Erickson9610 wrote: »On Live, I was able to hit 107k DPS with Werewolf:
After the changes to Werewolf on the PTS, I'm only just barely able to hit 100k with the same setup:
Howl of Agony did 29k DPS (27.4% overall) on Live, but it now only does 25k DPS (25.8% overall) on Week 1 of the U42 PTS.
The rotation on Live prebuffs with Hircine's Rage, then light attack weaving between every ability, goes Brutal Pounce --> Brutal Carnage --> Claws of Anguish --> Hircine's Rage --> Howl of Agony (x4) --> Brutal Pounce --> Brutal Carnage --> Hircine's Rage --> Howl of Agony (x5) --> repeat.
The rotation on the PTS prebuffs with Hircine's Rage, then light attack weaving between every ability, goes Brutal Pounce --> Brutal Carnage --> Claws of Anguish --> Hircine's Rage --> Ferocious Roar --> Howl of Agony (x3) --> Brutal Pounce --> Brutal Carnage --> Hircine's Rage --> Ferocious Roar --> Howl of Agony (x4) --> repeat.
The changes to Piercing Howl and Roar require Werewolf damage dealers to burn GCDs debuffing with Ferocious Roar, which lowers DPS compared to Live, not to mention that the total bonus damage of Howl of Agony was lowered from 25% to 20% with perfect conditions. The drop in damage is significant.
As someone who plays Werewolf in PvE as well as in PvP, can something be done to give Werewolf back some of the damage it lacks? This update is going to punish PvE Werewolf damage dealers, and it'll undoubtedly make Werewolf's burst in PvP much less effective.
tomofhyrule wrote: »I think we need to see it before we jump to conclusions. Especially considering things like the changes to Roar and Howl.
In both cases, the notes don't say "we deleted all of the things that skill did and replaced it," it just says "added X to the skill." The way I read it, it's that the new thing was coming in addition to what it was doing before. For example, if Deafening Roar will allow heavies to taunt and give passive Protection (instead of savagery as it is currently), but it doesn't say that it removed the active component of the skill that gave the AoE Breach. The way I read it, that's still there.
I believe we will need to see, but I don't see them removing the current skills in order to add these components.
tomofhyrule wrote: »I think we need to see it before we jump to conclusions. Especially considering things like the changes to Roar and Howl.
In both cases, the notes don't say "we deleted all of the things that skill did and replaced it," it just says "added X to the skill." The way I read it, it's that the new thing was coming in addition to what it was doing before. For example, if Deafening Roar will allow heavies to taunt and give passive Protection (instead of savagery as it is currently), but it doesn't say that it removed the active component of the skill that gave the AoE Breach. The way I read it, that's still there.
I believe we will need to see, but I don't see them removing the current skills in order to add these components.
I'm reading this as is. It's very concise in what it's telling us: "adds an additional 10% bonus damage to off balance enemies, stacking up to 20% when they are also Terrified, rather than dealing 25%".
The off balance does not exist on any of the other iterations of this skill. And then they take it one-step further for clarity by say "tacking up to 20% (total damage) when they are also Terrified.
I have access to PTS, though is this truly a question that ZOS would make changes like this? The other morph obviously allows you to tank if you for-go major fracture. Very short-sighted.
tomofhyrule wrote: »tomofhyrule wrote: »I think we need to see it before we jump to conclusions. Especially considering things like the changes to Roar and Howl.
In both cases, the notes don't say "we deleted all of the things that skill did and replaced it," it just says "added X to the skill." The way I read it, it's that the new thing was coming in addition to what it was doing before. For example, if Deafening Roar will allow heavies to taunt and give passive Protection (instead of savagery as it is currently), but it doesn't say that it removed the active component of the skill that gave the AoE Breach. The way I read it, that's still there.
I believe we will need to see, but I don't see them removing the current skills in order to add these components.
I'm reading this as is. It's very concise in what it's telling us: "adds an additional 10% bonus damage to off balance enemies, stacking up to 20% when they are also Terrified, rather than dealing 25%".
The off balance does not exist on any of the other iterations of this skill. And then they take it one-step further for clarity by say "tacking up to 20% (total damage) when they are also Terrified.
I have access to PTS, though is this truly a question that ZOS would make changes like this? The other morph obviously allows you to tank if you for-go major fracture. Very short-sighted.
