@thedude33
What race do you enjoy playing?
I have an Orc
Here is my sorc orc build I have a lot of fun with in pvp. CP and No Cp. Give it a look and let me know if you have any questions.
https://en.m.uesp.net/wiki/Special:EsoBuildData?id=146702
Crazy high stats.
WW on 2H? Does Bound Armenants work while in WW form? The light attack bonus?
Bound armenants doesn't work while in werewolf form. And is simply used to buff your weaving damage on the s&b bar.@thedude33
What race do you enjoy playing?
I have an Orc
Here is my sorc orc build I have a lot of fun with in pvp. CP and No Cp. Give it a look and let me know if you have any questions.
https://en.m.uesp.net/wiki/Special:EsoBuildData?id=146702
Thanks, I will take a look. At first glance I see a Maelstorm axe. That's not happening
The maelstrom s&b is just an option you very easily could run whatever weapon combo you wanted to.
But since you can proc Essence Thief on the back bar this allows you to run a 2 piece set.
I would recomend dropping essence theif on the bow bar if you choose to run bow. As you don't want the proc going off before you can pick it up. Master bow would work very well.
@thedude33
What race do you enjoy playing?
I have an Orc
Here is my sorc orc build I have a lot of fun with in pvp. CP and No Cp. Give it a look and let me know if you have any questions.
https://en.m.uesp.net/wiki/Special:EsoBuildData?id=146702
Crazy high stats.
WW on 2H? Does Bound Armenants work while in WW form? The light attack bonus?
Bound armenants doesn't work while in werewolf form. And is simply used to buff your weaving damage on the s&b bar.@thedude33
What race do you enjoy playing?
I have an Orc
Here is my sorc orc build I have a lot of fun with in pvp. CP and No Cp. Give it a look and let me know if you have any questions.
https://en.m.uesp.net/wiki/Special:EsoBuildData?id=146702
Thanks, I will take a look. At first glance I see a Maelstorm axe. That's not happening
The maelstrom s&b is just an option you very easily could run whatever weapon combo you wanted to.
But since you can proc Essence Thief on the back bar this allows you to run a 2 piece set.
I would recomend dropping essence theif on the bow bar if you choose to run bow. As you don't want the proc going off before you can pick it up. Master bow would work very well.
I knew the blocking buff didn't work, but does the light attack bonus and stam increase bonus work?
Swen_von_Walhallion wrote: »well two days back i was trying vMA on my wereplar, and it was easy as ....., was using blood moon + vicios ophidian set + slimecraw 5/1/1 with tri stat food and tripots and it was unstopable beast. And VO set is rly great bc i using fear and roa a lot, and this bonus speed from VO + WW speed bonus make you permasprintig.
Swen_von_Walhallion wrote: »well two days back i was trying vMA on my wereplar, and it was easy as ....., was using blood moon + vicios ophidian set + slimecraw 5/1/1 with tri stat food and tripots and it was unstopable beast. And VO set is rly great bc i using fear and roa a lot, and this bonus speed from VO + WW speed bonus make you permasprintig.
Been using Briarheart and heavy Shackle with bone pirate. Stuff that I was already wearing. Bow+DW. Sure takes down towers solo well. Good at tracking down gankers also.
I got beat down bad by a stamdk in a solo fight.
I will continue to test. Open to suggestions
Edit: I have nice sets of gold medium armor from my NB. Automaton, Pirate Tatters and Shield Breaker. The problem is they have no crit resistance. Pure offense.
Swen_von_Walhallion wrote: »well two days back i was trying vMA on my wereplar, and it was easy as ....., was using blood moon + vicios ophidian set + slimecraw 5/1/1 with tri stat food and tripots and it was unstopable beast. And VO set is rly great bc i using fear and roa a lot, and this bonus speed from VO + WW speed bonus make you permasprintig.
Which is easiest armor to get ...which on is toughest?
Swen_von_Walhallion wrote: »well two days back i was trying vMA on my wereplar, and it was easy as ....., was using blood moon + vicios ophidian set + slimecraw 5/1/1 with tri stat food and tripots and it was unstopable beast. And VO set is rly great bc i using fear and roa a lot, and this bonus speed from VO + WW speed bonus make you permasprintig.
Which is easiest armor to get ...which on is toughest?
