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Werewolf Theorycrafting (PvP)

  • Skullstachio
    Skullstachio
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    I usually run Briarheart with pelinals aptitude alongside either mighty chudan, selene or valkyn skoria, 5 medium, 1 heavy & 1 Light. I am probably thinking about running dual-wield with a mace & dagger to help trigger the Briarheart proc more often in PvE as well as retaining a little extra damage on top of it.

    I also put champion points into medium armor focus & spell shield to offset some cost to resistances when using monster sets like selene, valkyn skoria, etc so as to retain around 33k worth of resistance in werewolf form whilst managing damage numbers.
    Edited by Skullstachio on March 16, 2018 3:33AM
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • Chrlynsch
    Chrlynsch
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    Alpha-Lupi wrote: »
    I usually run Briarheart with pelinals aptitude alongside either mighty chudan, selene or valkyn skoria, 5 medium, 1 heavy & 1 Light. I am probably thinking about running dual-wield with a mace & dagger to help trigger the Briarheart proc more often in PvE as well as retaining a little extra damage on top of it.

    I also put champion points into medium armor focus & spell shield to offset some cost to resistances when using monster sets like selene, valkyn skoria, etc so as to retain around 33k worth of resistance in werewolf form whilst managing damage numbers.

    Alpha, You are much better off not putting any points into medium armor focus, and spell shield. Instead place more points into Elemental Defender, Thick skinned, Hardy, Iron Clad as this will net you more overall damage mitigation.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Qbiken
    Qbiken
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    Anybody run WW on Sword and Board using poisons? I know losing the Glyph of rage plus the offhand weapon damage would be substantial, but say you're using Assassin's guile with the drain magicka, drain health, and immobilize/immovable poison; you'd be turning your light attacks into a CC, adding a second dot, more than doubling your own health recovery (assuming you aren't normally using troll king), making it so you don't need immovable pots and can instead use vitality or double healing + invisibility pots, decreasing the amount of times your target can purge, cast a damage shield, Cloak, or use any ability at all that costs magicka, and increasing your own mag recovery. All this plus the shield enchantment, CP bonuses, and trait. Or you could run with one of the minor defile poisons, that would stack with yourClaws Major defile. 69% healing reduction with Befoul CP.

    The cost would be really damn high, over 600 buffed weapon damage, I think, but the trade off could be nice as well.

    Also, what's the ideal second enchantment? I've been switching between frost to proc minor maim and poison. on my werewarden. Kind of want to try out the prismatic onslaught enchantment to give me an edge against other werewolves and vampires.

    Assassin´s Guile is a set I´ve had my eyes on for a while now. Might actually re-download the PTS just to try it out. The huge downside however with the set is when you´re facing anyone with a purge (Templars or Wardens), your poisons aren't active anymore. And as you say, the trade-off with roughly 600 weapon-damage is a lot, but I can definitely see the set being used when playing in a small group.
    I think it´s a common theme for werewolfs. There´re a few decent solo-builds out there, but those have its limits, but the amount of builds/setups that would work very well in a group-scenario for werewolfs are huge. Will be interesting to see in the future what jewel-crafting will give us. Depending on how it´s implemented the opportunities for werewolfs in PvP looks promising.

    Regarding enchantments: I´ve a few personal preferences regarding enchantments. These are:
    * Prismatic enchant: Preferably use it on an infused weapon.
    * Weakening enchant (Thank you @Aznox for opening my eyes to this one, there´s a noticeable difference in 1v1)
    * Berserk enchant: For obvious reasons
    * Oblivion enchant: Actually kind of nice for 1h&S users if you ask me.
  • Chrlynsch
    Chrlynsch
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    Anybody run WW on Sword and Board using poisons? I know losing the Glyph of rage plus the offhand weapon damage would be substantial, but say you're using Assassin's guile with the drain magicka, drain health, and immobilize/immovable poison; you'd be turning your light attacks into a CC, adding a second dot, more than doubling your own health recovery (assuming you aren't normally using troll king), making it so you don't need immovable pots and can instead use vitality or double healing + invisibility pots, decreasing the amount of times your target can purge, cast a damage shield, Cloak, or use any ability at all that costs magicka, and increasing your own mag recovery. All this plus the shield enchantment, CP bonuses, and trait. Or you could run with one of the minor defile poisons, that would stack with yourClaws Major defile. 69% healing reduction with Befoul CP.