From the way it reads, it's designed that Roar and Howl will synergize.
Roar applies fear and Off Balance, and on PTS will also give Terrified in addition to the above. Howl will start with a 10% bonus to Terrified enemies instead of facing enemies (which means that you need to start with a Roar and then Howl), but then it goes to 20% with the morph. This does look like a damage decrease, but possibly more likely to proc (especially for DPS players who are behind the boss instead of in front of it).
Again, we need to wait for the PTS to see the specifics. I do not doubt you have the PTS, but considering the server is still closed at this time, there's nobody who is able to see the tooltips in game yet.
Werewolf Transformation:
This Ultimate and its morphs' Light and Heavy Attacks now deal Bleed Damage, rather than Physical.
These attacks now have a chance to apply their status effect (now Hemorrhaging), with Light Attacks at 3%, partially charged Heavy Attacks at 5%, and fully charged Heavy Attacks at 10%.
Feedback: You just gave this the executioner treatment. While it wasn't that grand for executioner; NEARLY EVERY WEREWOLF is a SORC for REQUIRED EFFIENCY. This means that, for ONLY A LITTLE status effect chance, you just nerfed our basic attacks by 5% (sorc is 5% damage towards PHYSICAL). We already get a GUARANTEED BLEED off of our 8-9k stam pounce (2 casts) and this little status chance w/ a damage nerf DOES NOT HELP.
2) Roar: This ability and the Ferocious Roar morph now apply a unique debuff called "Terrified" to enemies they hit for 10 seconds. Terrified doesn't do anything outright other than place a tracking effect on enemies, to help Werewolves mark their prey.
Deafening Roar (morph): This morph now grants Major Protection for slotting, rather than Major Prophecy and Savagery. While slotted, it also causes your Heavy Attacks to taunt enemies for 15 seconds.
Feedback: For ALL THAT AREN'T AWARE- in order to tank this is what you will 'give up':
-You are going to LOSE your ability to provide MAJOR BREACH "AS A TANK" despite this being the "tank debuff" and REQUIRED ON A TANK. Werewolf was already suffering horrible as a tank while using Tormentor pre-nerf WITH this breach.
Beyond this, you are giving up MINOR MAIM effectively making the total mitigation added ONLY 5%, YOU HAVE TO HEAVY ATTACK TO TANK ie LEAVE YOURSELF OPEN, AND you give up YOUR MAJOR CRIT BUFF (bye-bye tri-pot??? didn't need that on a tank)
3) Piercing Howl: This ability and its morphs no longer deal 10% bonus damage to enemies that are facing them, and instead deal 10% bonus damage to enemies that are Terrified.
Howl of Agony (morph):
This morph now adds an additional 10% bonus damage to off balance enemies, stacking up to 20% when they are also Terrified, rather than dealing 25% to enemies that are facing you or are feared.
This morph now also ranks up with cost reduction, rather than ranking up the bonus damage effect.
Howl of Despair: Extended the duration of the buffs granted by Feeding Frenzy to 20 seconds, up from 10.
Feedback: Once again, for ALL THAT AREN'T AWARE or KEEN ON MATH, here is what's happening here:
You went from a 25% damage increase with the ONLY stipulation being YOUR ENEMY IS FACING you to...
...You HAVE TO USE ROAR on your target for a 10 SECOND DEBUFF to get 10% and then they ALSO HAVE TO BE OFF-BALANCE which can only happen AT-MOST 33% OF THE TIME.
So you essentially run around w/ LESS THAN HALF THE POTENCY OF THIS MOVE ORIGINALLY for more than 2/3 OF THE TIME. (and the OVERALL BUFF can only reach 20% now with ALL OF THE STIPULATIONS.
---SO TO RECAP---
-We have almost all lost damage on our light attacks FOR A SMALL BLEED CHANCE w/ a spec that can GUARANTEE IT ON A SKILL.
-We have "the ability to tank" if we give up our only in-spec source of MAJOR BREACH, which is a known, REQUIRED TANK buff+ OUR CRIT BUFF, for the horrible ability to tank WHILE LEAVING OURSELFVES OPEN via HEAVY ATTACKING to PERFORM A BASIC TANKING ACTION (very punishing in tank-centric fights).
-AND worst of all, we have LOST MORE DAMAGE, with MORE CONDITIONS being required to GET WHAT'S LEFT.
