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Which Class for Werewolf

Lokryn
Lokryn
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So I'm already going with a NB Vampire. Now I want to make a non-NB werewolf but am having trouble deciding on a class. So with bugs aside, which class do you think would work the best?
  • Iduyenn
    Iduyenn
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    I am thinking of making a Twink to my heal Templar.
    This Time with imperial.
    I still don`t know, wich class would be the best option. (Since we dont`know if ZOS is granting more passive classbonis to work in ww form. Or do they already?).

  • Koensol
    Koensol
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    I'd say Templar for the restoring aura. But a ww Templar is a bit of a weird concept though.
  • Iduyenn
    Iduyenn
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    Koensol wrote: »
    I'd say Templar for the restoring aura. But a ww Templar is a bit of a weird concept though.

    But why? restoring aura is not slottable in WW and it has no effect, even if slotted in human form.
    Someone sayed, that DK`s are best, because of the long buffs.
    Another theory is, that some passive class abbilities are active in WW form. (like Balanced Worrior from Templar). Nightblade would be option 1 then...

  • Koensol
    Koensol
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    Iduyenn wrote: »
    Koensol wrote: »
    I'd say Templar for the restoring aura. But a ww Templar is a bit of a weird concept though.

    But why? restoring aura is not slottable in WW and it has no effect, even if slotted in human form.
    Someone sayed, that DK`s are best, because of the long buffs.
    Another theory is, that some passive class abbilities are active in WW form. (like Balanced Worrior from Templar). Nightblade would be option 1 then...
    Restoring Aura, or rather Radiant Aura increases health and stamina regen by 80% for up to about 10 secs. Pop that right before transformation and spam away with your ww dps abilities while getting health and more importantly stamina back. You could also throw out an extended ritual for some large healing effect to move around in. But as you said, DK also has good buffs.

  • AshySamurai
    AshySamurai
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    Sorcs have 15% cost reduction for ultimate and reduce stamina cost for 5%. Pretty nice passives, in addition to WW transform cost (725 Ultimate). BUT IMO WW useless for any range builds and not so useful for magika builds. Look for stamina cost of WW abilities. The only thing for now to be a WW is for gain ultimate when tanking (IMO). Or you need to wear all medium. (Almost 1k stamina for leap ability and the same amount for roar).
    Make sweetrolls, not nerfs!
  • abigfishy
    abigfishy
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    I am partially agreeing with the above posts. To be a good WW you will need a ton of stamina so that fairly rules our most typical sorcs. Secondly you need a class/weapon that generatess heaps of ultimate as the cost of transforming is high and the duration is supershort so unless you want to be a 1 minute/hour WW then make sure you generate a ton of ultimate. My WW was a NB using a 2H weapon and medium armour and that seemed to be as good as I could do.
    Level 50 Characters
    USA
    Odette Skullcrusher Nord DK EP Tank
    Hannah Smithee Breton Templar DC Healer
    Charlotte of the Wild Bosmer NB EP DPS
    Rabbath Amman Dark Elf Sorc EP DPS
    Lovely Twinkle High Elf Sorc AD Tank
    Nepith Dark Elf Warden EP Healer
    Tupac Shakoor Redguard Sorc DC Tank
    Faire the Last Snow Elf Altmer Warden EP Ice Staff Tank
    EU
    Soul-Shriven Breton Sorc DC DPS
    Makush gro-Shurgal Orc DK DC Tank
    Cleopatra Tharn Imperial Sorc EP Healer
    Daenerys Targaryin Nord Templar DC Healer
    Zar Saarshar Khajiit NB DC Thief
    Celrith High Elf Sorc EP Assassin
    Falcar Dark Elf NB DC Necromancer
    Myriam Blaylock Breton NB EP Vampire
    Nivrillin Wood Elf NB DC Werewolf
  • Iduyenn
    Iduyenn
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    @Koensol : Yea, but i realy wonder, if the class passives are working, because in the future there will be nearly no uptime to change in WW form and the longer you are in WW form, the less advantage you can pull out of those initial buffs like radiant aura.
    Then the class passives will rule, because they are permanent. (Nightblade: Refreshing Shadows, Catalyst or Templar; Balanced Worrior, Restoring Spirit; DK: Scaled Armor).

