Pros and Cons of a Werewolf
Pro: Increased Weapon Damage and Stamina abilities do 25% more damage than comparable human abilities.
Con: Can only use werewolf abilities while in form, abilities cost 25% more than comparable human abilies. Predictable toolkit, loss of weapon passives. Melee only, no sneak or stealth.
Pro: Increased movement speed 30%
Con: no innate way to remove snares.
Pro: Major Resolve always active/10% extra mitigation from packleader.
Con: 25% Extra Damage taken from Poison, extra damage from Fighter's guild abilities.
Pro: Increased resources from heavy attacks/ 15% stamina recovery increased.
Con: Loss of majority of class/guild passives.
Pro: Powerful single target burst heal.
Con: Most expensive single target heal in the game, must invest in health and Magicka regen in order to use reliability for solo survival. Werewolf doesn't have reliable hots, purge or cleansing, dot suppression, projectile absorption, reflection, cloak, or damage shields . This heal is their only source of self preservation. Werewolf has no way to aid allies in terms of healing or damage shields.
Pro: Major Brutality and Major Savagery always active.
Con: Werewolf only has access to one bar in werewolf form, limiting its ability to gain unique damage buffs or survival abilities.
Seams balanced to me. Maybe give it a whirl in game. It might look amazing on paper, but there are reasons that they aren't everywhere.
"Con: Can only use werewolf abilities while in form"
this isn't a con... sorcs can only use sorc skills while they're a sorc, dks can only use dk skills while they're a dk.
Think you missed the point there. A Werewolf cannot get the passives from their weapons and can't use class, guild ,weapon, world, armor, or Alliance War abilities. People think vampire is limiting since it makes all non-vampire stuff more expensive, but it at least lets you use them.
ThePianist wrote: »Agreed with what the guy above me said. Werewolf haters want to bring WW to the same standard as other transformation ults such as necro and vampire. But they fail to realize that the only thing that carries over in WW form are sets, armor passives, armor traits, mundus stones, glyphs, racial passives and weapon traits.
Mages guild passives doesn’t carry over, slotted normal class skills doesn’t carry over, fighters guild passives doesn’t carry over, Two handed, Bow, SnB passives don’t carry over.
Imagine if WW skills were globally available like Vampire skills because you want WW “to be like other transformation ults and subclasses”. Classes like gankblades would go through the roof, no longer an A tier but in the god tier bracket.
Gankblades with cloak? Check, a WW Major defile skill on a gank blade? Check, a WW burst heal on a gankblade? Check, a WW unblockable stun on a gankblade? Check...I mean people these days don’t know how to critically think. Keep WW as it is, period.
These other classes actually have to use their skills, they have 2 bars which they use at least almost every skill. They don't just press 1 button over and over and do insane amounts of damage when specd completely into resists. If you dump everything into resists in the way the ww I've been using as an example did, you do 8kish with your spammable. That ww does 16600. I can understand thinking I'm wrong about it being too strong but acting like there's nothing wrong with it as it is doesn't make any sense, even if you don't think it's too strong, the build is so shallow you legit just end up spamming.
ThePianist wrote: »Agreed with what the guy above me said. Werewolf haters want to bring WW to the same standard as other transformation ults such as necro and vampire. But they fail to realize that the only thing that carries over in WW form are sets, armor passives, armor traits, mundus stones, glyphs, racial passives and weapon traits.
Mages guild passives doesn’t carry over, slotted normal class skills doesn’t carry over, fighters guild passives doesn’t carry over, Two handed, Bow, SnB passives don’t carry over.
Imagine if WW skills were globally available like Vampire skills because you want WW “to be like other transformation ults and subclasses”. Classes like gankblades would go through the roof, no longer an A tier but in the god tier bracket.
Gankblades with cloak? Check, a WW Major defile skill on a gank blade? Check, a WW burst heal on a gankblade? Check, a WW unblockable stun on a gankblade? Check...I mean people these days don’t know how to critically think. Keep WW as it is, period.
These other classes actually have to use their skills, they have 2 bars which they use at least almost every skill. They don't just press 1 button over and over and do insane amounts of damage when specd completely into resists. If you dump everything into resists in the way the ww I've been using as an example did, you do 8kish with your spammable. That ww does 16600. I can understand thinking I'm wrong about it being too strong but acting like there's nothing wrong with it as it is doesn't make any sense, even if you don't think it's too strong, the build is so shallow you legit just end up spamming.
