TankHealz2015 wrote: »Curious on your thoughts of these possible combinations:
WW + Tormentor + Curse of Doylemish
WW + Tormentor + Undaunted Bastion
WW + Tormentor + Essence Thief
WW + Tormentor + Bani's Torment
WW + Stuhn's Favor + Armor of Truth
Would you use any of them?
How would you use them?
What type of content?
SGT_Courtney wrote: »Wow, looks like Tzogvin's will be the way to go according to Alcast. Crazy but I’ll take it as long as I can wolf out again! GD motherboard died so I’ll be out of testing till my parts come in. Anyone else tried to replicate a Tzogvin's parce?
Generally you build around Werewolf when you're planning to play as one. That means your human form is not always a very efficient setup. That would be fine if we could jump into WW more often, so my biggest two pain points are
- How long it takes to get enough ultimate for WW. Yes I'm aware there are sets like Salvation, and I've made a thread about it, but you're giving up A LOT just to get 33% off your WW cost.
- The actual duration. I think the base is around 30 seconds? This needs to be amped to at least a minute.
As I've said before, perhaps have 2 stages of Werewolf. The first stage everything is the same, but the second stage the curse is more prominent. For example, you are weak to poison and fighter's guild abilities even when in human form, but your transformation cost is significantly lower, and the duration of your WW form lasts twice as long.
goldbond2000 wrote: »2 biggest issues:
1. Heal is still magicka based, for pvp this means you need to tailor your build for Magicka Recovery on a stam class and you can't use stamina sustain food like dubious or artaeum. This makes a form like WW that should be focused on pursuit is easily kitable because they run out of stamina very quickly.
2. Brutal pounce-see above, this should be a conditional skill as it takes away your gap closer and allows players to kite you very easily since you can't pounce again for 5 seconds until you activate carnage. This is impossible if you get kited. You should be able to pounce if target is >5m away and activate carnage if 5 m or closer.
Tzogvins is solid, but you really wont see that kind of results in reality. There are a couple things to note. Take what you see here with a grain of salt.
1. The food he is using leaves you with 11k health... that isn't going to fly, expecially if you have a near 100% uptime on berserk/ increased damage received.
2. The stamina demand on this build and rotation is massive, that is being covered by the regen food/ max stamina, and 100% success rate of Hircine's rage in a trial where you taking constant damage will mess this up pretty bad.
3. He got really lucky with his crits which he did state, but the minor force is going to increase the parse exponentially.
4. Keeping butal carnage stacks will be harder in some fights, and easier in others if there are adds.
Tzogvins set up will most likely still perform strongly if all the changes go live. But you will need to make sacrifices to your max stamina if you are going to keep the same stamina heavy rotation he is using.
goldbond2000 wrote: »2. Brutal pounce-see above, this should be a conditional skill as it takes away your gap closer and allows players to kite you very easily since you can't pounce again for 5 seconds until you activate carnage. This is impossible if you get kited. You should be able to pounce if target is >5m away and activate carnage if 5 m or closer.
That is actually pretty weird.TankHealz2015 wrote: »WW + Tormentor + Bani's Torment = it works.
WW pounce procc'ed Tormentor and Bani's Torment
Both in WW form and out of WW form, I was able to easily keep my health topped off while fighting groups of mobs.
I did this in Craglorn group areas. I was solo and I did not even wear a monster helm set.
I even forgot to change up my CP point allocation.
Instead of making WW a tank, something ZOS had stated many times a direction they don't want, but hey...play your way and all, can we focus on making WW more acceptable in trials and such? It just boggles my mind that an utli that can do that much dps is frowned upon....makes no sense.
perditioner wrote: »
perditioner wrote: »
No? Unless Im misreading, where is that.
perditioner wrote: »
No? Unless Im misreading, where is that.
Tormentor set now works with Pounce.
Generally you build around Werewolf when you're planning to play as one. That means your human form is not always a very efficient setup. That would be fine if we could jump into WW more often, so my biggest two pain points are
- How long it takes to get enough ultimate for WW. Yes I'm aware there are sets like Salvation, and I've made a thread about it, but you're giving up A LOT just to get 33% off your WW cost.
- The actual duration. I think the base is around 30 seconds? This needs to be amped to at least a minute.
As I've said before, perhaps have 2 stages of Werewolf. The first stage everything is the same, but the second stage the curse is more prominent. For example, you are weak to poison and fighter's guild abilities even when in human form, but your transformation cost is significantly lower, and the duration of your WW form lasts twice as long.
perditioner wrote: »
No? Unless Im misreading, where is that.
Tormentor set now works with Pounce.
Admittedly true but a set isnt what Im asking for esp one that already is in the game.
Generally you build around Werewolf when you're planning to play as one. That means your human form is not always a very efficient setup. That would be fine if we could jump into WW more often, so my biggest two pain points are
- How long it takes to get enough ultimate for WW. Yes I'm aware there are sets like Salvation, and I've made a thread about it, but you're giving up A LOT just to get 33% off your WW cost.
- The actual duration. I think the base is around 30 seconds? This needs to be amped to at least a minute.
As I've said before, perhaps have 2 stages of Werewolf. The first stage everything is the same, but the second stage the curse is more prominent. For example, you are weak to poison and fighter's guild abilities even when in human form, but your transformation cost is significantly lower, and the duration of your WW form lasts twice as long.
That "30 seconds" tooltip is a bit misleading.
The Call of the Pack passive increases your timer by 20% for each werewolf or direwolf in your group, including yourself. Meaning lone werewolves get 36 seconds, lone Pack Leaders get 48 seconds, and a full pack (meaning four or more non-pack leaders or a Pack Leader with at least one other werewolf) gets 54 seconds in wolf form.
Then there's the Bloodrage passive, which effectively quadruples your time as long as you manage to deal damage at least once every 5 seconds. That's 2 minutes and 14 seconds for a lone werewolf, 3 minutes and 12 seconds for a lone pack leader, or 3 minutes and 36 seconds for a full pack.
Once you factor in feeding and the Feral Pounce morph, those stop being the amount of time you can spend in wolf form, and become the amount of time you can go between fights while maintaining wolf form.perditioner wrote: »
No? Unless Im misreading, where is that.
Tormentor set now works with Pounce.
Admittedly true but a set isnt what Im asking for esp one that already is in the game.
Well, we certainly don't want it to be a skill that lets us taunt--otherwise we're back to the "DPS with an Ice Staff" problem. A passive might be nice, but again some people just buy all the passives without really looking at what they do, and then everyone gets to suffer for it. Werewolves already have a hard enough time getting into dungeon and trial groups without being kicked, I don't want us becoming known as "that class that always steals taunt away from the tank."
Having to equip tormentor to taunt in wolf form is a bit of a pain, but I feel like it's a good step forward. It opens up a lot of interesting options both in and out of wolf form. Overall I'm cautiously optimistic about the new werewolf updates--I just hope being somewhat competitive again doesn't get us nerfed into the ground after a couple patches like it did last time.