Wood elf: a semi-defensive choice primarily for werewolves, as not only do they have good stamina recovery & a little extra max stamina, but they have added resistances to poison & disease with poison proc immunity being a new addition according to a newly updated tip in the PTS patch notes for summerset.
Now Here is where we get around to the Main Hand & its backup hand, be wary, spoiler boxes are used to help readers reach the comments faster.
Main hand: (Dual-Wield, Animal Companion DPS Orientation, the Werewolf part is explained further below.)
X: Blood Craze (Twin Slashes Morph)
Y: Bull Netch (Betty Netch Morph)
B: Subterranean Assault (Scorch Morph)
LB: Green Lotus (Lotus Flower Morph)
RB: Bloodthirst (Flurry Morph)
LB-RB: Werewolf Berserker (Werewolf Transformation morph)
Alternative abilities:
Leeching Vines. (Living Vines.)
Deep thoughts. (Meditate.)
Wild Guardian (Feral Guardian. works in place of werewolf transformation for those unafflicted with lycanthropy.)
Blood craze is a Single Target DPS move which can heal you for a mediocre amount of health while active (not stackable.) which really combines well with Blood thirst & the briarheart set, using this on multiple opponents will only refresh the healing portion of the ability.
Bull Netch Can be used to increase your weapon & spell damage(primarily weapon damage) by 20% for the duration, but it will also regenerate your stamina which makes for moderate upkeep.
Subterranean Assault, while it may only damage the enemy with poison damage & apply major fracture for 5 seconds, it is still by far a dangerous ability for stamina users, but aim carefully though as it only hits targets within a 20x7 meter fashion & it damages them after a 3-second delay so aim & timing is key.
Green Lotus is a good self/team healing ability to use that can blend in really well in unison with other healing moves, but what makes lotus blossom more useful is the added weapon critical which in turn makes for more damage with your stamina based abilities, it is also useful when used before transforming into Werewolf form as it gives you a bit of time to heal on light/ Heavy attacks before expiring.
Bloodthirst Not only serves as a means to deal DPS overtime through a semi-consistent use with the Bull Netch, but also serves as a means to primarily heal yourself alongside the Blood Craze ability, if used with the Maturation Passive, it means that you will buff your max health by 10% for 5/10 seconds each time you heal from the final hit if you already took damage. (Since maturation only works if the target or the caster has already taken damage beforehand.)
Leeching Vines is a good Alternative to Green Lotus as not only does it heal you when you take damage every 1 second, but attackers become afflicted with minor lifesteal, letting you heal for 600 health every 1 second when damaging that enemy, it has greater effect when dealing with a high number of mobs as more enemies affected equals more healing every 1 second when damaging them.
Deep Thoughts, Painstakingly acquired through the Psijic Order quest line, restores health, magicka and stamina every 1 second while toggled active, enemies can interrupt this but it can also be toggled off manually, Deep thoughts restores more stamina and magicka than the base ability meditate which makes for slightly better sustainability, works well together with bull netch as the caster can restore stamina faster through this combo.
Wild Guardian Changes the Damage type to Physical Damage & the damage dealt is more intense, thus becoming exceptionally dangerous (when the enemies have 25% health or less, Guardians Savagery deals 100% additional damage.)
Primarily the ultimate will be Werewolf Berserker, but the wild guardian is the one for those who have not acquired lycanthropy or are yet to be blessed with it. If you already have Lycanthropy, Scroll to the bottom of this post to see the list of abilities & other works, but I advise reading all of the other specs first.
Main Hand Backup: (Bow Animal Companions Mixed Stamina DPS.)
X: Poison Injection (Poison Arrow Morph)
Y: Bull Netch (Betty Netch Morph)
B: Endless Hail (Volley Morph)
LB: Green Lotus (Lotus Flower Morph)
RB: Subterranean Assault (Scorch Morph)
LB-RB: Flawless Dawnbreaker (Feral Guardian Morph)
Alternative Abilities:
Wild Guardian (Feral Guardian, Mentioned in the first one as double barring this makes for a good alternative.)
Acid Spray (Arrow Spray)
Venom Arrow (Poison Arrow)
Shadow Silk (Trapping Webs, Black Widow synergy makes for more powerful spiders that can apply massive poison damage over time.)
Poison Injection is a good Execution move that increases in lethality as the enemies health drops below 50%, however, if needed primarily for maelstrom arena, it is advisable to use venom arrow to interrupt casting enemies at range.
Endless Hail, if used correctly, can output a lot of damage every 0.5 seconds for 10 seconds, combines well with other damaging moves but most effective on ranged stationary targets or immobilised enemies, necessarily, it can also be used as a close combat ring with melee enemies as fighting within the Endless Hail can make for more damage.
