The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
Maintenance for the week of April 22:
• PC/Mac: NA megaserver for maintenance – April 25, 6:00AM EDT (10:00 UTC) - 2:00PM EDT (18:00 UTC)
https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

Were-Warden Build Update 2.0.2: Bloodmoon Lycan. (Finalised.)

Skullstachio
Skullstachio
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Were-Warden Build Changelog:
https://forums.elderscrollsonline.com/en/discussion/382198/were-warden-build-changelog-thread/p1

"The build is finalised, no changes were made.”

The current version is "2.0.2."

Disclaimer: ”the build is no longer a DPS/Tank hybrid, but much rather, revolved around Pure Stamina DPS utilising a bow on the main hand backup instead of One-Hand & Shield.”

From here, we hit the list of the best possible races optionally Ideal for this build. (I Highly Recommend the Orc for the added melee damage in my opinion.)

Races:
  1. Orc: While it may be known that Orcs may be good for some builds, I highly recommend this one for the added Melee damage, Sprint cost reduction & Sprint Speed increase from the Swift Warrior passive as well as the 5% increased healing received & 20% Health Recovery Increase from the "Unflinching" Passive & the Increase in Max HP & Stamina from the Brawny passive, especially for this particular setup. Good for Using dual-wield & Animal companions on the main hand while utilising a bow on the backup hand.
  2. Redguard: Stamina Builds Revolving around Animal Companions (using the Stamina morphs) Will usually result in a more physical alignment with overall DPS, but it can help with stamina resource management as you see fit.
  3. Imperial: a Semi Perfect Choice for use in tanking & DPS'ing, but mostly for tanking, it is a good way to survive longer than your foe with the added benefit of the red cut diamond passive along with the extra health/stamina. exceptional stamina DPS output if built correctly.
  4. 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.

now for PvP'ers who use this build, use these passives in the mix as well (Just don't expect to live very long against those who use PvP meta-builds or other external assets to gain an advantage in Cyrodiil, because it won't just be people on console using this at their own leisure.):
  • Continuous attack (2/2)
  • Reach (2/2)
  • Combat Frenzy (2/2)
  • Combat Medic (2/2)
  • Battle resurrection (2/2): if you have the window of opportunity, do your best to look out for your strongest teammates, strength in numbers as they say.

Revamped Werewolf Passives.(PTS phase)
  • Devour (Werewolf Passive): necessary for maintaining werewolf form after killing enemies, it restores Health & adds time for each second spent devouring a corpse, it is also the first passive unlocked upon embracing lycanthropy.
  • Pursuit (2/2, Werewolf Passive): this will make stamina management easier as you weave heavy attacks with your abilities, In addition to Increasing Stamina Returns from Heavy attacks by 50%/100%, it also increases your movement speed by 15%/30%.
  • Blood Rage (2/2, Werewolf Passive): This passive allows you to gain 2/4 additional seconds to your werewolf timer every 5 seconds when dealing damage to enemies. this is a good change for the passive.
  • Savage Strength (2/2, Werewolf Passive): while in werewolf form, you not only gain 9%/18% extra weapon damage, but you also gain 5000/10000 physical & spell resistance. Not only is this a good change (because the added resistances were removed as a baseline effect to the transformation alongside the added movement speed.)[i/i] but it is a minor buff in general, as it has gone from 9966 to 10000, a 34 point marginal increase to be exact.
Now Here is where this setup gets better.

Monster Sets:
You will have full autonomy for which monster set you may wish to use, But I have compiled a list of sets for specific roles to play as well as giving you a slight insight to each of the ones listed, with the addition of Staves, bows & two-handed weapons counting as 2 in an armor set, it is now possible to use two 5-piece sets & 1 monster set. (Alternatively, you could use maelstrom, asylum & other trials set gear at the cost of a monster set but that is up to you, always remember that maximisation is a must.)
  1. Selene (Single Target Burst Damage): The Selene set grants your Direct Damage attacks a 15% chance to summon the Spirit of Foulhide to maul the closest enemy in front of you for 12,000+ Physical damage after 1.3 seconds, on a side note, it is a good way for servants of hircine to channel their inner bear in relation to the spirit of Claw & Fang, Hrokkibeg.
  2. Slimecraw (DPS/Raw damage increase): Prior to build update 1.4, Slimecraw not only adds extra spell/weapon critical on the 1st piece, but it also grants minor brutality at all times, increasing your damage done by 8%, very handy in most case scenarios, but the real question is how will it perform in the summer set expansion in the long run...
  3. Mighty Chudan (Enhanced Solo Survivability): when using werewolf form, Mighty Chudan will not only provide added physical/spell resistances, but it also grants a health bonus alongside the permanent Major Ward & Major Resolve(while it is Equipped.), making it easier in either form to mitigate a bit more damage.
  4. Molag Kena (Overkill DPS): While the first of two piece provides Additional Weapon & Spell Damage, for those who have plenty of resources & recovery, both pieces are recommended for Stronger Abilities in the form of high weapon/spell damage (At the expense of 20% extra ability cost.) good for your main hand as it can increase the overall damage output of your abilities while dual-wielding, but in turn, you may end up weaving a few more heavy attacks in the process.

    While there are plenty of monster sets to choose from, it is advisable to test out different monster sets including the ones not listed & find the ideal monster set for "your" specifications.

    Now with that out of the way, let me shed some light on the other two sets that make this build better.

    Armour Sets:

    Set 1: Briarheart (droppable medium set found in wrothgar.)
    The Briarheart set is a droppable medium Armor set that adds extra weapon critical, max stamina, & the fun part, when you deal critical damage, you get a lot of weapon damage for 10 seconds & while active, you heal for a little bit of health when you land critical hits, this can only occur once every 15 seconds, if utilised with a werewolves claws of life correctly, mobs will have very little to no chance of defeating you.
    Scary fact: Briarheart blends in extremely well with mechanical acuity as every hit is a guaranteed critical for 5 seconds which also heals you every hit while the briarheart buff is active.

