Well, it's actually a good idea. One "claw" bar with bleeding strike and classic HA, one "teeth" bar with more speed and a channeled HA (and why not a partial devoration effect, who give more ww time when LA/HA ?). It give some interesting gameplay ideas !Avran_Sylt wrote: »Would love the barswap to change how the WW attacks though. Barswapping to the backbar causes the WW to get down on all fours, increasing base sprint speed. Light attacks become bites, and heavy attacks become channeled bites that root enemies (and yourself, but not proccing root immunity once finished on you) while dealing damage every second.
Playing a werewolf in the Elder Scroll serie was alway a fun gameplay. TESO also offer a good experience, but the core mechanism of the game make it too limited for most use. No second bar, a lot of passives and core skills unaccessible and a extremely limited group utility give it no room for endgame raids, along with nearly no space in pvp and veteran dungeons.
This topic is mainly focused on giving more skill to the werewolf tree, without changing what it actually have. Changing the actual tree is also an idea, but it's an another story.
Oh, of course the werewolf will also need to be able to swaps between two skillsbars, even if his "weapons" stay the same.
A werewolf is a hunter. He can feel his prey, even the most hidden one.
The new skill hunter's sense, when used, reveal hidden enemies on a 12 meter radius, with a 0,5 second cast and a little snare because the werewolf need some concentration to smell the air.
As a morph, hunter feeling would passively add a visual on the skill icon when an hidden enemy is at 12 meter or less (the wolf "sense" his prey but still need concentration to find it) and increase the detection radius to 18 meter, when hasty hunter should remove the cast time and give minor expedition for a couple of seconds.
A werewolf can hunt alone, but is far more efficient with his pack.
Prey allow the werewolf to select one target. When an another werewolf has this skill slotted, he "see" the marked target more clearly and the skill become tracking prey, who apply major vulnerability to the target for some seconds. It would add way more group synergy to werewolves packs, and a niche for endgame group pve.
The skill can be morphed to focused prey who also add a taunt (giving the werewolf a way to tank in pve), or to eye of the beast, who give the user minor berserk for 10 seconds when the skill or the tracking prey proc is used.
A werewolf is hard to kill, especially when he defend itself.
Wolf pelt apply major resolve and major ward for 30 second to the caster.
Savior's hide remove the cost, decrease the cost of block by 35% and the amount of damage taken while blocking by 20% but apply major main to the caster each second (or unpurgeable), and may even be changed to a toggle ; it will give werewolf tank a great way to survive but prevent them for being too tanky while doing huge damage. On the other hand, elusive fur will give the caster major evasion for 15 seconds.
A werewolf become crazy and berserk when the smell of blood spread in the air.
When activated, bloodfeel heal the werewolf when he does damage during 30 seconds, adding a good boost to werewolf poor survivability.
Those who prefer a healing gameplay can morph it to blood bath, who instead heal nearby allies when used during a few second and increase the duration of werewolf transformation for each nearby corpse when activated. Those who want to do more damage can use bloodlust, who give the caster a much needed major savagery for 10 seconds when he deals damage.
A werewolf is one of Hircine minion, and can use the magical power of the daedric god when needed.
Hircine's magic allow the werewolf to trade his magic power for more strength, and use his magicka, his spell damage and his spell critical rating for all his damage and healing calculation. It would allow magicka build to do something with werewolf tree and gameplay.
Hircine power would also give the werewolf all magicka counterpart of stamina buff then he earn one (having major savagery will also give major prophecy, for example), when hircine hunt will instead of the base effect consume your magicka to gain stamina and get major endurance.
If you have some more idea (especially on these skills or new skills, a I said actual tree might need a change but is not the point of this topic, though a few ideas of adjustment can also be good), feel free to share.
Oh, and please no "vampires have only 3 skills, they need change before WW", a vampire thread is also a good idea but need an another thread. Even more, vamps can use all skills and passives when WW gameplay is closed to all skills and passives beside those on the WW tree, armor passives and a few passives (especially class one), so they definitively need more choice when builded in my opinion (that's not mean vamps are fine).
And yes, I know, WW tanks would still lack some tanking utilities, same with WW healers. Still, at least they'll exist in some extend.
Playing a werewolf in the Elder Scroll serie was alway a fun gameplay. TESO also offer a good experience, but the core mechanism of the game make it too limited for most use. No second bar, a lot of passives and core skills unaccessible and a extremely limited group utility give it no room for endgame raids, along with nearly no space in pvp and veteran dungeons.
This topic is mainly focused on giving more skill to the werewolf tree, without changing what it actually have. Changing the actual tree is also an idea, but it's an another story.
Oh, of course the werewolf will also need to be able to swaps between two skillsbars, even if his "weapons" stay the same.
A werewolf is a hunter. He can feel his prey, even the most hidden one.
The new skill hunter's sense, when used, reveal hidden enemies on a 12 meter radius, with a 0,5 second cast and a little snare because the werewolf need some concentration to smell the air.
As a morph, hunter feeling would passively add a visual on the skill icon when an hidden enemy is at 12 meter or less (the wolf "sense" his prey but still need concentration to find it) and increase the detection radius to 18 meter, when hasty hunter should remove the cast time and give minor expedition for a couple of seconds.
A werewolf can hunt alone, but is far more efficient with his pack.
Prey allow the werewolf to select one target. When an another werewolf has this skill slotted, he "see" the marked target more clearly and the skill become tracking prey, who apply major vulnerability to the target for some seconds. It would add way more group synergy to werewolves packs, and a niche for endgame group pve.
The skill can be morphed to focused prey who also add a taunt (giving the werewolf a way to tank in pve), or to eye of the beast, who give the user minor berserk for 10 seconds when the skill or the tracking prey proc is used.
