AshySamurai wrote: »You're making WW too OP.
Way to OP. All would be WW then.
Brasseurfb16_ESO wrote: »Werewolves are almost perfectly fine on PTS.
the only things ZOS has to change are :
1) Making the 40% poison damage vulnerability + fighter guild abilities work on players while in humanoid form.
2) Making Devour animation run twice as fast so we can actualy use it efficiently in combat.
3) Keep the ultimate we generated while we fought in beast form.
Otherwise the transformation works just fine. The light attacks are the main part of the WWs DpS and you can keep your stamina and magicka for more important things like CC and Sustained/Burst Heal.
With the latest abilities we got, I actualy find WWs very versatile, they deal very high DpS with very little stamina cost, they have excellent CC and their sustain isn't bad at all.
cchin256b16_ESO wrote: »Brasseurfb16_ESO wrote: »Werewolves are almost perfectly fine on PTS.
the only things ZOS has to change are :
1) Making the 40% poison damage vulnerability + fighter guild abilities work on players while in humanoid form.
2) Making Devour animation run twice as fast so we can actualy use it efficiently in combat.
3) Keep the ultimate we generated while we fought in beast form.
Otherwise the transformation works just fine. The light attacks are the main part of the WWs DpS and you can keep your stamina and magicka for more important things like CC and Sustained/Burst Heal.
With the latest abilities we got, I actualy find WWs very versatile, they deal very high DpS with very little stamina cost, they have excellent CC and their sustain isn't bad at all.
My biggest issue with them is they can be CC'd if nothing else fix that
Brasseurfb16_ESO wrote: »cchin256b16_ESO wrote: »Brasseurfb16_ESO wrote: »Werewolves are almost perfectly fine on PTS.
the only things ZOS has to change are :
1) Making the 40% poison damage vulnerability + fighter guild abilities work on players while in humanoid form.
2) Making Devour animation run twice as fast so we can actualy use it efficiently in combat.
3) Keep the ultimate we generated while we fought in beast form.
Otherwise the transformation works just fine. The light attacks are the main part of the WWs DpS and you can keep your stamina and magicka for more important things like CC and Sustained/Burst Heal.
With the latest abilities we got, I actualy find WWs very versatile, they deal very high DpS with very little stamina cost, they have excellent CC and their sustain isn't bad at all.
My biggest issue with them is they can be CC'd if nothing else fix that
And you can CC break, so how is this an issue?
Brasseurfb16_ESO wrote: »Werewolves are almost perfectly fine on PTS.
the only things ZOS has to change are :
1) Making the 40% poison damage vulnerability + fighter guild abilities work on players while in humanoid form.
2) Making Devour animation run twice as fast so we can actualy use it efficiently in combat.
3) Keep the ultimate we generated while we fought in beast form.
Otherwise the transformation works just fine. The light attacks are the main part of the WWs DpS and you can keep your stamina and magicka for more important things like CC and Sustained/Burst Heal.
With the latest abilities we got, I actualy find WWs very versatile, they deal very high DpS with very little stamina cost, they have excellent CC and their sustain isn't bad at all.
cchin256b16_ESO wrote: »Brasseurfb16_ESO wrote: »cchin256b16_ESO wrote: »Brasseurfb16_ESO wrote: »Werewolves are almost perfectly fine on PTS.
the only things ZOS has to change are :
1) Making the 40% poison damage vulnerability + fighter guild abilities work on players while in humanoid form.
2) Making Devour animation run twice as fast so we can actualy use it efficiently in combat.
3) Keep the ultimate we generated while we fought in beast form.
Otherwise the transformation works just fine. The light attacks are the main part of the WWs DpS and you can keep your stamina and magicka for more important things like CC and Sustained/Burst Heal.
With the latest abilities we got, I actualy find WWs very versatile, they deal very high DpS with very little stamina cost, they have excellent CC and their sustain isn't bad at all.
My biggest issue with them is they can be CC'd if nothing else fix that
And you can CC break, so how is this an issue?
Breaking CC is way too expensive you're a giant lumbering beast about the same size as a troll can they be CC'd?
starkerealm wrote: »Brasseurfb16_ESO wrote: »Werewolves are almost perfectly fine on PTS.
the only things ZOS has to change are :
1) Making the 40% poison damage vulnerability + fighter guild abilities work on players while in humanoid form.
2) Making Devour animation run twice as fast so we can actualy use it efficiently in combat.
3) Keep the ultimate we generated while we fought in beast form.
Otherwise the transformation works just fine. The light attacks are the main part of the WWs DpS and you can keep your stamina and magicka for more important things like CC and Sustained/Burst Heal.
With the latest abilities we got, I actualy find WWs very versatile, they deal very high DpS with very little stamina cost, they have excellent CC and their sustain isn't bad at all.
If we went that route... actually... change 2 to "Werewolf functions as a toggle." And 3 to "You cannot revert to human form without first generating enough ultimate to trigger the transform again."