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Set rebalance ideas themed around Werewolves

QuinnTheWolf
QuinnTheWolf
✭✭✭
Since werewolves will be buffed, and seeing a change to the 'savage werewolf' set
I propose some changes/buffs to other sets to either inject werewolf theme based on the zone they come from OR to make them function better for its intended purpose!
Or simple fixes so mechanics work with their non transformed counterpart! (for example prowl and sneak sets, altho i only have one in this list rn)
I also came up with an idea for a set that drops in Cyrodill

I will post the images one message at a time to keep things orderly as i donot know how to make forum posts well -w-

The messages send will be in this set order.

5 Piece armor sets:
Salvation (Malabal Tor)
Shadow Dancer's Raiment (Greenshade)
Witch-knight's Defiance (The Reach)
Witchman's Armor (The Rift)
Blood Moon (march of sacrifices)
Kraglen's Howl

Set idea, Werewolf counterpart to the Vampire Lord set (Cyrodill)

Mythic:
Shapeshifters Chain (blackwood antiquity)
  • QuinnTheWolf
    QuinnTheWolf
    ✭✭✭
    Salvation:
    This is the set that sparked this idea in its entirely, wile 'savage werewolf' was the oil

    Stat change on 2, 3 and 4 pieces: (stamina > stamina recovery > stamina)
    alter it to something like this:
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating - OR - 129 Weapon and Spell damage
    (4 items) Adds 129 Weapon and Spell damage - OR - 1072 Magicka and Stamina (not magicka or stamina, both! because we can now hybridize or use magicka dps as a doggo)

    For the 5 piece bonus, it is now completely useless even for new players, this holds no significance.
    33% cost reduction worked with the old werewolf because it had a flat ult cost
    The weapon and spell damage should be always available.
    So i propose this!

    (much more furious werewolves with a timer penalty, basicaly be enraged the entire time)
    (5 items) Adds 175 weapon and spell damage,
    Reduces your maximum Fury to 500, allowing you to enter fury more quickly, but lasts 12.5 OR 15 seconds down from 20 seconds - OR - Reduce the bonus damage gained from fury wilst keeping the 20 seconds duration
    You generate a little health every 2 seconds wilst in fury mode - OR - no healing at all and disable health recovery
    - OR -
    (passive fury generation thats not too powerful compared to the previous idea wilst keeping the set's core identity as letting you stay in werewolf form for much longer)
    (5 items)
    Adds 175 weapon and spell damage:
    When you are in combat wilst in werewolf form, grants you 15 fury 3 seconds
    you count as one extra werewolf for the "Call of the Pack" passive.
    Berserkers would count as 2 (you being one, the set being one)
    and pack leaders would gain full advantage ( 1 per direwolf, 1 for yourself, 1 for the set)


    7fy75jiu7mkd.png
    Edited by QuinnTheWolf on April 19, 2026 9:29AM
  • QuinnTheWolf
    QuinnTheWolf
    ✭✭✭
    Shadow Dancer's Rainment
    This set is mainly focused at survivability, as a mage!
    Keep the 2, 3 and 4 piece bonuses what they are.
    The sugestion to this set is merely to let prowl proc this when prowl ends

    gas5z9xvpczq.png
  • ADarklore
    ADarklore
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    ✭✭✭✭✭
    So nobody using Hide of the Werewolf?
    CP: 2130 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • QuinnTheWolf
    QuinnTheWolf
    ✭✭✭
    Witch-Knights Defiance:
    Currently, it adds increased weapon and spell damage across the board, and it gives additional stats against those inflicted with a poison damage effect.
    Werewolves donot have poison in their arsenal.
    This is a REACHMAN THEMED ARMOR SET!!!
    And thus imo, should have some werewolf functionality baked into this!
    My proposal is this:

