VaranisArano wrote: »The one place that werewolf has been consistently powerful in comparison to other builds is low-level Battlegrounds.
The problem is that its hard to tell how much of that is the Werewolf itself, and how much of that is the experience of the PVPers who grind up WW at low levels so they can use it in BGs. Like much of PVP, I'm sure a WW in the hands of a newbie isnt going to be anything to wrote home about.
It wasn't just lowbie PvP, WW overperformed in nonCP PvP scenarios because of how easy it was to throw on Wolfhunter sets, light attack targets to stack em with bleeds, and fear/defile them while running away and healing relatively fast because the WW stacked into Health which boosted their healing attributes.
I'm not a fan of WWs at all, but they were relatively balanced once they standardized how their DoTs worked, and only needed minor tuning beyond that.
@Darcwolf
The moment you linked alcast as a reference you lost most credibility you might have had left.......
FenrisWolf1136 wrote: »Unless something changed overnight it sounds like you don't know what you're talking about. Have you tried Alcasts "claws" werewolf build? I can reliably pull 35k+ dps easy in any pug dungeon group, and 50k+ in a good trial group.
Let me look at some of your complaints
"They are the lowest stamina PVE DPS.
They are the worst stamina solo open world PVP build."
I can't comment much on lowest stamina pve dps, but 90% of the time I out DPS others in dungeons, so I have a hard time believing that.
Solo open world I have literally no problem killing people, the only problem is loosing werewolf while roaming, that does suck.
"They are incapable of reliably tanking because weapon passives do not apply, and because their gap closer is not considered a "charge" for the tormentor set. Even if they could hold taunt, they have precious little utility to offer, barring an aoe root (that costs your block resource) and a fracture that only now works on bosses, but also doesn't apply breach."
The only problem werewolf has with tanking is a lack of a taunt. I'm a WW NB medium armor and have pretty much no issue tanking things. With the change that allows you to keep werewolf time by attacking I have no issues with this at all. Only time I haven't tried this is in a trial, which I wouldn't want to, because I'm not a tank. But I regularly step up in dungeons and tank if the real tank goes down, or on world bosses.
Also a build like this is great for VMA
https://alcasthq.com/eso-solo-stamina-werewolf-build-pve/
They are one of the lowest of the stam dps, most other stam classes can pull 80k - 100k. Highest I've pulled on werewolf is 75k average on a sorc orc. Plus classes are not limited by a timer, lack of range, and group buffs.
They are not designed to be tanks, they have a good bit of resistances but agreed that they don't have the skills to back that up.
While werewolf in solo play is pretty nice, you should bring one into a vet dlc trial. The crags are easy enough to get through. 50k+ won't get you into most dlc vet trials progression guilds. One of mine requires 80k+ min for stam to get core runs. Most of those guilds see werewolf and you get shot down before getting a word further. (Not all, but I've been turned down for just being a werewolf more times than I've been accepted).
The claws setup from alcast isn't something i would recommend to people looking to pull some higher dps. Isn't bad for learning vma, but after learning it, a regular build works way better. Sets to use are bloodmoon, relequen, and molag kena. With the right cp setup and the shadow mundus, i pull 70k average with the berserker morph. (My stam dragonknight werewolf).
DocFrost72 wrote: »
DocFrost72 wrote: »
They are good at being werewolvesIts a nice template of dot's, direct damage, cc, gap closer and a heal. Huge mitigation, stamina and sustain buff. An average stam build is able to do things he cant without WW. Like certain overland bosses or dungeon bosses.
They are maybe not in a state to compete in PvE and PvP top tier endgame. But they are not a class and it is arguable if they belong into top tier endgame.
I still believe one reason they were hit so hard was low level BG's where they were easily over powering others.
@Darcwolf
The moment you linked alcast as a reference you lost most credibility you might have had left.......
Is there a problem with my pve build?FenrisWolf1136 wrote: »Unless something changed overnight it sounds like you don't know what you're talking about. Have you tried Alcasts "claws" werewolf build? I can reliably pull 35k+ dps easy in any pug dungeon group, and 50k+ in a good trial group.
Let me look at some of your complaints
"They are the lowest stamina PVE DPS.
They are the worst stamina solo open world PVP build."
I can't comment much on lowest stamina pve dps, but 90% of the time I out DPS others in dungeons, so I have a hard time believing that.
Solo open world I have literally no problem killing people, the only problem is loosing werewolf while roaming, that does suck.
"They are incapable of reliably tanking because weapon passives do not apply, and because their gap closer is not considered a "charge" for the tormentor set. Even if they could hold taunt, they have precious little utility to offer, barring an aoe root (that costs your block resource) and a fracture that only now works on bosses, but also doesn't apply breach."