Slimecraw easiest. Blood Moon toughest as far as effort expended and time needing to farm the dungeon, especially if used as weapons + jewelry. There are PUGs for Craglorn trials every day and every one has a change to drop Vicious Serpent/Vicious Ophidian.
You can't really go wrong with werewolf sets for vMA. Shacklebreaker, Mighty Chudan, Briarheart. Can also replace Briarheart with Vengeance Leech. You can also do Alessia's for health recovery and Troll King with a damage set for passive heals.
Alessian WW builds are best for farming vMA as mindlessly as possible without giving the mechanics a single passing thought.
Vengence Leech only a 3 set?, or was it also changed recently for the update?
Swen_von_Walhallion wrote: »well two days back i was trying vMA on my wereplar, and it was easy as ....., was using blood moon + vicios ophidian set + slimecraw 5/1/1 with tri stat food and tripots and it was unstopable beast. And VO set is rly great bc i using fear and roa a lot, and this bonus speed from VO + WW speed bonus make you permasprintig.
Which is easiest armor to get ...which on is toughest?
Slimecraw easiest. Blood Moon toughest as far as effort expended and time needing to farm the dungeon, especially if used as weapons + jewelry. There are PUGs for Craglorn trials every day and every one has a change to drop Vicious Serpent/Vicious Ophidian.
You can't really go wrong with werewolf sets for vMA. Shacklebreaker, Mighty Chudan, Briarheart. Can also replace Briarheart with Vengeance Leech. You can also do Alessia's for health recovery and Troll King with a damage set for passive heals.
I'm kinda confused.Many Werewolf skills have been adjusted in terms of damage, cost, and healing, to ensure that they meet the intended goal of the Werewolf experience - a fast paced threat that is a terrifying foe on the battlefield. Activating Werewolf abilities should feel distinct in nature from other abilities in terms of their consequences; they should feel more powerful, but more costly. With our ongoing ability standard audit, we’ve taken Werewolf and set their abilities to be 25% “more” per cast, meaning when compared to a similar ability category, the Werewolf version should deal 25% more damage but cost 25% more. Note this value is subject to change. We're also aware of some Werewolf abilities feeling "bare" in nature (such as Pounce) and are currently investigating some additional variation to help spice up their combat approach.
Hircine’s Bounty:
Increased the cost of this ability and its morphs by 25%.
Reduced the healing to 37.5% of your Max Health from 45% of your Max Health, which is 25% stronger than the standard 30%.
Hircine’s Rage (morph): Increased the duration of the Major Brutality to 30 seconds from 20 seconds at its final rank.
Hircine’s Fortitude (morph): This morph is now 25% stronger in heal potency compared to the base, which will result in an approximate 16% reduction in healing compared to the previous value.
Infectious Claws:
Increased the cost of this ability and its morphs to 3442 from 3240.
Increased the damage of the initial hit by 25%.
Reduced the Damage over Time of these abilities by approximately 11% per tick.
Piercing Howl:
Reduced the cost of this ability to 2869 from 3510, and reduced the damage dealt by approximately 14%.
Howl of Agony (morph): This morph no longer ranks up in 1.1% damage, but instead increases the damage dealt on a Feared target, up to 33%.
Pounce:
Decreased the base cost for this ability and its morphs to 4016 from 4050.
Brutal Pounce (morph): The AoE damage dealt from this morph now deals the same damage as the initial hit.
Roar:
Increased the cost of this ability to 4304 from 4163.
Reduced the radius to 6 meters from 8 meters.
Increased the duration of the fear to 4 seconds from 3.3 seconds at Rank IV. All morphs now last 4 seconds in total duration.
Deafening Roar (morph): This ability now properly applies Major Fracture to up to 6 enemies, regardless if they were feared or not.
Ferocious Roar (morph): This ability now ranks up in cost reduction, rather than Fear duration. The final base cost is now 4034.
Werewolf Transformation:
Reduced the damage dealt by your Light and Heavy Attacks with this ability and its morphs by approximately 17%.
Increased the range of the Light Attacks to 7 meters from 5 meters, and the Heavy Attacks to 10 meters from 7 meters. This was done to help preserve the same distance from standard forms, since your character size increase was not applying to the range of your abilities, causing your attacks to appear as if they lost range.