    (5 Items)
    Increases your weapon and spell damage by xyz against enemies inflicted with a poison damage effect.
    While in werewolf form, your light and heavy attacks deal XXXX poison damage once per 0.75 seconds and has a heightened chance to inflict the poisoned status effect (because proc sets like this usualy have, what? 5% status chance? 1%?) (id sugest it to be 15% chance or 20%)

    - OR -
    Increases your weapon and spell damage by xyz against enemies inflicted with a poison damage effect.
    While in werewolf form, this set also procs off of Sundered and hemorraging status effects and damage over time effects

    wzqqw5a4thko.png
  • QuinnTheWolf
    QuinnTheWolf
    ✭✭✭
    Blood Moon:
    ohh i miss the days when this was viable! gutted by the brokenness of weaving finaly getting nerfed -w-

    BUT! there is a way to save this set!

    (5 items)
    When you deal damage with a melee light attack, you gain a stack of bloodscent for 8 seconds.
    When you gain 5 stacks, you become frenzied for 5 seconds, Increasing your melee light attack damage by 1931 and attack speed by 50%
    this effect can occur every 15 seconds
    -While in werewolf form, Frenzied lasts 8 seconds - OR - the cooldown for this set is 10 seconds instead of 15
    and the cap of your light attacks is disabled for the duration (or severely increased)-

    3t7o8r3turmo.png
  • QuinnTheWolf
    QuinnTheWolf
    ✭✭✭
    Kraglen's howl:
    is a niche pretty much never used set, lets werewolf it up some more! because this set is based on, By Azura's grace, A FRIGGIN W E R E W O L F !

    2 and 4 item pieces are fine, 3 pieces stat is simply bad for this
    i propose to change it:
    (3 items) Increases magicka and stamina recovery by 129 OR adds 1729 armor penetration (or however high the stat is for base pieces)

    and alter how the 5 piece bonus procs
    (5 items)
    After you apply Hermoraging status effect to an enemy, you Let out a howl, Granting three allies within 28 meters the -Heed the Call- Synergy, acrivating this Synnergy gives you and the activator 12 Ultimate
    If the activator is a Werewolf, you gain 25 ultimate instead of 12 and if you are in werewolf form, you can use your own synnergy

    Thematicaly: this makes just as much sense if not more sense then it activating off of a kill.
    When the fresh scent of blood permeates trough the air (Hemorraging status effect), wont the other packmates attack and shred their prey to bits to help their pack master?

    uzo27s000b4t.png
  • QuinnTheWolf
    QuinnTheWolf
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    Witchman's armor
    Same as with Witch-knight's defiance
    its a REACH themed set!
    2 pieces and 4 pieces bonuses arrent that useful for a stamina dps set, but since this sets 5 piece bonus revolves arount trading ult for resources, i instead propose this:
    (5 items)
    When you use an ultimate ability, you heal for X health, Y stamina and magicka AND if youre in werewolf form, each time the transformation drains ultimate, you heal these resources
    (right now it activates only upon acrivating an ultimate, not if it drains ultimate (unsure about sorc stormcall ult)


    wlvw5kk4lrbz.png

  • QuinnTheWolf
    QuinnTheWolf
    ✭✭✭
    Shapeshifters chain:
    Similar to why the Salvation set is now useless, maintaining your werewolf form is now infinitely eazier, AND all the skills cost a miniscule amount of stamina!
    Hircines bounty just tops it off quickly too!
    HOWEVER
    It also affects Vampire lords and Bone collosi
    i propose this:
    (1 item) Reduce the cost of your Transformation Ultimate and Werewolf abilities by 15%.
    While transormed, increase your maximum health, stamina and magicka by 1707
    adds 250 weapon and spell damage - OR - xxxx Armor penetration OR double the resources IF transformed into a werewolf, these donot apply to the already powerful vampire lord (3stat 10k resources) and bone collosi (like 20k+ more health)

    e56bcljop7b2.png
  • QuinnTheWolf
    QuinnTheWolf
    ✭✭✭
    2 set idea
    one based on bankorai's Vampire Lord set that interacts with fury rather then "feed stages"