    The cost would be really damn high, over 600 buffed weapon damage, I think, but the trade off could be nice as well.

    Also, what's the ideal second enchantment? I've been switching between frost to proc minor maim and poison. on my werewarden. Kind of want to try out the prismatic onslaught enchantment to give me an edge against other werewolves and vampires.

    Good questions @Amdar_Godkiller! By running Assassin's Guile and poisons you are sacrificing a lot of weapon damage and Sell damage, more along the lines of 1000 buffed, and 3000 spell damage or roughly a 5k PVP heal through lack of using Pelinal's. Werewolf synergies so well with increasing weapon damage this alone is its greatest strength. You don't want to deviate too far away from increasing this raw number.

    While adding the extra snare is interesting, werewolf really isn't in need of another CC, we already have an instant cast, and a fear. Adding this would make it a lot harder to land the off balance heavy combo.

    If it came down to a straight 1v1 or you could customize your poisons in combat on the fly you might actually have some success with using a set up with poisons. But this is only when when fighting classes that don't have built in poison counters aka nighblades and Templars.

    I think the biggest drawback in my mind is the fact that you can't pair this set with any of the strong werewolf sets available. Pelinal's, mechanical acuity, shackelbreaker, clever alchemist. If and when Jewelry crafting is on the table I could see myself playing and testing this set more often.

    As for your question on enchant. I find myself using the restore magic glyph as it equals 400+ magicka Regen plus some damage. I still use prisoner's frequently this allows me to always have magic coming in either on the offensive or defensively.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Gravis
    Gravis
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    Kinda curious, but... Is the main reason to not use a 2h as the weapon on the same bar as WW being the ult, due to having one less enchantment space, or... ? That said, what I would give for 2handed weapons like 2h and staves to get a x2 count due to using both slots...

    Other than that, this thread has been very informative! Definitely got my creative juices pump!
  • Qbiken
    Qbiken
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    The big drawback with Prisoner´s Rags set is that you´re in serious trouble when snared (WTB rework of Hircine´s Fortitude into a purge). Trying to sprint with all snares stacking is a nightmare and you more or less forced to stay your ground which the "Beast of Bruma" build isn´t really made for. If I can´t utilize line of sight with the BoB build I find myself dead more than alive to be honest ^^

    I´ll will start testing Barkskin and Ranger´s Gait a bit more soon to see how it deals with snares. I´ve tried them before but not tested them out with the current builds I´m using. Will update as soon as I´ve done some more testing. But from earlier experience I found Ranger´s Gait to be a really nice set in werewolf form.
  • Qbiken
    Qbiken
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    Gravis wrote: »
    Kinda curious, but... Is the main reason to not use a 2h as the weapon on the same bar as WW being the ult, due to having one less enchantment space, or... ? That said, what I would give for 2handed weapons like 2h and staves to get a x2 count due to using both slots...

    Other than that, this thread has been very informative! Definitely got my creative juices pump!

    As I see it there´re two reasons to run with dual-wield or 1h&S on your werewolf-bar:

    1. It lets you utilize two enchants (at least for dual-wield)
    2. It lets you run a 5-5-2 setup (two 5 piece bonuses and a monster helmet)
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    With the reduction of snares in PvP I prefer running salvation since I usually run in our PvP guild s group, barkskin is nice when you play solo thou. What I will try is running asylum in decisive with soul harvest frontbar, if I feel my ww recharges fast enough I might give barkskin a nother go, otherwise the ridiculously high Ulti cost is the bigger problem for me.
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    I Really falt when they tuned snares down, I COULD FINALLY MOVE HALLELUJAH
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • Aznox
    Aznox
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    maybe if you link them maybe we can find something missing,
    Gravis wrote: »
    Kinda curious, but... Is the main reason to not use a 2h as the weapon on the same bar as WW being the ult, due to having one less enchantment space, or... ? That said, what I would give for 2handed weapons like 2h and staves to get a x2 count due to using both slots...

