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.
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.
Ah, that's what I thought. So they're both useless now then.
Though I'm curious, does hitting multiple enemies with Claws of Life actually increase the healing return? (ie: you heal for a portion of the damage dealt to each target?) I've always assumed it did, but there's no real way for me to check since we don't have combat metrics on xbox.
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.
Ah, that's what I thought. So they're both useless now then.
Though I'm curious, does hitting multiple enemies with Claws of Life actually increase the healing return? (ie: you heal for a portion of the damage dealt to each target?) I've always assumed it did, but there's no real way for me to check since we don't have combat metrics on xbox.
It does.
IlCanis_LupuslI 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.
Ah, that's what I thought. So they're both useless now then.
Though I'm curious, does hitting multiple enemies with Claws of Life actually increase the healing return? (ie: you heal for a portion of the damage dealt to each target?) I've always assumed it did, but there's no real way for me to check since we don't have combat metrics on xbox.
It does.
Do you think if i go trifood with my stam rec at only 1.4k do you think thats enough?
IlCanis_LupuslI wrote: »Test results from pvp yesterday: sustain very good grundwulf is a very good set for werewolves. Setup is working fine had a nice 4vs12 yesterday enjoying werewolf. The 20k max mag is helping and grundwulf + desert ensures a constant magica coming in. Didn't have the feeling that my mag or stam sustain was insufficient. Heals are a it less but crit alot more often (10.tk non crit 16.8k crit) ha and la damage has gone down but is alot easier to land(man can't remember the last time on werewolf when 95% of my heavy attacks hit the intended target XD)
Still killing people quite easily (well except tanks but with the defile nerf ages ago I've gotten used to struggle with those)
Yesterday pretty much every fear->ha->Hoa combo I set up landed quite easily I almost never missed it. I sofar the only thing I can fuss about is the stupidly high overall damage anything over 1vs3 is risky atm unless the enemies are totally brain dead.
What's nice is that those annoying 3-4 man resource camping is sob's who literally just farm solo players seem to struggle to fight any bigger groups with their usual solo setups.
In group vs zerg healing has gotten tough but with my nb I manage quite well in keeping my group alive. I think I'll get used d to this patch quick.
Just involves executing the werewolf bursts perfectly most of the time to bring people down.
Yeah it was nerfed but I thi k it is compensatable with player skill.
I just have to get better in landing my combos even when under pressure then I should be fine.
Been trying out a different build in BG's, and I agree you need to be around 20k mag. I'm only running about 35k stam and 32k health. Have both mag and stam recovery at 1k. Definitely run tristat pots and tri-food. The stam cost of ww skills feels very excessive for the mediocre damage output. You really have to time your bursts and use more Ha's.
The immobilization's seem to be everywhere now so be prepared.
NB's are not too much of an issue, but magDK's and wardens seem to be giving me more trouble now. Got wrecked a few times tonight with tight groups, but that happens. Will keep testing the next few day, then post it. In 20 some odd deathmatch rounds, I have not seen any other ww yet. Sad times. Would be nice to see how it is when grouped up with another.
Yeah, no amount of skill is going to get me ~30% of my damage back.
Unless you count switching morphs as "skill."
IlCanis_LupuslI wrote: »Yeah, no amount of skill is going to get me ~30% of my damage back.
Unless you count switching morphs as "skill."
Adapting to different situations is a skill yes. And imagine you'd get so good you can time your burst effectively every time. I think this would compensate the damage loss. With the extra range I'm pretty sure that should be doable. As for 1vsxing... I don't think any class can pull that off with this patch VS semi decent players solo is dead. It's group up or die...
This is a development I've seen getting stronger each patch.
It's not necessarily new tbh.
If you change your build a bit I think I calculated the damage loss to be more like 15-20% but the burst option being more reliable.
Also the new claws do hit quite hard, had a few 5-6k hits in the short pvp session yesterday.