Werewolf is struggling w/ sustain, survivability, and damage IN THAT ORDER. It's a horribly inefficient spec where, with the nerf to defile, BRING ALMOST NOTHING TO THE TABLE. It needs BUFFS to combat SCRIBING and yet it received NOTHING BUT NERFS in a set of "TANKING" changes that remove it's ability to MAJOR FRACTURE (what... JUST WHAT?!?!)
It needs buffs, very badly and we can nearly, all agree. THE LAST THING werewolf needs right now are OUTRIGHT NERFS.
I have played this game for a very long time, I cannot continue to do this to myself. It's just a game, and I understand that; but it's a game that's grown w/ me as a person. It's the only half-decent game that lets me play werewolf BY MYSELF (A LOT OF PEOPLE LIKE TO PLAY THE GAME BY THEMSELVES AND SHOULD BE ABLE TO DO SO EFFICIENTLY).
I'm pleading to ZOS to listen to OUR FEEDBACK for once and MAKE POSITIVE CHANGES before the PTS IS OVER> Other werewolf players, PLEASE post here in support.
You are right, we should not judge the book by its cover. But based alone on PTS notes, for the moment it seems like:tomofhyrule wrote: »I think we need to see it before we jump to conclusions.
Tommy_The_Gun wrote: »You are right, we should not judge the book by its cover. But based alone on PTS notes, for the moment it seems like:tomofhyrule wrote: »I think we need to see it before we jump to conclusions.
Werewolf Transformation (Both Morphs) - Will now deal Bleed Damage, instead of Physical and Bleed Damage can proc status effect.
+ Clear Buff
Roar & Ferocious Roar morph - Will now have a unique debuff (Terrified) for 10 seconds & apparently a tracking effect (Indicator over enemy ?!) Fear, Major Savagery and Prophecy & 33% speed buff are kept intact.
+ So it is a Buff.
Deafening Roar - loses Major Prophecy and Savagery, but gets Major Protection. It does not seem to have "Terrified" debuff, but will have Taunt on Heavy Attacks for 15 seconds. Fear, Major Breach and Minor Maim debuff are kept intact.
+/- Seems to be a Buff, but you get less vs Ferocious Roar and you can not proc Terrified debuff which can have some bad implications.
Piercing Howl - No longer deals 10% bonus damage based on enemy position, but rather if they have the new unique Terrified debuff.
- Seems to be a nerf, since it is now depended you other skill you have to cast beforehand (will only work with Ferocious Roar as Deafening Roar does not seem to proc "Terrified" debuff).
Howl of Agony - No longer deals 25% to enemies who are facing you, but rather 20% at best and is depended on Terrified debuff (10 on top of base skill's 10, so 20%).
- Clear Nerf, since it is now depended on Terrified debuff rather than fear CC status effect or positioning.
Howl of Despair - Kept as it is, but Feeding Frenzy duration is doubled (20 seconds, up from 10).
- Clear Buff.
https://eso-skillbook.com/skill/deafening-roarTommy_The_Gun wrote: »You are right, we should not judge the book by its cover. But based alone on PTS notes, for the moment it seems like:tomofhyrule wrote: »I think we need to see it before we jump to conclusions.
Werewolf Transformation (Both Morphs) - Will now deal Bleed Damage, instead of Physical and Bleed Damage can proc status effect.
+ Clear Buff
Roar & Ferocious Roar morph - Will now have a unique debuff (Terrified) for 10 seconds & apparently a tracking effect (Indicator over enemy ?!) Fear, Major Savagery and Prophecy & 33% speed buff are kept intact.
+ So it is a Buff.
Deafening Roar - loses Major Prophecy and Savagery, but gets Major Protection. It does not seem to have "Terrified" debuff, but will have Taunt on Heavy Attacks for 15 seconds. Fear, Major Breach and Minor Maim debuff are kept intact.
+/- Seems to be a Buff, but you get less vs Ferocious Roar and you can not proc Terrified debuff which can have some bad implications.
Piercing Howl - No longer deals 10% bonus damage based on enemy position, but rather if they have the new unique Terrified debuff.
- Seems to be a nerf, since it is now depended you other skill you have to cast beforehand (will only work with Ferocious Roar as Deafening Roar does not seem to proc "Terrified" debuff).