    Other than that, this thread has been very informative! Definitely got my creative juices pump!

    Main reason is that 2H prevents you from going 5/5/2 sets.
    Could maybe work with 5/3(agility)/2 because dual wield passive that gives 80 weapon damage (6% of offhand weapon) does not work in WW so base weapon damage would be slightly higher with 2H than DW.

    But then ad the loss of the infused off-hand and i think its strictly inferior for "full-time" WW builds.
    Edited by Aznox on March 16, 2018 10:37AM
    Aznox
    PC EU
    Khajiit Orc Bosmer Stamina Sorcerer and Werewolf Stage 3 Vampire
    I live in Battlegrounds
    Theorycrafting enthusiast
    Official Cheese Lord
    CP1500+ club
  • Aznox
    Aznox
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    I also really like the idea of assassin's guile set and adapting poisons to your opponents, but i already get enough crying PMs afters duel as is, adding another set of things for people to use as excuses would bring it over the top.

    Also this set would be better in a non-werewolf build because it would buff 2 poisons/10sec instead of one poison every 10sec in WW.
    Aznox
    PC EU
    Khajiit Orc Bosmer Stamina Sorcerer and Werewolf Stage 3 Vampire
    I live in Battlegrounds
    Theorycrafting enthusiast
    Official Cheese Lord
    CP1500+ club
  • Chrlynsch
    Chrlynsch
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    Qbiken wrote: »
    The big drawback with Prisoner´s Rags set is that you´re in serious trouble when snared (WTB rework of Hircine´s Fortitude into a purge). Trying to sprint with all snares stacking is a nightmare and you more or less forced to stay your ground which the "Beast of Bruma" build isn´t really made for. If I can´t utilize line of sight with the BoB build I find myself dead more than alive to be honest ^^

    I´ll will start testing Barkskin and Ranger´s Gait a bit more soon to see how it deals with snares. I´ve tried them before but not tested them out with the current builds I´m using. Will update as soon as I´ve done some more testing. But from earlier experience I found Ranger´s Gait to be a really nice set in werewolf form.

    You can still sprint... it just looks like you are on a treadmill or doing an RP walk after too many layers of snares:wink:

    But I understand where you are coming from, but BOB gives you the ability to heal wayyyyyyy more often. I highly recommend using either Vitality/lingering health pots or a nice escape potion if you are presented with a situation you can not control. Absolute worst case... drop werewolf form.

    While in human form, escaping (at least with my templar) is really easy. Unlimited clense & reduced sprint cost, spamible heal.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Chrlynsch
    Chrlynsch
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    Werewolf timer and ability timer info

    Dug into these numbers today, thought I would share them with the class.

    Base
    Werewolf transformation: 30 sec
    Feral Pounce: 4 sec
    Blood Rage: 3 sec
    Devour: 12 sec

    One Werewolf: Call of the Pack 2/2
    Werewolf transformation: 37.5 sec
    Feral Pounce: 5 sec
    Blood Rage: 3.75 sec
    Devour: 15 sec

    Two Werewolves: Call of the Pack 2/2
    Werewolf transformation: 50 sec
    Feral Pounce: 6.6666667 sec
    Blood Rage: 5 sec
    Devour: 20 sec

    Three Werewolves: Call of the Pack 2/2
    Werewolf transformation: 75 sec
    Feral Pounce: 10 sec
    Blood Rage: 7.5 sec
    Devour: 30 sec

    Four Werewolves: Call of the Pack 2/2
    Werewolf transformation: 150 sec
    Feral Pounce: 20 sec
    Blood Rage: 15 sec
    Devour: 60 sec
    Edited by Chrlynsch on March 16, 2018 6:41PM
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Datolite
    Datolite
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    Damn. I need to find me some WW friends...
  • Chrlynsch
    Chrlynsch
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    Damn. I need to find me some WW friends...