Do you have anything to add to the discussion of why you think wolves are too powerful other than the two points you keep making? Just because a spec is simple to play doesn't mean it deserves to be bottom tier. Stamplar is a very simple spec, should it be bottom tier? You mention wolves spamming one attack like it's an advantage in some way... it's not. You will actually kill players faster by combining your abilities, like sub assault + stampede + dawnbreaker. Wolves will also run out of stamina much faster than humans if they do spam their attacks. Anyone who has played a wolf knows how incredibly fast wolves run out of resources.
I also wish you would understand that tooltip damage doesn't mean much. You keep focusing on that. For instance, you can get a 16k tooltip on your spammable by stacking stamina/weapon damage.. but the damage you deal with that attack actually increases more by lowering the tooltip but adding penetration.
I can use the same resistance set on my stamina warden as the wolf build you keep showcasing, and using a two hander instead of sword and shield, I got my resistances to 45k. I can still get a 17k tooltip on sub assault, 19k tooltip on dawnbreaker, and 14k on dizzy swing(it would be higher but I built for aoe damage).
So to summarize, tooltip damage isn't everything. Having a smaller toolkit isn't an advantage. I'm not going to list the plethora of weaknesses that wolves have, because I've already done that. Finally, I'll say again.... if wolves were overperforming like you think, you would see a LOT more of them.
Stam Sorc. 48k Resists, 42% crit resist, 33k HP - 17600 Dizzy swing, 14800 Crystal Weapon, 21000 Dawnbreaker, 24500 Bound Armaments.
https://en.uesp.net/wiki/Special:EsoBuildData?id=147857
This isn't even an optimal setup, just proving a point.
Why was WW made so broken?
ThePianist wrote: »Agreed with what the guy above me said. Werewolf haters want to bring WW to the same standard as other transformation ults such as necro and vampire. But they fail to realize that the only thing that carries over in WW form are sets, armor passives, armor traits, mundus stones, glyphs, racial passives and weapon traits.
Mages guild passives doesn’t carry over, slotted normal class skills doesn’t carry over, fighters guild passives doesn’t carry over, Two handed, Bow, SnB passives don’t carry over.
Imagine if WW skills were globally available like Vampire skills because you want WW “to be like other transformation ults and subclasses”. Classes like gankblades would go through the roof, no longer an A tier but in the god tier bracket.
Gankblades with cloak? Check, a WW Major defile skill on a gank blade? Check, a WW burst heal on a gankblade? Check, a WW unblockable stun on a gankblade? Check...I mean people these days don’t know how to critically think. Keep WW as it is, period.
TheEndBringer wrote: »ThePianist wrote: »Agreed with what the guy above me said. Werewolf haters want to bring WW to the same standard as other transformation ults such as necro and vampire. But they fail to realize that the only thing that carries over in WW form are sets, armor passives, armor traits, mundus stones, glyphs, racial passives and weapon traits.
Mages guild passives doesn’t carry over, slotted normal class skills doesn’t carry over, fighters guild passives doesn’t carry over, Two handed, Bow, SnB passives don’t carry over.
Imagine if WW skills were globally available like Vampire skills because you want WW “to be like other transformation ults and subclasses”. Classes like gankblades would go through the roof, no longer an A tier but in the god tier bracket.
Gankblades with cloak? Check, a WW Major defile skill on a gank blade? Check, a WW burst heal on a gankblade? Check, a WW unblockable stun on a gankblade? Check...I mean people these days don’t know how to critically think. Keep WW as it is, period.
I think WW is fine where it is but comparing it to vamp isn't really fair.
Vamp has been and continues to be used mostly for passives. Especially in PVP but also in PVE most of the skills are useless because of the high health cost. For a time everyone used simmering to parse and that's about it.
Outside a mist form how often do you see people using the other skills? Not often. Frenzy if you're a bomber but honestly most don't use it because they don't need it.
Blood for blood? Every now and then a DK will try to hit me with this. I roll dodge them until his health is under 75% then one shot incap them. Sure you could run arterial burst but it's very meh unless you're half dead already.
Meanwhile WW gets 5 skills that are all great + pets. It's not really a fair comparison.
I got no issue with WW and haven't since the WW meta ended. But it is a more active "class" where as vampire is more passive.
TheEndBringer wrote: »Well based on pts they very likely will have major protection at all times so...
TheEndBringer wrote: »Well based on pts they very likely will have major protection at all times so...
?
TheEndBringer wrote: »TheEndBringer wrote: »Well based on pts they very likely will have major protection at all times so...
?
Currently on pts if you slot revealing flare you get perma major protection. If memory serves if that's on your WW bar the buff carries over.
TheEndBringer wrote: »TheEndBringer wrote: »Well based on pts they very likely will have major protection at all times so...
?
Currently on pts if you slot revealing flare you get perma major protection. If memory serves if that's on your WW bar the buff carries over.