Howl of Agony - No longer deals 25% to enemies who are facing you, but rather 20% at best and is depended on Terrified debuff (10 on top of base skill's 10, so 20%).
- Clear Nerf, since it is now depended on Terrified debuff rather than fear CC status effect or positioning.
Howl of Despair - Kept as it is, but Feeding Frenzy duration is doubled (20 seconds, up from 10).
- Clear Buff.
That morph (deafening) would lose major breach? That morph does not contain major breach/minor maim normally. A quick web search will provide that information.
Tommy_The_Gun wrote: »https://eso-skillbook.com/skill/deafening-roarTommy_The_Gun wrote: »You are right, we should not judge the book by its cover. But based alone on PTS notes, for the moment it seems like:tomofhyrule wrote: »I think we need to see it before we jump to conclusions.
Werewolf Transformation (Both Morphs) - Will now deal Bleed Damage, instead of Physical and Bleed Damage can proc status effect.
+ Clear Buff
Roar & Ferocious Roar morph - Will now have a unique debuff (Terrified) for 10 seconds & apparently a tracking effect (Indicator over enemy ?!) Fear, Major Savagery and Prophecy & 33% speed buff are kept intact.
+ So it is a Buff.
Deafening Roar - loses Major Prophecy and Savagery, but gets Major Protection. It does not seem to have "Terrified" debuff, but will have Taunt on Heavy Attacks for 15 seconds. Fear, Major Breach and Minor Maim debuff are kept intact.
+/- Seems to be a Buff, but you get less vs Ferocious Roar and you can not proc Terrified debuff which can have some bad implications.
Piercing Howl - No longer deals 10% bonus damage based on enemy position, but rather if they have the new unique Terrified debuff.
- Seems to be a nerf, since it is now depended you other skill you have to cast beforehand (will only work with Ferocious Roar as Deafening Roar does not seem to proc "Terrified" debuff).
Howl of Agony - No longer deals 25% to enemies who are facing you, but rather 20% at best and is depended on Terrified debuff (10 on top of base skill's 10, so 20%).
- Clear Nerf, since it is now depended on Terrified debuff rather than fear CC status effect or positioning.
Howl of Despair - Kept as it is, but Feeding Frenzy duration is doubled (20 seconds, up from 10).
- Clear Buff.
That morph (deafening) would lose major breach? That morph does not contain major breach/minor maim normally. A quick web search will provide that information.
- Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds.
- Your roar also leaves enemies dazed, applying Major Breach and Minor Maim, reducing their Physical and Spell Resistance by 5948 and damage done by 5% for 10 seconds.
- While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629
It seems to have Major Breach and Minor Maim (unless it is outdated wiki) and should have those effects on PTS, but it will lose Major Savagery and Prophecy in favour of Major Protection.
Erickson9610 wrote: »Werewolf Transformation:
This Ultimate and its morphs' Light and Heavy Attacks now deal Bleed Damage, rather than Physical.
These attacks now have a chance to apply their status effect (now Hemorrhaging), with Light Attacks at 3%, partially charged Heavy Attacks at 5%, and fully charged Heavy Attacks at 10%.
Feedback: You just gave this the executioner treatment. While it wasn't that grand for executioner; NEARLY EVERY WEREWOLF is a SORC for REQUIRED EFFIENCY. This means that, for ONLY A LITTLE status effect chance, you just nerfed our basic attacks by 5% (sorc is 5% damage towards PHYSICAL). We already get a GUARANTEED BLEED off of our 8-9k stam pounce (2 casts) and this little status chance w/ a damage nerf DOES NOT HELP.
Not every Werewolf is a Sorcerer. I sympathize with Sorcerer Werewolves, however. After this change, I expect Templar Werewolf will be BiS for damage dealing werewolves.2) Roar: This ability and the Ferocious Roar morph now apply a unique debuff called "Terrified" to enemies they hit for 10 seconds. Terrified doesn't do anything outright other than place a tracking effect on enemies, to help Werewolves mark their prey.
Deafening Roar (morph): This morph now grants Major Protection for slotting, rather than Major Prophecy and Savagery. While slotted, it also causes your Heavy Attacks to taunt enemies for 15 seconds.
Feedback: For ALL THAT AREN'T AWARE- in order to tank this is what you will 'give up':
-You are going to LOSE your ability to provide MAJOR BREACH "AS A TANK" despite this being the "tank debuff" and REQUIRED ON A TANK. Werewolf was already suffering horrible as a tank while using Tormentor pre-nerf WITH this breach.