    EU/US?
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Gravis
    Gravis
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    Aznox wrote: »
    maybe if you link them maybe we can find something missing,
    Gravis wrote: »
    Kinda curious, but... Is the main reason to not use a 2h as the weapon on the same bar as WW being the ult, due to having one less enchantment space, or... ? That said, what I would give for 2handed weapons like 2h and staves to get a x2 count due to using both slots...

    Other than that, this thread has been very informative! Definitely got my creative juices pump!

    Main reason is that 2H prevents you from going 5/5/2 sets.
    Could maybe work with 5/3(agility)/2 because dual wield passive that gives 80 weapon damage (6% of offhand weapon) does not work in WW so base weapon damage would be slightly higher with 2H than DW.

    But then ad the loss of the infused off-hand and i think its strictly inferior for "full-time" WW builds.

    Well, how big about would the dps difference be (sets removed from equation) between 2h in WW and DW in WW form? I mean, doesn't WW dmg scale directly from your weapons dmg and wouldn't that mean that 2h WW scales a bit higher? As for set, couldn't it be worked around by using an undaunted 1-set, such as one of the helms? (Though yes, losing a slot is quite a blow...)
  • Datolite
    Datolite
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    Chrlynsch wrote: »
    Damn. I need to find me some WW friends...

    EU/US?

    I'm NA, though I should warn you I'm a filthy casual. ;D
  • Chrlynsch
    Chrlynsch
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    Chrlynsch wrote: »
    Damn. I need to find me some WW friends...

    EU/US?

    I'm NA, though I should warn you I'm a filthy casual. ;D

    Hit me up brother! @Chrlynsch in game. I've got a home for ya. Never hunt alone!
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    My current WW-Setup(seems to work very very well gnihihiihihi) :devil: (stamina nightblade)
    Frontbar (human 2h): surprise attack, exicutioner, mass hysteria, shadow image, Rally(yes, rally on heavy armor), [Soul Harvest]
    Backbar(human dual wield mace/dagger(pen and crit for more vigor crits): Blood Craze, dark cloak, resolving vigor, quick cloak, leeching strikes, [WW Beserker]
    WW-Bar: Claws of Anguish, Howl of Agony, Rousing Roar, Feral pounce, Hircines Rage
    Armor:
    Frontbar 2h: ulti charge and kiting bar
    Asylum 2h(decicive), Magica cost poison/detection poison against nightblades in human form
    Backbar: Mainhand: Pelinals Dagger: (nirnhoned, beserker enchant)
    Offhand: Barkskin Mace: (infused, absorb magica enchantment)
    Buffbar 4 dots and heals, WW-Bar
    Head: Thurvokun´s Visage(heavy, impen, multi-effect enchantment) Aoe-debuff also handy in pulling nb out of stealth when they want to stealth near you or stealth+heavy attack+incap pulling them out every single time since this set does little damage but still damage which pulls people out of stealth
    Chest: Pelinals Curass(heavy, impenetrable, Multi-Effect Enchantment) standard ww-set,k superb heals makes ww-usable in open world pvp)
    Shoulders: Thurvoku´s Epoulets(light, impenetrable, stamina enchantment)--->we go for 5/1/1
    Belt: Pelinals Girdle(heavy, impenetrable, stamina enchantment)
    Hands: Barkskin Bracers(medium/impenetrable, stamina enchant)---> physical resistance, heal when snared(1.3k ish) and 1k stamian when snared every 5 secs
    >400 stamina recovery and snares only last half as long
    Legs: Pelinals Greaves: (heavy, impenetrable, multi-effect enchantment))
    Feet: Pelinals Sabatons(heavy impenetrable, stamina enchantment)

    neck: Barkskin necklace(weapon damage enchantment)
    Ring1: Barkskin Ring(weapon damage enchantment
    Ring 2: Barkskin Ring ( stamina recovery enchantment)
    pretty nasty heal debuff and good damage+ due to thurvokun very tanky(i was testing it against a farming troup by standing in their ulti bombs(4+DboS were no problem to handle)
    Warrior Mundus+Tri-Food