The only problem werewolf has with tanking is a lack of a taunt. I'm a WW NB medium armor and have pretty much no issue tanking things. With the change that allows you to keep werewolf time by attacking I have no issues with this at all. Only time I haven't tried this is in a trial, which I wouldn't want to, because I'm not a tank. But I regularly step up in dungeons and tank if the real tank goes down, or on world bosses.
Also a build like this is great for VMA
https://alcasthq.com/eso-solo-stamina-werewolf-build-pve/
They are one of the lowest of the stam dps, most other stam classes can pull 80k - 100k. Highest I've pulled on werewolf is 75k average on a sorc orc. Plus classes are not limited by a timer, lack of range, and group buffs.
They are not designed to be tanks, they have a good bit of resistances but agreed that they don't have the skills to back that up.
While werewolf in solo play is pretty nice, you should bring one into a vet dlc trial. The crags are easy enough to get through. 50k+ won't get you into most dlc vet trials progression guilds. One of mine requires 80k+ min for stam to get core runs. Most of those guilds see werewolf and you get shot down before getting a word further. (Not all, but I've been turned down for just being a werewolf more times than I've been accepted).
The claws setup from alcast isn't something i would recommend to people looking to pull some higher dps. Isn't bad for learning vma, but after learning it, a regular build works way better. Sets to use are bloodmoon, relequen, and molag kena. With the right cp setup and the shadow mundus, i pull 70k average with the berserker morph. (My stam dragonknight werewolf).
These are the exact sets that are used in the Claws Setup?
I feel like people are misunderstanding the two builds here, the Claws build is meant for optimized damage in Dungeons, whereas the Solo Werewolf build is made for high survival solo play with ease of access in terms of gear.
If you guys have any feedback in terms of how to improve the setups, I will gladly implement it.
The magicka cost to the burst heal is way too high for a stamina build. Can hit it 2x and you're done.
Mag characters don't use werewolf.
The magicka cost to the burst heal is way too high for a stamina build. Can hit it 2x and you're done.
Mag characters don't use werewolf.
This is my biggest concern for my girl now that the patch has dropped. I played her before the patch dropped specifically so I wouldn't have to deal with this. Well, that and she's getting slapped really hard with the AoE reductions too. I don't think she'll be able to solo world bosses anymore, which really sucks.
VaranisArano wrote: »The one place that werewolf has been consistently powerful in comparison to other builds is low-level Battlegrounds.
The problem is that its hard to tell how much of that is the Werewolf itself, and how much of that is the experience of the PVPers who grind up WW at low levels so they can use it in BGs. Like much of PVP, I'm sure a WW in the hands of a newbie isnt going to be anything to wrote home about.
It wasn't just lowbie PvP, WW overperformed in nonCP PvP scenarios because of how easy it was to throw on Wolfhunter sets, light attack targets to stack em with bleeds, and fear/defile them while running away and healing relatively fast because the WW stacked into Health which boosted their healing attributes.
I'm not a fan of WWs at all, but they were relatively balanced once they standardized how their DoTs worked, and only needed minor tuning beyond that.
Werewolf performs significantly worse in NO-CP compared to CP due to some of the CP passives you get from certain blue trees (speaking strictly of solo pvp)
And when you mention "wolfhunter sets" I'm going to assume you talk about bloodmoon, which btw, is a horrible PvP set for werewolf (and don't link that low mmr BG video of fengrush getting carried by two healers in a BG while running bloodmoon on a ww, that game is a horrible example, and only proves the point that ww is a "pug-stomper")
It isn’t supposed to be “good” at anything. It’s a niche, an option you choose because you desire, similar to things like Hybrids.DocFrost72 wrote: »
It isn’t supposed to be “good” at anything. It’s a niche, an option you choose because you desire, similar to things like Hybrids.DocFrost72 wrote: »
Yeah, this. Werewolf is a skill line. It's not suppose to be something you base your entire build off of. Try to put it on par with "classes" doesn't really make any sense, at least to me.
Thing is, once you go into werewolf form, that is your build. Your original class passives carry over, but other than that, it pretty much becomes your class. You can't do anything else but werewolf.
or boost your real spec with passives
I don't understand where people got the idea werewolves were supposed to be able to keep up with other specs dmg-wise. It's a supplemental skill line, like Vampirism. You don't see people trying to parse with drain essence, mistform, and Batswarm, then whining about how underpowered their spec is.
It's a fun, niche roleplay build meant for overland content or to boost your real spec with passives, not serious content.