Beyond this, you are giving up MINOR MAIM effectively making the total mitigation added ONLY 5%, YOU HAVE TO HEAVY ATTACK TO TANK ie LEAVE YOURSELF OPEN, AND you give up YOUR MAJOR CRIT BUFF (bye-bye tri-pot??? didn't need that on a tank)
As far as we know, Major Breach and Minor Maim weren't removed from Deafening Roar. Sure, if a damage dealer werewolf wants to apply the Terrified debuff on enemies, they'll have to use Ferocious Roar (which may put enemies on crowd control immunity) but this doesn't mean tank werewolves can't use Deafening Roar to apply Major Breach to enemies while they have crowd control immunity.
Is the major crit buff really necessary for a tank whose purpose is to hold taunt? Heavy Attacking counts as a channeled ability, so you could be a werewolf tank on an Altmer for the Spell Recharge passive, which reduces your damage taken by 5% while channeling. Not to mention Pack Leader has a unique 10% damage mitigation on top of the 10% damage mitigation from Major Protection, given from slotting Deafening Roar.
The purpose of the dichotomy between Ferocious Roar and Deafening Roar is to make one appealing for damage dealers, and the other appealing for tanks.3) Piercing Howl: This ability and its morphs no longer deal 10% bonus damage to enemies that are facing them, and instead deal 10% bonus damage to enemies that are Terrified.
Howl of Agony (morph):
This morph now adds an additional 10% bonus damage to off balance enemies, stacking up to 20% when they are also Terrified, rather than dealing 25% to enemies that are facing you or are feared.
This morph now also ranks up with cost reduction, rather than ranking up the bonus damage effect.
Howl of Despair: Extended the duration of the buffs granted by Feeding Frenzy to 20 seconds, up from 10.
Feedback: Once again, for ALL THAT AREN'T AWARE or KEEN ON MATH, here is what's happening here:
You went from a 25% damage increase with the ONLY stipulation being YOUR ENEMY IS FACING you to...
...You HAVE TO USE ROAR on your target for a 10 SECOND DEBUFF to get 10% and then they ALSO HAVE TO BE OFF-BALANCE which can only happen AT-MOST 33% OF THE TIME.
So you essentially run around w/ LESS THAN HALF THE POTENCY OF THIS MOVE ORIGINALLY for more than 2/3 OF THE TIME. (and the OVERALL BUFF can only reach 20% now with ALL OF THE STIPULATIONS.
This is a definite nerf, but it's better than the alternative. Damage dealers shouldn't have to stand where the tank is in order to get optimal DPS. It was also ridiculously easy to mitigate the damage from enemy werewolves by simply turning around. I wish the numbers were adjusted to compensate, but I'm glad to be done with the positional requirements of the skill.---SO TO RECAP---
-We have almost all lost damage on our light attacks FOR A SMALL BLEED CHANCE w/ a spec that can GUARANTEE IT ON A SKILL.
-We have "the ability to tank" if we give up our only in-spec source of MAJOR BREACH, which is a known, REQUIRED TANK buff+ OUR CRIT BUFF, for the horrible ability to tank WHILE LEAVING OURSELFVES OPEN via HEAVY ATTACKING to PERFORM A BASIC TANKING ACTION (very punishing in tank-centric fights).
-AND worst of all, we have LOST MORE DAMAGE, with MORE CONDITIONS being required to GET WHAT'S LEFT.
Werewolf is struggling w/ sustain, survivability, and damage IN THAT ORDER. It's a horribly inefficient spec where, with the nerf to defile, BRING ALMOST NOTHING TO THE TABLE. It needs BUFFS to combat SCRIBING and yet it received NOTHING BUT NERFS in a set of "TANKING" changes that remove it's ability to MAJOR FRACTURE (what... JUST WHAT?!?!)
It needs buffs, very badly and we can nearly, all agree. THE LAST THING werewolf needs right now are OUTRIGHT NERFS.
I have played this game for a very long time, I cannot continue to do this to myself. It's just a game, and I understand that; but it's a game that's grown w/ me as a person. It's the only half-decent game that lets me play werewolf BY MYSELF (A LOT OF PEOPLE LIKE TO PLAY THE GAME BY THEMSELVES AND SHOULD BE ABLE TO DO SO EFFICIENTLY).
