- Replace Major Courage with a unique 450 weapon and spell damage bonus - Add Major Sorcery and Brutality - Add Major Mendingkeep everything else as-is.

Huh, I thought infused was 588 for some reason. Lowering to 400 is fair then, I think.BlissfulDelusions wrote: »Largely agree with these proposed changes, though I think lowering the damage bonus to 400 would be better to keep Infused backbar ahead, since it provides 452 weapon/spell damage.
OH that's right, infused is 30%, not 50%. That's where I got 588 from. I just found the glyph value at gold on UESP and then multiplied it by 0.5 and then added that to the original, not realizing I should have multiplied by 0.3 instead. Oopsie hahaBroughBreaux wrote: »Huh, I thought infused was 588 for some reason. Lowering to 400 is fair then, I think.BlissfulDelusions wrote: »Largely agree with these proposed changes, though I think lowering the damage bonus to 400 would be better to keep Infused backbar ahead, since it provides 452 weapon/spell damage.
I'd be okay with dropping Major Courage for a unique 450 WD, they need to get rid of Major Fortitude, Endurance, and Intellect as these are not buffs that you run on your backbar and can easily be replaced with a tristat potion. Replace them with Major Brutality/Sorcery, Expedition, and Evasion as these are typical buffs that you would run on your backbar and don't have room for in a 1bar build. If I were to replace something for mending it would be evasion but I lean towards keeping it over mending as thats more of a healer buff and if you wanted to heal with this ring you would be using resto staff anyways.
BroughBreaux wrote: »I'd be okay with dropping Major Courage for a unique 450 WD, they need to get rid of Major Fortitude, Endurance, and Intellect as these are not buffs that you run on your backbar and can easily be replaced with a tristat potion. Replace them with Major Brutality/Sorcery, Expedition, and Evasion as these are typical buffs that you would run on your backbar and don't have room for in a 1bar build. If I were to replace something for mending it would be evasion but I lean towards keeping it over mending as thats more of a healer buff and if you wanted to heal with this ring you would be using resto staff anyways.
I see your logic, definitely. However, if they keep the Major recoveries and add Major sorc/brut then you can use different potions like heroism rather than being forced to use spell/weapon power or tristat.
If they remove the recoveries but add major sorc/brut then it still ends up being a half-measure because any potion you chose will have redundancies with the ring. Better to put the whole bonus of a Spell Power Potion on the ring than put most of it.
BroughBreaux wrote: »I'd be okay with dropping Major Courage for a unique 450 WD, they need to get rid of Major Fortitude, Endurance, and Intellect as these are not buffs that you run on your backbar and can easily be replaced with a tristat potion. Replace them with Major Brutality/Sorcery, Expedition, and Evasion as these are typical buffs that you would run on your backbar and don't have room for in a 1bar build. If I were to replace something for mending it would be evasion but I lean towards keeping it over mending as thats more of a healer buff and if you wanted to heal with this ring you would be using resto staff anyways.
I see your logic, definitely. However, if they keep the Major recoveries and add Major sorc/brut then you can use different potions like heroism rather than being forced to use spell/weapon power or tristat.
If they remove the recoveries but add major sorc/brut then it still ends up being a half-measure because any potion you chose will have redundancies with the ring. Better to put the whole bonus of a Spell Power Potion on the ring than put most of it.
There is a Magica + Stamina + Heroism potion. You'd be missing Fortitude but not a big loss IMO

BroughBreaux wrote: »BroughBreaux wrote: »I'd be okay with dropping Major Courage for a unique 450 WD, they need to get rid of Major Fortitude, Endurance, and Intellect as these are not buffs that you run on your backbar and can easily be replaced with a tristat potion. Replace them with Major Brutality/Sorcery, Expedition, and Evasion as these are typical buffs that you would run on your backbar and don't have room for in a 1bar build. If I were to replace something for mending it would be evasion but I lean towards keeping it over mending as thats more of a healer buff and if you wanted to heal with this ring you would be using resto staff anyways.
I see your logic, definitely. However, if they keep the Major recoveries and add Major sorc/brut then you can use different potions like heroism rather than being forced to use spell/weapon power or tristat.
If they remove the recoveries but add major sorc/brut then it still ends up being a half-measure because any potion you chose will have redundancies with the ring. Better to put the whole bonus of a Spell Power Potion on the ring than put most of it.
