CrazyWolf712 wrote: »howdy my furry friends
just wondering if any one has tried using the barkskin set to help deal with all the roots/snares thrown our way once we transform?
Barkskin Set
(2 items) Adds 1206 Max Health
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 2975 Physical Resistance
(5 items) Reduces the duration of immobilizations and snares on you by 50%. When an immobilization or snare is applied to you, heal for 2000 Health and restore 1000 Stamina. This effect can occur once every 5 seconds.
started using the wyrd tree set on one of my wolves a while ago to help combat all the incoming poison - works great and helps with hircine's rage also...
i wear all heavy on both my active werewolves - so, when i am rooted - still hard to kill, but, all the heavy means i can only afford to break free every so often...
I've played around with it. The main problem I have with it is you give up almost all of your offensive capabilities when you end up gearing around all of werewolf's weaknesses...
-If you want reliable heals, use Pelinal's
-If you want less effective snares toss on ranger
-Want a cheaper werewolf form toss on Salvation
-Need a purge... Wyrd Tree
Now most classes have ways to get all of these things, while retaining burst and survivability.
When the Werewolf was designed it was done so with far too many checks and balances.
Heck they give up basic gameplay functions and passives while in form.
- No resurrecting allies
- No sneaking
- No dropping Seige
-No mounting
- No heals for allies
- No Synergizing abilities
- No Ultimate generation while in form
- No weapon passives
- Loss of most class passives
All this on top of the fact that staying in form is not easy in overworld PVP even in a group of 4 wolves.
Did you know, It is impossible to make the run from Chalman to Bleakers without bringing along a sacrifice if there is no combat in between?
The silly thing is that same group of 4 werewolves could stay in form for hours if they were in combat. The same group of werewolves could remain in form the entire duration of a battlegrounds match, heck I've done it before as a solo wolf, along with single transformation VMA runs. So why do they have the timer? It isn't for actual combat balance.
The reason the timer and “balances” are there is because the werewolf at the end of the day is still just an ultimate, a temporary increase in power. If it was it’s own class, then we’d be able to do all these things and stay in form with no timer. We would have more abilities to play with but we’d be the most overpowered builds in the game. That’s why the werewolf is the way it is.
CrazyWolf712 wrote: »howdy my furry friends
just wondering if any one has tried using the barkskin set to help deal with all the roots/snares thrown our way once we transform?
Barkskin Set
(2 items) Adds 1206 Max Health
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 2975 Physical Resistance
(5 items) Reduces the duration of immobilizations and snares on you by 50%. When an immobilization or snare is applied to you, heal for 2000 Health and restore 1000 Stamina. This effect can occur once every 5 seconds.
started using the wyrd tree set on one of my wolves a while ago to help combat all the incoming poison - works great and helps with hircine's rage also...
i wear all heavy on both my active werewolves - so, when i am rooted - still hard to kill, but, all the heavy means i can only afford to break free every so often...
I've played around with it. The main problem I have with it is you give up almost all of your offensive capabilities when you end up gearing around all of werewolf's weaknesses...
-If you want reliable heals, use Pelinal's
-If you want less effective snares toss on ranger
-Want a cheaper werewolf form toss on Salvation
-Need a purge... Wyrd Tree
Now most classes have ways to get all of these things, while retaining burst and survivability.
When the Werewolf was designed it was done so with far too many checks and balances.
Heck they give up basic gameplay functions and passives while in form.
- No resurrecting allies
- No sneaking
- No dropping Seige
-No mounting
- No heals for allies
- No Synergizing abilities
- No Ultimate generation while in form
- No weapon passives
- Loss of most class passives
All this on top of the fact that staying in form is not easy in overworld PVP even in a group of 4 wolves.
Did you know, It is impossible to make the run from Chalman to Bleakers without bringing along a sacrifice if there is no combat in between?
The silly thing is that same group of 4 werewolves could stay in form for hours if they were in combat. The same group of werewolves could remain in form the entire duration of a battlegrounds match, heck I've done it before as a solo wolf, along with single transformation VMA runs. So why do they have the timer? It isn't for actual combat balance.
The reason the timer and “balances” are there is because the werewolf at the end of the day is still just an ultimate, a temporary increase in power. If it was it’s own class, then we’d be able to do all these things and stay in form with no timer. We would have more abilities to play with but we’d be the most overpowered builds in the game. That’s why the werewolf is the way it is.
The Werewolf form isn't just an ultimate, it doesn't scale off your highest stat like ultimates do.
Werewolf is the only Ability in the game that replaces passives and abilities of your current class and weapon skill line, and replace them with that of the werewolf (world skill line requiring 22 skill points to use), making it in itself a subclass that consumes Ultimate in order to activate.