    Non the less... i ll have to replay the game, because i have the wrong race for stamina and bcause it makes a difference. :(

    @ AshySamurai: I need 400 Ultimate with my templar (Since last week the cost was reduced again). It is a lot less, than 1k (in the beginning), but its still to much. So ultimate gaining is still a problem (due to the fact, that you cant keep the ultimates gained in your ww form). (well... actually two groups of trash are enough...)
    But you are right. Sorc also has some very nice passives!

    With 1.5 I think WW will be a viable solution for the first pure stamina build.
    Even now, i made 700 dps singletarget and i didnt have the propper setup/set/buffs.
    If you could push the damage even further with mundusstones, WW will be a serious burst dd.
    With heavy attacks gaining back stamina and the new skills planned, i will have over 3k stamina and overcapped weaponpower.
    The coasts for roar and leap have been reduced. At least i could roar like 10+ times...

    Edit: @abigfishy
    Edited by Iduyenn on September 28, 2014 12:07PM
  • AshySamurai
    AshySamurai
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    Iduyenn wrote: »
    @ AshySamurai: I need 400 Ultimate with my templar (Since last week the cost was reduced again). It is a lot less, than 1k (in the beginning), but its still to much. So ultimate gaining is still a problem (due to the fact, that you cant keep the ultimates gained in your ww form). (well... actually two groups of trash are enough...)
    But you are right. Sorc also has some very nice passives!

    With 1.5 I think WW will be a viable solution for the first pure stamina build.
    Even now, i made 700 dps singletarget and i didnt have the propper setup/set/buffs.
    If you could push the damage even further with mundusstones, WW will be a serious burst dd.
    With heavy attacks gaining back stamina and the new skills planned, i will have over 3k stamina and overcapped weaponpower.
    The coasts for roar and leap have been reduced. At least i could roar like 10+ times...
    Edit: @abigfishy

    TBH I dont play WW, so I dont know true numbers. I use skill calculator (seems data on my skill calculator is out of date). Ok if the cost was reduced. But 400 ultimate is still much enough.
    P.S. @Iduyenn‌, about 3k stamina. It's with max stack of Savage Strenght and Pursuit?
    Make sweetrolls, not nerfs!
  • Iduyenn
    Iduyenn
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    @AshySamurai : Yes, Savaage Strengh gives you now 20% Stamina in WW.
    With Bufffood and stuff you can go over 3000 Stamina. Well, you have an enormous overcharge, but it seems worth it, because WW dmg only scales with weaponpower and stamina. With what you got left, you will have to go for surviability or/and crit/critdmg altough that would be the next question... if that has an effect in ww very much...

    I tested some constellations 2 heavy armor 5 medium and got nearly 1,8k spellresistance and armor (about 200 to the cap it was...).
    So that is why i think the racial bonus is very important, especially the percentages on this high numbers... So even Restoring Spirit and Balanced Worrior (or other passives) will have an impact in some way... growing with the progression of the game...


  • NetViperX
    NetViperX
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    I think you should play as a cat, that way you can have some fun at your family's horrified expense when you show up in dog form.
  • AshySamurai
    AshySamurai
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    @Iduyenn‌, nice. Now I'm thinking of trying WW. BTW bosmer (wooden elf) racial skill IMO have best synergy with WW (poison resist).
    Make sweetrolls, not nerfs!
  • Iduyenn
    Iduyenn
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    Yea, Bosmer is also a very good choice (or Redguard). But the percentages of imperial are monstrous...
    (I know, personal preference should not be ignored)

    Imperial:
    12% Max life
    10% Stamina
    10% Chance of melee attacks to resore health

    Bosmer
    9% Staminarecovery (in fight)
    3% Max stamina and X desease resistance (to negate we need 2k?) How much is that on vet lvl 14?