IlCanis_LupuslI wrote: »Yeah, no amount of skill is going to get me ~30% of my damage back.
Unless you count switching morphs as "skill."
Adapting to different situations is a skill yes. And imagine you'd get so good you can time your burst effectively every time. I think this would compensate the damage loss. With the extra range I'm pretty sure that should be doable. As for 1vsxing... I don't think any class can pull that off with this patch VS semi decent players solo is dead. It's group up or die...
This is a development I've seen getting stronger each patch.
It's not necessarily new tbh.
If you change your build a bit I think I calculated the damage loss to be more like 15-20% but the burst option being more reliable.
Also the new claws do hit quite hard, had a few 5-6k hits in the short pvp session yesterday.
Yeah, no.
I've been climbing this ladder for years, and ZOS just burned it out from under me. Pretending like that's somehow okay if we just try harder is frankly insulting. I've been trying as hard as I can, and now all of that effort has been rendered pointless. You know the old advice "work smarter, not harder?" Well the smart move here is to go back to playing something else.
But hey, maybe you like getting constantly screwed over better than me.
Optimism is a valuable trait, and I hope it pays off for you. Me, I'm in Mr_Wolfe's camp. I pulled all the skill points from the WW line, and am playing other classes. While I'm not particularly good, I immediately primary the few WWs I still see in BGs for an easy kill. Of course, I'm mostly playing Elite Dangerous since update 23 dropped...IlCanis_LupuslI wrote: »Im just an optimist by nature^^ And i can be pretty stubborn^^ And just giving up without a fight isnt my style. Im certain this problem is solvable so im gonna solve it and if it takes a while so be it.
@Mr_Wolfe
Wolfhunter update was a mistake and never should've happened. Sure it made werewolf more accessible and build diversity increased (since pelinal was no longer a must have), but there's no denial in that Wolfhunter update is where all the mess started, and it's essentially the reason why werewolf getting nerfed a year later..
IlCanis_LupuslI wrote: »Been trying out a different build in BG's, and I agree you need to be around 20k mag. I'm only running about 35k stam and 32k health. Have both mag and stam recovery at 1k. Definitely run tristat pots and tri-food. The stam cost of ww skills feels very excessive for the mediocre damage output. You really have to time your bursts and use more Ha's.
The immobilization's seem to be everywhere now so be prepared.
NB's are not too much of an issue, but magDK's and wardens seem to be giving me more trouble now. Got wrecked a few times tonight with tight groups, but that happens. Will keep testing the next few day, then post it. In 20 some odd deathmatch rounds, I have not seen any other ww yet. Sad times. Would be nice to see how it is when grouped up with another.
I'm at 20k mag, 32k HP, 44k stam, 4.4k wd, 1.2k stam rec(grundwulf so so still good sustain) why is your max stam so low? Maby tower mundus?
IlCanis_LupuslI wrote: »I was playing around with my cp and would like 2 hear your thoughts.
According to my calculations about 60 %of ww damage comes from dots but what kills people is getting bursted with the HA-Hoa combo. Should I spec into dot damage or into making the Burst combo as strong as possible? Specced into dots I was having up up to 3k non crit bleed ticks but usually around 2.4-2.5k non crit vs players.
What do you think?
@CrazyWolf712 @Chrlynsch @Qbiken
IlCanis_LupuslI wrote: »I was playing around with my cp and would like 2 hear your thoughts.
According to my calculations about 60 %of ww damage comes from dots but what kills people is getting bursted with the HA-Hoa combo. Should I spec into dot damage or into making the Burst combo as strong as possible? Specced into dots I was having up up to 3k non crit bleed ticks but usually around 2.4-2.5k non crit vs players.
What do you think?
@CrazyWolf712 @Chrlynsch @Qbiken
Direct damage for next patch...
ref.: https://forums.elderscrollsonline.com/en/discussion/490953/u23-combat-q-a/p1, Aug. 24We believe the werewolf is in a relatively good state balance-wise at the moment