There is a Magica + Stamina + Heroism potion. You'd be missing Fortitude but not a big loss IMO
Speed + Vitality would still be better plus you still get your Major recoveries and your speed. More freedom in which potions you want to run if you have the major recoveries baked-in your build via the ring.
BroughBreaux wrote: »BroughBreaux wrote: »I'd be okay with dropping Major Courage for a unique 450 WD, they need to get rid of Major Fortitude, Endurance, and Intellect as these are not buffs that you run on your backbar and can easily be replaced with a tristat potion. Replace them with Major Brutality/Sorcery, Expedition, and Evasion as these are typical buffs that you would run on your backbar and don't have room for in a 1bar build. If I were to replace something for mending it would be evasion but I lean towards keeping it over mending as thats more of a healer buff and if you wanted to heal with this ring you would be using resto staff anyways.
I see your logic, definitely. However, if they keep the Major recoveries and add Major sorc/brut then you can use different potions like heroism rather than being forced to use spell/weapon power or tristat.
If they remove the recoveries but add major sorc/brut then it still ends up being a half-measure because any potion you chose will have redundancies with the ring. Better to put the whole bonus of a Spell Power Potion on the ring than put most of it.
There is a Magica + Stamina + Heroism potion. You'd be missing Fortitude but not a big loss IMO
Speed + Vitality would still be better plus you still get your Major recoveries and your speed. More freedom in which potions you want to run if you have the major recoveries baked-in your build via the ring.
Yeah but buffs like speed don't last the full duration of the potion cooldown like recoveries do
BroughBreaux wrote: »BroughBreaux wrote: »BroughBreaux wrote: »I'd be okay with dropping Major Courage for a unique 450 WD, they need to get rid of Major Fortitude, Endurance, and Intellect as these are not buffs that you run on your backbar and can easily be replaced with a tristat potion. Replace them with Major Brutality/Sorcery, Expedition, and Evasion as these are typical buffs that you would run on your backbar and don't have room for in a 1bar build. If I were to replace something for mending it would be evasion but I lean towards keeping it over mending as thats more of a healer buff and if you wanted to heal with this ring you would be using resto staff anyways.
I see your logic, definitely. However, if they keep the Major recoveries and add Major sorc/brut then you can use different potions like heroism rather than being forced to use spell/weapon power or tristat.
If they remove the recoveries but add major sorc/brut then it still ends up being a half-measure because any potion you chose will have redundancies with the ring. Better to put the whole bonus of a Spell Power Potion on the ring than put most of it.
There is a Magica + Stamina + Heroism potion. You'd be missing Fortitude but not a big loss IMO
Speed + Vitality would still be better plus you still get your Major recoveries and your speed. More freedom in which potions you want to run if you have the major recoveries baked-in your build via the ring.
Yeah but buffs like speed don't last the full duration of the potion cooldown like recoveries do
oh that's true. Not sure how useful Evasion really is though, I'd probably go for Major Expedition and Major Slayer (rather than Berserk because of PvP balance) to replace the recoveries and keep my initial addition of Major Mending (because PvP)
- Revert the nerf to its pre-nerf state. - Reduce the weapon and spell damage down from 450 to 300. - Reduce the crit rate from 1976 to 1349 - "Equipping this ring cures Lycanthropy. You cannot contract Lycanthropy while you wear this ring."
- Add Major Berserk - Add Minor Force, or replace Major Courage with a unique 450 weapon and spell attack bonus. - Optionally, Add Major Sorcery and Brutality
MovesLikeJaguar wrote: »Okay. I mean most threads that complain about it do make a point to post suggested changes. Or at least, mine does. But this is a more constructive thread, so I'll post my suggestions. The first suggestion is this:- Revert the nerf to its pre-nerf state. - Reduce the weapon and spell damage down from 450 to 300. - Reduce the crit rate from 1976 to 1349 - "Equipping this ring cures Lycanthropy. You cannot contract Lycanthropy while you wear this ring."
By reducing the effectiveness of the original ring and adding the flavorful new Lycanthropy cure to the item, it fixes the problems the developers had with the ring, but also still allows for people with an inability to play or aversion towards 2-bar builds to still participate in end-game veteran trials. Curing lycanthropy is an interesting effect for an item. It gives it utility beyond just being a combat centric item, and would always have usefulness. In its current state, ww players only really get the max attribute stats out of the ring anyway, so most won't use it if it's unchanged. It could easily also be a pvp specific change, something like "you do not gain the benefits of this ring in werewolf form while in cyrodiil or battlegrounds" allowing for players to still use it in 1v1, but removing the problem elsewhere.
