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Werewolf Theorycrafting (PvP)

  • thedude33
    thedude33
    ✭✭✭✭✭
    Chrlynsch wrote: »
    thedude33 wrote: »
    Chrlynsch wrote: »
    thedude33 wrote: »
    Chrlynsch wrote: »
    @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 wrote: »
    Chrlynsch wrote: »
    thedude33 wrote: »
    Chrlynsch wrote: »
    @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?
  • Chrlynsch
    Chrlynsch
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    ✭✭
    thedude33 wrote: »
    Chrlynsch wrote: »
    thedude33 wrote: »
    Chrlynsch wrote: »
    thedude33 wrote: »
    Chrlynsch wrote: »
    @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 wrote: »
    Chrlynsch wrote: »
    thedude33 wrote: »
    Chrlynsch wrote: »
    @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?

    Nope.

    No slotted abilities or passive carry over to werewolf form.

    The only thing that will carry over are duration ability/buffs that you cast before transformation.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • thedude33
    thedude33
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    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.
    Edited by thedude33 on July 3, 2019 3:26PM
  • IlCanis_LupuslI
    IlCanis_LupuslI
    ✭✭✭✭✭
    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.

    I know, getting flawless conquerer is literally a walk in the park that way :-)
    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.
  • thedude33
    thedude33
    ✭✭✭✭✭
    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?
  • cmvet
    cmvet
    ✭✭✭
    thedude33 wrote: »
    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.

    Run at least 5 piece impen on your gear and few into cp. Stam dk shouldn't be too bad, mag dk's and perma talons sucks.
  • Skelfish
    Skelfish
    ✭✭✭
    thedude33 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.
  • darkblue5
    darkblue5
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    Alessian WW builds are best for farming vMA as mindlessly as possible without giving the mechanics a single passing thought.
  • thedude33
    thedude33
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    Skelfish wrote: »
    thedude33 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.

    Vengence Leech only a 3 set?, or was it also changed recently for the update?
  • thedude33
    thedude33
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    darkblue5 wrote: »
    Alessian WW builds are best for farming vMA as mindlessly as possible without giving the mechanics a single passing thought.

    lol nice, I will check it out. Everyone said one bar pet sorcs were mindless and easy also, but I proved them wrong!
  • cmvet
    cmvet
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    darkblue5 wrote: »
    Alessian WW builds are best for farming vMA as mindlessly as possible without giving the mechanics a single passing thought.

    I run Chudan, rele, Tzogvin's on all mine. You burn things so fast, the mechanics are not really a factor. Once you have the subtle mechanics down, switch over to selene's, kena, or slimecraw and burn everything even faster.
  • Skelfish
    Skelfish
    ✭✭✭
    thedude33 wrote: »
    Vengence Leech only a 3 set?, or was it also changed recently for the update?

    Still three piece, so grab a set of weapons with weapon damage as the 2 piece bonus and you're good to go. At least for scrubs like me I appreciate the resource return since I haven't run vMA enough to memorize all the spawn locations and everything yet.

  • cmvet
    cmvet
    ✭✭✭
    Skelfish wrote: »
    thedude33 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.

    Relequen is also very easy to get. Just go to craglorn and jump in any pug Norm clodrest. if you get in a +2 or +3 group you can get jewelry.
  • Yoav
    Yoav
    ✭✭
    Well..
    https://forums.elderscrollsonline.com/en/discussion/483597/pts-patch-notes-v5-1-0
    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.
    I'm kinda confused.
    • 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") ;)
  • Chrlynsch
    Chrlynsch
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    ✭✭
    Yoav wrote: »
    Well..
    https://forums.elderscrollsonline.com/en/discussion/483597/pts-patch-notes-v5-1-0
    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.
    I'm kinda confused.
    • 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") ;)

    Elder dragon doesn't work with heavy attacks, as they are channeled and not instant. But dks will still have massive range with WW LAs.

    Hircine's heal now scales with your highest crit, which means that medium armor/ stacking weapon crit could lead to some big heals.

    Edited by Chrlynsch on July 7, 2019 5:55PM
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Yoav
    Yoav
    ✭✭
    Well the crit change is awesome, but mostly for CP.. for noCP (and battlegrounds), you'll have to use thief mundus/leviathan/toothrow to get higher chance, forcing you to sacrifice either stamina/weapon damage (or both).

    Assuming those will go live, is there any reason to use pack leader/hircine’s fortitude anymore?
  • jediodyn_ESO
    jediodyn_ESO
    ✭✭✭✭
    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
    Tommy_The_Gun
    ✭✭✭✭✭
    ✭✭✭✭✭
    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. I mean even in solo pve. Berserker looks far superior. Pack Leader will be a dead morph. Adding de-buff to pets is a terrible idea, as it is very unreliable. Pets are derpy. The may attack or may not. And the pets "control" in this game are just bad. It is almost as if it was RNG. But even if it works imho the de-buff is not worth losing this much dmg (Again, Berserker mroph looks superior).

    If ZOS wants this morph (Pack Leader) to be a utility support, then the tiny de-buff wont gonna cut it. I think the only way to save this morph from extinction is to add a taunt to heavy attacks (instead of AOE dmg) and leave it as a PvE morph.
  • Jaraal
    Jaraal
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.