    With Imperial i have no problems to bring Stamina and Health to their cap.
    I already have Weaponpower at the cap. That means i can concentrate to crit and critdamage or other things.

    My big problem stays... the chose of the right class.

    I know,.. personal preferences again... And since no class has stamina- class abbilities, it shouldn`t realy matter.
    I like the templar, because a healer finds always a place...

    But Nightblade has:
    Refreshing Shadows: Increases in combat stamina regeneration by 30%
    Catalyst: Increase Potion effectiveness by 30%

    And Templar has:
    Ballanced Warrior; Increases Weapon Damage by 5% and Spell resistance by 4
    Restoring Spirit: Reduce abillity Magicka, Stamina and Ultimate costs by 4%
    Master Ritualist: Increases Resurrection speed by 20%. Affected allies resurrect with 100% more Health. 50% chance to gain a soul gem upon successful resurrect.

    Sorcerer has:
    Power Stone; Reduces the cost of Ultimate abilities by 15%
    Unholy Knowledge: Reduces ability Magicka and Stamina costs by 5%

    Dragonknight
    Iron Skin: Block an additional 5%
    Scaled Armor: Increases Spell Resistance by 5

    @AshySamurai : I hope you will. I`d love to see a pack of wolves working...
  • Ragefist
    Ragefist
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    uhm, how is the ultimate expensive?

    Im just a NB and it takes me like 10 kills to charge it up
  • AngryNord
    AngryNord
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    Koensol wrote: »
    I'd say Templar for the restoring aura. But a ww Templar is a bit of a weird concept though.

    Not quite as weird as a Templar vamp, at least...

  • Brasseurfb16_ESO
    Brasseurfb16_ESO
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    I went for a DK Werewolf for a couple of reasons,
    - 1st, Battle Roar passive gives you a nice ressource heal when you transform into a WW. This only gives the transformation a lot more versatility and actualy allows the player to use the transformation midfight effectively.
    - 2nd, Most DK's defensive passives actualy work while in WW form, you get an extra 10% block mitigation and 250 spell resist, which can help you a lot.
    - 3th, the DK can further increase his Dps as a WW with Igneous Weapons, which will actualy last during most of your transformation.

    The other classes usualy loose their benefits while in WW form because they need their active abilities slotted to actualy get any benefits out of their passive.

    The Sorcerer -15% ultimate cost could be nice, but the sorcerers passive and abilities do not support the transformation at all or long enough to actualy be of any use in prolongiated fights.

    The Nightblade has some nice Ultimate regen with his syphoning tree and 30% stamina regen, but again every DpS passives are linked to slotted skills which the NB looses when he transforms himself into a WW.

    Finally, the Templar gets a passive 4% extra weapon power, 200 spell resist and 4% ultimate reduction. But unlike the DK WW he looses his block mitigation bonus when he transforms into a WW and doesn't get any ressources back either while doing so.
    Edited by Brasseurfb16_ESO on September 28, 2014 7:34PM
  • dodgehopper_ESO
    dodgehopper_ESO
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    Koensol wrote: »
    Iduyenn wrote: »
    Koensol wrote: »
    I'd say Templar for the restoring aura. But a ww Templar is a bit of a weird concept though.

    But why? restoring aura is not slottable in WW and it has no effect, even if slotted in human form.
    Someone sayed, that DK`s are best, because of the long buffs.
    Another theory is, that some passive class abbilities are active in WW form. (like Balanced Worrior from Templar). Nightblade would be option 1 then...
    Restoring Aura, or rather Radiant Aura increases health and stamina regen by 80% for up to about 10 secs. Pop that right before transformation and spam away with your ww dps abilities while getting health and more importantly stamina back. You could also throw out an extended ritual for some large healing effect to move around in. But as you said, DK also has good buffs.