I also have an alternative suggestion:- Add Major Berserk - Add Minor Force, or replace Major Courage with a unique 450 weapon and spell attack bonus. - Optionally, Add Major Sorcery and Brutality
MovesLikeJaguar wrote: »Okay. I mean most threads that complain about it do make a point to post suggested changes. Or at least, mine does. But this is a more constructive thread, so I'll post my suggestions. The first suggestion is this:- Revert the nerf to its pre-nerf state. - Reduce the weapon and spell damage down from 450 to 300. - Reduce the crit rate from 1976 to 1349 - "Equipping this ring cures Lycanthropy. You cannot contract Lycanthropy while you wear this ring."
By reducing the effectiveness of the original ring and adding the flavorful new Lycanthropy cure to the item, it fixes the problems the developers had with the ring, but also still allows for people with an inability to play or aversion towards 2-bar builds to still participate in end-game veteran trials. Curing lycanthropy is an interesting effect for an item. It gives it utility beyond just being a combat centric item, and would always have usefulness. In its current state, ww players only really get the max attribute stats out of the ring anyway, so most won't use it if it's unchanged. It could easily also be a pvp specific change, something like "you do not gain the benefits of this ring in werewolf form while in cyrodiil or battlegrounds" allowing for players to still use it in 1v1, but removing the problem elsewhere.
I also have an alternative suggestion:- Add Major Berserk - Add Minor Force, or replace Major Courage with a unique 450 weapon and spell attack bonus. - Optionally, Add Major Sorcery and Brutality
The ring is already less useful on werewolf and many of the buffs it gives are redundant. Adding weird lycanthropy stipulations to its use is not the answer. With the changes already discussed in this thread like removing Major Courage and giving it its unique 400-450WD back and replacing the recovery buffs with buffs normally ran on a back bar thus freeing up slots for other abilities I think it puts the ring in a good spot both PvE and PvP wise. Without overbuffing werewolves
MovesLikeJaguar wrote: »MovesLikeJaguar wrote: »Okay. I mean most threads that complain about it do make a point to post suggested changes. Or at least, mine does. But this is a more constructive thread, so I'll post my suggestions. The first suggestion is this:- Revert the nerf to its pre-nerf state. - Reduce the weapon and spell damage down from 450 to 300. - Reduce the crit rate from 1976 to 1349 - "Equipping this ring cures Lycanthropy. You cannot contract Lycanthropy while you wear this ring."
By reducing the effectiveness of the original ring and adding the flavorful new Lycanthropy cure to the item, it fixes the problems the developers had with the ring, but also still allows for people with an inability to play or aversion towards 2-bar builds to still participate in end-game veteran trials. Curing lycanthropy is an interesting effect for an item. It gives it utility beyond just being a combat centric item, and would always have usefulness. In its current state, ww players only really get the max attribute stats out of the ring anyway, so most won't use it if it's unchanged. It could easily also be a pvp specific change, something like "you do not gain the benefits of this ring in werewolf form while in cyrodiil or battlegrounds" allowing for players to still use it in 1v1, but removing the problem elsewhere.
I also have an alternative suggestion:- Add Major Berserk - Add Minor Force, or replace Major Courage with a unique 450 weapon and spell attack bonus. - Optionally, Add Major Sorcery and Brutality
The ring is already less useful on werewolf and many of the buffs it gives are redundant. Adding weird lycanthropy stipulations to its use is not the answer. With the changes already discussed in this thread like removing Major Courage and giving it its unique 400-450WD back and replacing the recovery buffs with buffs normally ran on a back bar thus freeing up slots for other abilities I think it puts the ring in a good spot both PvE and PvP wise. Without overbuffing werewolves
You hyper-focused on the red text that said no ww, and read nothing else.
1. The suggestion reverts the ring to its old state and nerfs it from there, making it op for ww's again.
2. I mention what you mention already, in that ww's don't get benefits from the ring other than the max attribute stats.
3. I make a secondary suggestion stating that rather than the ww cure, it could be a pvp specific nerf.
Go read my post again. Can't be actually constructive without reading everything someone said.
MovesLikeJaguar wrote: »MovesLikeJaguar wrote: »Okay. I mean most threads that complain about it do make a point to post suggested changes. Or at least, mine does. But this is a more constructive thread, so I'll post my suggestions. The first suggestion is this:- Revert the nerf to its pre-nerf state. - Reduce the weapon and spell damage down from 450 to 300. - Reduce the crit rate from 1976 to 1349 - "Equipping this ring cures Lycanthropy. You cannot contract Lycanthropy while you wear this ring."
