ZOS Buff Werewolf for PVE
Goal:
- The goal is to make Werewolves more viable to PVE content while still providing counter play in pvp against werewolves.
- Increase the population of Werewolves because there's currently little incentive to become one.
- Offer more incentive to sacrificing an ultimate slot and two ability bars just to be a werewolf.
- Try to make this as simple as possible and hopefully give ZOS some more focus into the Werewolf Skill Line and make some improvements.
ULTIMATE
Werewolf Transformation
- Transform into your Werewolf Form. While transformed, your Light Attacks cause enemies to bleed for [x] Physical Damage over 8 seconds and your Physical and Spell Resistance are increased by 9966.
- While slotted, your Stamina Recovery is increased by 20%.
- You receive 25% more damage from Poison.
Remaining in Werewolf Form no longer has a timed duration, but it still costs Ultimate points to activate the ability. Players should be able to be a Werewolf as long as they want and should be integrated into the roleplay part of The Elder Scrolls Online experience much like any other part of TESO. Below are additional reasons.
- Because the Werewolf Form literally takes an Ultimate Slot it should be at the very least, as powerful as any other ultimate.
- You literally cannot gain additional Ultimate while in Werewolf Form, which further reduces damage potential in comparison to 2 ability bars and consistent ultimate gain of a regular ultimate ability. Being in Werewolf Form already has the penalty of no additional ultimate gain, and the current time limit makes it like it's too powerful or something that there needs to be a limit and high ultimate cost. So there absolutely needs to be compensation for those losses.
- While in Werewolf Form you have no Ultimate Ability, so you need to be as powerful as an Ultimate; the Warden Class bear at least has an Ultimate, but WW doesn't.
- Vampires typically have full immunity to flame penalty at Stage 1 and don't lose any ability slots or ultimate slots. They get a flat 10% bonus to both magicka and stamina recoveries and are able to maintain full functionality of all Class passives and abilities and the bonuses pertaining to abilities slotted.
- If the cost of Werewolf Transformation has to increase in order rid of the duration, it is totally worth it, so as long as we get to play the character we want to be.
ACTIVE ABILITIES:
- The mechanics of these abilities work out fine except provide viable end game PVE potential of which suggestions for adjustments are listed below in passives.
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Passives
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Pursuit (2 ranks)

- WHILE IN WEREWOLF FORM
- Increases Stamina return from Heavy Attacks by 50/100%.
Devour (1 rank)

- WHILE IN WEREWOLF FORM
- Restore [x] Health and [x] Stamina whenever you devour a corpse.
Resource return on devouring corpses gives incentive to feed. Feeding on corpses also makes the werewolf vulnerable to attacks as it takes some time to fully devour a corpse. In pvp, most players just resurrect before you can even devour them anyways.
Blood Rage (2 ranks)

- WHILE IN WEREWOLF FORM
- Increases your Weapon Damage by 20 for 10 seconds every time you take damage. This effect can stack up to 10 times(+200 weapon damage).
This allows more tactical counter play when in combat with werewolves, such as utilizing more ranged poison attacks and immobilization traps in lieu of taking them head on and bust. Unlike vampires, a Werewolf's weakness is widely exposed once it has transformed to its beast state, triggering a full assault of poison attacks. And yes this was the once glorious Wrath passive of Heavy Armor.
Blood Moon (1 rank)

- Allows player to turn another player into a Werewolf once every 7 days by returning to the Werewolf ritual site.
- Players infected with Vampirism cannot be turned.
Savage Strength (2 ranks)

- WHILE IN WEREWOLF FORM
- Increases Weapon Damage by 28%.
By remaining in Werewolf Form, all abilities other than Werewolf abilities are unable to be accessed, hence cutting off a huge part of damage output potential. Note also by remaining in Werewolf Form, most class passives are negated as well. By making the Werewolf Form damage slightly more in likeness with normal ability bars, passives, and rotations, the Werewolf Transformation is now more viable for endgame Vet Trials and Dungeons
Adamantine (2 ranks)

- WHILE IN WEREWOLF FORM
- Increases Health Recovery by 20%.
This perk better reflects the nature of werewolves having some regenerative abilities. Since most poison attacks deal relatively massive amounts of direct damage and damage over time, there needs to be some compensation for the large influx of damage received. The idea is for a werewolf beast to be a creature that takes effort to defeat rather than take it on with no effort at all. And considering werewolves are quite noticeable in size, it is very likely to get sprayed with waves of poison attacks anyways.
Images Source: http://elderscrollsonline.wiki.fextralife.com/World+Skills
Conclusion:
- This is a suggestion. Numbers are obviously subject to change.
- Compensation for sacrificing ability bars, Ultimate slot, Class Passives, and the ability to generate additional ultimate while in WW Form.
- ZOS needs to see to making WW more viable and with more incentives. Everyone is a vampire because of meta. There needs to be diversity in terms of build options, and without severe penalties.
To disagree and state opinions is fine. Just keep it civil and no bigotry.