) cost increase poisons, dot stacking, and other werewolves.
Edited by Chrlynsch on February 14, 2017 5:57PM
Caius
Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
PC NA
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    Give us a stamina heal and Reduce those ability costs Please!!!!
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • Sharee
    Sharee
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    Roll dodges will now universally give 2 secs of root immunity, that should help a bit. But i really think a transformed werewolf should be immune to all forms of crowd control, for the same reason for example trolls are in PvE (too big/ferociuos to control). The price of that is losing all flexibility by being locked into 5 set skills and having no ultimate. I think this would make them more competitive with vampires, who currently are vastly more popular.
  • Tasear
    Tasear
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    I want to see werwolf Healer :|
  • Wrecking_Blow_Spam
    Wrecking_Blow_Spam
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    For a second there I thought this was a werewolf diary.
    Xbox one EU
    8 Flawless conquerors on all class specs (4 stam, 4 magicka)
    Doesn't stand in red
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