This ability and the Pack Leader morph no longer apply a bleed to enemies hit with Light Attacks, or deal area damage with Heavy Attacks.
Pack Leader:
The Direwolves can no longer be targeted or die.
Reduced the damage of the Direwolves’ Gnash attack by approximately 70%, and decreased the frequency of its attack speed to 2 seconds from 1 second.
Gnash now applies Minor Maim to enemies hit for 4 seconds.
Reduced the damage of the Lunge attack by approximately 60%.
Lunge will now be cast every 10 seconds, rather than have a 25% chance every 3 seconds to cast.
Lunge will now snare enemies hit by 30% for 4 seconds.
The Direwolves will now return to your side if you travel far enough away from them, since they are lost and confused without their leader of the pack.
Werewolf Berserker (morph): Increased the damage of the bleed from your Light Attacks by 25%.The werewolf morphs were initially designed to have Pack Leader emphasized on utility, while Berserker was meant to be the offensive and raw damage choice. Due to the Direwolves' damage and attack speed, Berserker was constantly eclipsed, and Pack Leader wasn't provided much utility other than causing target complications for enemies. Now, Pack Leader allows your doggos to enfeeble your foes, while Berserker lets you rip and tear.
Well..
https://forums.elderscrollsonline.com/en/discussion/483597/pts-patch-notes-v5-1-0I'm kinda confused.Many Werewolf skills have been adjusted in terms of damage, cost, and healing, to ensure that they meet the intended goal of the Werewolf experience - a fast paced threat that is a terrifying foe on the battlefield. Activating Werewolf abilities should feel distinct in nature from other abilities in terms of their consequences; they should feel more powerful, but more costly. With our ongoing ability standard audit, we’ve taken Werewolf and set their abilities to be 25% “more” per cast, meaning when compared to a similar ability category, the Werewolf version should deal 25% more damage but cost 25% more. Note this value is subject to change. We're also aware of some Werewolf abilities feeling "bare" in nature (such as Pounce) and are currently investigating some additional variation to help spice up their combat approach.
Hircine’s Bounty:
Increased the cost of this ability and its morphs by 25%.
Reduced the healing to 37.5% of your Max Health from 45% of your Max Health, which is 25% stronger than the standard 30%.
Hircine’s Rage (morph): Increased the duration of the Major Brutality to 30 seconds from 20 seconds at its final rank.
Hircine’s Fortitude (morph): This morph is now 25% stronger in heal potency compared to the base, which will result in an approximate 16% reduction in healing compared to the previous value.
Infectious Claws:
Increased the cost of this ability and its morphs to 3442 from 3240.
Increased the damage of the initial hit by 25%.
Reduced the Damage over Time of these abilities by approximately 11% per tick.
Piercing Howl:
Reduced the cost of this ability to 2869 from 3510, and reduced the damage dealt by approximately 14%.
Howl of Agony (morph): This morph no longer ranks up in 1.1% damage, but instead increases the damage dealt on a Feared target, up to 33%.
Pounce:
Decreased the base cost for this ability and its morphs to 4016 from 4050.
Brutal Pounce (morph): The AoE damage dealt from this morph now deals the same damage as the initial hit.
Roar:
Increased the cost of this ability to 4304 from 4163.
Reduced the radius to 6 meters from 8 meters.
Increased the duration of the fear to 4 seconds from 3.3 seconds at Rank IV. All morphs now last 4 seconds in total duration.
Deafening Roar (morph): This ability now properly applies Major Fracture to up to 6 enemies, regardless if they were feared or not.
Ferocious Roar (morph): This ability now ranks up in cost reduction, rather than Fear duration. The final base cost is now 4034.
Werewolf Transformation:
Reduced the damage dealt by your Light and Heavy Attacks with this ability and its morphs by approximately 17%.
Increased the range of the Light Attacks to 7 meters from 5 meters, and the Heavy Attacks to 10 meters from 7 meters. This was done to help preserve the same distance from standard forms, since your character size increase was not applying to the range of your abilities, causing your attacks to appear as if they lost range.
This ability and the Pack Leader morph no longer apply a bleed to enemies hit with Light Attacks, or deal area damage with Heavy Attacks.
Pack Leader:
The Direwolves can no longer be targeted or die.
Reduced the damage of the Direwolves’ Gnash attack by approximately 70%, and decreased the frequency of its attack speed to 2 seconds from 1 second.
