Actually werewolves get a passive 10k armor and spell resist when they transform that stacks on top of whatever their current armor rating and they also get a bonus 5k stamina while transformed if I remember correctly, not to mentioning they can heal most of their health by using Hircine's bounty which costs very little magicka to use.StrykerTheElite wrote: »simple solution drop 300 cost to ult to 150
2nd best thing allow feed bar when going back human the feed bar gives % in ult.
The biggest problem as ww is that, they have no protection buff like vamps do. When vamps at 50% health they get 30% reduced damage even dawnbraker does 10% more to vamp vs none vamp/ww. Only ww recieve the full damage that why they die like flies if they stay ww form to long.
The idea for ww seem like post to pop in and out of it, because way fighters guild and bow + poison with out any passive protection is almost instant death. The real problem is ult cost 300 for that cost you want to be in form as long as possible.
StrykerTheElite wrote: »simple solution drop 300 cost to ult to 150
2nd best thing allow feed bar when going back human the feed bar gives % in ult.
The biggest problem as ww is that, they have no protection buff like vamps do. When vamps at 50% health they get 30% reduced damage even dawnbraker does 10% more to vamp vs none vamp/ww. Only ww recieve the full damage that why they die like flies if they stay ww form to long.
The idea for ww seem like post to pop in and out of it, because way fighters guild and bow + poison with out any passive protection is almost instant death. The real problem is ult cost 300 for that cost you want to be in form as long as possible.
UltimaJoe777 wrote: »StrykerTheElite wrote: »simple solution drop 300 cost to ult to 150
2nd best thing allow feed bar when going back human the feed bar gives % in ult.
The biggest problem as ww is that, they have no protection buff like vamps do. When vamps at 50% health they get 30% reduced damage even dawnbraker does 10% more to vamp vs none vamp/ww. Only ww recieve the full damage that why they die like flies if they stay ww form to long.
The idea for ww seem like post to pop in and out of it, because way fighters guild and bow + poison with out any passive protection is almost instant death. The real problem is ult cost 300 for that cost you want to be in form as long as possible.
Actually it's 400. There are ways to reduce the cost though.
TX12001rwb17_ESO wrote: »Actually werewolves get a passive 10k armor and spell resist when they transform that stacks on top of whatever their current armor rating and they also get a bonus 5k stamina while transformed if I remember correctly, not to mentioning they can heal most of their health by using Hircine's bounty which costs very little magicka to use.StrykerTheElite wrote: »simple solution drop 300 cost to ult to 150
2nd best thing allow feed bar when going back human the feed bar gives % in ult.
The biggest problem as ww is that, they have no protection buff like vamps do. When vamps at 50% health they get 30% reduced damage even dawnbraker does 10% more to vamp vs none vamp/ww. Only ww recieve the full damage that why they die like flies if they stay ww form to long.
The idea for ww seem like post to pop in and out of it, because way fighters guild and bow + poison with out any passive protection is almost instant death. The real problem is ult cost 300 for that cost you want to be in form as long as possible.
UltimaJoe777 wrote: »StrykerTheElite wrote: »simple solution drop 300 cost to ult to 150
2nd best thing allow feed bar when going back human the feed bar gives % in ult.
The biggest problem as ww is that, they have no protection buff like vamps do. When vamps at 50% health they get 30% reduced damage even dawnbraker does 10% more to vamp vs none vamp/ww. Only ww recieve the full damage that why they die like flies if they stay ww form to long.
The idea for ww seem like post to pop in and out of it, because way fighters guild and bow + poison with out any passive protection is almost instant death. The real problem is ult cost 300 for that cost you want to be in form as long as possible.
Actually it's 400. There are ways to reduce the cost though.
Actually your both correct. Base cost rank 1 is 400, and down 25 ulti each rank, after the morph it stays at 300. Werewolves had a ulti cost of 300 in the days of dynamic ultimate, after the change to light attack ulti gen werewolves bloodrage was changed from ultimate generation to helping with invulnerability form time, in my opinion this was a nerf to werewolf ultimate as it was never compensated in cost.TX12001rwb17_ESO wrote: »Actually werewolves get a passive 10k armor and spell resist when they transform that stacks on top of whatever their current armor rating and they also get a bonus 5k stamina while transformed if I remember correctly, not to mentioning they can heal most of their health by using Hircine's bounty which costs very little magicka to use.StrykerTheElite wrote: »simple solution drop 300 cost to ult to 150
2nd best thing allow feed bar when going back human the feed bar gives % in ult.
The biggest problem as ww is that, they have no protection buff like vamps do. When vamps at 50% health they get 30% reduced damage even dawnbraker does 10% more to vamp vs none vamp/ww. Only ww recieve the full damage that why they die like flies if they stay ww form to long.
The idea for ww seem like post to pop in and out of it, because way fighters guild and bow + poison with out any passive protection is almost instant death. The real problem is ult cost 300 for that cost you want to be in form as long as possible.
Some of this is true... yes werewolves gain armor and spell resistance 10kish at VR16, which is great in PVE... PVP players though have put points into dealing extra damage through fighters guild.
10k is roughly 15% mitigation, players do 8% extra damage to werewolves/vamps, and throw in about 10% armor/spell pen without any debuffs and your looking at about 2-3% increased damage resistance for being a pvp wolf. In form you have no damage shield, bad heals, no dodge, or reflect, remaining defenses block, and dodge both got blanket nerfed last patch.
You gain roughly 18% stamina in form... cool if your abilities didn't cost roughly 25% more than class and weapon equivalents... A heal from hircine's heal is around 4k in pvp.. and costs a stamina build 4000 mana... not really cheap.... so to a stam build you can get off roughly 3 heals for 12k healing... under half your health before going out of mana...