I'm pleading to ZOS to listen to OUR FEEDBACK for once and MAKE POSITIVE CHANGES before the PTS IS OVER> Other werewolf players, PLEASE post here in support.
I'll recap my summary here:As a player who likes to play Werewolf alone, I agree that some of these changes aren't in favor of lone wolves. However, I agree with the direction ZOS is taking with the skill line; there's a tanking spec which is thematically the leader of the werewolf pack, and a damage dealer spec which is thematically the rampaging savage beast. Needing other werewolves to proc Terrified on enemies while you use the Deafening Roar morph parallels the idea that werewolves are stronger in numbers.
- Sorcerer Werewolf got a nerf due to the light attack damage type change. Templar Werewolf may end up being BiS for Werewolf PvE damage dealing after this patch.
- The heavy attack to taunt is a concern. There are workarounds, but I'm just glad werewolf tanking is legitimized by ZOS. Keep in mind that Werewolf's taunt is free of cost — you only need to heavy attack while you have Deafening Roar slotted. I don't fully understand why crit chance is necessary for a tank, but it was stripped from Deafening Roar to dissuade Werewolf damage dealers from picking the morph of the skill which would allow them to taunt. Major Breach and Minor Maim are still on Deafening Roar.
- We did lose damage, there's no denying that. The previous ability condition was unrealistic in most PvE content (save for Sunspire, where the bosses face every player) and it was easy to mitigate in PvP. The new proc conditions are a bit more strict, but they incentivize Werewolf damage dealers to use every ability in their toolkit, which is a good direction to take the playstyle. Hopefully ZOS improves Werewolf's damage in the future.
Tommy_The_Gun wrote: »https://eso-skillbook.com/skill/deafening-roarTommy_The_Gun wrote: »You are right, we should not judge the book by its cover. But based alone on PTS notes, for the moment it seems like:tomofhyrule wrote: »I think we need to see it before we jump to conclusions.
Werewolf Transformation (Both Morphs) - Will now deal Bleed Damage, instead of Physical and Bleed Damage can proc status effect.
+ Clear Buff
Roar & Ferocious Roar morph - Will now have a unique debuff (Terrified) for 10 seconds & apparently a tracking effect (Indicator over enemy ?!) Fear, Major Savagery and Prophecy & 33% speed buff are kept intact.
+ So it is a Buff.
Deafening Roar - loses Major Prophecy and Savagery, but gets Major Protection. It does not seem to have "Terrified" debuff, but will have Taunt on Heavy Attacks for 15 seconds. Fear, Major Breach and Minor Maim debuff are kept intact.
+/- Seems to be a Buff, but you get less vs Ferocious Roar and you can not proc Terrified debuff which can have some bad implications.
Piercing Howl - No longer deals 10% bonus damage based on enemy position, but rather if they have the new unique Terrified debuff.
- Seems to be a nerf, since it is now depended you other skill you have to cast beforehand (will only work with Ferocious Roar as Deafening Roar does not seem to proc "Terrified" debuff).
Howl of Agony - No longer deals 25% to enemies who are facing you, but rather 20% at best and is depended on Terrified debuff (10 on top of base skill's 10, so 20%).
- Clear Nerf, since it is now depended on Terrified debuff rather than fear CC status effect or positioning.
Howl of Despair - Kept as it is, but Feeding Frenzy duration is doubled (20 seconds, up from 10).
- Clear Buff.
That morph (deafening) would lose major breach? That morph does not contain major breach/minor maim normally. A quick web search will provide that information.
- Roar with bloodlust to terrify up to 6 nearby enemies, fearing them for 4 seconds and setting them Off Balance for 7 seconds.
- Your roar also leaves enemies dazed, applying Major Breach and Minor Maim, reducing their Physical and Spell Resistance by 5948 and damage done by 5% for 10 seconds.
- While slotted you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629
It seems to have Major Breach and Minor Maim (unless it is outdated wiki) and should have those effects on PTS, but it will lose Major Savagery and Prophecy in favour of Major Protection.
Huh, I feel stupid, I misunderstood that sorcerer passive to mean the physical damage category like physical, bleed, poison, or disease. I guess I at some point mixed it up with the martial description from the champion ability that affects the related status effects. I really need to find a good guide that clearly explains all the ambiguous and reused of wording in this game.