The only Ultimate in the game that comes close and is comparable to this is overload, which does not allow you to use weapon abilities. Overload doesn't consume all the ultimate after to take an overloaded state, doesn't make you chase down squirrels, and allows you to generate ultimate while in form, it doesn't make you vulnerable to certain damage types, and doesn't make you have to wear all sorts of silly gear in order to off set all of the vulnerability you gain in the state.
Let's look at all the pros gained by werewolf while in form, with the complementing cons.
-Increased armor and spell resistance: Increased damage from fighters guild abilities and poison, lack of major resistance self buffs while in form. My templar takes less damage using restoring focus.
-Increased speed: no snare removal also speed cap introduced with morrowind.
-Increased stamina and stamina regen: most expensive stamina abilities in the game
-Increased stamina return from heavy attacks: no stamina return abilites, can't synergize for undaunted passive or activate shards/orbs.
-Strongest heal in the game: scales off of magicka and spell damage, opposite of where your damage comes from.
-Strong spamable single target knockdown: can be reflected, or absorbed as a projectile.
-Light attack bleed: this is solid, but you have lost your weapon passives and almost all class passives.
Werewolf is already balanced, more so then anything else in the game. Way beyond anything that is the single stat stacking meta.
But the simple lack basic gameplay funtions that get stripped away, makes for a sad experience. With all the counters that are put in place for all the werewolf's buffs, there is NO reason to have all these extra just because drawbacks, timer included.
CrazyWolf712 wrote: »howdy my furry friends
just wondering if any one has tried using the barkskin set to help deal with all the roots/snares thrown our way once we transform?
Barkskin Set
(2 items) Adds 1206 Max Health
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 2975 Physical Resistance
(5 items) Reduces the duration of immobilizations and snares on you by 50%. When an immobilization or snare is applied to you, heal for 2000 Health and restore 1000 Stamina. This effect can occur once every 5 seconds.
started using the wyrd tree set on one of my wolves a while ago to help combat all the incoming poison - works great and helps with hircine's rage also...
i wear all heavy on both my active werewolves - so, when i am rooted - still hard to kill, but, all the heavy means i can only afford to break free every so often...
I've played around with it. The main problem I have with it is you give up almost all of your offensive capabilities when you end up gearing around all of werewolf's weaknesses...
-If you want reliable heals, use Pelinal's
-If you want less effective snares toss on ranger
-Want a cheaper werewolf form toss on Salvation
-Need a purge... Wyrd Tree
Now most classes have ways to get all of these things, while retaining burst and survivability.
When the Werewolf was designed it was done so with far too many checks and balances.
Heck they give up basic gameplay functions and passives while in form.
- No resurrecting allies
- No sneaking
- No dropping Seige
-No mounting
- No heals for allies
- No Synergizing abilities
- No Ultimate generation while in form
- No weapon passives
- Loss of most class passives
All this on top of the fact that staying in form is not easy in overworld PVP even in a group of 4 wolves.
Did you know, It is impossible to make the run from Chalman to Bleakers without bringing along a sacrifice if there is no combat in between?
The silly thing is that same group of 4 werewolves could stay in form for hours if they were in combat. The same group of werewolves could remain in form the entire duration of a battlegrounds match, heck I've done it before as a solo wolf, along with single transformation VMA runs. So why do they have the timer? It isn't for actual combat balance.
The reason the timer and “balances” are there is because the werewolf at the end of the day is still just an ultimate, a temporary increase in power. If it was it’s own class, then we’d be able to do all these things and stay in form with no timer. We would have more abilities to play with but we’d be the most overpowered builds in the game. That’s why the werewolf is the way it is.
The Werewolf form isn't just an ultimate, it doesn't scale off your highest stat like ultimates do.
Werewolf is the only Ability in the game that replaces passives and abilities of your current class and weapon skill line, and replace them with that of the werewolf (world skill line requiring 22 skill points to use), making it in itself a subclass that consumes Ultimate in order to activate.
The only Ultimate in the game that comes close and is comparable to this is overload, which does not allow you to use weapon abilities. Overload doesn't consume all the ultimate after to take an overloaded state, doesn't make you chase down squirrels, and allows you to generate ultimate while in form, it doesn't make you vulnerable to certain damage types, and doesn't make you have to wear all sorts of silly gear in order to off set all of the vulnerability you gain in the state.
Let's look at all the pros gained by werewolf while in form, with the complementing cons.
-Increased armor and spell resistance: Increased damage from fighters guild abilities and poison, lack of major resistance self buffs while in form. My templar takes less damage using restoring focus.
-Increased speed: no snare removal also speed cap introduced with morrowind.
-Increased stamina and stamina regen: most expensive stamina abilities in the game
-Increased stamina return from heavy attacks: no stamina return abilites, can't synergize for undaunted passive or activate shards/orbs.
-Strongest heal in the game: scales off of magicka and spell damage, opposite of where your damage comes from.
-Strong spamable single target knockdown: can be reflected, or absorbed as a projectile.
-Light attack bleed: this is solid, but you have lost your weapon passives and almost all class passives.