By reducing the effectiveness of the original ring and adding the flavorful new Lycanthropy cure to the item, it fixes the problems the developers had with the ring, but also still allows for people with an inability to play or aversion towards 2-bar builds to still participate in end-game veteran trials. Curing lycanthropy is an interesting effect for an item. It gives it utility beyond just being a combat centric item, and would always have usefulness. In its current state, ww players only really get the max attribute stats out of the ring anyway, so most won't use it if it's unchanged. It could easily also be a pvp specific change, something like "you do not gain the benefits of this ring in werewolf form while in cyrodiil or battlegrounds" allowing for players to still use it in 1v1, but removing the problem elsewhere.
I also have an alternative suggestion:- Add Major Berserk - Add Minor Force, or replace Major Courage with a unique 450 weapon and spell attack bonus. - Optionally, Add Major Sorcery and Brutality
The ring is already less useful on werewolf and many of the buffs it gives are redundant. Adding weird lycanthropy stipulations to its use is not the answer. With the changes already discussed in this thread like removing Major Courage and giving it its unique 400-450WD back and replacing the recovery buffs with buffs normally ran on a back bar thus freeing up slots for other abilities I think it puts the ring in a good spot both PvE and PvP wise. Without overbuffing werewolves
You hyper-focused on the red text that said no ww, and read nothing else.
1. The suggestion reverts the ring to its old state and nerfs it from there, making it op for ww's again.
2. I mention what you mention already, in that ww's don't get benefits from the ring other than the max attribute stats.
3. I make a secondary suggestion stating that rather than the ww cure, it could be a pvp specific nerf.
Go read my post again. Can't be actually constructive without reading everything someone said.
I did read it all before commenting and I responded that the item doesn't need to be reverted and nerfed or limit its use by werewolves whether in PvP or not as the suggestions provided earlier already address the problems you stated.
I do like the proposals to add Minor Force to the mythic. If I'm running a one bar build, I'd optimally like to focus more on "flavor" skills, namely Class abilities. Since no class abilities provide it, I'm either "forced" into running a skill like Barbed Trap (boring!) or Channeled Acceleration (ugh). Or, I'd need to run one of the handful of 5-piece sets which provide it (limiting).
Providing Minor Force on Oakensoul could free up some of the already limited bar space or allow players to avoid a necessary reliance on one of 4 sets.
That's my thought, for now.
BroughBreaux wrote: »So a few ideas have been thrown around and I think this might be a good balance considering everythingWhere the flat stat gains compensate for a lack of a backbar enchantment and a lack of additional backbar DOTs and AOEs so your fewer frontbar abilities have to hit harder. I also rearranged the last bit because it's really funky that the bit that's usually reserved for the very end is in front of half of the bonuses granted from this item and it looked really ugly lol.
- (1 item) Adds 400 Weapon and Spell Damage
- (1 item) Adds 3737 Maximum Health
- (1 item) Adds 3737 Maximum Magicka
- (1 item) Adds 3737 Maximum Stamina
- (1 item) Gain Major Sorcery, Major Brutality, Major Resolve, Major Expedition, Major Evasion, Major Prophecy, Major Savagery, and Minor Force at all times.
- While equipped, you are unable to swap between your Primary and Backup Weapon Sets
Changes made:A nice round list that removes 4 items and adds 4 items (sorcery and brutality are the same and I count them as one buff)
- Removed Major Courage
- Removed Major Fortitude
- Removed Major Intellect
- Removed Major Endurance
- Added a unique flat 400 weapon and spell damage bonus
- Added Major Sorcery and Major Brutality
- Added Major Expedition
- Added Minor Force
Major Courage is not sourced by default for werewolves (Minor Courage is) and is typically rare to find in PvP unless you have a templar grouped with you synergizing Olorime with Channeled Focus (healers are almost exclusively in zergs or ball groups and werewolves are a solo playstyle), so this retains the exact same power for werewolves but allows PvE players to get their commonly sourced Major Courage from their healers and get a similar bonus from having an infused backbar Weapon Damage Enchant.
The Major recovery buffs are on most potions so it was a bit counterintuitive on this ring if it's intended to replace a backbar.