It'd be nice if there was an option to keep the physical damage with an improved chance to proc the sundered status effect on light or heavy attacks added instead of hemorrhaging for sorcerers since I doubt they would expand the sorcerer passive as that would make it buff more status effects and the class in general instead of only sorc werewolves.
On an unrelated topic, does it seem to anyone that the heavy attack speed buff doesn't always seem to apply reliably and the animation for the feral pounce seems kinda slow enough that the transformation extension seems a wash sometimes or is it just my pc might be too old and lagging. In either case, would it be too much to add something to the bloodrage passive that further increases the transformation extension when damaging terrified targets or was it stated to be a design choice somewhere to keep maintaining the transformation dependent on a constant supply of corpses?
Huh, I feel stupid, I misunderstood that sorcerer passive to mean the physical damage category like physical, bleed, poison, or disease. I guess I at some point mixed it up with the martial description from the champion ability that affects the related status effects. I really need to find a good guide that clearly explains all the ambiguous and reused of wording in this game.
It'd be nice if there was an option to keep the physical damage with an improved chance to proc the sundered status effect on light or heavy attacks added instead of hemorrhaging for sorcerers since I doubt they would expand the sorcerer passive as that would make it buff more status effects and the class in general instead of only sorc werewolves.
On an unrelated topic, does it seem to anyone that the heavy attack speed buff doesn't always seem to apply reliably and the animation for the feral pounce seems kinda slow enough that the transformation extension seems a wash sometimes or is it just my pc might be too old and lagging. In either case, would it be too much to add something to the bloodrage passive that further increases the transformation extension when damaging terrified targets or was it stated to be a design choice somewhere to keep maintaining the transformation dependent on a constant supply of corpses?
sneakymitchell wrote: »Changes seem alright. Least more source for bleed stacks. But the terrifying thing sounds odd but I try it out when I get the chance to. Deafening roar has always been go to but I guess it balance out for having more defense or more offense. Still pack leader still go to for most werewolves.
I suggested a minor beserk if you have ulti slotted for beserker morph. Cause it makes sense then you balance out the two morphs better.
sneakymitchell wrote: »Still is good. Even if no breach on other morph. Not like some classes don’t have easy access to breach unless they equip a certain skill or set. Like I don’t mind slotting night mother to get major breach.
Tommy_The_Gun wrote: »While some changes are nice (I very much like the idea of "mark target" for WW) as some one pointed out - it seems like ZOS devs are kept back by power budget formula they made. They are afraid of adding more stuff to WW skills as all of the Werewolf skills are very overloaded with effects to the point in which ZOS increased the cost of WW skills a lot of patches ago. And yet despite each ww skills being very strong "on paper", Werewolf is underperforming in every possible aspect. Worst PvE dps and "free AP" in PvP (Cyro, IC, BGs, duels, it does not matter). I won't mention PvE tanking role (which WW is bad at and will be bad at even if they add native ww taunt). And PvE healer is not available at all.
My point is: instead of altering existing stuff and adding/removing things back & forth, they should try different approach. Simplest and best way to ensure WW is in better spot would be enabling weapon passives in Werewolf form. WW not having access to weapon passives is an outdated & artificial concept that is keeping WWs back for years. Some one on forums even motioned that it might be a bug that ZOS is unable to fix (which would not be surprising). I kinda think that it may be because of some weapon types being ranged and WW is only melee.
Imagine how simple and intuitive it would be. You would be able to tweak your WW build and it would definitely add more diversity.
Enable weapon passives in WW form 1st and then see what happens & how it affects Werewolf. You can not have this kind of statistic data on pts ZOS, this needs to happen on live server.
Anyway, speaking of PTS WW changes, I do believe that "terrified" debut should be present on both morphs of Roar as not having it locks you out & you can not use full potential of your other skill - Piercing Howl as it is dependent on having access to "terrified" debut.
This is just badly designed & needs a rework.
I also do believe that it is a missed opportunity to add "detection" to WW toolkit. Base Roar skill & morphs can have this "tracking" debuff, but Ferocious Roar can get additional detection that would basically work like AOE Piercing Mark - if some one invisible is near you when you used Roar, you will be able to see them for X seconds (but only you). The other morph should have normal version of Terrified, just so that you won't be locked out when using Piercing Howl.
I really don't understand the sorc complaint.