    Set 2: Mechanical Acuity (Craftable 6-trait set found in the pavilion of artifice/4 pieces Medium with 1 heavy chest.)
    The main baseline of damage, this set will grant a 15% chance on direct damage to gain 5 seconds of guaranteed Critical hits for all of your attacks (excluding damage from monster & proc sets such as the one below this one.) however, this has an 18 second cooldown which leaves a 13 second window minimum between each proc.

    Set 3(Optional): Unfathomable darkness (droppable medium set found in the clockwork city)
    If you prefer more damage over damage & healing that briarheart can provide, then unfathomable darkness is your key, as it adds slight weapon damage & added physical penetration, but it also has a chance of calling a coven of crows to attack the nearest enemy for 4000 points of damage(legendary champ 160) every 3 seconds for 12 seconds.

    Set 4: (In place of Mechanical Acuity.) Bloodmoon (Droppable Medium set found in the Dungeon "March of Sacrifices.")
    The Bloodmoon Set is a good potential replacement as currently the 3rd and 4th pieces add extra weapon critical, but this set is currently famed for its 5th piece which, "When you deal Critical Damage with a melee Light Attack, you gain a stack of Blood Scent for 8 seconds. When you gain 5 stacks, you become Frenzied for 5 seconds, increasing your melee Light Attack damage by 50% and attack speed by 50%. This effect can occur every 18 seconds." This can severely increase the Damage potential of Light attacks while in werewolf form and potentially lead to becoming one of the Best in Show for Werewolf DPS Builds across the board.

    with this potential combination & the right monster set, you will be undoubtedly dangerous to a lot of enemies & possibly players alike, it is up to you how you set up your gear & weaponry.

    Beginner weaponry:
    Main Hand: Mace of Mechanical Acuity: Nirnhoned: Crusher.
    Main Off-hand: Mace of Mechanical Acuity: Infused: Weapon Damage Enchantment.

    Notes: having twin maces will allow you to ignore 20% of an enemies resistances.
    (More accurately, you will penetrate about 1820 points from overland mobs that possess around 9,100 resistances, 1825 from resistant mobs which may have about 9125, from Dungeons & trial bosses though, you will penetrate about 3640 points from them, 3700 points from the resistant ones that have 300 points more than some.)

    Main Hand Backup: Bow of Mechanical Acuity: Sharpened: Crusher Enchantment.
    (Note: because the bow hasn't got any penetration passive wise, having a sharpened bow with a crusher enchantment should allow you to close the gap to the penetration soft cap closely as possible which is around 5580 trials wise for those daring enough.)

    Potential Endgame Weaponry:
    Main Hand: Bloodmoon Mace/Sword: Nirnhoned: Poison Damage Enchantment.
    Main Off-hand: Bloodmoon Mace/Sword: Infused: Weapon Damage Enchantment.

    Notes: having twin maces will allow you to ignore 20% of an enemies resistances.
    (More accurately, you will penetrate about 1820 points from overland mobs that possess around 9,100 resistances, 1825 from resistant mobs which may have about 9125, from Dungeons & trial bosses though, you will penetrate about 3640 points from them, 3700 points from the resistant ones that have 300 points more than some.) Having Twin Swords is just as doable or even a Sword & Mace for balanced measure of extra damage and Penetration.

    Main Hand Backup: Bloodmoon Bow: Nirnhoned: Disease Weapon Enchantment.

    Medium Armor:

    (Heavy) Helmet: Selene: Divine: Multi-Effect/Health Enchantment.
    (Medium) Chest: Mechanical Acuity: Divines: Multi-Effect/Health Enchantment.
    (Light) Shoulders: Selene: Divines: Health/Stamina Enchantment.
    (Medium) Arms: Briarheart: Divines: Health/Stamina Enchantment.
    (Medium) Belt: Mechanical Acuity: Divines: Health/Stamina Enchantment.
    (Medium) Legs: Mechanical Acuity: Divines: Multi-Effect/Health Enchantment.
    (Medium) Boots: Briarheart: Divines: Health/Stamina Enchantment.

    Necklace: Briarheart Collar: Healthy/Robust/Protective/Infused: Weapon Damage.
    Ring 1: Briarheart Band: Triune: Weapon Damage.
    Ring 2: Briarheart Band: Triune: Weapon Damage.

    Recommended Recipes:
    If enchanting armor for more health over stamina: Bergama Warning Fire: Increase Max Stamina by 4575 and Health Recovery by 500 for 2 hours. this will increase the damage of your abilities as 6% of your max stamina contributes towards your damage factor alongside weapon damage, the added health recovery is also helpful.
    If Enchanting for more Stamina over Health: Orzorga's Tripe Trifle Pockets: Increase Max Health by 5000 and Stamina Recovery by 457 for 2 hours. The added max health will increase your chances of survivability while the massive addition of Stamina Recovery will make it easier to sustain your usage of stamina based abilities.
    Artaeum Takeaway Broth: Increase Max Health by 3724 and Health Recovery by 351 and Max Stamina by 3458 and Stamina Recovery by 319 for 2 hours. (Best recipe in show.)

    Note: The effects of these recipes scale with your characters level.

    Now we get to the Champion point allocation.

    Champion Point's
    Now I'll be leaving a few thoughts with each allocation made so that you may be enlightened on the use, also, if you have to go over 50 points for any of them, only go 10 points higher on champion skills that are Exactly 25% or higher as ZOS was not kidding about the 50 point allocations being frontloaded, more importantly, versatility is key.

    Also, when you contribute 100 points in any of the constellations, it raises the amount of max health, magicka & stamina you have up to the max cap of 20% extra health, magicka & stamina. (This may or may not be subject to changes respectively by ZOS_Staff in the long run.)