Major Expedition and Minor Force are usually grouped together with Channeled Acceleration so I added those together. That is also a backbar ability so it is fitting those two buffs are added to this ring.
I don't think changing Major Resolve into a flat armor bonus would work well for werewolf balancing since werewolves get that through the Savage Strength passive and would be double dipping into armor for no cost since they are a one-bar-only transformation.
I'm also adding this to the top of the post to keep everything organized.
BroughBreaux wrote: »So a few ideas have been thrown around and I think this might be a good balance considering everythingWhere the flat stat gains compensate for a lack of a backbar enchantment and a lack of additional backbar DOTs and AOEs so your fewer frontbar abilities have to hit harder. I also rearranged the last bit because it's really funky that the bit that's usually reserved for the very end is in front of half of the bonuses granted from this item and it looked really ugly lol.
- (1 item) Adds 400 Weapon and Spell Damage
- (1 item) Adds 3737 Maximum Health
- (1 item) Adds 3737 Maximum Magicka
- (1 item) Adds 3737 Maximum Stamina
- (1 item) Gain Major Sorcery, Major Brutality, Major Resolve, Major Expedition, Major Evasion, Major Prophecy, Major Savagery, and Minor Force at all times.
- While equipped, you are unable to swap between your Primary and Backup Weapon Sets
Changes made:A nice round list that removes 4 items and adds 4 items (sorcery and brutality are the same and I count them as one buff)
- Removed Major Courage
- Removed Major Fortitude
- Removed Major Intellect
- Removed Major Endurance
- Added a unique flat 400 weapon and spell damage bonus
- Added Major Sorcery and Major Brutality
- Added Major Expedition
- Added Minor Force
Major Courage is not sourced by default for werewolves (Minor Courage is) and is typically rare to find in PvP unless you have a templar grouped with you synergizing Olorime with Channeled Focus (healers are almost exclusively in zergs or ball groups and werewolves are a solo playstyle), so this retains the exact same power for werewolves but allows PvE players to get their commonly sourced Major Courage from their healers and get a similar bonus from having an infused backbar Weapon Damage Enchant.
The Major recovery buffs are on most potions so it was a bit counterintuitive on this ring if it's intended to replace a backbar.
Major Expedition and Minor Force are usually grouped together with Channeled Acceleration so I added those together. That is also a backbar ability so it is fitting those two buffs are added to this ring.
I don't think changing Major Resolve into a flat armor bonus would work well for werewolf balancing since werewolves get that through the Savage Strength passive and would be double dipping into armor for no cost since they are a one-bar-only transformation.
I'm also adding this to the top of the post to keep everything organized.
Beautiful, this is exactly what I think would make this mythic worthwhile to use on one bar builds in all types of content and not stupidly powerful on WW. Although I think you forgot to add Evasion under changes made and it kind of messes up your add/remove 4 point. The WD bonus would need to be tested/adjusted to see if 400WD in combination with Minor Force pushes the DPS a bit too much. Nonetheless this is the direction I think they need to go with this Mythic.
not a fan of adding brutality. some of the skills that give it you might want anyway for their primary effects..or standard pots
stay with numbers as prenerf. just lower them a bit.
change "can not bar swap" to "loose one usable skill bar".. I doubt WW will overperform with just LA/HA...
not a fan of adding brutality. some of the skills that give it you might want anyway for their primary effects..or standard pots
stay with numbers as prenerf. just lower them a bit.
change "can not bar swap" to "loose one usable skill bar".. I doubt WW will overperform with just LA/HA...
Nothing is stopping you from slotting that skill for its other effects. The suggestion is to free up bar space and give more options for limited bar space by giving buffs to the ring that would normally be put on the backbar. As for the potions you're going to have a bunch of redundant buffs making them less viable. The point is not to make the ring useless for werewolves either
not a fan of adding brutality. some of the skills that give it you might want anyway for their primary effects..or standard pots
stay with numbers as prenerf. just lower them a bit.
change "can not bar swap" to "loose one usable skill bar".. I doubt WW will overperform with just LA/HA...
Nothing is stopping you from slotting that skill for its other effects. The suggestion is to free up bar space and give more options for limited bar space by giving buffs to the ring that would normally be put on the backbar. As for the potions you're going to have a bunch of redundant buffs making them less viable. The point is not to make the ring useless for werewolves either
redundant buffs are bad. the more named buffs you give the ring. the more use cases, combos become bad or suboptimal choices...
so. dont put anything named on it.