    Green Dragon Blood lasts 20 seconds. Probably more useful to werewolf form than radiant aura. Balanced Warrior gives 4% bonus to weapon damage and 200 spell resistance. DK has a passive that grants 250 spell resistance, and they have better ultimate generation. I'd say its a tossup between these two. If you're using Werewolf purely for ultimate generation, then I'd say sorcerer isn't bad, since it'll let you overload more often, which is awesome..
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Iduyenn
    Iduyenn
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    @dodgehopper_ESO : Yea buffwise DK is very nice, and he gains ultimate realy fast too.
    My goal is it, to be in WW most of the time. (Ideally all the time. If i have to, i will stack ultimate, buff myself (and others) and go back in WW shape.
    It`s NOT my goal to gain ultimate faster because of the WW passive.

    The joke is, that i already have a full legendary- WW Altmer Templer, with all armor and weapons on lvl 50 epic/legendary.

    So i only start a new character, because my race passives are worthless to a WW. (And don`t say, it doesn`t matter much, because mathematically it does more and more...)
    Nontheless i am moving on thin ice, because considering the class passives, ultimate gain/reduction and passives (classwise) it gets more to a detail. And here you could say "personal preferences".

    We don`t actually know exactly, how they are gonne fix WW and WW ultimate. If it stays an Ultimate, they are gonna reduce the cost further. They have to make the time in WW longer, because the additional new designed skills for 1.5 are otherwise ridiculous
    But... that`s speculation.

    Since the WW form lasts even now 45s and with leap + 4 other WW + Devour over a minute to two minutes, the 20s (minus transformation time = 15sec) become more and more unimportant i guess.

    I know, the DK has slightly more spellresistance, but i am now @1800 spellresistance and armor already.
    NB looks nice, but Templar is also an option, who keeps me wondering.
    I keep wondering, if i should play a different class, because i allready have a templar. Maybe playing a DD-DK or NB is cool for me too... but somehow i feel, like i would betray my love to healing, and i don`t want to heal with something other than a templar :blush: [/spoiler[
  • Koensol
    Koensol
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    Koensol wrote: »
    Iduyenn wrote: »
    Koensol wrote: »
    I'd say Templar for the restoring aura. But a ww Templar is a bit of a weird concept though.

    But why? restoring aura is not slottable in WW and it has no effect, even if slotted in human form.
    Someone sayed, that DK`s are best, because of the long buffs.
    Another theory is, that some passive class abbilities are active in WW form. (like Balanced Worrior from Templar). Nightblade would be option 1 then...
    Restoring Aura, or rather Radiant Aura increases health and stamina regen by 80% for up to about 10 secs. Pop that right before transformation and spam away with your ww dps abilities while getting health and more importantly stamina back. You could also throw out an extended ritual for some large healing effect to move around in. But as you said, DK also has good buffs.

    Green Dragon Blood lasts 20 seconds. Probably more useful to werewolf form than radiant aura. Balanced Warrior gives 4% bonus to weapon damage and 200 spell resistance. DK has a passive that grants 250 spell resistance, and they have better ultimate generation. I'd say its a tossup between these two. If you're using Werewolf purely for ultimate generation, then I'd say sorcerer isn't bad, since it'll let you overload more often, which is awesome..
    Difference is that Radiant Aura has a regen bonus thst is twice as high as GDB.

  • ExiledKhallisi
    ExiledKhallisi
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    Koensol wrote: »
    I'd say Templar for the restoring aura. But a ww Templar is a bit of a weird concept though.

    In WW form you use almost 0 Stamina even if you spam the WW abilities. (assuming you are stamina based character, if not you are wasting your time as WW sicne their DPS is based on stamina).

