https://www.youtube.com/watch?v=M5gOQIp61P8FWIW, my WW is an orc (because racial speed), dragonknight (because transforming = healing to full), and wears shacklebreaker (for heals in WW form), salvation (cheap transform+WW form damage boost), pirate skeleton shoulder, lord warden helm(high passive resistances). DW(axes)/1h+shield. Works for me.
Oh and i feel better in 5m/1h - the survivability does not feel worse because enemies die faster, and you have better mobility (thats what saves you when focused - running away and turning a corner, not tanking the damage)
I will try to give you my thought on the matter, hope I´m not giving you a wall of text but here we go:
CLASS: This is going to be a list where I rank my #1-5:
#1: Templar:
Templars is by far the best class for Werewolf.
- Increased weapon damage by 6% + increased spellresistance by 2640 (Balanced Warrior Passive)
- Reduces Magicka, Stamina and Ultimate ability costs by 4% (Balanced Warrior Passive)
As a Templar (stamplar) you´re going to benefit greatly from Ravager when you´re not in WW-form, since biting jabs can proc Ravager very easily
#2 Dragonknight:
Using an ultimate that costs 300 is basically to "reset" the fight if you´re low on resources (Battleroar passive). Incredible strong passive and as a DK you can go a more defensive route which IMO is WW greatest weakness since their selfheals is mediocre.
#3: Sorcerer Got some nice passives but I will try to explain why some of them aren´t very usefull.
- Implosion: On paper looks like an amazing feature as a WW (since our dmg is mostly physical). But since you´ll have so much burst damage as a WW, you´ll rarely ever proc implosion, which makes it not very usefull
- Reduced ulticost by 15%: Also sounds good on paper but not very usefull. Your goal when playing WW is to stay in WW-form as long/much as possible. Once you´ve transformed to WW the reduced ultimate cost is a waste. Remember that you can´t regen ultimate in WW-form
- 3 good passives remains: Increased magicka regen which isn´t going to help us a lot since your regen as a stamcharacter is already very low, Increased physical dmg (imo the increased weapondamage that Templar gets is better) and the reduced cost of magicka and stamina abilities (which is the most useful here).
- So overall Sorcs get 2 good passives: Reduced mag+stam cost and Increased physical damage
#4 Nightblade
Due to their lack of usefull passives in WW-form I place them low on my list. The increased regen by 15% is really good and also the increased critical damage is usefull, but that´s it.
#5 Warden:
No useful passives which makes them last on my list
RACE
The races you mention are good. Orc will give you more damage and extra surviveability (through HP-regen which is one of the best ways to stay alive as a WW). Imperial will give you more raw-stats to play around with. If you want more sustain I would strongly suggest going Redguard or Bosmer.
Gear:
Still experimenting myself with some setups so not sure what I would personally use. I don´t like shacklebreaker since stacking raw-stats isn´t as useful as it used to be. In general you want 1 Offensive set combined with 1 Defensive set when playing WW. Then regarding monster helm you´ve so many options. Almost all helmets are useful one way or another on WW.
Last note: Try to play WW in a group with other Werewolfs, much funnier that way
I've been pvping as a wolf since launch, Hundreds of gear combinations, between different classes and races, endless theroycrafting and thoroughly field tested in duals, Cyrodiil, Imperial City, and Battlegrounds.
What I run, Kena, Pelinal's, Prisoner 5-1-1 Heavy, Orc, Templar, warrior mundus. With set up you will reach 6k weapon damage/Spell damage, even with defile Your heals will be strong enough to keep yourself up. The amount of damage just from light attacks is crazy, this means you don't have to spam expensive WW abilities. Make sure you rock claws of anguish, because it will help take down healers, and tanks even quicker.
I sometimes swap out prisoner for impregnable, and stack well fitted. Though the synergy between Prisoners and Werewolf just is too strong to pass up most of the time.
I've been pvping as a wolf since launch, Hundreds of gear combinations, between different classes and races, endless theroycrafting and thoroughly field tested in duals, Cyrodiil, Imperial City, and Battlegrounds.
What I run, Kena, Pelinal's, Prisoner 5-1-1 Heavy, Orc, Templar, warrior mundus. With set up you will reach 6k weapon damage/Spell damage, even with defile Your heals will be strong enough to keep yourself up. The amount of damage just from light attacks is crazy, this means you don't have to spam expensive WW abilities. Make sure you rock claws of anguish, because it will help take down healers, and tanks even quicker.