    Setup working extremly well with me im loving it :heart:
    Edited by IlCanis_LupuslI on March 18, 2018 12:23PM
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • Qbiken
    Qbiken
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    My current WW-Setup(seems to work very very well gnihihiihihi) :devil: (stamina nightblade)
    Frontbar (human 2h): surprise attack, exicutioner, mass hysteria, shadow image, Rally(yes, rally on heavy armor), [Soul Harvest]
    Backbar(human dual wield mace/dagger(pen and crit for more vigor crits): Blood Craze, dark cloak, resolving vigor, quick cloak, leeching strikes, [WW Beserker]
    WW-Bar: Claws of Anguish, Howl of Agony, Rousing Roar, Feral pounce, Hircines Rage
    Armor:
    Frontbar 2h: ulti charge and kiting bar
    Asylum 2h(decicive), Magica cost poison/detection poison against nightblades in human form
    Backbar: Mainhand: Pelinals Dagger: (nirnhoned, beserker enchant)
    Offhand: Barkskin Mace: (infused, absorb magica enchantment)
    Buffbar 4 dots and heals, WW-Bar
    Head: Thurvokun´s Visage(heavy, impen, multi-effect enchantment) Aoe-debuff also handy in pulling nb out of stealth when they want to stealth near you or stealth+heavy attack+incap pulling them out every single time since this set does little damage but still damage which pulls people out of stealth
    Chest: Pelinals Curass(heavy, impenetrable, Multi-Effect Enchantment) standard ww-set,k superb heals makes ww-usable in open world pvp)
    Shoulders: Thurvoku´s Epoulets(light, impenetrable, stamina enchantment)--->we go for 5/1/1
    Belt: Pelinals Girdle(heavy, impenetrable, stamina enchantment)
    Hands: Barkskin Bracers(medium/impenetrable, stamina enchant)---> physical resistance, heal when snared(1.3k ish) and 1k stamian when snared every 5 secs
    >400 stamina recovery and snares only last half as long
    Legs: Pelinals Greaves: (heavy, impenetrable, multi-effect enchantment))
    Feet: Pelinals Sabatons(heavy impenetrable, stamina enchantment)

    neck: Barkskin necklace(weapon damage enchantment)
    Ring1: Barkskin Ring(weapon damage enchantment
    Ring 2: Barkskin Ring ( stamina recovery enchantment)
    pretty nasty heal debuff and good damage+ due to thurvokun very tanky(i was testing it against a farming troup by standing in their ulti bombs(4+DboS were no problem to handle)
    Warrior Mundus+Tri-Food

    Setup working extremly well with me im loving it :heart:

    This setup looks very nice. I´m on it :D
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    Oh you play that exact Setup already?? @Qbiken
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • Qbiken
    Qbiken
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    Oh you play that exact Setup already?? @Qbiken

    I meant that I´ll try it out very soon ^^
  • IlCanis_LupuslI
    IlCanis_LupuslI
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    Ooooh, but im really liking the heals/tankyness/substain from barkskin and the aoe from thurvokun which gives me better cards against stamblades and all melee fighters, pulling them out of stealth very regulary, reducing their damage . I have no issues vs Range dps since usually to do their dangerous mooves(incap---->merciless combo magblade for example) they have 2 get close where im more dangerous aswell as a melee fighter(WW-duh of course melee fighter can you imagine a ww-ranged bbuild XD). Pelinials is reliable as ever. plus with barkskin that what costs me the most resources(snares and roots) actually give me resources baack, making the overall stamina substain a lot better(also the changed heavy attack while off-balanced is really nice im getting 13-14k stamina back per heavy attack :heart:
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • andreyss
    andreyss
    I have a stam DK a stam warden and a Stamplar that are candidates for being WW, the DK is a dark elf, stam warden is an orc and stamplar an argonian. I think the best candidate to WW would be my warden. Basically i am thinking to combine Ravager set with reactive set and maybe 1 monster piece, and dw or sword and shield, and backbar 2h asylum axe or 2h hammer. Dont think i can fit 2 monster pieces. would this work ?
    If i have to use a monster set, i got troll king