    The current cap is 780 (260 points in each constellation.)

    Notice: The champion points will not be changed until Finalisation upon console release of the Wolfhunter DLC.

    Tower:
    Warlord: 44= 17.17% Break-Free cost reduction.
    Skills unlocked: Ensnare & Inspiration Boost.

    Lover:
    Healthy, Arcanist & Mooncalf: 43= 10.15% Health, Magicka & Stamina Recovery.

    Skills Unlocked: Plentiful Harvest, Synergizer, Wind Running & Master Gatherer.
    There is not much to say here but I can say that Mooncalf, Arcanist & healthy can make the upkeep of resources a bit easier.

    Shadow:
    Tumbling: 40= 16.02% Roll Dodge cost reduction.
    Shadow Ward: 37= 15.1% Block Cost Reduction
    Skills Unlocked: Fortune seeker, Merchant Favoured & Treasure Hunter.
    The merchant favoured champion passive can save you a fair bit of gold when repairing your gear with gold.

    Atronach:
    Master-at-arms: 56= 20.15% Increased damage done with Direct damage attacks.
    Physical Weapon Expert: 35= 20.26% increased Light & Heavy attack damage with Swords, Axes, Maces & bows.
    Skills Unlocked: Retaliation, Riposte & Butcher.
    Since the build relies primarily on physical damage, having these will be essential.

    Ritual:
    Mighty: 43= 10.15% Increased Physical, Poison & Disease Damage.
    Thaumaturge: 56= 20.15% Damage over time damage increase.
    Precise Strikes: 56= 20.15% Increased Damage & Healing of Critical Strikes with Stamina Abilities.
    Skills Unlocked: Opportunist, Perfect Strike, Exploiter & Last Stand.

    Steed:
    Ironclad: 56= Direct Damage Taken is Reduced by 20.15%
    Spell Shield: 37= 3184 spell resistance.
    Medium Armor Focus: 37= 3184 physical resistance while wearing 5 pieces of medium armor.
    Skills Unlocked: Invigorating Bash, Phase, Resilient & Reinforced.

    Lady:
    Thick Skinned: 56= 20.15% Damage reduction from Damage over Time effects.
    Hardy: 32= 8.12% Reduced damage taken from Physical, Poison & Disease Damage.
    Elemental Defender: 32= 8.12% Reduced damage taken from flame, frost, shock & magic damage.
    Skills Unlocked: Spell absorption, Bulwark, Critical Leech & Unchained.

    Attribute points:

    Magicka: 0
    Health: 24
    Stamina: 40

    Mundus Stones:

    Warrior (Main source of Weapon damage)
    By far, the warrior has to be the best stone in show (pun not intended on the "Stone in Show" part because it rhymes.) but when it comes down to dishing it out, this is the Mundus Stone for you, I use this Mundus myself & it does wonders, especially when it piles on top of the weapon damage you get from the gear & passives I mentioned before in the other paragraphical sentences above.

    Shadow (Extra Weapon and Spell Critical Chance.)
    A good choice for reeling in more damage in PvE Content as the increased critical chances will also make it easier to proc the Bloodmoon set.

    Tower (Max stamina buff)
    An alternatively good choice as the summerset base patch will make stamina & magicka both a more viable commodity as more max stamina equals more damage.

    Steed (Health recovery & movement speed)
    This is for just in case survivability is more your thing, plus the added speed bonus really makes a slight difference when moving across the battlefield.

    Serpent (Stamina Recovery)
    For those who find it hard to manage their stamina upkeep, the serpent will help with your stamina recovery.

    Now here is where it really gets good for those who possess the Gift of Lycanthropy.

    Werewolf:

    Main Hand with Lycanthropy (While Dual-wielding)
    LB+RB: Werewolf Berserker (Werewolf Transformation morph)
    X: Feral Pounce (Pounce morph)
    Y: Hircines Rage (Hircines Bounty morph)
    B: Claws of Life (Infectious claws morph)
    LB: Deafening roar (Roar morph)
    RB: Howl of Despair (Piercing howl morph)

    Note: the werewolf ultimate is primarily used on the dual wielding hand for higher DPS purposes.

    The Werewolf Berserker Ultimate transforms you into a Black Werewolf with light attacks that deal bleed damage over 8 seconds & heavy attacks that hit multiple targets, the bleed damage gets a 40% boost from the Berserker morph which adds on to your overall dps.
    (Fun fact: The first bit of bleed damage from the light attack always ticks, making for more dps on each hit landed.)

    Feral pounce will keep you in werewolf form for an additional 4 seconds if the target is more than 10 meters away while also dealing damage. it is also good for starting combat against enemies as it combines well with the new blood rage passive.

    Hircines Rage will not only heal 45% of your Max Health, but it also grants major brutality for 20 seconds, if you have maturation, will also increase your max health by 10% for 10 seconds since it counts as a self-heal, it is a good way to keep fighting as well as buffing damage.

    Claws of life is not only meant for dealing more damage over time, but since it heals you for 50% of the disease damage done, it is most useful for large groups of enemies where you can rake in the damage & the health simultaneously, very lethal if paired with briarheart as you will heal for even more under the briarhearts effect with each tick of critical damage.

    Deafening roar is perfect for Softening up enemies by applying major fracture to enemies that have been feared, it can affect up to 6 enemies(and making them wear their brown pants) and most importantly, it is an instant cast.

    Howl of Despair is the best move in the house not only for the damage, but for its improved synergy, the synergy grants 5 seconds of Empower to All Light Attacks, increasing light attack damage by 40%.

    Tips: since most of the DPS will come from your light & heavy attacks along with your abilities, it will be wise to utilise the Physical Weapon Expert & other champ skills mentioned above for the best possible damage output, be wary though, due to a bug on the PTS(which got fixed) a werewolves light & heavy attacks may not come out as strong because the bug had to do with the light & heavy attacks being changed but more accurately, it is roughly 10% less, but bear in mind that a werewolves claws are not to be trifled with under any circumstances. (Especially when they are or could be yours.)