    To the OP:


    Your class has almost nothing to do with being a WW.
    >>>>>>>>(DC)Guild Master of Biestas 250+ Active Members<<<<<<<<
    ||||||Vr14 Sorc: Darkened Soul vr14 Templar: Tiffaney||||||
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
    ― Sun Tzu, The Art of War
  • ExiledKhallisi
    ExiledKhallisi
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    Iduyenn wrote: »
    Yea, Bosmer is also a very good choice (or Redguard). But the percentages of imperial are monstrous...
    (I know, personal preference should not be ignored)

    Imperial:
    12% Max life
    10% Stamina
    10% Chance of melee attacks to resore health

    Bosmer
    9% Staminarecovery (in fight)
    3% Max stamina and X desease resistance (to negate we need 2k?) How much is that on vet lvl 14?

    With Imperial i have no problems to bring Stamina and Health to their cap.
    I already have Weaponpower at the cap. That means i can concentrate to crit and critdamage or other things.

    My big problem stays... the chose of the right class.

    I know,.. personal preferences again... And since no class has stamina- class abbilities, it shouldn`t realy matter.
    I like the templar, because a healer finds always a place...

    But Nightblade has:
    Refreshing Shadows: Increases in combat stamina regeneration by 30%
    Catalyst: Increase Potion effectiveness by 30%

    And Templar has:
    Ballanced Warrior; Increases Weapon Damage by 5% and Spell resistance by 4
    Restoring Spirit: Reduce abillity Magicka, Stamina and Ultimate costs by 4%
    Master Ritualist: Increases Resurrection speed by 20%. Affected allies resurrect with 100% more Health. 50% chance to gain a soul gem upon successful resurrect.

    Sorcerer has:
    Power Stone; Reduces the cost of Ultimate abilities by 15%
    Unholy Knowledge: Reduces ability Magicka and Stamina costs by 5%

    Dragonknight
    Iron Skin: Block an additional 5%
    Scaled Armor: Increases Spell Resistance by 5

    @AshySamurai : I hope you will. I`d love to see a pack of wolves working...

    WW damage is based on Stamina not weapon damage.
    >>>>>>>>(DC)Guild Master of Biestas 250+ Active Members<<<<<<<<
    ||||||Vr14 Sorc: Darkened Soul vr14 Templar: Tiffaney||||||
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
    ― Sun Tzu, The Art of War
  • RipVanWinkleX
    WW buffs are coming, and they said they might have WW scale on Weapon Damage as well as Stamina.
  • Iduyenn
    Iduyenn
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    @Koensol‌
    But you loose the reggen bonus of all your slotted abbilities as soon as you change to WW. That is why the aura will bring you nothing after the 8 seconds.

    @ExiledKhallisi‌
    Our team has been paying attention to the feedback you’re sharing about the werewolf skill line, and we’re ready to tell you about some of the changes we’re considering to improve the gameplay experience for all you followers of Hircine out there. We’re interested in seeing what you think!

    First off, we’re planning to reduce the cost of transforming into a werewolf. The current costs feel too high, and we want you to be able to transform more frequently. We’ve also fixed a bug that prevented you from using the CC Break ability in werewolf form.

    We want to make a few changes to damage scaling and the Savage Strength passive that will give you a little more burst potential and allow your gear upgrades to affect damage output in a more meaningful way. Savage Strength will offer a flat increase to power instead of stacking multiple times. The bonus is a bit lower to balance the change out, but overall you’ll have more ability to deal burst damage. We want light and heavy attacks to additionally scale off of weapon power (instead of just maximum stamina), and for Pounce and its morphs to scale off of weapon power instead of spell power.