Gnash now applies Minor Maim to enemies hit for 4 seconds.
Reduced the damage of the Lunge attack by approximately 60%.
Lunge will now be cast every 10 seconds, rather than have a 25% chance every 3 seconds to cast.
Lunge will now snare enemies hit by 30% for 4 seconds.
The Direwolves will now return to your side if you travel far enough away from them, since they are lost and confused without their leader of the pack.
Werewolf Berserker (morph): Increased the damage of the bleed from your Light Attacks by 25%.The werewolf morphs were initially designed to have Pack Leader emphasized on utility, while Berserker was meant to be the offensive and raw damage choice. Due to the Direwolves' damage and attack speed, Berserker was constantly eclipsed, and Pack Leader wasn't provided much utility other than causing target complications for enemies. Now, Pack Leader allows your doggos to enfeeble your foes, while Berserker lets you rip and tear.
- Overall, most of the skills cost more now.
- Less healing power, around 5k magicka cost, but the brutality is longer.
- Claws got buffed in initial, nerfed in dot.
- Howl is now cheaper (less than 3k stamina), but the damage? 14% less
- Both fear morphs last for 4 seconds, also the effect "off balance" (in general) increased to 7 seconds from 5 seconds (for ferocious morph)
- Light attacks range is now 7 meters (was 5 meters), heavy attack is now 10 meters (was 7 meters).. definitely a buff.. being a dk and using the "Elder Dragon" passive will let you attack from 12 meters as a werewolf, which is insane I think.
- No bleed or aoe damage with light/heavy attack while using the base skill/pack leader morph.. but the direwolves in the pack leader are immortal
Also, you saw the 7th legion?
Seventh Legion Brute
OLD: When you take damage, you have a 10% chance to gain 500 Weapon Damage for 5 seconds and heal for 1260 Health. This effect can occur once every 2 seconds.
NEW: When you cast an ability that increases your Physical or Spell Resistance, you gain 350 Weapon Damage and 350 Health Recovery for 10 seconds. This effect can occur every 10 seconds.
TOTALLY useless while in ww form
BUT:
Ravager
OLD: When you deal melee damage, you have an 8% chance to increase your Weapon Damage by 645 for 10 seconds. This effect can occur once every 10 seconds.
NEW: Each time you attempt to reduce the target’s Physical or Spell Resistance, you gain a stack of Ravager for 5 seconds, increasing your Weapon Damage by 125. You can gain a stack every 1 second. At 4 stacks, the duration doubles but cannot be refreshed.
Could work I guess (with deafening morph/or combine with NMG)
I guess being a breton is now more useful.. (for the heal "nerf")
jediodyn_ESO wrote: »New patch on PTS cuts off all werewolves nuts.
Huge damage reduction across the board, even for berserker AND increased cost.
The reason? “to make WW skills compare with other similar skill lines”[paraphrasing from pts patch notes, multiple quotes]
Someone needs to remind the devs that in WW form we only get one skill bar and NO ULTIMATE!
Pack leader Zoo WW groups needed a nerf, but across the board damage AND sustain nerf is too much to make it worth it other than to role play.
Someone needs to remind these devs that WW is an ultimate that already has huge drawbacks and gets wrecked without support.
Tommy_The_Gun wrote: »jediodyn_ESO wrote: »New patch on PTS cuts off all werewolves nuts.
Huge damage reduction across the board, even for berserker AND increased cost.
The reason? “to make WW skills compare with other similar skill lines”[paraphrasing from pts patch notes, multiple quotes]
Someone needs to remind the devs that in WW form we only get one skill bar and NO ULTIMATE!
Pack leader Zoo WW groups needed a nerf, but across the board damage AND sustain nerf is too much to make it worth it other than to role play.
Someone needs to remind these devs that WW is an ultimate that already has huge drawbacks and gets wrecked without support.
I know this is mostly PvP thread, but imho Pack Leader (if those changes go live as the are now) wont be used um.. in like any eso content.
Tommy_The_Gun wrote: »
Does anyone know whether the heal from Claws of Life is based on the tooltip damage or the damage that actually gets through your target's defenses?
Because if it's the former, my claws of life will heal more than Hircine's Rage within the first 3-4 seconds. (The initial heal would only be about 2k less.)