    Hone unto your inner beast & share your journey. As one should always remember, "A life of lycanthropy is a form of embarking on a spiritual journey with a powerful loyal companion within you, watching your back & fiercely protecting you whilst you & your spirit beast feast & care for each other like a family never before seen."
Edited by Skullstachio on August 30, 2018 1:11PM
I know what you di-Iddly did... (you would be wise not to do that again during a time when Suspicion in the gaming space is at an all time high.)
by not actually revealing real drop tables in the game for all items, you only prove what has been proven with proof of concept that you can/will manipulate item drop chances based on certain elements performed by the player.
  • SirCritical
    SirCritical
    ✭✭✭✭✭
    Bloodthirst is definitely a morph of Flurry instead Hidden Blade. And there are some more strange thoughts I'll list later.
  • Skullstachio
    Skullstachio
    ✭✭✭✭✭
    Bloodthirst is definitely a morph of Flurry instead Hidden Blade. And there are some more strange thoughts I'll list later.

    Thanks for the heads up, That might have been a typographical error on my part.
    I know what you di-Iddly did... (you would be wise not to do that again during a time when Suspicion in the gaming space is at an all time high.)
    by not actually revealing real drop tables in the game for all items, you only prove what has been proven with proof of concept that you can/will manipulate item drop chances based on certain elements performed by the player.
  • DevilDawg
    DevilDawg
    Soul Shriven
    What mundus do you use?
  • acw37162
    acw37162
    ✭✭✭✭✭
    Between Drugh King and Rattlekage I would go with rattlekage.

    It has u inquest jewelry that comes in arcane and unique sharpened sword drops.
  • Skullstachio
    Skullstachio
    ✭✭✭✭✭
    I just Updated the build, enjoy what you see.
    Edited by Skullstachio on July 17, 2017 8:35AM
    I know what you di-Iddly did... (you would be wise not to do that again during a time when Suspicion in the gaming space is at an all time high.)
    by not actually revealing real drop tables in the game for all items, you only prove what has been proven with proof of concept that you can/will manipulate item drop chances based on certain elements performed by the player.
  • Grampa_Smurf
    Grampa_Smurf
    ✭✭✭
    Nice build advice.



    Life isn't measured by the breaths we take, but by the moments that take our breath away.
  • Malyck
    Malyck
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    Nicely written guide OP!!
  • Wrecking_Blow_Spam
    Wrecking_Blow_Spam
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    Hey just a heads up but on your CP some percentages are not whole eg 9.64%
    Only whole percentage count in cp so it's best to stop at say 9.02% instead of 9.64 or alternatively boost upto 10%
    Xbox one EU
    8 Flawless conquerors on all class specs (4 stam, 4 magicka)
    Doesn't stand in red
  • Skullstachio
    Skullstachio
    ✭✭✭✭✭
    Hey just a heads up but on your CP some percentages are not whole eg 9.64%
    Only whole percentage count in cp so it's best to stop at say 9.02% instead of 9.64 or alternatively boost upto 10%

    You might need to reread your mathematical statement, even if it is a small percentage at the half way mark or so, these percentage values can make a "hidden" difference, especially if it stacks on to other certain champion passives to further your skills accordingly. On such example could include the collaboration of physical weapon expert & master-at-arms which since light & heavy attacks with weapons such as maces, swords, axes & daggers count as a type of direct damage attack, the Buff from Master-at-arms can boost the effectiveness of those light & heavy attacks alongside the physical weapons expert, making for more powerful light & heavy attacks.
    I know what you di-Iddly did... (you would be wise not to do that again during a time when Suspicion in the gaming space is at an all time high.)
    by not actually revealing real drop tables in the game for all items, you only prove what has been proven with proof of concept that you can/will manipulate item drop chances based on certain elements performed by the player.
  • Reorx_Holybeard
    Reorx_Holybeard
    ✭✭✭✭✭
    Alpha-Lupi wrote: »
    Hey just a heads up but on your CP some percentages are not whole eg 9.64%
    Only whole percentage count in cp so it's best to stop at say 9.02% instead of 9.64 or alternatively boost upto 10%

    You might need to reread your mathematical statement, even if it is a small percentage at the half way mark or so, these percentage values can make a "hidden" difference, especially if it stacks on to other certain champion passives to further your skills accordingly. On such example could include the collaboration of physical weapon expert & master-at-arms which since light & heavy attacks with weapons such as maces, swords, axes & daggers count as a type of direct damage attack, the Buff from Master-at-arms can boost the effectiveness of those light & heavy attacks alongside the physical weapons expert, making for more powerful light & heavy attacks.

    See https://forums.elderscrollsonline.com/en/discussion/345589/new-jump-points-on-almost-every-cp-star-read-before-reassigning-your-cp/p1. I don't think decimals in the percent affects anything as it is stripped out and rounded down in all cases that we know of. If you can provide some evidence that percentage decimals do in fact contribute in some cases I think most people would be very interested in knowing that.

    Edit: Just did a quick test on PTS to see if stacking CPs were rounded before or after they are combined. Tested Puncturing Sweeps and the Thaumaturge/Elemental Expert CPs. It looks like the decimals are rounded before being combined so you get *no* benefit to the CP after the mentioned jump points. For example, the tooltip for PS was the same (1036) whether I had 10.2%/2.06% in CPs or 10.98/2.90%. Once I broke 11% and 3% tooltip changed as expected.