I sometimes swap out prisoner for impregnable, and stack well fitted. Though the synergy between Prisoners and Werewolf just is too strong to pass up most of the time.
Wow nice build.
I can really see the value of all of that but I have two questions why templar over sorc? I'm still struggling to see why templar is > sorc with the way physical damage mulitpliers scale?
Thanks.
I've been pvping as a wolf since launch, Hundreds of gear combinations, between different classes and races, endless theroycrafting and thoroughly field tested in duals, Cyrodiil, Imperial City, and Battlegrounds.
What I run, Kena, Pelinal's, Prisoner 5-1-1 Heavy, Orc, Templar, warrior mundus. With set up you will reach 6k weapon damage/Spell damage, even with defile Your heals will be strong enough to keep yourself up. The amount of damage just from light attacks is crazy, this means you don't have to spam expensive WW abilities. Make sure you rock claws of anguish, because it will help take down healers, and tanks even quicker.
I sometimes swap out prisoner for impregnable, and stack well fitted. Though the synergy between Prisoners and Werewolf just is too strong to pass up most of the time.
Wow nice build.
I can really see the value of all of that but I have two questions why templar over sorc? I'm still struggling to see why templar is > sorc with the way physical damage mulitpliers scale?
Thanks.
The main reason for templar is added spell damage % = more heals, and the build works well in human form for survivability and damage, where sorc you don't get much when you stack spell damage. Where Dark Flare, Honor the dead scale well with max spell damage.
I use a maelstrom two hander on my front bar:
This gives me the 2 4 4 1 set combos. Crit Rush, Blinding Javelin, Biting Jabs, Rune Focus, Rally, Flawless Dawnbreaker.
Flip to back bar DW 2 5 5
Dark Flare, Power of the light, Honor the dead, Extended Ritual, Resolving Vigor, Werewolf.
With this set up we get strong single target/AOE attack with burst from power of the light w/ increased penetration, Group healing debuff. Spam honor the dead for emergency self or group heals. Major armor/Spell resistance, an equivalent of 4500 magic recovery when everything is flowing.
The Human form combo, Rally, Dark Flare, Power of the light, Crit Charge, Blinding Javelin (if target isn't cc immune), Biting jabs till POL pop.
DeadlyRecluse wrote: »
I've been pvping as a wolf since launch, Hundreds of gear combinations, between different classes and races, endless theroycrafting and thoroughly field tested in duals, Cyrodiil, Imperial City, and Battlegrounds.
What I run, Kena, Pelinal's, Prisoner 5-1-1 Heavy, Orc, Templar, warrior mundus. With set up you will reach 6k weapon damage/Spell damage, even with defile Your heals will be strong enough to keep yourself up. The amount of damage just from light attacks is crazy, this means you don't have to spam expensive WW abilities. Make sure you rock claws of anguish, because it will help take down healers, and tanks even quicker.
I sometimes swap out prisoner for impregnable, and stack well fitted. Though the synergy between Prisoners and Werewolf just is too strong to pass up most of the time.
Wow nice build.
I can really see the value of all of that but I have two questions why templar over sorc? I'm still struggling to see why templar is > sorc with the way physical damage mulitpliers scale?
Thanks.
The main reason for templar is added spell damage % = more heals, and the build works well in human form for survivability and damage, where sorc you don't get much when you stack spell damage. Where Dark Flare, Honor the dead scale well with max spell damage.
I use a maelstrom two hander on my front bar:
This gives me the 2 4 4 1 set combos. Crit Rush, Blinding Javelin, Biting Jabs, Rune Focus, Rally, Flawless Dawnbreaker.
Flip to back bar DW 2 5 5
Dark Flare, Power of the light, Honor the dead, Extended Ritual, Resolving Vigor, Werewolf.
With this set up we get strong single target/AOE attack with burst from power of the light w/ increased penetration, Group healing debuff. Spam honor the dead for emergency self or group heals. Major armor/Spell resistance, an equivalent of 4500 magic recovery when everything is flowing.
The Human form combo, Rally, Dark Flare, Power of the light, Crit Charge, Blinding Javelin (if target isn't cc immune), Biting jabs till POL pop.
Yeah I can see your point of virew on this, I have a champ templar lying around so I'll rerace her and go stamplar.
I saw your tell in game as well, sorry I couldn't reply but I'm taking care of my sick son today, he's not the best.