    Name: Werewolf's bloodlust
    Wheight: Light, Medium and Heavy
    (2 items) Adds 129 weapon and spell power
    (3 items) Adds XXXX Armor penetration
    (4 items) Adds XXXX Physical and spell Armor
    (5 items) adds bonuses and drawbacks based on how much FURY you have
    0 - 200 Fury: tier 0 to 200 fury > 201 to 400 fury > 401 to 600 fury > 601 to 800 fury > 801 -1000 Fury
    Poison damage taken: 5%/ 10%/ 20% / 25%/ 35%
    Increased damage done and taken: 3% / 5%/7%/10%/ 15%
    Cost increase of hircine's bounty: 5% / 10% /15% /20% /25%
    Rampage automaticaly activates when at 1000 Fury wile being in combat, Rampage's damage done is increased BUT you take ALOT more damage aswell

    the idea: a trade off in damage and survivability, basicaly! you become a glass cannon in pvp, not sure how this would work in pve

    2th set: (bossmask)
    Name: Unleashed Behemoth
    (1 item) Adds 1076 magicka and stamina
    (2 items) while in werewolf form, when you activate Rampage, you instead transform into a werewolf behemoth for XX seconds, all damage taken is reduced to 0 wilst you are transforming, till, when you finish transforming, this reduction is removed and you knock back every nearby enemy (to ensure you dont end up insta killed when playing solo and are pelted by enemies, or in pvp to ensure players have time to escape)
    Your skills are replaced while you are a werewolf behemoth
    while transformed into a behemoth, you cannot generate fury, your ultimate is replaced with (the ultimate from stone garden)

    The behemoth and skills used are the ones from stone garden BUT toned down, the duration is also as long as consuming a wolf tonic from an npc. 30 seconds i think?
    the stats are also changed, your health will always be 40k instead of being 1 milion, your resistances remain unchanged from what you had as a regular werewolf (for example: i have 20k physical and spell resistance, those would remain the same)
    The bonuses of Rampage do still apply but your skills are replaced with more powerful ones (from stone garden)


    I will come up with more set change ideas or set ideas in general occarionaly
    Edited by QuinnTheWolf on April 19, 2026 10:20AM
  • QuinnTheWolf
    QuinnTheWolf
    ✭✭✭
    ADarklore wrote: »
    So nobody using Hide of the Werewolf?

    i forgot they buffed this one too yeah!
  • Chrlynsch
    Chrlynsch
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    ✭✭
    Salvation:
    This is the set that sparked this idea in its entirely, wile 'savage werewolf' was the oil

    Stat change on 2, 3 and 4 pieces: (stamina > stamina recovery > stamina)
    alter it to something like this:
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating - OR - 129 Weapon and Spell damage
    (4 items) Adds 129 Weapon and Spell damage - OR - 1072 Magicka and Stamina (not magicka or stamina, both! because we can now hybridize or use magicka dps as a doggo)

    For the 5 piece bonus, it is now completely useless even for new players, this holds no significance.
    33% cost reduction worked with the old werewolf because it had a flat ult cost
    The weapon and spell damage should be always available.
    So i propose this!

    (much more furious werewolves with a timer penalty, basicaly be enraged the entire time)
    (5 items) Adds 175 weapon and spell damage,
    Reduces your maximum Fury to 500, allowing you to enter fury more quickly, but lasts 12.5 OR 15 seconds down from 20 seconds - OR - Reduce the bonus damage gained from fury wilst keeping the 20 seconds duration
    You generate a little health every 2 seconds wilst in fury mode - OR - no healing at all and disable health recovery
    - OR -
    (passive fury generation thats not too powerful compared to the previous idea wilst keeping the set's core identity as letting you stay in werewolf form for much longer)
    (5 items)
    Adds 175 weapon and spell damage:
    When you are in combat wilst in werewolf form, grants you 15 fury 3 seconds
    you count as one extra werewolf for the "Call of the Pack" passive.
    Berserkers would count as 2 (you being one, the set being one)
    and pack leaders would gain full advantage ( 1 per direwolf, 1 for yourself, 1 for the set)


    7fy75jiu7mkd.png

    I wouldn't say salvation is worthless now. It definitely helps berserker maintain their forms especially when activating the ultimate at lower amounts, same goes for shapeshifter's chain but that also works for other transformation ultimates as they both reduce the ult cost of staying in form.