    my cp is 347

    Would this 2 sets would work without WW form also ? cause from what i saw ww only lasts few seconds
  • Qbiken
    Qbiken
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    andreyss wrote: »
    I have a stam DK a stam warden and a Stamplar that are candidates for being WW, the DK is a dark elf, stam warden is an orc and stamplar an argonian. I think the best candidate to WW would be my warden. Basically i am thinking to combine Ravager set with reactive set and maybe 1 monster piece, and dw or sword and shield, and backbar 2h asylum axe or 2h hammer. Dont think i can fit 2 monster pieces. would this work ?
    If i have to use a monster set, i got troll king

    my cp is 347

    Would this 2 sets would work without WW form also ? cause from what i saw ww only lasts few seconds

    I would say your Argonian stamplar is the best candidate for werewolf. The class- and racial passives suits a werewolf oriented build slightly better. Orc is a great race for werewolf, however, I don´t see Warden as such a great class for werewolf. Some people will disagree with me, but I´ll stand by that statement for now. Simple reason is that Warden only got one passive that is active in werewolf-form (Icy Aura, which reduce effectiveness of snares applied to you by 15%). It´s not a bad passive, but an Argonian Stamplar has really useful passives. But if you want to go with your Warden as a werewolf, I say go for it, getting used to the playstyle is more important than anything else.

    While the majority of our damage is melee damage, I´ve found the uptime on Ravager to be really low on a werewolf. It´s a good set for stamplar in human form, since both Biting Jabs and Burning Light (passive) can proc it. If you´re after burst damage I would look more towards Clever Alchemist, just take note that you need to be in combat to proc the Clever Alchemist 5 piece bonus (even though the tooltip of the set doesn´t say so). Reactive is a good choice if you want to stay on the defensive side.

    If you want to use your suggested setup I would go with the following:
    5 Reactive (5 Body)
    5 Ravager (3 Jewels + 2 Weapons on frontbar): You want the Werewolf ultimate on this bar.
    Asylum 2-hander Backbar
    2 pieceTrollking Monster helmet.
  • Nelson_Rebel
    Nelson_Rebel
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    Qbiken wrote: »
    andreyss wrote: »
    I have a stam DK a stam warden and a Stamplar that are candidates for being WW, the DK is a dark elf, stam warden is an orc and stamplar an argonian. I think the best candidate to WW would be my warden. Basically i am thinking to combine Ravager set with reactive set and maybe 1 monster piece, and dw or sword and shield, and backbar 2h asylum axe or 2h hammer. Dont think i can fit 2 monster pieces. would this work ?
    If i have to use a monster set, i got troll king

    my cp is 347

    Would this 2 sets would work without WW form also ? cause from what i saw ww only lasts few seconds

    I would say your Argonian stamplar is the best candidate for werewolf. The class- and racial passives suits a werewolf oriented build slightly better. Orc is a great race for werewolf, however, I don´t see Warden as such a great class for werewolf. Some people will disagree with me, but I´ll stand by that statement for now. Simple reason is that Warden only got one passive that is active in werewolf-form (Icy Aura, which reduce effectiveness of snares applied to you by 15%). It´s not a bad passive, but an Argonian Stamplar has really useful passives. But if you want to go with your Warden as a werewolf, I say go for it, getting used to the playstyle is more important than anything else.

    While the majority of our damage is melee damage, I´ve found the uptime on Ravager to be really low on a werewolf. It´s a good set for stamplar in human form, since both Biting Jabs and Burning Light (passive) can proc it. If you´re after burst damage I would look more towards Clever Alchemist, just take note that you need to be in combat to proc the Clever Alchemist 5 piece bonus (even though the tooltip of the set doesn´t say so). Reactive is a good choice if you want to stay on the defensive side.

    If you want to use your suggested setup I would go with the following:
    5 Reactive (5 Body)
    5 Ravager (3 Jewels + 2 Weapons on frontbar): You want the Werewolf ultimate on this bar.
    Asylum 2-hander Backbar
    2 pieceTrollking Monster helmet.