    Finally, we’ll be adding some all-new werewolf abilities to give you more combat options. Here’s what we’ve come up with (we’ll have more about the morphs in the future and would love to know what you’d like to see):
    • Hircine’s Bounty: This is a self-heal ability that gives you more survivability.
    • Piercing Howl: An ability that damages and knocks an enemy down.
    • Infectious Claws: A swipe attack that deals disease damage to multiple foes.
    There you have it! Tell us what you think about the changes, which will be coming online in a future game update. Happy hunting!

    http://forums.elderscrollsonline.com/discussion/129277/upcoming-werewolf-changes/p1

    Some of this changes are already implemented since last week!!!
    And since the weapondmg is important for WW so should weaponcrit.
    Your class has almost nothing to do with being a WW.
    But Nightblade has:
    Refreshing Shadows: Increases in combat stamina regeneration by 30%
    Catalyst: Increase Potion effectiveness by 30%

    And Templar has:
    Ballanced Warrior; Increases Weapon Damage by 5% and Spell resistance by 4
    Restoring Spirit: Reduce abillity Magicka, Stamina and Ultimate costs by 4%
    Master Ritualist: Increases Resurrection speed by 20%. Affected allies resurrect with 100% more Health. 50% chance to gain a soul gem upon successful resurrect.

    Sorcerer has:
    Power Stone; Reduces the cost of Ultimate abilities by 15%
    Unholy Knowledge: Reduces ability Magicka and Stamina costs by 5%

    Dragonknight
    Iron Skin: Block an additional 5%
    Scaled Armor: Increases Spell Resistance by 5

    30% Potion effectiveness? (That is 100 ish more life/stamina with a potion)..
    30% Stamina regen? If you have 80 Staminareggen you gain 24 Magickareggen = 104. that is more, than setboni or trinket enchantements can get you!)

    those numbers appear small, but the higher the base value, the more you gain from it. Even if it`s like only 7 points... that is more than some setboni grant you!

  • Chuggernaut
    Chuggernaut
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    Iduyenn wrote: »
    Koensol wrote: »
    I'd say Templar for the restoring aura. But a ww Templar is a bit of a weird concept though.

    But why? restoring aura is not slottable in WW and it has no effect, even if slotted in human form.
    Someone sayed, that DK`s are best, because of the long buffs.
    Another theory is, that some passive class abbilities are active in WW form. (like Balanced Worrior from Templar). Nightblade would be option 1 then...

    I'd go DK! The flame weapon and stone barrier keep going when you morph.
    My comrades have returned. I erect the spine of gratitude. You are a hero today. - Bura-Natoo
  • Brasseurfb16_ESO
    Brasseurfb16_ESO
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    WW buffs are coming, and they said they might have WW scale on Weapon Damage as well as Stamina.

    It's already the case. Werewolves damage scale with both weapon power and stamina now, one of the talent (savage strength) reflects that change.

  • ExiledKhallisi
    ExiledKhallisi
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    imho...

    The Sorcerer makes an excel
    Iduyenn wrote: »
    @Koensol‌
    But you loose the reggen bonus of all your slotted abbilities as soon as you change to WW. That is why the aura will bring you nothing after the 8 seconds.

    @ExiledKhallisi‌
    Our team has been paying attention to the feedback you’re sharing about the werewolf skill line, and we’re ready to tell you about some of the changes we’re considering to improve the gameplay experience for all you followers of Hircine out there. We’re interested in seeing what you think!

    First off, we’re planning to reduce the cost of transforming into a werewolf. The current costs feel too high, and we want you to be able to transform more frequently. We’ve also fixed a bug that prevented you from using the CC Break ability in werewolf form.

    We want to make a few changes to damage scaling and the Savage Strength passive that will give you a little more burst potential and allow your gear upgrades to affect damage output in a more meaningful way. Savage Strength will offer a flat increase to power instead of stacking multiple times. The bonus is a bit lower to balance the change out, but overall you’ll have more ability to deal burst damage. We want light and heavy attacks to additionally scale off of weapon power (instead of just maximum stamina), and for Pounce and its morphs to scale off of weapon power instead of spell power.