    I think gain x fury when you use a werewolf ability is a good idea. Or just decrease cost of enrage by 33% (But they need to remove the free casting werewolf abilities during enrage state).

    Salvations
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating
    (4 items) Adds 129 Weapon and Spell damage
    (5 items) Reduce the cost of werewolf transformation and Enrage by 33%
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Chrlynsch wrote: »
    Salvation:
    This is the set that sparked this idea in its entirely, wile 'savage werewolf' was the oil

    Stat change on 2, 3 and 4 pieces: (stamina > stamina recovery > stamina)
    alter it to something like this:
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating - OR - 129 Weapon and Spell damage
    (4 items) Adds 129 Weapon and Spell damage - OR - 1072 Magicka and Stamina (not magicka or stamina, both! because we can now hybridize or use magicka dps as a doggo)

    For the 5 piece bonus, it is now completely useless even for new players, this holds no significance.
    33% cost reduction worked with the old werewolf because it had a flat ult cost
    The weapon and spell damage should be always available.
    So i propose this!

    (much more furious werewolves with a timer penalty, basicaly be enraged the entire time)
    (5 items) Adds 175 weapon and spell damage,
    Reduces your maximum Fury to 500, allowing you to enter fury more quickly, but lasts 12.5 OR 15 seconds down from 20 seconds - OR - Reduce the bonus damage gained from fury wilst keeping the 20 seconds duration
    You generate a little health every 2 seconds wilst in fury mode - OR - no healing at all and disable health recovery
    - OR -
    (passive fury generation thats not too powerful compared to the previous idea wilst keeping the set's core identity as letting you stay in werewolf form for much longer)
    (5 items)
    Adds 175 weapon and spell damage:
    When you are in combat wilst in werewolf form, grants you 15 fury 3 seconds
    you count as one extra werewolf for the "Call of the Pack" passive.
    Berserkers would count as 2 (you being one, the set being one)
    and pack leaders would gain full advantage ( 1 per direwolf, 1 for yourself, 1 for the set)


    7fy75jiu7mkd.png

    I wouldn't say salvation is worthless now. It definitely helps berserker maintain their forms especially when activating the ultimate at lower amounts, same goes for shapeshifter's chain but that also works for other transformation ultimates as they both reduce the ult cost of staying in form.

    I think gain x fury when you use a werewolf ability is a good idea. Or just decrease cost of enrage by 33% (But they need to remove the free casting werewolf abilities during enrage state).

    Salvations
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating
    (4 items) Adds 129 Weapon and Spell damage
    (5 items) Reduce the cost of werewolf transformation and Enrage by 33%

    They can do that, it’s fine *and all but the set also provides 150 extra wep/spell in werewolf form.

    This should be bumped the be roughly 600 wep/spell while transformed much like other damage ‘themed’ sets, the vampire lord set, etc.

    Honestly, the wep and spell damage bump here along with these stat lines are all I’d need to at least consider running it.
    Edited by Wuuffyy on April 19, 2026 8:54PM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Chrlynsch
    Chrlynsch
    ✭✭✭✭✭
    ✭✭
    Wuuffyy wrote: »
    Chrlynsch wrote: »
    Salvation:
    This is the set that sparked this idea in its entirely, wile 'savage werewolf' was the oil

    Stat change on 2, 3 and 4 pieces: (stamina > stamina recovery > stamina)
    alter it to something like this:
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating - OR - 129 Weapon and Spell damage
    (4 items) Adds 129 Weapon and Spell damage - OR - 1072 Magicka and Stamina (not magicka or stamina, both! because we can now hybridize or use magicka dps as a doggo)

    For the 5 piece bonus, it is now completely useless even for new players, this holds no significance.
    33% cost reduction worked with the old werewolf because it had a flat ult cost
    The weapon and spell damage should be always available.
    So i propose this!