Nope, any benefits of slotted abilities do not carry over when Transforming.
TheEndBringer wrote: »TheEndBringer wrote: »TheEndBringer wrote: »Well based on pts they very likely will have major protection at all times so...
?
Currently on pts if you slot revealing flare you get perma major protection. If memory serves if that's on your WW bar the buff carries over.
Nope, any benefits of slotted abilities do not carry over when Transforming.
Gotcha. I thought buffs did, like major resolve. I haven't played WW in a hot minute
TheEndBringer wrote: »Blood for blood? Every now and then a DK will try to hit me with this. I roll dodge them until his health is under 75% then one shot incap them.
TheEndBringer wrote: »Blood for blood? Every now and then a DK will try to hit me with this. I roll dodge them until his health is under 75% then one shot incap them.
<.<;
May or May not be that DK.
When people do the roll dodge thing now I try to use Engulfing Flames. Repeatedly casting BfB against a dodge rolling foe isn't good for one's health.
TheEndBringer wrote: »TheEndBringer wrote: »Blood for blood? Every now and then a DK will try to hit me with this. I roll dodge them until his health is under 75% then one shot incap them.
<.<;
May or May not be that DK.
When people do the roll dodge thing now I try to use Engulfing Flames. Repeatedly casting BfB against a dodge rolling foe isn't good for one's health.
Nope but your average player doesn't understand evasion so they'll keep hitting that skill to their doom.
TheEndBringer wrote: »TheEndBringer wrote: »Blood for blood? Every now and then a DK will try to hit me with this. I roll dodge them until his health is under 75% then one shot incap them.
<.<;
May or May not be that DK.
When people do the roll dodge thing now I try to use Engulfing Flames. Repeatedly casting BfB against a dodge rolling foe isn't good for one's health.
Nope but your average player doesn't understand evasion so they'll keep hitting that skill to their doom.
True, true... I always saw the vampire's active skills as a more high skilled player's type of ability. Build it right and your sustain goes up, but it's so easy to make mistakes with it. Remember back in no-proc when I no longer had the Pale Order Ring I did very well until I cast BfB and got locked out of cross healing for 5 seconds lol. Had to be more aware of my surroundings before using it.
Really werewolf has been nerfed pretty hard over the last year. Lots of indirect nerfs and a few werewolf specific nerfs.
They change to their armor buff makes it so stacking armor isn't as easy, they traded their 10k armor buff for the 6kish granted by major resolve that they got in its place. This means werewolves can no longer gain a lot resistance of by pairing it with a set like Chudan, or gaining the additional buff from say a warden.
Health regen was also completely gutted for pvp, Werewolves have been using sets to help provide them with a source of healing over time. Allesian Order was the major culprit, but zos not only nerfed ww Armor but also health regen in pvp. Killing part of the trollish werewolf playstyle.
Heavy armor has also taken a heavy hit, werewolves in pvp have used heavy armor for a lonnnng time due to the magicka sustain, increased health, and increased healing received, these now come at a pretty high cost, with increased roll cost and slower sprint speeds.
Personally I would prefer to see their heal changed to a HOT and scale it off of Max Stamina & Weapon damage. This would help remove more of the troll werewolf playstyles.
Human builds can build survival and damage though stacking their stam/weapon damage or Magicka/ Spell Damage, Werewolves can not.
The only real benefit that werewolf has gained recently is their ability to use damage proc sets, this comes from their bonus to stamina and Weapon damage.
I can agree that the heal becoming a HoT would take them down quite a bit. I'm not really speaking of recent changes either by the way I'm looking at where they were about 2 years ago basically just being OP light attack builds that couldn't really heal themselves but put out enough pressure that it was hard to pressure them back and now being able to kill a capped resist player in 2 or 3 hits while healing from 25% to full with a single button press and still having 50k resist.
I think I mentioned it in my previous comment but they ain't running around with 50k resistances... they have the same resistance capabilities as human players now. And if they do build to 50k resistances they aren't 2 shoting a cap resistant player in 2-3 hits unless the player is running around with 10k health.
Ok but I can pull up the video in my history... and yep there it is... 50k resist and 13.3k + 25% spammable, which would be 16,625 aka 8k+ in pvp unbuffed, which doesn't include the dots.
Link your video, I assume it is from an old patch before their resistance nerfs.
Also you are talking about tooltips, so even in pvp looking at a 16625k tooltip you still need to factor in your enemy's resistances, that would take that hit down from 8k to 4k at cap... that is before any other cp reductions or mitigation buffs.
It's from 17 days ago
https://www.youtube.com/watch?v=bryUxK0uQek&t=425s
and yes that's before buffs and before they lower your resists