Are you tired of feeling like your Werewolf is more of a puppy than predator? If you’ve been howling at the moon in frustration, you’re not alone. Werewolf has been falling behind in ESO’s ever-evolving meta, and with sub-classing on the horizon, the gap is only going to widen. Sure, Werewolf will get a small boost from new passives, but let’s be real—other classes are set to benefit far more, leaving our beloved Lycanthropes in the dust. It’s time to address this imbalance with targeted buffs that will make Werewolf more competitive—without catapulting it into overpowered territory.
Right now, Werewolf is missing key tools that other classes take for granted, forcing players into painful sacrifices when building their characters. You either end up tanky but toothless, squishy but hard-hitting, or sustainable but weak. This post lays out a series of buffs that would close the gap, improve build flexibility, and make Werewolf a viable choice again—while keeping it balanced and true to its feral roots.
The Problem: Why Werewolf is Falling Behind
Werewolf’s core issues boil down to three main areas:
Missing essential buffs: Other classes have easy access to crucial buffs like Minor Resolve through skills like Resolving Vigor. Werewolf? Nothing. This means my light or medium armor non-Werewolf builds often end up with more resistances than my heavy armor Werewolf—how does that make sense?
Build sacrifices: Because of our limited toolkit to make Werewolf work at all, you’re forced to choose between damage, defense, or sustain. You can’t have all three, and in today’s meta, that’s a death sentence.
Outdated and buggy abilities: Some passives are redundant, and key active abilities are either too expensive or just don’t work reliably in the heat of battle.
With sub-classing coming, other classes will gain even more flexibility and power, while Werewolf’s small passive buffs won’t be enough to keep pace. We need meaningful changes—now.
Proposed Buffs: Closing the Gap Without Breaking the Balance
These suggestions are designed to address Werewolf’s weaknesses while staying true to its identity. Here’s how we can make Werewolf somewhat competitive again:
1. Add Minor Resolve to Savage Strength Passive
Why it’s needed: Every other class has easy access to Minor Resolve, but Werewolf is left out. This forces Werewolf players to either sacrifice gear slots or accept lower defenses. It’s especially frustrating when my light armor Sorc or medium armor NB ends up with more armor than my heavy armor Werewolf!
The fix: Add Minor Resolve to the Savage Strength passive. This would provide a much-needed defensive boost without being overpowered—especially since Werewolf used to have a unique 10k armor buff that was nerfed due to proc set abuse. Minor Resolve is a fair compromise.
2. Consolidate Devour, Blood Rage, and Call of the Pack into One Passive
Why it’s needed: These three passives—Devour, Blood Rage, and Call of the Pack—all serve the same purpose: sustaining your Werewolf form. There’s no reason they should take up three separate slots in an already limited passive tree.
The fix: Combine them into a single passive that handles all form-sustain mechanics. This frees up space for new, impactful passives that can address Werewolf’s other weaknesses.
3. Repurpose Blood Rage into an Execute Passive
Why it’s needed: Werewolf struggles to finish off opponents. We have no delayed burst, no hard hitting ultimate, and no reliable execute ability. The current “execute” on Brutal Carnage is tied to a buggy, expensive skill that often doesn’t even trigger, and even when it does is underwhelming.
The fix: Turn Blood Rage into an execute effect: “Deal up to 50% more damage based on the target’s missing health.” This gives Werewolf a much-needed tool to secure kills, solving a major gameplay flaw without adding new skills. This is balanced by the fact that for some reason werewolf doesn't get access to weapon passives. So we are severely lacking in the damage department.
4. Add a Passive for Health Recovery
Why it’s needed: Werewolf’s only heal is a burst heal, which used to be powerful but now feels average in ESO’s healing-heavy meta. With no good Heal over Time, we’re left vulnerable—especially since we take 25% extra poison damage and 10% more damage from fighters guild abilities.
The fix: Add a passive called Feral Vitality granting 2000 Health Recovery. This fits thematically with Werewolf lore (enhanced regeneration) and provides passive sustain without being overpowered. In PvP, battle spirit cuts this in half, resulting in about 500 HP per second (or 725 with Fortitude buffs). That’s enough to counteract a single DoT but won’t make us invincible as this is no where near the power of most HoTs, which makes sense since it wouldn't cost resources but is still balanced by the fact that werewolf has very resource expensive skills.
5. Fix Active Abilities: Pounce and Claws of Life
Pounce: This ability is expensive and buggy. The Brutal Carnage DoT often fails to activate, forcing you to waste stamina recasting it. It costs 8k stamina for both parts—way too much for unreliable damage. Your target can also just keep running away, since the gap closer doesn't have a stun associated with it similar to other gap closers like Sorc streak or DK's leap
The fix: Combine the DoT into the initial pounce and remove or nerf the execute scaling (since we’d have the new execute passive). This makes Pounce reliable and cost-effective. Adding a 30% slow for 3 seconds to Pounce would give Werewolves the control they need to stick to the target, especially needed since the removal of the snare from our direwolves. After pouncing, the target’s movement speed drops, making it much harder for them to escape your range. This gives you those critical few seconds to land Roar and fear the enemy, locking them down for your next attack. It’s not about making Werewolf overpowered—it’s about making the kit work together smoothly. A 3 second 30% slow is modest enough to avoid being oppressive, but long enough to let you actually catch up and use your close-range tools effectively.
Claws of Life: The heal is pitiful in PvP because it's only 66% of damage dealt and battle spirit cuts it in half. A 500 damage tick heals for just 165 HP—useless.
The fix: Increase the heal to 100% of the damage dealt. Even with battle spirit, this would make the heal somewhat meaningful, especially when hitting multiple targets.
Why These Changes Matter
These buffs would make Werewolf competitive without pushing it into the meta spotlight. Here’s why:
Defense: Minor Resolve gives Werewolf the survivability it desperately needs and would equalize the armor disparity, but it’s still less than the old unique 10k armor buff when combined with Major Resolve that we got as a replacement. It would essentially just close the resistance gap a bit between non-WW and WW builds.
Recovery: Consolidating passives and adding health recovery improves survivability without making Werewolf unkillable. The recovery is balanced by battle spirit, our increased poison damage taken, and our inability to remove DoTs.
Damage: The execute passive provides a reliable way to finish fights, addressing a core weakness. It’s a fair trade-off for our lack of burst and delayed damage and no weapon passives.
Ability Fixes: Streamlining Pounce and buffing Claws of Life removes frustration and makes the playstyle smoother.
We’re not asking for easy wins—just a fair shot.
Werewolf has been left in the shadows for too long. With sub-classing on the way, now is the perfect time to bring it back into the light. These buffs would give Werewolf players the tools they need to compete.
What do you think? Are there other tweaks you’d like to see? Let’s get a discussion going and push for changes
Support the buffs.