Given that Werewolf can only slot 5 Werewolf skills, and a potential Werewolf Grimoire would function as a 6th skill, which of the 5 existing Werewolf skills would you swap out in order to use said Werewolf Grimoire? Further, what sort of utility or roleplay would you want from said 6th Werewolf skill? Note that a Werewolf Grimoire is not planned for release with the Gold Road Chapter; however, there is still a possibility of one being introduced in the future.
To clarify, a Grimoire is a special skill that is added to existing skill lines (such as Soul Magic or Fighters Guild) which can be customized by the user to perform functions ranging from healing/buffing allies, damaging enemies, or taunting enemies. They can even be customized with a Class Mastery Signature Script to allow the Grimoire to interact with a Class's identity — for instance, if a Necromancer Werewolf were to use the Necromancer Class Mastery script on a Werewolf Grimoire, they could generate corpses to feed on.
So, the question I'm asking is this: what kind of animations or skills would you want from a Werewolf Grimoire? What would enhance your roleplay or combat ability? Is it worth swapping out one of the existing Werewolf skills? If so, which Werewolf skill would you swap out for a Werewolf Grimoire of your choosing?
I'll list a few ideas for potential Werewolf Grimoires:
- Bite — A simple biting attack, much like the one Werewolf Behemoth has.
- Focus Scripts: Physical Damage, Bleed Damage, Disease Damage, or Taunt
- Signature Scripts: Class Mastery, Damage Over Time, Snare, Extend Werewolf Transformation, or Healing
- Affix Scripts: Interrupt, Breach, Maim, Resolve, or Expedition
- Rampage — A channeled attack where the user swipes with their claws four times and then bites twice, similar in a sense to Puncturing Strikes; this ability reuses the animation that NPC werewolves sometimes use. Maybe this ability deals more damage for each subsequent hit (like Rapid Strikes), or has execute scaling damage.
- Focus Scripts: Physical Damage or Bleed Damage
- Signature Scripts: Class Mastery, Damage Over Time, Snare, or Extend Werewolf Transformation
- Affix Scripts: Interrupt, Maim, or Breach
- Hunter's Grounds — A ground AoE effect, similar to Cleansing Ritual. The idea is to make this skill thematic to Hircine and The Hunting Grounds.
- Focus Scripts: Magic Damage, Poison Damage, Pull, Immobilize, Healing, or Damage Shield
- Signature Scripts: Class Mastery, Damage Over Time, Snare, Healing, Extend Werewolf Transformation, or Defiance (Purge)
- Affix Scripts: Expedition, Resolve, Courage, Intellect and Endurance, Breach, or Magickasteal
What do you think of these ideas? Which ideas would you come up with for Werewolf Grimoires? And which of the existing Werewolf skills would you swap out for them?
@ZOS_Kevin @ZOS_GinaBruno @ZOS_BrianWheeler Would you pass along some of these ideas to the Scribing team? I'm sure they already have ideas in mind, but maybe the ideas in this thread can help the team brainstorm better ideas? I'm really looking forward to using the Scribing system, and I'd love to also be able to use it with my werewolf character, too.
Edited by Erickson9610 on April 13, 2024 3:08PM PC/NA — Lone Werewolf, the Templar Khajiit Werewolf
Werewolf Should be Allowed to Sneak
Please give us Werewolf
Skill Styles (for customizing our fur color),
Grimoires/Scribing skills (to fill in the holes in our builds), and
Companions (to transform with).
(Scribing) Which Werewolf skill would you swap out for a Werewolf Grimoire? 10 votes
Pounce (gap closer with execute scaling DoT component)
1 vote
Hircine's Bounty (health scaling self heal)
Piercing Howl (single target projectile spammable)
2 votes
Infectious Claws (AoE spammable with DoT component)
None Of The Above (Would rather not use a Werewolf Grimoire)