I would like an undaunted toggle ability where it toggles you into unarmed mode while on that bar for a damage boost to your light attacks in exchange for being locked out of weapon skills and passives. Or it's a spammable that passively locks you out of weapon skills and passives while on any bar where it's slotted.
The Focus scripts dictate what kind of bonus damage or effect your light and heavy attacks do. IE Physical Damage, Bleed Damage, stacks of an effect that stuns, less damage but a small heal to a target nearby, multi-target, etc.
The signature scripts add secondary effects or cooldown effects. Like a DoT, damage shield with each punch, reduced damage taken, status effect chance, etc.
If it's a "while on this bar" effect, the affix scripts could lean on the stronger side or be active while slotted, or strong debuffs with short durations so you have to keep punching.
Erickson9610 wrote: »
- Hunter's Grounds (Somewhat like Secluded Grove or Ritual of Retribution. Ground AoE effect themed after The Hunting Grounds. Maybe this skill reuses the animation Werewolves do when they revive a player, where they hold their hand towards the ground. It could also just reuse the same "howling" animation as Hircine's Bounty. Like Mender's Bond, this ability doesn't change its name via the Focus Script prefix.)
- Focus Scripts: Magic Damage, Poison Damage, Dispel, Pull, Restore Resources, Mitigation, Immobilize, Healing, Damage Shield, Generate Ultimate
- Signature Scripts: Class Mastery, Hunter's Snare, Immobilizing Strike, Lingering Torment, Thief's Swiftness, Wayfarer's Mastery, Warrior's Opportunity, Sage's Remedy, Druid's Resurgence, Crusader's Defiance, Growing Impact, Gladiator's Tenacity, Knight's Valor, Thief's Swiftness
- Affix Scripts: Vitality, Breach, Evasion, Resolve, Protection, Courage, Expedition, Intellect and Endurance, Magickasteal, Berserk, Vulnerability, Cowardice, Brutality and Sorcery, Savagery and Prophecy, Defile, Heroism
This one is the most versatile of the three. It could be used as an AoE damage ability, similar to Ritual of Retribution, using Poison Damage or Magic Damage, both of which aren't found in Werewolf's toolkit. Or, it could be used as a support ability, to heal and buff allies within it, which would make for Werewolf's first in-kit crossheal ability. Werewolf tanks could use it to pull in enemies, since they lack a pull in their toolkit.
The theming of the skill is also very nice. The idea of Hircine blessing the grounds you hunt on would be a good reason to include an AoE ground effect in Werewolf's toolkit. Scripts such as Hunter's Snare are particularly appropriate for such a skill. I imagine the VFX for this ground AoE might be similar to Secluded Grove, but with flora taken from The Hunting Grounds:
Finally, the Wayfarer's Mastery Signature Script plays into the related skill line's passives and mechanics. For the Werewolf skill line, I'd expect some of the following, depending on the Werewolf Grimoire in question:
- Grants you the bonus of the Blood Rage passive ability, increasing the duration of your Werewolf Transformation.
- Enemies hit are afflicted with the Terrified effect, increasing their damage taken from your Piercing Howl ability.
- Enemies take 10% more damage from this ability when Terrified.
- Reduces the cost of Werewolf Transformation for affected allies by 33%.
- Reduces the cost of Werewolf Transformation for affected allies and grants them the bonus of their Blood Rage passive, extending the duration of their Werewolf Transformation.