    (much more furious werewolves with a timer penalty, basicaly be enraged the entire time)
    (5 items) Adds 175 weapon and spell damage,
    Reduces your maximum Fury to 500, allowing you to enter fury more quickly, but lasts 12.5 OR 15 seconds down from 20 seconds - OR - Reduce the bonus damage gained from fury wilst keeping the 20 seconds duration
    You generate a little health every 2 seconds wilst in fury mode - OR - no healing at all and disable health recovery
    - OR -
    (passive fury generation thats not too powerful compared to the previous idea wilst keeping the set's core identity as letting you stay in werewolf form for much longer)
    (5 items)
    Adds 175 weapon and spell damage:
    When you are in combat wilst in werewolf form, grants you 15 fury 3 seconds
    you count as one extra werewolf for the "Call of the Pack" passive.
    Berserkers would count as 2 (you being one, the set being one)
    and pack leaders would gain full advantage ( 1 per direwolf, 1 for yourself, 1 for the set)


    7fy75jiu7mkd.png

    I wouldn't say salvation is worthless now. It definitely helps berserker maintain their forms especially when activating the ultimate at lower amounts, same goes for shapeshifter's chain but that also works for other transformation ultimates as they both reduce the ult cost of staying in form.

    I think gain x fury when you use a werewolf ability is a good idea. Or just decrease cost of enrage by 33% (But they need to remove the free casting werewolf abilities during enrage state).

    Salvations
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating
    (4 items) Adds 129 Weapon and Spell damage
    (5 items) Reduce the cost of werewolf transformation and Enrage by 33%

    They can do that, it’s fine an all but the set also provides 150 extra wep/spell in werewolf form.

    This should be bumped the be roughly 600 wep/spell while transformed much like other damage ‘themed’ sets, the vampire lord set, etc.

    Honestly, the wep and spell damage bump here along with these stat lines are all I’d need to at least consider running it.

    That's true.

    If you drop the fury stuff the extra stats would go pretty far with the extra utility of easing the transformation.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • QuinnTheWolf
    QuinnTheWolf
    ✭✭✭
    Chrlynsch wrote: »
    Salvation:
    This is the set that sparked this idea in its entirely, wile 'savage werewolf' was the oil

    Stat change on 2, 3 and 4 pieces: (stamina > stamina recovery > stamina)
    alter it to something like this:
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating - OR - 129 Weapon and Spell damage
    (4 items) Adds 129 Weapon and Spell damage - OR - 1072 Magicka and Stamina (not magicka or stamina, both! because we can now hybridize or use magicka dps as a doggo)

    For the 5 piece bonus, it is now completely useless even for new players, this holds no significance.
    33% cost reduction worked with the old werewolf because it had a flat ult cost
    The weapon and spell damage should be always available.
    So i propose this!

    (much more furious werewolves with a timer penalty, basicaly be enraged the entire time)
    (5 items) Adds 175 weapon and spell damage,
    Reduces your maximum Fury to 500, allowing you to enter fury more quickly, but lasts 12.5 OR 15 seconds down from 20 seconds - OR - Reduce the bonus damage gained from fury wilst keeping the 20 seconds duration
    You generate a little health every 2 seconds wilst in fury mode - OR - no healing at all and disable health recovery
    - OR -
    (passive fury generation thats not too powerful compared to the previous idea wilst keeping the set's core identity as letting you stay in werewolf form for much longer)
    (5 items)
    Adds 175 weapon and spell damage:
    When you are in combat wilst in werewolf form, grants you 15 fury 3 seconds
    you count as one extra werewolf for the "Call of the Pack" passive.
    Berserkers would count as 2 (you being one, the set being one)
    and pack leaders would gain full advantage ( 1 per direwolf, 1 for yourself, 1 for the set)


    7fy75jiu7mkd.png

    I wouldn't say salvation is worthless now. It definitely helps berserker maintain their forms especially when activating the ultimate at lower amounts, same goes for shapeshifter's chain but that also works for other transformation ultimates as they both reduce the ult cost of staying in form.

