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Ebony Wolf Pack: Werewolf 101 || Updated for Greymoor

  • ScardyFox
    ScardyFox
    ✭✭✭✭✭
    Should I be putting tri-stat glyphs on all the armor bits I can?
  • IlCanis_LupuslI
    IlCanis_LupuslI
    ✭✭✭✭✭
    if you are a tank wolf yes, if your a dps wolf, the big pieces are usually enough
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • IlCanis_LupuslI
    IlCanis_LupuslI
    ✭✭✭✭✭
    on my dps wolf(still heavy armor) i put all into stamina to increase my damage...
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • Chrlynsch
    Chrlynsch
    ✭✭✭✭✭
    ✭✭
    Chrlynsch wrote: »
    geonsocal 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 :smile:, 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.
    Edited by Chrlynsch on January 7, 2018 6:11PM
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Chrlynsch
    Chrlynsch
    ✭✭✭✭✭
    ✭✭
    Chrlynsch wrote: »
    Chrlynsch wrote: »
    geonsocal 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 :smile:, 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.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • CrazyWolf712
    CrazyWolf712
    ✭✭✭
    Chrlynsch wrote: »
    Chrlynsch wrote: »
    Chrlynsch wrote: »
    geonsocal 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 :smile:, 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.

    A lot of the same things my friends and I were saying needs to change.
    I say let werewolf heavy attacks restore magicka as well, just half the value as stamina. And the buggy devour animation needs fixed too like you said. It needs to restore timer regardless of whether the body despawns or not. As long as you start the feeding animation, unless you’re stunned you should get time back.
    Edited by CrazyWolf712 on January 8, 2018 5:44PM
  • IlCanis_LupuslI
    IlCanis_LupuslI
    ✭✭✭✭✭
    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 :-(
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • CrazyWolf712
    CrazyWolf712
    ✭✭✭
    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 :-(

    @Mangeli200194
    You could try making yourself a bit more tanky if you’re planning on doing PvP. Heavy with something like Troll King or Malubeth for some healing and Black Rose for some sustain and damage. Could also get better survivability by getting Pelinal’s to make your heals as strong as your damage. Try immovable potions for mag DKs. Their stuns are how they get you as it will waste so much stam. And infused off hand with magicka steal is a great way to get magicka back as we have nothing but our recoveries to help us in that regard. It’s a great way to go if you already have good stam management. Black Rose will help with that too.
  • Tasear
    Tasear
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    ✭✭✭✭✭
    What do you think of changes coming with dragon bones to werewolf?
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Tasear wrote: »
    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.
  • Xadharin
    Xadharin
    ✭✭
    Lots of good Werewolf info in this thread, a great resource! I love the playstyle, and have had some of my most enjoyable moments in PVP while playing in a small wolfpack. Sure do hope we get some love from the powers that be sooner rather than later!
  • Chrlynsch
    Chrlynsch
    ✭✭✭✭✭
    ✭✭
    Qbiken wrote: »
    Tasear wrote: »
    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.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • CrazyWolf712
    CrazyWolf712
    ✭✭✭
    Tasear wrote: »
    What do you think of changes coming with dragon bones to werewolf?

    16% decrease in Pounce damage. As I glanced through the patch notes, I noticed that they nerfed all the gap closers. I didn’t think that they did that much damage that they needed to be nerfed but whatever. I’m hoping they fix things for werewolf like the Pack Leader dire wolf respawns after death.

    In other news, one of the new monster helmets is a skeleton dragon head! I can finally complete my character’s theme!!!
    Edited by CrazyWolf712 on January 10, 2018 2:58PM
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Chrlynsch wrote: »
    Qbiken wrote: »
    Tasear wrote: »
    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.
    Edited by Qbiken on January 10, 2018 3:00PM
  • Chrlynsch
    Chrlynsch
    ✭✭✭✭✭
    ✭✭
    Qbiken wrote: »
    Chrlynsch wrote: »
    Qbiken wrote: »
    Tasear wrote: »
    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.