I'll put together a pelenials medium and heavy set and see what works for me. Also one last thing, the accessories for prisoners rags come in robust yeah? I can't seem to find many lying around on guild vendors so I guess I'll have to grind them out.
Thanks heaps for your advice.
I've been pvping as a wolf since launch, Hundreds of gear combinations, between different classes and races, endless theroycrafting and thoroughly field tested in duals, Cyrodiil, Imperial City, and Battlegrounds.
What I run, Kena, Pelinal's, Prisoner 5-1-1 Heavy, Orc, Templar, warrior mundus. With set up you will reach 6k weapon damage/Spell damage, even with defile Your heals will be strong enough to keep yourself up. The amount of damage just from light attacks is crazy, this means you don't have to spam expensive WW abilities. Make sure you rock claws of anguish, because it will help take down healers, and tanks even quicker.
I sometimes swap out prisoner for impregnable, and stack well fitted. Though the synergy between Prisoners and Werewolf just is too strong to pass up most of the time.
1 weapon, 3 jewels, belt. 5-1-1 Heavy for max undaunted. Lets me use a Nernhoned mainhand.You might want to check out 7th-Legion as well. Synergies very well with Werewolf and DK (if you decide to go with DK)I've been pvping as a wolf since launch, Hundreds of gear combinations, between different classes and races, endless theroycrafting and thoroughly field tested in duals, Cyrodiil, Imperial City, and Battlegrounds.
What I run, Kena, Pelinal's, Prisoner 5-1-1 Heavy, Orc, Templar, warrior mundus. With set up you will reach 6k weapon damage/Spell damage, even with defile Your heals will be strong enough to keep yourself up. The amount of damage just from light attacks is crazy, this means you don't have to spam expensive WW abilities. Make sure you rock claws of anguish, because it will help take down healers, and tanks even quicker.
I sometimes swap out prisoner for impregnable, and stack well fitted. Though the synergy between Prisoners and Werewolf just is too strong to pass up most of the time.
@Chrlynsch Are you running Jewels+2 weapons with prisoner set??
1 weapon, 3 jewels, belt. 5-1-1 Heavy for max undaunted. Lets me use a Nernhoned mainhand.You might want to check out 7th-Legion as well. Synergies very well with Werewolf and DK (if you decide to go with DK)I've been pvping as a wolf since launch, Hundreds of gear combinations, between different classes and races, endless theroycrafting and thoroughly field tested in duals, Cyrodiil, Imperial City, and Battlegrounds.
What I run, Kena, Pelinal's, Prisoner 5-1-1 Heavy, Orc, Templar, warrior mundus. With set up you will reach 6k weapon damage/Spell damage, even with defile Your heals will be strong enough to keep yourself up. The amount of damage just from light attacks is crazy, this means you don't have to spam expensive WW abilities. Make sure you rock claws of anguish, because it will help take down healers, and tanks even quicker.
I sometimes swap out prisoner for impregnable, and stack well fitted. Though the synergy between Prisoners and Werewolf just is too strong to pass up most of the time.
@Chrlynsch Are you running Jewels+2 weapons with prisoner set??
Waffennacht wrote: »I haven't read any posts lol
Just wanted to say, saw something brilliant last night
WW in relic BGs
Boy can they move, get that mad resistance and fear etc...
Glad he was on my team
I will try to give you my thought on the matter, hope I´m not giving you a wall of text but here we go:
CLASS: This is going to be a list where I rank my #1-5:
#1: Templar:
Templars is by far the best class for Werewolf.
- Increased weapon damage by 6% + increased spellresistance by 2640 (Balanced Warrior Passive)
- Reduces Magicka, Stamina and Ultimate ability costs by 4% (Balanced Warrior Passive)
As a Templar (stamplar) you´re going to benefit greatly from Ravager when you´re not in WW-form, since biting jabs can proc Ravager very easily
#2 Dragonknight:
Using an ultimate that costs 300 is basically to "reset" the fight if you´re low on resources (Battleroar passive). Incredible strong passive and as a DK you can go a more defensive route which IMO is WW greatest weakness since their selfheals is mediocre.
#3: Sorcerer Got some nice passives but I will try to explain why some of them aren´t very usefull.