    Finally, we’ll be adding some all-new werewolf abilities to give you more combat options. Here’s what we’ve come up with (we’ll have more about the morphs in the future and would love to know what you’d like to see):
    • Hircine’s Bounty: This is a self-heal ability that gives you more survivability.
    • Piercing Howl: An ability that damages and knocks an enemy down.
    • Infectious Claws: A swipe attack that deals disease damage to multiple foes.
    There you have it! Tell us what you think about the changes, which will be coming online in a future game update. Happy hunting!

    http://forums.elderscrollsonline.com/discussion/129277/upcoming-werewolf-changes/p1

    Some of this changes are already implemented since last week!!!
    And since the weapondmg is important for WW so should weaponcrit.
    Your class has almost nothing to do with being a WW.
    But Nightblade has:
    Refreshing Shadows: Increases in combat stamina regeneration by 30%
    Catalyst: Increase Potion effectiveness by 30%

    And Templar has:
    Ballanced Warrior; Increases Weapon Damage by 5% and Spell resistance by 4
    Restoring Spirit: Reduce abillity Magicka, Stamina and Ultimate costs by 4%
    Master Ritualist: Increases Resurrection speed by 20%. Affected allies resurrect with 100% more Health. 50% chance to gain a soul gem upon successful resurrect.

    Sorcerer has:
    Power Stone; Reduces the cost of Ultimate abilities by 15%
    Unholy Knowledge: Reduces ability Magicka and Stamina costs by 5%

    Dragonknight
    Iron Skin: Block an additional 5%
    Scaled Armor: Increases Spell Resistance by 5

    30% Potion effectiveness? (That is 100 ish more life/stamina with a potion)..
    30% Stamina regen? If you have 80 Staminareggen you gain 24 Magickareggen = 104. that is more, than setboni or trinket enchantements can get you!)

    those numbers appear small, but the higher the base value, the more you gain from it. Even if it`s like only 7 points... that is more than some setboni grant you!

    In WW form you dont use Stamina to deal damage.
    >>>>>>>>(DC)Guild Master of Biestas 250+ Active Members<<<<<<<<
    ||||||Vr14 Sorc: Darkened Soul vr14 Templar: Tiffaney||||||
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
    ― Sun Tzu, The Art of War
  • ExiledKhallisi
    ExiledKhallisi
    ✭✭✭✭✭
    imho...

    The Sorcerer makes an excel
    Iduyenn wrote: »
    @Koensol‌
    But you loose the reggen bonus of all your slotted abbilities as soon as you change to WW. That is why the aura will bring you nothing after the 8 seconds.

    @ExiledKhallisi‌
    Our team has been paying attention to the feedback you’re sharing about the werewolf skill line, and we’re ready to tell you about some of the changes we’re considering to improve the gameplay experience for all you followers of Hircine out there. We’re interested in seeing what you think!

    First off, we’re planning to reduce the cost of transforming into a werewolf. The current costs feel too high, and we want you to be able to transform more frequently. We’ve also fixed a bug that prevented you from using the CC Break ability in werewolf form.

    We want to make a few changes to damage scaling and the Savage Strength passive that will give you a little more burst potential and allow your gear upgrades to affect damage output in a more meaningful way. Savage Strength will offer a flat increase to power instead of stacking multiple times. The bonus is a bit lower to balance the change out, but overall you’ll have more ability to deal burst damage. We want light and heavy attacks to additionally scale off of weapon power (instead of just maximum stamina), and for Pounce and its morphs to scale off of weapon power instead of spell power.

    Finally, we’ll be adding some all-new werewolf abilities to give you more combat options. Here’s what we’ve come up with (we’ll have more about the morphs in the future and would love to know what you’d like to see):
    • Hircine’s Bounty: This is a self-heal ability that gives you more survivability.
    • Piercing Howl: An ability that damages and knocks an enemy down.
    • Infectious Claws: A swipe attack that deals disease damage to multiple foes.
    There you have it! Tell us what you think about the changes, which will be coming online in a future game update. Happy hunting!

    http://forums.elderscrollsonline.com/discussion/129277/upcoming-werewolf-changes/p1