    Edited by Reorx_Holybeard on August 9, 2017 1:13PM
    Reorx Holybeard -- NA/PC
    Founder/Admin of www.uesp.net -- UESP ESO Guilds
    Creator of the "Best" ESO Build Editor
    I'm on a quest to build the world's toughest USB drive!
  • Skullstachio
    Skullstachio
    ✭✭✭✭✭
    Alpha-Lupi wrote: »
    Hey just a heads up but on your CP some percentages are not whole eg 9.64%
    Only whole percentage count in cp so it's best to stop at say 9.02% instead of 9.64 or alternatively boost upto 10%

    You might need to reread your mathematical statement, even if it is a small percentage at the half way mark or so, these percentage values can make a "hidden" difference, especially if it stacks on to other certain champion passives to further your skills accordingly. On such example could include the collaboration of physical weapon expert & master-at-arms which since light & heavy attacks with weapons such as maces, swords, axes & daggers count as a type of direct damage attack, the Buff from Master-at-arms can boost the effectiveness of those light & heavy attacks alongside the physical weapons expert, making for more powerful light & heavy attacks.

    See https://forums.elderscrollsonline.com/en/discussion/345589/new-jump-points-on-almost-every-cp-star-read-before-reassigning-your-cp/p1. I don't think decimals in the percent affects anything as it is stripped out and rounded down in all cases that we know of. If you can provide some evidence that percentage decimals do in fact contribute in some cases I think most people would be very interested in knowing that.

    Edit: Just did a quick test on PTS to see if stacking CPs were rounded before or after they are combined. Tested Puncturing Sweeps and the Thaumaturge/Elemental Expert CPs. It looks like the decimals are rounded before being combined so you get *no* benefit to the CP after the mentioned jump points. For example, the tooltip for PS was the same (1036) whether I had 10.2%/2.06% in CPs or 10.98/2.90%. Once I broke 11% and 3% tooltip changed as expected.

    keep in mind that this is a warden build, not a Templar build. (But some of the things in this build can be used by other classes extensively mind you.)

    More importantly, thaumaturge only works on moves with damage over time like claws of life, flame damage ticks, etc. Puncturing sweeps deals singular damage "consecutively", not over time, bearing a similar ideal to the Flurry dual-wielding skill which deals damage to the target 5 times.

    test it again, use elemental expert again as needed but instead of thaumaturge, use "Master-at-Arms" since puncturing sweeps "may" be a type of direct damage attack despite being a magicka skill, test it out & let me know how it turns out.

    Just an FYI: I have never played a Templar because I mainly use either my main dragonknight (Mostly for mastercrafting now) or my Warden (to which I currently use the Were-Warden Build.)
    I know what you di-Iddly did... (you would be wise not to do that again during a time when Suspicion in the gaming space is at an all time high.)
    by not actually revealing real drop tables in the game for all items, you only prove what has been proven with proof of concept that you can/will manipulate item drop chances based on certain elements performed by the player.
  • Reorx_Holybeard
    Reorx_Holybeard
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    Note I used a Templar just because that was the only character I have on PTS at the moment. The class used is irrelevant since I'm just looking at tooltips and how CP affects them which doesn't depend on class.

    Puncturing Sweeps is affected by Thaumaturge as it is a DoT affect. Anything in the game with a casting time, a channel time, or a specific damage over X seconds considered a DoT by the game. It is not affected by Master At Arms as it is an AoE ability (the opposite of direct damage).
    Reorx Holybeard -- NA/PC
    Founder/Admin of www.uesp.net -- UESP ESO Guilds
    Creator of the "Best" ESO Build Editor
    I'm on a quest to build the world's toughest USB drive!
  • Skullstachio
    Skullstachio
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    Note I used a Templar just because that was the only character I have on PTS at the moment. The class used is irrelevant since I'm just looking at tooltips and how CP affects them which doesn't depend on class.

    Puncturing Sweeps is affected by Thaumaturge as it is a DoT affect. Anything in the game with a casting time, a channel time, or a specific damage over X seconds considered a DoT by the game. It is not affected by Master At Arms as it is an AoE ability (the opposite of direct damage).

    if all you are gonna do is banter about how Templars are better than wardens & a few other nonsensical things (like champion point percentages.), then don't bother commenting here & keep your own knowledge to yourself. like I said, I never played as a Templar & I never will.

    Some parting words of wisdom for you: when checking tooltips & other CP related things, use a skeletal training dummy in-game to prove these claims, otherwise your just wasting time & making yourself look bad in front of others (Just saying).
    Edited by Skullstachio on August 9, 2017 1:54PM
    I know what you di-Iddly did... (you would be wise not to do that again during a time when Suspicion in the gaming space is at an all time high.)
    by not actually revealing real drop tables in the game for all items, you only prove what has been proven with proof of concept that you can/will manipulate item drop chances based on certain elements performed by the player.
  • Reorx_Holybeard
    Reorx_Holybeard
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    I think you misunderstood me somewhat...your build discussion was interesting and I gave you an "Awesome" for it (I've been wanting to try a Werewolf specific build for a while now). I was just attempting to correct the common misconception about CP jump points.

    You are correct that tooltips should be viewed with caution most of the time. While they are generally accurate as of lately they do not always reflect all damage bonus correctly. Although when you use a training dummy or mob to test with you must be careful to factor in armor/penetration which can be a complex calculation.

    If ever in doubt about how the game calculates something you can use our build editor. In general it is pretty accurate and has all the relevant calculation formulas in plain view you can play with.
    Reorx Holybeard -- NA/PC
    Founder/Admin of www.uesp.net -- UESP ESO Guilds
    Creator of the "Best" ESO Build Editor
    I'm on a quest to build the world's toughest USB drive!
  • TheStealthDude
    TheStealthDude
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    Note I used a Templar just because that was the only character I have on PTS at the moment. The class used is irrelevant since I'm just looking at tooltips and how CP affects them which doesn't depend on class.

    Puncturing Sweeps is affected by Thaumaturge as it is a DoT affect. Anything in the game with a casting time, a channel time, or a specific damage over X seconds considered a DoT by the game. It is not affected by Master At Arms as it is an AoE ability (the opposite of direct damage).

