Indoril_Nerevar wrote: »I own a Werewolf Tank that has 70k - 85k HEALTH POINTS.
They have an insane Self Healing ability that is magicka based - Currently allowing me to instantly replenish up to 50k HP or more with builds like mine. They get a huge 10k physical/spell resistence passive. They have increased Stamina/Movement Speed by 30%.
With this being said, The Pack Leader allows the wolf companions to Apply Minor Maim. Tanking can be a solution, because Werewolves also have a Fear ability, applying a stun and a weakness debuff to enemies.
However, they can NOT TAUNT without certain gear equipped. Giving the Werewolf a Taunt Ability is the easiest and, likely the best solution to adjust the Werewolf to suit Tank Roles better.
I don't agree with cost reductions on abilites or any other changes. But, I agree on a reduction cost for Blocking. They already get an increase to their Stamina and recovery.
I very strongly agree with the concept of Heavy Attacks applying a Taunt Effect - just like a Frost Staff. It would have to affect a radius; a splash or cone effect to hit more than one target per Heavy Attack.
As for DPS, they are incredibly powerful and I see no reason for myself to say more about that; hence the solution to Tanking being that we simply give them a Taunt Ability.
I think he/she meant that WW used to gain timer when it was taking hits, rather than what is now = dealing dmg.starkerealm wrote: »
Tommy_The_Gun wrote: »I think he/she meant that WW used to gain timer when it was taking hits, rather than what is now = dealing dmg.starkerealm wrote: »
https://en.uesp.net/wiki/Online:Werewolf
Blood Rage - (WHILE YOU ARE IN WEREWOLF FORM) When you deal damage, the duration of your Werewolf Transformation is increased by 4 seconds. This effect can occur once every 5 seconds.
https://web.archive.org/web/20170308100040/https://en.uesp.net/wiki/Online:Werewolf
Blood Rage - (WHILE YOU ARE IN WEREWOLF FORM) Increases the duration of your Werewolf Transformation by 3 seconds every time you take damage. This effect can occur once every 3 seconds.
Back then it was indicating that werewolf has a huge tanking potential.
Indoril_Nerevar wrote: »I very strongly agree with the concept of Heavy Attacks applying a Taunt Effect - just like a Frost Staff. It would have to affect a radius; a splash or cone effect to hit more than one target per Heavy Attack.
Indoril_Nerevar wrote: »I own a Werewolf Tank that has 70k - 85k HEALTH POINTS.
They have an insane Self Healing ability that is magicka based - Currently allowing me to instantly replenish up to 50k HP or more with builds like mine. They get a huge 10k physical/spell resistence passive. They have increased Stamina/Movement Speed by 30%.
With this being said, The Pack Leader allows the wolf companions to Apply Minor Maim. Tanking can be a solution, because Werewolves also have a Fear ability, applying a stun and a weakness debuff to enemies.
However, they can NOT TAUNT without certain gear equipped. Giving the Werewolf a Taunt Ability is the easiest and, likely the best solution to adjust the Werewolf to suit Tank Roles better.
I don't agree with cost reductions on abilites or any other changes. But, I agree on a reduction cost for Blocking. They already get an increase to their Stamina and recovery.
I very strongly agree with the concept of Heavy Attacks applying a Taunt Effect - just like a Frost Staff. It would have to affect a radius; a splash or cone effect to hit more than one target per Heavy Attack.
As for DPS, they are incredibly powerful and I see no reason for myself to say more about that; hence the solution to Tanking being that we simply give them a Taunt Ability.
@Indoril_Nerevar please tell me, there is any set that can make a werewolf taunt? I would like to make a new character just for that
HappyLittleTree wrote: »Indoril_Nerevar wrote: »I own a Werewolf Tank that has 70k - 85k HEALTH POINTS.
They have an insane Self Healing ability that is magicka based - Currently allowing me to instantly replenish up to 50k HP or more with builds like mine. They get a huge 10k physical/spell resistence passive. They have increased Stamina/Movement Speed by 30%.
With this being said, The Pack Leader allows the wolf companions to Apply Minor Maim. Tanking can be a solution, because Werewolves also have a Fear ability, applying a stun and a weakness debuff to enemies.
However, they can NOT TAUNT without certain gear equipped. Giving the Werewolf a Taunt Ability is the easiest and, likely the best solution to adjust the Werewolf to suit Tank Roles better.
I don't agree with cost reductions on abilites or any other changes. But, I agree on a reduction cost for Blocking. They already get an increase to their Stamina and recovery.
I very strongly agree with the concept of Heavy Attacks applying a Taunt Effect - just like a Frost Staff. It would have to affect a radius; a splash or cone effect to hit more than one target per Heavy Attack.
As for DPS, they are incredibly powerful and I see no reason for myself to say more about that; hence the solution to Tanking being that we simply give them a Taunt Ability.
What do you use to get the taunt?
Nope, Tormentor does not proc on WW pounce. I know it should, but it does not. Apperantly it is an unfixed bug, or deliberate move. This set also does not proc on other gap closers (such as ambush for example). Also it may be because pounce is tagged as leap (just like dk ulti) and not a charge, but I am not sure.Indoril_Nerevar wrote: »@Indoril_Nerevar please tell me, there is any set that can make a werewolf taunt? I would like to make a new character just for thatHappyLittleTree wrote: »Indoril_Nerevar wrote: »I own a Werewolf Tank that has 70k - 85k HEALTH POINTS.
They have an insane Self Healing ability that is magicka based - Currently allowing me to instantly replenish up to 50k HP or more with builds like mine. They get a huge 10k physical/spell resistence passive. They have increased Stamina/Movement Speed by 30%.
With this being said, The Pack Leader allows the wolf companions to Apply Minor Maim. Tanking can be a solution, because Werewolves also have a Fear ability, applying a stun and a weakness debuff to enemies.
However, they can NOT TAUNT without certain gear equipped. Giving the Werewolf a Taunt Ability is the easiest and, likely the best solution to adjust the Werewolf to suit Tank Roles better.
I don't agree with cost reductions on abilites or any other changes. But, I agree on a reduction cost for Blocking. They already get an increase to their Stamina and recovery.
I very strongly agree with the concept of Heavy Attacks applying a Taunt Effect - just like a Frost Staff. It would have to affect a radius; a splash or cone effect to hit more than one target per Heavy Attack.
As for DPS, they are incredibly powerful and I see no reason for myself to say more about that; hence the solution to Tanking being that we simply give them a Taunt Ability.
What do you use to get the taunt?
Which GEAR set allows you to TAUNT enemies that you have used a CHARGE ability on?
The WEREWOLF POUNCE ability counts as a charge ability. While using this gear set and pouncing on mobs, you taunt them.
I believe it's the TORMENTOR gear set ! Search it up