- Implosion: On paper looks like an amazing feature as a WW (since our dmg is mostly physical). But since you´ll have so much burst damage as a WW, you´ll rarely ever proc implosion, which makes it not very usefull
- Reduced ulticost by 15%: Also sounds good on paper but not very usefull. Your goal when playing WW is to stay in WW-form as long/much as possible. Once you´ve transformed to WW the reduced ultimate cost is a waste. Remember that you can´t regen ultimate in WW-form
- 3 good passives remains: Increased magicka regen which isn´t going to help us a lot since your regen as a stamcharacter is already very low, Increased physical dmg (imo the increased weapondamage that Templar gets is better) and the reduced cost of magicka and stamina abilities (which is the most useful here).
- So overall Sorcs get 2 good passives: Reduced mag+stam cost and Increased physical damage
#4 Nightblade
Due to their lack of usefull passives in WW-form I place them low on my list. The increased regen by 15% is really good and also the increased critical damage is usefull, but that´s it.
#5 Warden:
No useful passives which makes them last on my list
RACE
The races you mention are good. Orc will give you more damage and extra surviveability (through HP-regen which is one of the best ways to stay alive as a WW). Imperial will give you more raw-stats to play around with. If you want more sustain I would strongly suggest going Redguard or Bosmer.
Gear:
Still experimenting myself with some setups so not sure what I would personally use. I don´t like shacklebreaker since stacking raw-stats isn´t as useful as it used to be. In general you want 1 Offensive set combined with 1 Defensive set when playing WW. Then regarding monster helm you´ve so many options. Almost all helmets are useful one way or another on WW.
Last note: Try to play WW in a group with other Werewolfs, much funnier that way
Mangeli200194 wrote: »I will try to give you my thought on the matter, hope I´m not giving you a wall of text but here we go:
CLASS: This is going to be a list where I rank my #1-5:
#1: Templar:
Templars is by far the best class for Werewolf.
- Increased weapon damage by 6% + increased spellresistance by 2640 (Balanced Warrior Passive)
- Reduces Magicka, Stamina and Ultimate ability costs by 4% (Balanced Warrior Passive)
As a Templar (stamplar) you´re going to benefit greatly from Ravager when you´re not in WW-form, since biting jabs can proc Ravager very easily
#2 Dragonknight:
Using an ultimate that costs 300 is basically to "reset" the fight if you´re low on resources (Battleroar passive). Incredible strong passive and as a DK you can go a more defensive route which IMO is WW greatest weakness since their selfheals is mediocre.
#3: Sorcerer Got some nice passives but I will try to explain why some of them aren´t very usefull.
- Implosion: On paper looks like an amazing feature as a WW (since our dmg is mostly physical). But since you´ll have so much burst damage as a WW, you´ll rarely ever proc implosion, which makes it not very usefull
- Reduced ulticost by 15%: Also sounds good on paper but not very usefull. Your goal when playing WW is to stay in WW-form as long/much as possible. Once you´ve transformed to WW the reduced ultimate cost is a waste. Remember that you can´t regen ultimate in WW-form
- 3 good passives remains: Increased magicka regen which isn´t going to help us a lot since your regen as a stamcharacter is already very low, Increased physical dmg (imo the increased weapondamage that Templar gets is better) and the reduced cost of magicka and stamina abilities (which is the most useful here).
- So overall Sorcs get 2 good passives: Reduced mag+stam cost and Increased physical damage
#4 Nightblade
Due to their lack of usefull passives in WW-form I place them low on my list. The increased regen by 15% is really good and also the increased critical damage is usefull, but that´s it.
#5 Warden:
No useful passives which makes them last on my list
RACE
The races you mention are good. Orc will give you more damage and extra surviveability (through HP-regen which is one of the best ways to stay alive as a WW). Imperial will give you more raw-stats to play around with. If you want more sustain I would strongly suggest going Redguard or Bosmer.
Gear:
Still experimenting myself with some setups so not sure what I would personally use. I don´t like shacklebreaker since stacking raw-stats isn´t as useful as it used to be. In general you want 1 Offensive set combined with 1 Defensive set when playing WW. Then regarding monster helm you´ve so many options. Almost all helmets are useful one way or another on WW.
Last note: Try to play WW in a group with other Werewolfs, much funnier that way
@Qbiken you forget the Catalyst passive meaning you can enter every fight with ww ult almost full, nb is top on my list for ww due to utility and the 15% mag rec goes a long way, but even in heavy you can easily keep 4.3k wd and have 2.6 k Stam recovery