    Just a note here: AoE can be direct damage in this game. Direct damage and DoT damage are the opposites. If an AoE just does damage on hit, with no DoT component, it will be Direct Damage and affected by Master at Arms.

    The wording here is confusing, because the intuitive definition of "Direct damage" would make one (myself included) think that AoE is excluded. But unfortunately, it is not very intuitive. Just think of Direct Damage and DoT as opposites, and thus Master at Arms and Thaumaturge the same way.
  • TheStealthDude
    TheStealthDude
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    acw37162 wrote: »
    Between Drugh King and Rattlekage I would go with rattlekage.

    It has u inquest jewelry that comes in arcane and unique sharpened sword drops.

    I also have a question related to this with regards to Pelinal's and using spell damage, since I haven't had a chance to test it yet:

    Many WW abilities give +x% weapon damage. I presumed this would apply BEFORE the Pelinals effect takes place, thus making Rattlecage (and spell damage in general) a poor choice for pairing with Pelinal's in a WW build. Is my assumption here correct?
  • Reorx_Holybeard
    Reorx_Holybeard
    ✭✭✭✭✭
    Note I used a Templar just because that was the only character I have on PTS at the moment. The class used is irrelevant since I'm just looking at tooltips and how CP affects them which doesn't depend on class.

    Puncturing Sweeps is affected by Thaumaturge as it is a DoT affect. Anything in the game with a casting time, a channel time, or a specific damage over X seconds considered a DoT by the game. It is not affected by Master At Arms as it is an AoE ability (the opposite of direct damage).

    Just a note here: AoE can be direct damage in this game. Direct damage and DoT damage are the opposites. If an AoE just does damage on hit, with no DoT component, it will be Direct Damage and affected by Master at Arms.

    The wording here is confusing, because the intuitive definition of "Direct damage" would make one (myself included) think that AoE is excluded. But unfortunately, it is not very intuitive. Just think of Direct Damage and DoT as opposites, and thus Master at Arms and Thaumaturge the same way.

    Ah yes, I had the 2 mixed up....like you say its not particularly obvious.

    Everything I know about Pelinal's shows that it does all calculations for Spell/Weapon Damage separately first (as one would normally) and then makes them equal to the highest value at the very end. So your WW +Weapon Damage abilities should fire before Pelinal's. Note that I haven't actually tested this on a WW.
    Reorx Holybeard -- NA/PC
    Founder/Admin of www.uesp.net -- UESP ESO Guilds
    Creator of the "Best" ESO Build Editor
    I'm on a quest to build the world's toughest USB drive!
  • TheStealthDude
    TheStealthDude
    ✭✭✭✭
    Note I used a Templar just because that was the only character I have on PTS at the moment. The class used is irrelevant since I'm just looking at tooltips and how CP affects them which doesn't depend on class.

    Puncturing Sweeps is affected by Thaumaturge as it is a DoT affect. Anything in the game with a casting time, a channel time, or a specific damage over X seconds considered a DoT by the game. It is not affected by Master At Arms as it is an AoE ability (the opposite of direct damage).

    Just a note here: AoE can be direct damage in this game. Direct damage and DoT damage are the opposites. If an AoE just does damage on hit, with no DoT component, it will be Direct Damage and affected by Master at Arms.

    The wording here is confusing, because the intuitive definition of "Direct damage" would make one (myself included) think that AoE is excluded. But unfortunately, it is not very intuitive. Just think of Direct Damage and DoT as opposites, and thus Master at Arms and Thaumaturge the same way.

    Ah yes, I had the 2 mixed up....like you say its not particularly obvious.

    Everything I know about Pelinal's shows that it does all calculations for Spell/Weapon Damage separately first (as one would normally) and then makes them equal to the highest value at the very end. So your WW +Weapon Damage abilities should fire before Pelinal's. Note that I haven't actually tested this on a WW.

    Ya, that's what I figured as well. My understanding and observation was that Pelinal's was always the last effect to occur in the equation. Just had never thought about it with regards to Werewolf and never thought to test it to confirm.
  • Belegnole
    Belegnole
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    @Alpha-Lupi ,

    This may be rather newbish of me. But you didn't mention how you advise spending points in magica, health, and stamina. One could assume it would all go into stamina, but I'm curious as to how you spend those points. Thanks for the work...
  • Skullstachio
    Skullstachio
    ✭✭✭✭✭
    acw37162 wrote: »
    Between Drugh King and Rattlekage I would go with rattlekage.

    It has u inquest jewelry that comes in arcane and unique sharpened sword drops.

    I also have a question related to this with regards to Pelinal's and using spell damage, since I haven't had a chance to test it yet:

    Many WW abilities give +x% weapon damage. I presumed this would apply BEFORE the Pelinals effect takes place, thus making Rattlecage (and spell damage in general) a poor choice for pairing with Pelinal's in a WW build. Is my assumption here correct?

    That is why Dreugh King slayer is used with pelinals aptitude, because since the main focus relies solemnly on weapon damage, dreugh king slayer is the best & only option for raising weapon damage & getting the Major Brutality Buff at all times(plus the speed increase from killing enemies can help too.), because by raising weapon damage, pelinals aptitude can scale the spell damage to your weapon damage & create the best kind of Magicka/Stamina flexibility of this build, & if used with hircines rage in werewolf form(with the savage strength passive), one can ultimately reach +4,000 Weapon damage & scale spell damage to the exact amount of weapon damage you have.

    Because equipping a 5-piece set incurs a special effect at all times, basically if your weapon damage is essentially higher than spell damage, pelinals aptitude reads that first & boosts spell damage to the same amount as your weapon damage, but increasing spell damage when your weapon damage is higher essentially has no effect on your spell damage, even when affected by minor/major Sorcery. pelinals aptitude applies is a set that is literally a "two way street."