    In PvP the dires can currently be burned down quickly and then the Leader focused, but with immortal dires your target will constantly be getting whacked, Snared, and Maimed, while he/she's trying to get to you. Players who can't counter wws as it is will be really up in arms when these changes go live. And yeah, PL will be trash in PvE because bosses can't be snared, and there are more efficient ways of Maiming. Not to mention no more off tanking pets, or being able to focus their attacks like now. But the total loss of bleed damage and 17% less melee damage is ridiculous.
  • Amdar_Godkiller
    Amdar_Godkiller
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    Let's not kid ourselves. These patch notes are about as bad as you could possibly imagine for WWs in PVP. Bleed further weakened by removing it's ability to ignore resistance is just a death nail for most WW playstyles. Losing the refresh last patch was bad enough, because it effectively reduced part of your light attack damage in PVP. Now light attacks are getting further reduced, our skills are going to cost more, and our healing is going to be 20% worse when it doesn't crit, though it will crit probably twice as much (but still not enough).


    Another hidden nerf to WWs alone is the change to Onslaught. Previously, it was really the only logical Ultimate for my WWs most of the time, since I could use it for burst in human form as an execute, and then get the cost refunded, allowing me to still go WW without building up another 300 ultimate. Now I can't use it, and I can't use Flawless dawnbreaker to buff my other bars damage, so I guess I'll turn to the Psijic ultimate for minor protection + damage shield on my off-bar.

    Probably won't be playing much next patch. INot going to lie, the upcoming bomb build meta using Onslaught wasn't going to be fun anyway.
  • thedude33
    thedude33
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    Stange decisions at times. Not like there is a surplus of WW out in PvP. Kind of rare tbh

    The maelstrom dream will die for me after this patch also
  • Tommy_The_Gun
    Tommy_The_Gun
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    d4gnn7p-2a9103c7-cfcf-4d16-82db-aa9c4e02c5c4.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2YwNzk5NDI4LTU2YjUtNGJhOS05ZDJhLWFhZDYxM2MyMmRlOVwvZDRnbm43cC0yYTkxMDNjNy1jZmNmLTRkMTYtODJkYi1hYTljNGUwMmM1YzQuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Yk3EXiVhX4AxcQLv5_U3xehBMIBe6Za4AELautLIOhE
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    d4gnn7p-2a9103c7-cfcf-4d16-82db-aa9c4e02c5c4.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2YwNzk5NDI4LTU2YjUtNGJhOS05ZDJhLWFhZDYxM2MyMmRlOVwvZDRnbm43cC0yYTkxMDNjNy1jZmNmLTRkMTYtODJkYi1hYTljNGUwMmM1YzQuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Yk3EXiVhX4AxcQLv5_U3xehBMIBe6Za4AELautLIOhE

    => me reviewing the patch notes :-D
    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
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    https://www.youtube.com/watch?v=4vRfv7lfxhI
    Well, next patch is gonna be interesting.
    My personal thoughts towards them.
    To sum it up, disaster but not apocalypse.
    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
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    So getting my setup ready for this patch.
    I know this patch sucks a lot but hey no point in crying over spillt milk.
    So what do you guys think about this build?
    Any suggestions?
    https://en.m.uesp.net/wiki/Special:EsoBuildEditor?id=152248
    @Qbiken @CrazyWolf712 and all the other wolves out there
    Edited by IlCanis_LupuslI on August 29, 2019 10:38AM
    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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    @IlCanis_LupuslI

    While I don´t really plan to play my werewolf in Scalebreaker (unless I manage to find a personal guard-/healbot to follow me around at all times) I´ll give my input on it:
    • Assuming you´ve the gold/resources for it, go with prismatic enchants on all pieces. I can´t stress enough how important that is. The extra health and magicka is in my opinion more important than having a higher stamina pool. You could also consider going triune on your jewellery as an alternative. Using prismatic glyphs and/or triune trait gives you a very high stat density, which is very important.
    • Go with tristat food over arteum takeaway broth. Once again we´re back at the topic about stat-density. Your max magicka might have been enough for the Elsweyr patch, but it´s in my opinion too low for Scalebreaker. With DoT damage being out of control, paired with Dizzying Swing --> Onslaught combos all over the place, you kinda need to have a large enough magicka pool to be able to use Hircine´s Fortitude 4-5 times in succession.
    • I´m not going to make too much comments about Desert Rose, since I know you´re fond of the set. I don´t doubt that it will most likely proc more often now that everyone will be running more DoT focused builds. What I´m not sure about is if the regen from Desert Rose is enough to sustain Hircine´s Fortitude while being under pressure. From my combat metric reports, the magicka regen/second has gone up from 300-400/second (pre-Scalebreaker) to 500-800/second in Scalebreaker (in some situations even more). Grundwulf is an interesting option, but not sure how good it is, since I haven´t tried it.
    • I think you can remove the stamina recovery glyph from one of your jewelleries and replace it with either another weapon damage glyph, or a reduce spell-cost glyph. Heavy attacks still restore alot of stamina while using heavy armor, it should be enough.

    I can see your setup working fine for group-play, but if you plan to run solo you might have to make a few changes. My overall suggestion for anyone who plan to play werewolf in Scalebreaker is to get yourself a pocket healer and to avoid solo play. If ZOS hopefully reduce DoT´s like degeneration and soultrap it might be a bit more manageable. But pocket healer is to recommend since it lets you go full offensive, which I find to be necessary since werewolf lost a significant amount of single target pressure this patch (bleed no longer ignores resistance + reduced damage from claws of anguish)
  • Mr_Wolfe
    Mr_Wolfe
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    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.) :/
    Edited by Mr_Wolfe on August 29, 2019 12:05PM
  • Chrlynsch
    Chrlynsch
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    Mr_Wolfe 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.) :/

    Damage that actually gets through target's defenses.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    Don't u think the Stam rec would be 2 low then? How low would I go with Stam rec? @Chrlynsch
    Edited by IlCanis_LupuslI on August 29, 2019 12:43PM
    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.
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