I don't understand where people got the idea werewolves were supposed to be able to keep up with other specs dmg-wise. It's a supplemental skill line, like Vampirism. You don't see people trying to parse with drain essence, mistform, and Batswarm, then whining about how underpowered their spec is.
It's a fun, niche roleplay build meant for overland content or to boost your real spec with passives, not serious content.
I don't understand where people got the idea werewolves were supposed to be able to keep up with other specs dmg-wise. It's a supplemental skill line, like Vampirism. You don't see people trying to parse with drain essence, mistform, and Batswarm, then whining about how underpowered their spec is.
It's a fun, niche roleplay build meant for overland content or to boost your real spec with passives, not serious content.
that is extreemly redundant for zenimax to include in a game that is based around damaging enemies.
sure people come to eso to RP, but zeni doesnt balance stuff for the RP community, that doesnt even care about damage stats or sustain.
I don't understand where people got the idea werewolves were supposed to be able to keep up with other specs dmg-wise. It's a supplemental skill line, like Vampirism. You don't see people trying to parse with drain essence, mistform, and Batswarm, then whining about how underpowered their spec is.
It's a fun, niche roleplay build meant for overland content or to boost your real spec with passives, not serious content.
that is extreemly redundant for zenimax to include in a game that is based around damaging enemies.
sure people come to eso to RP, but zeni doesnt balance stuff for the RP community, that doesnt even care about damage stats or sustain.
Oh, we care. We just come at it from a different perspective. When you focus on a character concept, we are more limited in now we can adapt to changes in gameplay mechanics without destroying the identity of said character. In that sense, werewolf suffers challenges similar to those of us who create characters over “builds.” Like RP driven players, the werewolf can’t just switch out different skills willy nilly and still be a werewolf. The werewolf form is defiend by its skill load out and changes to that significantly impact werewolf identity and gameplay feel. Set choices are the only other component that can be meaninfully altered.
I don't understand where people got the idea werewolves were supposed to be able to keep up with other specs dmg-wise. It's a supplemental skill line, like Vampirism. You don't see people trying to parse with drain essence, mistform, and Batswarm, then whining about how underpowered their spec is.
It's a fun, niche roleplay build meant for overland content or to boost your real spec with passives, not serious content.
that is extreemly redundant for zenimax to include in a game that is based around damaging enemies.
sure people come to eso to RP, but zeni doesnt balance stuff for the RP community, that doesnt even care about damage stats or sustain.
Oh, we care. We just come at it from a different perspective. When you focus on a character concept, we are more limited in now we can adapt to changes in gameplay mechanics without destroying the identity of said character. In that sense, werewolf suffers challenges similar to those of us who create characters over “builds.” Like RP driven players, the werewolf can’t just switch out different skills willy nilly and still be a werewolf. The werewolf form is defiend by its skill load out and changes to that significantly impact werewolf identity and gameplay feel. Set choices are the only other component that can be meaninfully altered.
but in the long run the RP community doesnt fully use the game they play. you cant argue that youre using werewolf to the fullest of its ability if you just use it for RP.
VaranisArano wrote: »The one place that werewolf has been consistently powerful in comparison to other builds is low-level Battlegrounds.
The problem is that its hard to tell how much of that is the Werewolf itself, and how much of that is the experience of the PVPers who grind up WW at low levels so they can use it in BGs. Like much of PVP, I'm sure a WW in the hands of a newbie isnt going to be anything to wrote home about.
It wasn't just lowbie PvP, WW overperformed in nonCP PvP scenarios because of how easy it was to throw on Wolfhunter sets, light attack targets to stack em with bleeds, and fear/defile them while running away and healing relatively fast because the WW stacked into Health which boosted their healing attributes.
I'm not a fan of WWs at all, but they were relatively balanced once they standardized how their DoTs worked, and only needed minor tuning beyond that.
Werewolf performs significantly worse in NO-CP compared to CP due to some of the CP passives you get from certain blue trees (speaking strictly of solo pvp)
And when you mention "wolfhunter sets" I'm going to assume you talk about bloodmoon, which btw, is a horrible PvP set for werewolf (and don't link that low mmr BG video of fengrush getting carried by two healers in a BG while running bloodmoon on a ww, that game is a horrible example, and only proves the point that ww is a "pug-stomper")
Never used blood moon in low mmr games. Only on my main, which is top of mmr. Wasnt supported by 2 healers but 1. It was good at what it did, shred every target including shield see stack/ block setups.
Not a solo setup, but it was pretty unmatched. Saying it was low mmr or pub stomp is just trying to deny it for some strange reason. They nerfed it for a reason.