    Some of this changes are already implemented since last week!!!
    And since the weapondmg is important for WW so should weaponcrit.
    Your class has almost nothing to do with being a WW.
    But Nightblade has:
    Refreshing Shadows: Increases in combat stamina regeneration by 30%
    Catalyst: Increase Potion effectiveness by 30%

    And Templar has:
    Ballanced Warrior; Increases Weapon Damage by 5% and Spell resistance by 4
    Restoring Spirit: Reduce abillity Magicka, Stamina and Ultimate costs by 4%
    Master Ritualist: Increases Resurrection speed by 20%. Affected allies resurrect with 100% more Health. 50% chance to gain a soul gem upon successful resurrect.

    Sorcerer has:
    Power Stone; Reduces the cost of Ultimate abilities by 15%
    Unholy Knowledge: Reduces ability Magicka and Stamina costs by 5%

    Dragonknight
    Iron Skin: Block an additional 5%
    Scaled Armor: Increases Spell Resistance by 5

    30% Potion effectiveness? (That is 100 ish more life/stamina with a potion)..
    30% Stamina regen? If you have 80 Staminareggen you gain 24 Magickareggen = 104. that is more, than setboni or trinket enchantements can get you!)

    those numbers appear small, but the higher the base value, the more you gain from it. Even if it`s like only 7 points... that is more than some setboni grant you!

    In WW form you dont use Stamina to deal damage.
    Also, as long as you are a redguard, you dont ever have to worry about stamina ever. no matter the class.
    >>>>>>>>(DC)Guild Master of Biestas 250+ Active Members<<<<<<<<
    ||||||Vr14 Sorc: Darkened Soul vr14 Templar: Tiffaney||||||
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
    ― Sun Tzu, The Art of War
  • AshySamurai
    AshySamurai
    ✭✭✭✭✭
    Also, as long as you are a redguard, you dont ever have to worry about stamina ever. no matter the class.

    Really? How much you can return from Adrenaline rush? 50? Maybe 100 stamina? And it's for every 3 sec, so you get ~15-30 stamina per second. Are you serious?
    Make sweetrolls, not nerfs!
  • Iduyenn
    Iduyenn
    ✭✭✭✭

    In WW form you dont use Stamina to deal damage.

    Yes, you do. The leap and the roar uses Stamina. And with 3 new Abbilities in patch 1.5, you will have a problem, because i go out of stamina even today...
    That`s because the heavy attacks will be important to regain stamina.
  • Brasseurfb16_ESO
    Brasseurfb16_ESO
    ✭✭✭✭
    Iduyenn wrote: »

    In WW form you dont use Stamina to deal damage.

    Yes, you do. The leap and the roar uses Stamina. And with 3 new Abbilities in patch 1.5, you will have a problem, because i go out of stamina even today...
    That`s because the heavy attacks will be important to regain stamina.

    If you use your stamina to deal damage as a WW you are doing it wrong. The only stamina you will ever use as a WW is for control and to setup your burst (not dps) with your heavy attack.

    With the upcoming changes we get an additional knockdown, a heal and a cleave. And i'm pretty sure the cleave won't cost as much as the current abilities we have.
    Edited by Brasseurfb16_ESO on September 29, 2014 10:57AM
  • ExiledKhallisi
    ExiledKhallisi
    ✭✭✭✭✭
    Iduyenn wrote: »

    In WW form you dont use Stamina to deal damage.

    Yes, you do. The leap and the roar uses Stamina. And with 3 new Abbilities in patch 1.5, you will have a problem, because i go out of stamina even today...
    That`s because the heavy attacks will be important to regain stamina.

    Read what Brasseur said, he is correct. 99% of damage from WW are from light/heavy attacks the two attacks roar and swipe are utility skills and not for damage.
    >>>>>>>>(DC)Guild Master of Biestas 250+ Active Members<<<<<<<<
    ||||||Vr14 Sorc: Darkened Soul vr14 Templar: Tiffaney||||||
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
    ― Sun Tzu, The Art of War
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