Subterranean Assault is just as equally effective at long range as it is up close, but the best part is that the 3 second delay will allow you to line up one of your other abilities in the mix for added burst damage, which works extraordinarily well if used in conjunction with Lethal Arrow. That & Having this & Wild Guardian Slotted will passively increase all damage done on this hand by 4% via the Advanced Species Passive.
Shadow Silk is primarily used for Group Activities as its greatest DPS potential comes from its Black Widow Synergy, dealing a huge chunk of poison damage & summoning two black widow spiders, the spiders deal small amounts of physical damage but they have a chance to deal massive poison damage over 10 seconds which can really put the hurt on most enemies.
Leeching Vines allows the caster to Grow Vines to affect the caster or the lowest health ally in a 28x12 meter radius for 10 seconds, the Vines heal the target each time they take damage, only occurring once every 1 second, the Vines also apply minor lifesteal to enemies that damage the target for 10 seconds, healing you & your allies every 1 second when damaging that enemy, good for self application when starting combat with a bow, but even better in a group dungeon for teammates in Range as enemies that hit the target affected by Leeching Vines will apply Minor Lifesteal to them for 10 seconds, thus providing a bit of healing for each time that enemy is damaged every 1 second, the more enemies affected by minor lifesteal, the more healing you will receive every 1 second when damaging those foes*.
(*More enemies generally means greater healing.)
Flawless Dawnbreaker is primarily for the added 5% extra weapon damage, but if enemies get too close, it deals massive physical damage and additional physical damage over 4 seconds.
Wild Guardian is one of the best recommended Ultimates as it does additional Physical Damage as well as add on to the Advanced Species passive alongside Subterranean Assault, Double-Barring this Ultimate will allow you to keep the Bear up regardless in addition to dealing extra burst damage at a whim as it only costs 75 Ultimate.
before getting to the monster sets, it is advisable to consult this list here composing of the passives required for the best possible outcome.
Just a heads up: You will need 1 heavy, 1 light & 5 medium respectively for most of the armour & undaunted passives, for additional specs, I suggest consulting the UESP for relative up-to date info.
Passives:
- Bond with Nature (2/2)
- Savage Beast (2/2)
- Flourish (2/2)
- Advanced Species (2/2)
- Accelerated Growth (2/2)
- Natures Gift (2/2)
- Emerald Moss (2/2)
- Maturation (2/2)
- Icy Aura (2/2)
- Piercing Cold (2/2)
- Slaughter (2/2)
- Dual-Wield Expert (2/2): this helps increase Weapon damage which also piles on top of the damage provided by "Twin Blade & Blunt" & Advanced Species.
- Controlled Fury (2/2): this passive will reduce the cost of Bloodthirst, effectively allowing more usage.
- Ruffian (2/2): this is your best friend for fighting enemies that are stunned, immobilized, disoriented or even silenced as the passive increases damage done on them by 15%.
- Twin Blade & Blunt (2/2): Your main source of damage while dual wielding as having two maces(explained further down) will slightly increase your damage.
- Long Shot (2/2)
- Accuracy (2/2)
- Ranger (2/2)
- Hawkeye (2/2)
- Hasty Retreat (2/2)
- Dexterity (3/3)
- Wind Walker (2/2)
- Improved Sneak (2/2) (only useful outside werewolf form.)
- Agility (2/2) ideal for the extra 12% Weapon Damage. This will replace the Wrath passive for heavy armor.
- Athletics (2/2)
- Evocation (3/3)
- Recovery (2/2)
- Spell Warding (2/2)
- Resolve (3/3)
- Constitution (2/2)
- Juggernaut (2/2)
- Soul Summons (2/2): necessary for saving soul gems once an hour(real time) as you can revive yourself without spending a soul gem.
- Soul Lock (1/2) (it is better to have just one point into soul lock because, what is even the point of upgrading it if it is only going to just increase the percentage chance alone, it is basically just begging you to throw away a skill point.)
- Intimidating presence.
- Banish the wicked (3/3): good for transforming quicker & using guardians savagery super fast as it grants 9 ultimate when killing undead, Daedra & werewolves.
- Undaunted Command (2/2): this will be useful in group activities as activating an allies synergy will restore 4% of your Resources. (Magicka, Health & Stamina)
- Undaunted Mettle (2/2): while you may not be wearing all three armor types, having 2% extra magicka, stamina & health is better than none at all.
- Swift Warrior (3/3, Orc Passive)
- Bloodmoon (Werewolf Passive): if you plan on giving free lycanthropic bites to people, then this is for you.
- Call of the pack (2/2, Werewolf Passive): with this, Maintaining werewolf form is practically a breeze, especially if you have 3 other werewolves in your group, effectively giving you & those 3 werewolves with this passive 80% more time in werewolf form, making for a fearsome pack of tooth & claw.