    @Belegnole
    I'll be sure to add the attributes to the next Build update, but otherwise, thanks for the heads up.
    I know what you di-Iddly did... (you would be wise not to do that again during a time when Suspicion in the gaming space is at an all time high.)
    by not actually revealing real drop tables in the game for all items, you only prove what has been proven with proof of concept that you can/will manipulate item drop chances based on certain elements performed by the player.
  • CrazyCleatus
    CrazyCleatus
    ✭✭✭
    Cheers to my fellow werewardens!!!

    Cool build idea, but I'm personally going with Velidreth, Pelinals, and Salvation for a mixture of extra burst damage, and cheapening the WW cost because it's outrageously high... Had a duel against a nightblade yesterday where I couldn't use WW because I could only ever build up to 200 ultimate, but had to use it for Healing Thicket. Was definitely frustrating, and I gave up fighting him after 10 minutes, lol.

    I'm also gonna go with medium armour because I find sustaining in heavy to be much harder. To compensate for less survivability armour-wise, I'm gonna load champion points mostly into defensive passives.

    Also, for Zenimax developers... Because of the Wardens skills revolving around animals and nature, I honestly feel they should get some kind of passive boost to Werewolf that makes them the best class for this ultimate. Warden passives are currently the weakest of all classes in this regard, and I (and I'm sure many others) think this is pretty dumb.
    Edited by CrazyCleatus on August 11, 2017 7:19AM
  • Chrlynsch
    Chrlynsch
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    ✭✭
    Heads up anyone interested in werewolf centered builds, Wardens are the worst class to be while in werewolf form, as the only passive you get while in form is reduced snare effectiveness no 15%. I am NOT saying that the synergy between Pelinal's and DKS is bad for warden or wolves, I used the same build when gold coast released on my templar, but that was before wolves got their major own brutality.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Skullstachio
    Skullstachio
    ✭✭✭✭✭
    Chrlynsch wrote: »
    Heads up anyone interested in werewolf centered builds, Wardens are the worst class to be while in werewolf form, as the only passive you get while in form is reduced snare effectiveness no 15%. I am NOT saying that the synergy between Pelinal's and DKS is bad for warden or wolves, I used the same build when gold coast released on my templar, but that was before wolves got their major own brutality.

    You also forgot the Extra 9966 Physical/Spell resistance & the 18% Extra weapon damage.

    The most important thing you completely forgot, is that this thread is also Updated on a particular basis, so that people actually have an option that they alone can choose at their own leisure, there is plenty of options, races to choose from, passives to use, monster sets to choose for specific roles or even for a side of immersion. This isn't just for wardens you know, other classes can use this but with equal formality or less. Champion point allocations are changed with each time the thread updates.
    Edited by Skullstachio on August 25, 2017 12:16AM
    I know what you di-Iddly did... (you would be wise not to do that again during a time when Suspicion in the gaming space is at an all time high.)
    by not actually revealing real drop tables in the game for all items, you only prove what has been proven with proof of concept that you can/will manipulate item drop chances based on certain elements performed by the player.
  • Chrlynsch
    Chrlynsch
    ✭✭✭✭✭
    ✭✭
    Alpha-Lupi wrote: »
    Chrlynsch wrote: »
    Heads up anyone interested in werewolf centered builds, Wardens are the worst class to be while in werewolf form, as the only passive you get while in form is reduced snare effectiveness no 15%. I am NOT saying that the synergy between Pelinal's and DKS is bad for warden or wolves, I used the same build when gold coast released on my templar, but that was before wolves got their major own brutality.

    You also forgot the Extra 9966 Physical/Spell resistance & the 18% Extra weapon damage.

    You & the guy who put in comment #23 obviously did not read the whole thread completely or even do the math.

    The most important thing you completely forgot, is that this thread is also Updated on a particular basis, so that people actually have an option that they alone can choose at their own leisure, there is plenty of options, races to choose from, passives to use, monster sets to choose for specific roles or even for a side of immersion. This isn't just for wardens you know, other classes can use this but with equal formality or less. Champion point allocations are changed with each time the thread updates.

    The only warden passive you get is reduced snare effectiveness.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Skullstachio
    Skullstachio
    ✭✭✭✭✭
    Chrlynsch wrote: »
    Alpha-Lupi wrote: »
    Chrlynsch wrote: »
    Heads up anyone interested in werewolf centered builds, Wardens are the worst class to be while in werewolf form, as the only passive you get while in form is reduced snare effectiveness no 15%. I am NOT saying that the synergy between Pelinal's and DKS is bad for warden or wolves, I used the same build when gold coast released on my templar, but that was before wolves got their major own brutality.

    You also forgot the Extra 9966 Physical/Spell resistance & the 18% Extra weapon damage.

    The most important thing you completely forgot, is that this thread is also Updated on a particular basis, so that people actually have an option that they alone can choose at their own leisure, there is plenty of options, races to choose from, passives to use, monster sets to choose for specific roles or even for a side of immersion. This isn't just for wardens you know, other classes can use this but with equal formality or less. Champion point allocations are changed with each time the thread updates.

    The only warden passive you get is reduced snare effectiveness.

    & Maturation, any kind of healing will buff your max health by 10% for 10 seconds whenever you heal yourself either with claws of life or hircines rage. (Maturation is a global passive.)
    Edited by Skullstachio on August 25, 2017 12:21AM
    I know what you di-Iddly did... (you would be wise not to do that again during a time when Suspicion in the gaming space is at an all time high.)
    by not actually revealing real drop tables in the game for all items, you only prove what has been proven with proof of concept that you can/will manipulate item drop chances based on certain elements performed by the player.
  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    Alpha-Lupi wrote: »
    Chrlynsch wrote: »
    Alpha-Lupi wrote: »
    Chrlynsch wrote: »
    Heads up anyone interested in werewolf centered builds, Wardens are the worst class to be while in werewolf form, as the only passive you get while in form is reduced snare effectiveness no 15%. I am NOT saying that the synergy between Pelinal's and DKS is bad for warden or wolves, I used the same build when gold coast released on my templar, but that was before wolves got their major own brutality.