I mean, this set exists...
Blooddrinker is a dungeon set that drops in the Bloodroot Forge. It cannot be crafted. Pieces are Bloodforge Style in Medium Armor.
Bonuses
2 items: Adds 15-657 Critical Chance
3 items: Adds 3-129 Weapon and Spell Damage
4 items: Adds 15-657 Critical Chance
5 items: Increases your Bleed damaging attacks by 20%.
This is quite a bit stronger than the sorc 5% physical damage...
I really don't understand the sorc complaint.
I mean, this set exists...
Blooddrinker is a dungeon set that drops in the Bloodroot Forge. It cannot be crafted. Pieces are Bloodforge Style in Medium Armor.
Bonuses
2 items: Adds 15-657 Critical Chance
3 items: Adds 3-129 Weapon and Spell Damage
4 items: Adds 15-657 Critical Chance
5 items: Increases your Bleed damaging attacks by 20%.
This is quite a bit stronger than the sorc 5% physical damage...
75% of your damage including your main spammable (for some reason it's a physical howl instead of me ripping (bleeding) them apart w/ claws). This would not work... Again, WEREWOLF IS UNDERPERFORMING RIGHT NOW. If it wasn't, this would be a different conversation.
You cannot afford to take direct nerfs when you are underperforming in ALL AREAS.
Erickson9610 wrote: »On Live, I was able to hit 107k DPS with Werewolf:
After the changes to Werewolf on the PTS, I'm only just barely able to hit 100k with the same setup:
Howl of Agony did 29k DPS (27.4% overall) on Live, but it now only does 25k DPS (25.8% overall) on Week 1 of the U42 PTS.
The rotation on Live prebuffs with Hircine's Rage, then light attack weaving between every ability, goes Brutal Pounce --> Brutal Carnage --> Claws of Anguish --> Hircine's Rage --> Howl of Agony (x4) --> Brutal Pounce --> Brutal Carnage --> Hircine's Rage --> Howl of Agony (x5) --> repeat.
The rotation on the PTS prebuffs with Hircine's Rage, then light attack weaving between every ability, goes Brutal Pounce --> Brutal Carnage --> Claws of Anguish --> Hircine's Rage --> Ferocious Roar --> Howl of Agony (x3) --> Brutal Pounce --> Brutal Carnage --> Hircine's Rage --> Ferocious Roar --> Howl of Agony (x4) --> repeat.
The changes to Piercing Howl and Roar require Werewolf damage dealers to burn GCDs debuffing with Ferocious Roar, which lowers DPS compared to Live, not to mention that the total bonus damage of Howl of Agony was lowered from 25% to 20% with perfect conditions. The drop in damage is significant.
As someone who plays Werewolf in PvE as well as in PvP, can something be done to give Werewolf back some of the damage it lacks? This update is going to punish PvE Werewolf damage dealers, and it'll undoubtedly make Werewolf's burst in PvP much less effective.
Erickson9610 wrote: »I really don't understand the sorc complaint.
I mean, this set exists...
Blooddrinker is a dungeon set that drops in the Bloodroot Forge. It cannot be crafted. Pieces are Bloodforge Style in Medium Armor.
Bonuses
2 items: Adds 15-657 Critical Chance
3 items: Adds 3-129 Weapon and Spell Damage
4 items: Adds 15-657 Critical Chance
5 items: Increases your Bleed damaging attacks by 20%.
This is quite a bit stronger than the sorc 5% physical damage...
75% of your damage including your main spammable (for some reason it's a physical howl instead of me ripping (bleeding) them apart w/ claws). This would not work... Again, WEREWOLF IS UNDERPERFORMING RIGHT NOW. If it wasn't, this would be a different conversation.
You cannot afford to take direct nerfs when you are underperforming in ALL AREAS.
If Werewolf had its own Grimoire, I'd swap out Piercing Howl in a heartbeat. It's clear that the main damage type of Werewolf is shifting to be more Bleed-focused than Physical-focused, so I'd happily replace the projectile with something like a biting attack that can deal Bleed damage.
That aside, I wish some of the other Classes specifically augmented specific damage types the way Sorcerer augments Physical and Shock. Maybe Warden would be a candidate for augmenting Bleed and Frost? It's a shame that a Warden Werewolf is inferior to a Templar Werewolf of all things solely due to the passives accessible in Werewolf form.