    The Max health passive also works in werewolf form on a Warden


    So techinically two passives.

    The last passive in green balace gives you
    minor toughness regardless how you heal yourself
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Qbiken wrote: »
    andreyss wrote: »
    I have a stam DK a stam warden and a Stamplar that are candidates for being WW, the DK is a dark elf, stam warden is an orc and stamplar an argonian. I think the best candidate to WW would be my warden. Basically i am thinking to combine Ravager set with reactive set and maybe 1 monster piece, and dw or sword and shield, and backbar 2h asylum axe or 2h hammer. Dont think i can fit 2 monster pieces. would this work ?
    If i have to use a monster set, i got troll king

    my cp is 347

    Would this 2 sets would work without WW form also ? cause from what i saw ww only lasts few seconds

    I would say your Argonian stamplar is the best candidate for werewolf. The class- and racial passives suits a werewolf oriented build slightly better. Orc is a great race for werewolf, however, I don´t see Warden as such a great class for werewolf. Some people will disagree with me, but I´ll stand by that statement for now. Simple reason is that Warden only got one passive that is active in werewolf-form (Icy Aura, which reduce effectiveness of snares applied to you by 15%). It´s not a bad passive, but an Argonian Stamplar has really useful passives. But if you want to go with your Warden as a werewolf, I say go for it, getting used to the playstyle is more important than anything else.

    While the majority of our damage is melee damage, I´ve found the uptime on Ravager to be really low on a werewolf. It´s a good set for stamplar in human form, since both Biting Jabs and Burning Light (passive) can proc it. If you´re after burst damage I would look more towards Clever Alchemist, just take note that you need to be in combat to proc the Clever Alchemist 5 piece bonus (even though the tooltip of the set doesn´t say so). Reactive is a good choice if you want to stay on the defensive side.

    If you want to use your suggested setup I would go with the following:
    5 Reactive (5 Body)
    5 Ravager (3 Jewels + 2 Weapons on frontbar): You want the Werewolf ultimate on this bar.
    Asylum 2-hander Backbar
    2 pieceTrollking Monster helmet.

    The Max health passive also works in werewolf form on a Warden


    So techinically two passives.

    The last passive in green balace gives you
    minor toughness regardless how you heal yourself

    From what I´ve heard and read it only works on actual allies (certain sets/skills consider yourself an ally while others don´t), but I can be wrong. But even if it does, I would still pick Templar over Warden for a werewolf build.
    Edited by Qbiken on March 19, 2018 12:42PM
  • Aznox
    Aznox
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    Qbiken wrote: »

    I would say your Argonian stamplar is the best candidate for werewolf.

    [...]

    If you want to use your suggested setup I would go with the following:
    5 Reactive (5 Body)
    5 Ravager (3 Jewels + 2 Weapons on frontbar): You want the Werewolf ultimate on this bar.
    Asylum 2-hander Backbar
    2 pieceTrollking Monster helmet.

    +1
    Aznox
    PC EU
    Khajiit Orc Bosmer Stamina Sorcerer and Werewolf Stage 3 Vampire
    I live in Battlegrounds
    Theorycrafting enthusiast
    Official Cheese Lord
    CP1500+ club
  • Amdar_Godkiller
    Amdar_Godkiller
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    Qbiken wrote: »
    Anybody run WW on Sword and Board using poisons? I know losing the Glyph of rage plus the offhand weapon damage would be substantial, but say you're using Assassin's guile with the drain magicka, drain health, and immobilize/immovable poison; you'd be turning your light attacks into a CC, adding a second dot, more than doubling your own health recovery (assuming you aren't normally using troll king), making it so you don't need immovable pots and can instead use vitality or double healing + invisibility pots, decreasing the amount of times your target can purge, cast a damage shield, Cloak, or use any ability at all that costs magicka, and increasing your own mag recovery. All this plus the shield enchantment, CP bonuses, and trait. Or you could run with one of the minor defile poisons, that would stack with yourClaws Major defile. 69% healing reduction with Befoul CP.