A werewolf is hard to kill, especially when he defend itself.
Wolf pelt apply major resolve and major ward for 30 second to the caster.
Savior's hide remove the cost, decrease the cost of block by 35% and the amount of damage taken while blocking by 20% but apply major main to the caster each second (or unpurgeable), and may even be changed to a toggle ; it will give werewolf tank a great way to survive but prevent them for being too tanky while doing huge damage. On the other hand, elusive fur will give the caster major evasion for 15 seconds.
A werewolf become crazy and berserk when the smell of blood spread in the air.
When activated, bloodfeel heal the werewolf when he does damage during 30 seconds, adding a good boost to werewolf poor survivability.
Those who prefer a healing gameplay can morph it to blood bath, who instead heal nearby allies when used during a few second and increase the duration of werewolf transformation for each nearby corpse when activated. Those who want to do more damage can use bloodlust, who give the caster a much needed major savagery for 10 seconds when he deals damage.
A werewolf is one of Hircine minion, and can use the magical power of the daedric god when needed.
Hircine's magic allow the werewolf to trade his magic power for more strength, and use his magicka, his spell damage and his spell critical rating for all his damage and healing calculation. It would allow magicka build to do something with werewolf tree and gameplay.
Hircine power would also give the werewolf all magicka counterpart of stamina buff then he earn one (having major savagery will also give major prophecy, for example), when hircine hunt will instead of the base effect consume your magicka to gain stamina and get major endurance.
If you have some more idea (especially on these skills or new skills, a I said actual tree might need a change but is not the point of this topic, though a few ideas of adjustment can also be good), feel free to share.
Oh, and please no "vampires have only 3 skills, they need change before WW", a vampire thread is also a good idea but need an another thread. Even more, vamps can use all skills and passives when WW gameplay is closed to all skills and passives beside those on the WW tree, armor passives and a few passives (especially class one), so they definitively need more choice when builded in my opinion (that's not mean vamps are fine).
And yes, I know, WW tanks would still lack some tanking utilities, same with WW healers. Still, at least they'll exist in some extend.
Playing a werewolf in the Elder Scroll serie was alway a fun gameplay. TESO also offer a good experience, but the core mechanism of the game make it too limited for most use. No second bar, a lot of passives and core skills unaccessible and a extremely limited group utility give it no room for endgame raids, along with nearly no space in pvp and veteran dungeons.
This topic is mainly focused on giving more skill to the werewolf tree, without changing what it actually have. Changing the actual tree is also an idea, but it's an another story.
Oh, of course the werewolf will also need to be able to swaps between two skillsbars, even if his "weapons" stay the same.
A werewolf is a hunter. He can feel his prey, even the most hidden one.
The new skill hunter's sense, when used, reveal hidden enemies on a 12 meter radius, with a 0,5 second cast and a little snare because the werewolf need some concentration to smell the air.
As a morph, hunter feeling would passively add a visual on the skill icon when an hidden enemy is at 12 meter or less (the wolf "sense" his prey but still need concentration to find it) and increase the detection radius to 18 meter, when hasty hunter should remove the cast time and give minor expedition for a couple of seconds.
A werewolf can hunt alone, but is far more efficient with his pack.
Prey allow the werewolf to select one target. When an another werewolf has this skill slotted, he "see" the marked target more clearly and the skill become tracking prey, who apply major vulnerability to the target for some seconds. It would add way more group synergy to werewolves packs, and a niche for endgame group pve.
The skill can be morphed to focused prey who also add a taunt (giving the werewolf a way to tank in pve), or to eye of the beast, who give the user minor berserk for 10 seconds when the skill or the tracking prey proc is used.
A werewolf is hard to kill, especially when he defend itself.
Wolf pelt apply major resolve and major ward for 30 second to the caster.
Savior's hide remove the cost, decrease the cost of block by 35% and the amount of damage taken while blocking by 20% but apply major main to the caster each second (or unpurgeable), and may even be changed to a toggle ; it will give werewolf tank a great way to survive but prevent them for being too tanky while doing huge damage. On the other hand, elusive fur will give the caster major evasion for 15 seconds.
A werewolf become crazy and berserk when the smell of blood spread in the air.
When activated, bloodfeel heal the werewolf when he does damage during 30 seconds, adding a good boost to werewolf poor survivability.
Those who prefer a healing gameplay can morph it to blood bath, who instead heal nearby allies when used during a few second and increase the duration of werewolf transformation for each nearby corpse when activated. Those who want to do more damage can use bloodlust, who give the caster a much needed major savagery for 10 seconds when he deals damage.
A werewolf is one of Hircine minion, and can use the magical power of the daedric god when needed.
Hircine's magic allow the werewolf to trade his magic power for more strength, and use his magicka, his spell damage and his spell critical rating for all his damage and healing calculation. It would allow magicka build to do something with werewolf tree and gameplay.
Hircine power would also give the werewolf all magicka counterpart of stamina buff then he earn one (having major savagery will also give major prophecy, for example), when hircine hunt will instead of the base effect consume your magicka to gain stamina and get major endurance.
If you have some more idea (especially on these skills or new skills, a I said actual tree might need a change but is not the point of this topic, though a few ideas of adjustment can also be good), feel free to share.
Oh, and please no "vampires have only 3 skills, they need change before WW", a vampire thread is also a good idea but need an another thread. Even more, vamps can use all skills and passives when WW gameplay is closed to all skills and passives beside those on the WW tree, armor passives and a few passives (especially class one), so they definitively need more choice when builded in my opinion (that's not mean vamps are fine).
And yes, I know, WW tanks would still lack some tanking utilities, same with WW healers. Still, at least they'll exist in some extend.