    No buff of persuit passive... I'm guessing they just buffed werewolf's base heavy attack recovery from missing it in marrowind rebalancing. Werewolf now has the highest resource return from a heavy attack in game.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • IlCanis_LupuslI
    IlCanis_LupuslI
    ✭✭✭✭✭
    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...
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • CrazyWolf712
    CrazyWolf712
    ✭✭✭
    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...

    Yeah the regen looks great! Honestly better than my main werewolf lol! Glad you’re enjoying!
  • IlCanis_LupuslI
    IlCanis_LupuslI
    ✭✭✭✭✭
    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
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • ScardyFox
    ScardyFox
    ✭✭✭✭✭
    Shocking - another nerf.
    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

    Sorry, whats bareskin?
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    (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.
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • ScardyFox
    ScardyFox
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    Ohhhh, thanks for that.
  • Qbiken
    Qbiken
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    Been aiming to try Barkskin (not Bareskin ^^) more but the lack of bagspace is my biggest enemy here xD

    But 400 extra stamrecovery is really nice (since everything contains a snare these days), and since the set got some extra physical resistance (almost 3k) it´s a really good set for solo play.
    Edited by Qbiken on January 12, 2018 8:29AM
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    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
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • CrazyWolf712
    CrazyWolf712
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    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

    Yeah, another wolf in our guild uses that. He’s the second strongest werewolf in the Pack! Second only to our other alpha. He also uses Blooddrinker and Shacklebreaker.
  • Inarre
    Inarre
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    This thread just made me want to turn my first stamina character into a werewolf even more :#
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    Analyzing a few of my Gameplay Clips i estimated that 45-50% of my overall damage comes from dots,(I <3 blooddrinker btw thanks 4 the tip) how manwho points would put under thraumaturge and piercing (Ive heard bleed dots ignore resistances)???
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • CrazyWolf712
    CrazyWolf712
    ✭✭✭
    Analyzing a few of my Gameplay Clips i estimated that 45-50% of my overall damage comes from dots,(I <3 blooddrinker 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.
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    My planned cp Layout (mind i use claws of anguish and rarely have issues with sorcs or shielding targets)
    Blessed= 32
    Master @Arms=37
    Thraumaturge=64
    Piercing=41
    Mighty=56
    Seems alright or am i wrong?
    Btw to the Claws of anguish users, do you put points under Befoul??? Im planning on putting in 30 points
    Edited by IlCanis_LupuslI on January 18, 2018 6:50PM
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • Qbiken
    Qbiken
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    ✭✭✭✭✭
    Analyzing a few of my Gameplay Clips i estimated that 45-50% of my overall damage comes from dots,(I <3 blooddrinker 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.

    Bleed damage ignore all kinds of resist but crit resistance. Bleed damage can be mitigated by shields, crit resistance, Thick skinned and stuff like minor maim and major/minor protection.
    Edited by Qbiken on January 18, 2018 8:14PM
  • RGvolterra
    RGvolterra
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    That’s the best ever WW thread created. I’m one of those WW passionate guys who have been playing ESO since day one. I’ve seen great YouTube WW build authors come and go due to some issues related to the WW passives. I do believe they should improve some of the WW abilities and passives in order to closely align it with all the advantages given for those who are Molag ball’s children ( vampires ). Wish we could have more active WW players on PS4 EU though we’ve got lovely wolf players helping balancing the battlefield. I’ve neen working on a few ideas towards my 8 WW characters though some of the builds I’ve been using came from Rouder and Dazzla. They are surely the best WW on PS4 EU platform :) id like to take this opportunity to thank you all for adding great informations about being a WW and how to fully optimise it. Hope we can build a consistent and reliable community where together we would be sharing useful WW build information in order to bring more content to this class if it could be called that. Let’s push for fixes and improvements towards this class and contribute for a better WW performance on PVP as well as PVE. LET US PREY !!!!
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