    You also forgot the Extra 9966 Physical/Spell resistance & the 18% Extra weapon damage.

    The most important thing you completely forgot, is that this thread is also Updated on a particular basis, so that people actually have an option that they alone can choose at their own leisure, there is plenty of options, races to choose from, passives to use, monster sets to choose for specific roles or even for a side of immersion. This isn't just for wardens you know, other classes can use this but with equal formality or less. Champion point allocations are changed with each time the thread updates.

    The only warden passive you get is reduced snare effectiveness.

    & Maturation, any kind of healing will buff your max health by 10% for 10 seconds whenever you heal yourself either with claws of life or hircines rage. (Maturation is a global passive.)

    'When healing you or an ally with a Green Balance ability, grant them Minor Toughness, which increases Max Health by 10% for 10 seconds.'

    You sure because i'm pretty sure it's only green balance as it doesn't work on my vigor.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Waffennacht
    Waffennacht
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    ✭✭✭✭✭
    @leepalmer95 you gotta stop using ESO wiki. It again is wrong here, it is ANY healing ability, it was changed from Green to Any during the PTS. I can tell you haven't ran a Warden enough :tongue:

    Edit: it's extremely hard to notice because it only procs when you have actually healed someone, so they're already missing health, then the max health gets bigger, thus making it appear as nothing happened
    Edited by Waffennacht on August 25, 2017 1:59AM
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Chrlynsch
    Chrlynsch
    ✭✭✭✭✭
    ✭✭
    Alpha-Lupi wrote: »
    Chrlynsch wrote: »
    Alpha-Lupi wrote: »
    Chrlynsch wrote: »
    Heads up anyone interested in werewolf centered builds, Wardens are the worst class to be while in werewolf form, as the only passive you get while in form is reduced snare effectiveness no 15%. I am NOT saying that the synergy between Pelinal's and DKS is bad for warden or wolves, I used the same build when gold coast released on my templar, but that was before wolves got their major own brutality.

    You also forgot the Extra 9966 Physical/Spell resistance & the 18% Extra weapon damage.

    The most important thing you completely forgot, is that this thread is also Updated on a particular basis, so that people actually have an option that they alone can choose at their own leisure, there is plenty of options, races to choose from, passives to use, monster sets to choose for specific roles or even for a side of immersion. This isn't just for wardens you know, other classes can use this but with equal formality or less. Champion point allocations are changed with each time the thread updates.

    The only warden passive you get is reduced snare effectiveness.

    & Maturation, any kind of healing will buff your max health by 10% for 10 seconds whenever you heal yourself either with claws of life or hircines rage. (Maturation is a global passive.)

    Aww didn't catch that one tested it out before but looks like it procs ike transmutation, with that passive it may be tied for last with DK now. Though dk gets that second chance with battleroar which is cool.

    Might want to update your mundus information as it is out of date.

    Try running an infused bezerker in your offhand instead of nern. It gives you more weapon damage than nern with almost perm uptime.
    Edited by Chrlynsch on August 25, 2017 4:28AM
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Skullstachio
    Skullstachio
    ✭✭✭✭✭
    @leepalmer95 you gotta stop using ESO wiki. It again is wrong here, it is ANY healing ability, it was changed from Green to Any during the PTS. I can tell you haven't ran a Warden enough :tongue:

    Edit: it's extremely hard to notice because it only procs when you have actually healed someone, so they're already missing health, then the max health gets bigger, thus making it appear as nothing happened

    your not wrong there, the ESO wiki can "Bearly" keep up with the game, another thing about maturation though, it is not as easy to notice when you have a Max Health buff from Food & other things that temporarily buff Max Health altogether.

    Also (To all viewers), as I type this out, there will be an update coming soon to this build as I have been doing some testing & other things with my Were-Warden Hrokku Gor Bear & will be putting it up very soon, this build won't just be for wardens in terms of some skills, it could even be used by other classes (it will, however, be up to the viewers to find plausible abilities for their own use to take the place of the warden abilities in order to compensate for other class usage.)
    Edited by Skullstachio on September 1, 2017 1:51AM
    I know what you di-Iddly did... (you would be wise not to do that again during a time when Suspicion in the gaming space is at an all time high.)
    by not actually revealing real drop tables in the game for all items, you only prove what has been proven with proof of concept that you can/will manipulate item drop chances based on certain elements performed by the player.
  • paulsimonps
    paulsimonps
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    Just saw this build on the battlemasters corner, question. Why so many points into Spell Shield and Heavy armor Focus and nothing into Hardy, Elemental Defender or IronClad?

    100p into spell shield is 5280 spell resistance, which gives you 7.9% mitigation against magicka, fire, shock and frost attacks.

    Just 43 points into Elemental defender gives you 10% mitigation against Magicka, Fire, Shock and Frost.

    The same numbers and comparison can be made with Heavy Armor Focus and Hardy.

    Taking those 180-190 points you would spend into those 2 you could instead put 43 into Hardy and 43 into Elemental Defender and could then put points else where, such as Iron clad.

    A solid 51 points into IronClad gives you 19% mitigation against any direct damage attack, and it would stack with Elemental Expert and Hardy. You would then have about 53 unused points to put elsewhere, my recommendation would be bumping up Thick Skin to 51points too for 19% from there too, which also stacks with Elemental Defender and Hardy and I mean anything that isn't a Direct damage attack is most likely a Damage over Time effect. Basically this combo of Ironclad, Thick Skin, Elemental Defender and Hardy gives you a solid 27% mitigation against all types of damage.
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