    The cost would be really damn high, over 600 buffed weapon damage, I think, but the trade off could be nice as well.

    Also, what's the ideal second enchantment? I've been switching between frost to proc minor maim and poison. on my werewarden. Kind of want to try out the prismatic onslaught enchantment to give me an edge against other werewolves and vampires.

    Assassin´s Guile is a set I´ve had my eyes on for a while now. Might actually re-download the PTS just to try it out. The huge downside however with the set is when you´re facing anyone with a purge (Templars or Wardens), your poisons aren't active anymore. And as you say, the trade-off with roughly 600 weapon-damage is a lot, but I can definitely see the set being used when playing in a small group.
    I think it´s a common theme for werewolfs. There´re a few decent solo-builds out there, but those have its limits, but the amount of builds/setups that would work very well in a group-scenario for werewolfs are huge. Will be interesting to see in the future what jewel-crafting will give us. Depending on how it´s implemented the opportunities for werewolfs in PvP looks promising.

    Regarding enchantments: I´ve a few personal preferences regarding enchantments. These are:
    * Prismatic enchant: Preferably use it on an infused weapon.
    * Weakening enchant (Thank you @Aznox for opening my eyes to this one, there´s a noticeable difference in 1v1)
    * Berserk enchant: For obvious reasons
    * Oblivion enchant: Actually kind of nice for 1h&S users if you ask me.

    Thanks for the feedback!

    I use the weakening enchantment sometimes as well. Probably the better route for me over the frost glyph since weakening debuffs both damage and healing.
  • Amdar_Godkiller
    Amdar_Godkiller
    ✭✭✭✭✭
    Chrlynsch wrote: »
    Anybody run WW on Sword and Board using poisons? I know losing the Glyph of rage plus the offhand weapon damage would be substantial, but say you're using Assassin's guile with the drain magicka, drain health, and immobilize/immovable poison; you'd be turning your light attacks into a CC, adding a second dot, more than doubling your own health recovery (assuming you aren't normally using troll king), making it so you don't need immovable pots and can instead use vitality or double healing + invisibility pots, decreasing the amount of times your target can purge, cast a damage shield, Cloak, or use any ability at all that costs magicka, and increasing your own mag recovery. All this plus the shield enchantment, CP bonuses, and trait. Or you could run with one of the minor defile poisons, that would stack with yourClaws Major defile. 69% healing reduction with Befoul CP.

    The cost would be really damn high, over 600 buffed weapon damage, I think, but the trade off could be nice as well.

    Also, what's the ideal second enchantment? I've been switching between frost to proc minor maim and poison. on my werewarden. Kind of want to try out the prismatic onslaught enchantment to give me an edge against other werewolves and vampires.

    Good questions @Amdar_Godkiller! By running Assassin's Guile and poisons you are sacrificing a lot of weapon damage and Sell damage, more along the lines of 1000 buffed, and 3000 spell damage or roughly a 5k PVP heal through lack of using Pelinal's. Werewolf synergies so well with increasing weapon damage this alone is its greatest strength. You don't want to deviate too far away from increasing this raw number.

    While adding the extra snare is interesting, werewolf really isn't in need of another CC, we already have an instant cast, and a fear. Adding this would make it a lot harder to land the off balance heavy combo.

    If it came down to a straight 1v1 or you could customize your poisons in combat on the fly you might actually have some success with using a set up with poisons. But this is only when when fighting classes that don't have built in poison counters aka nighblades and Templars.

    I think the biggest drawback in my mind is the fact that you can't pair this set with any of the strong werewolf sets available. Pelinal's, mechanical acuity, shackelbreaker, clever alchemist. If and when Jewelry crafting is on the table I could see myself playing and testing this set more often.

    As for your question on enchant. I find myself using the restore magic glyph as it equals 400+ magicka Regen plus some damage. I still use prisoner's frequently this allows me to always have magic coming in either on the offensive or defensively.

    I might give that magicka return glyph a shot. Even with Prisoner's, there are times when more mag recovery could mean not dying.

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