Werewolf is already balanced, more so then anything else in the game. Way beyond anything that is the single stat stacking meta.
But the simple lack basic gameplay funtions that get stripped away, makes for a sad experience. With all the counters that are put in place for all the werewolf's buffs, there is NO reason to have all these extra just because drawbacks, timer included.
So I will quote myself here and say how it can be fixed.
You can keep the timer as it is a nod to how werewolf has functioned in the past and in other ES games. Now increase the time it grants and the time that devour grants. 2:00 is good. This means that sitting 4 werewolves get 10 min up from under 3:45 we get now.
Change clunky devour mechanic to either only check for corpse at beginning animation, or a even cooler channel that grants time and health per second.
Make Hircine's Fortitude grant health regen, to self and others nearby with a small aoe heal. Hircine's rage is the focus for dps wolves. This is Heal for stamina wolves.
Make Rousing Roar increase spell power as well, will make other werewolf builds more viable won't buff the already strong Pelinal's wolves.
Make Ferocius Roar grant snare immunity to nearby allies for 8 seconds. And grants minor baserk for 20s. No longer a channel, no longer a fear.
Increase brutal pounce aoe damage.
Let tormentor taunt on werewolf charges.
Mangeli200194 wrote: »Need some encouragement to keep playing WW please, normal cancerblade way easier to play :-( And as a dps Wolf (front line =>lots of damage incoming usually support heals thou) heavy vs medium?? Both works, heavy stronger in tight spaces medium better in open field + amazing damage+heals.
Infused offhand with magica steal recommendable????
And how does one fight mag dks?? In medium they just mess me up and duck up my stamina pool :-(
What do you think of changes coming with dragon bones to werewolf?
What do you think of changes coming with dragon bones to werewolf?
So far only one change to werewolf and it´s the decrease in damage of pounce. So far not happy with it. But most of the constructive threads about werewolf came around 1-2 months before these PTS notes was released (not much time to consider bigger overhauls I can imagine), so I wouldn´t be surprised if we´ll see some changes for werewolf next major update instead of this one.
What do you think of changes coming with dragon bones to werewolf?
What do you think of changes coming with dragon bones to werewolf?
So far only one change to werewolf and it´s the decrease in damage of pounce. So far not happy with it. But most of the constructive threads about werewolf came around 1-2 months before these PTS notes was released (not much time to consider bigger overhauls I can imagine), so I wouldn´t be surprised if we´ll see some changes for werewolf next major update instead of this one.
resource return for werewolf heavy attack did get buffed on pts.
What do you think of changes coming with dragon bones to werewolf?
So far only one change to werewolf and it´s the decrease in damage of pounce. So far not happy with it. But most of the constructive threads about werewolf came around 1-2 months before these PTS notes was released (not much time to consider bigger overhauls I can imagine), so I wouldn´t be surprised if we´ll see some changes for werewolf next major update instead of this one.
resource return for werewolf heavy attack did get buffed on pts.
@Chrlynsch Did they buff the "Pursuit"-passive? Didn´t see that in the patch-notes though
I haven´t tested WW´s on the PTS yet, only went there to check out magplar and magDK so far.
Mangeli200194 wrote: »Ive resorted to resistance stacking to compensate the Wws lack of defensive abilities(swapped out dual wield for snb -200wd but 3k is ch extra resistances.
Im @ 38k atm and loving ican(4k wd in Wwform, 1.7k regen, 40k stamina) survivability is much better now)
Is the recovery enough??? Or to high??? With bareskin set my mobility has increased to a amazing level aswell + awesome heals from Pelinials Apitude...
Mangeli200194 wrote: »Bareskin is a real quality of Life improvement for ww, snares hardly affect you anymore and help your stamina management( 400 stamina rec if snared on cooldown )
And snb+chuduan gives you a much better survivalability (which you ned if you play ww solo)
Had a nice 2vs6 with a Bomber (who did nothing appart from stealthing around & finishing the last dudd
Mangeli200194 wrote: »Tried out a crusher enchants ob my infused weapon, very nice had a 3k dot tick on a trolltank(not so brave at trolling after I turned ww on him. Thaughts??? T he extra 2.1k armor penetration very handy
Mangeli200194 wrote: »Analyzing a few of my Gameplay Clips i estimated that 45-50% of my overall damage comes from dots,(Iblooddrinker btw thanks 4 the tip) how manwho points would put under thraumaturge and piercing (Ive heard bleed dots ignore resistances)???
CrazyWolf712 wrote: »Mangeli200194 wrote: »Analyzing a few of my Gameplay Clips i estimated that 45-50% of my overall damage comes from dots,(Iblooddrinker btw thanks 4 the tip) how manwho points would put under thraumaturge and piercing (Ive heard bleed dots ignore resistances)???
I would put up to 75 points into Thaumaturge. As for ignoring resistances, I don’t remember for sure. Would have to check.