    I think gain x fury when you use a werewolf ability is a good idea. Or just decrease cost of enrage by 33% (But they need to remove the free casting werewolf abilities during enrage state).

    Salvations
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating
    (4 items) Adds 129 Weapon and Spell damage
    (5 items) Reduce the cost of werewolf transformation and Enrage by 33%

    That actualy sounds very good too!
    Tho i wrote my idea based on that ww is now so eazy to maintain, its so pointless to reduce the cost of the base ult 😅
    Even as a berserker, you get 80 instead of 100 because you yourself counts toward "call of the pack" passive

    Reducing the cost of rage however, that does sound like a great bonus in it of itself!
    Just male the 33% affect rage too!

    (Written on my phone, expect MUCH more spelling errors, apologies)
  • QuinnTheWolf
    QuinnTheWolf
    ✭✭✭
    Wuuffyy wrote: »
    Chrlynsch wrote: »
    Salvation:
    This is the set that sparked this idea in its entirely, wile 'savage werewolf' was the oil

    Stat change on 2, 3 and 4 pieces: (stamina > stamina recovery > stamina)
    alter it to something like this:
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating - OR - 129 Weapon and Spell damage
    (4 items) Adds 129 Weapon and Spell damage - OR - 1072 Magicka and Stamina (not magicka or stamina, both! because we can now hybridize or use magicka dps as a doggo)

    For the 5 piece bonus, it is now completely useless even for new players, this holds no significance.
    33% cost reduction worked with the old werewolf because it had a flat ult cost
    The weapon and spell damage should be always available.
    So i propose this!

    (much more furious werewolves with a timer penalty, basicaly be enraged the entire time)
    (5 items) Adds 175 weapon and spell damage,
    Reduces your maximum Fury to 500, allowing you to enter fury more quickly, but lasts 12.5 OR 15 seconds down from 20 seconds - OR - Reduce the bonus damage gained from fury wilst keeping the 20 seconds duration
    You generate a little health every 2 seconds wilst in fury mode - OR - no healing at all and disable health recovery
    - OR -
    (passive fury generation thats not too powerful compared to the previous idea wilst keeping the set's core identity as letting you stay in werewolf form for much longer)
    (5 items)
    Adds 175 weapon and spell damage:
    When you are in combat wilst in werewolf form, grants you 15 fury 3 seconds
    you count as one extra werewolf for the "Call of the Pack" passive.
    Berserkers would count as 2 (you being one, the set being one)
    and pack leaders would gain full advantage ( 1 per direwolf, 1 for yourself, 1 for the set)


    7fy75jiu7mkd.png

    I wouldn't say salvation is worthless now. It definitely helps berserker maintain their forms especially when activating the ultimate at lower amounts, same goes for shapeshifter's chain but that also works for other transformation ultimates as they both reduce the ult cost of staying in form.

    I think gain x fury when you use a werewolf ability is a good idea. Or just decrease cost of enrage by 33% (But they need to remove the free casting werewolf abilities during enrage state).

    Salvations
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating
    (4 items) Adds 129 Weapon and Spell damage
    (5 items) Reduce the cost of werewolf transformation and Enrage by 33%

    They can do that, it’s fine *and all but the set also provides 150 extra wep/spell in werewolf form.

    This should be bumped the be roughly 600 wep/spell while transformed much like other damage ‘themed’ sets, the vampire lord set, etc.

    Honestly, the wep and spell damage bump here along with these stat lines are all I’d need to at least consider running it.

    Higher then i thought for base form and werewolf form, the part of that idea came from other sets that have a 5th piece bonus where the stat is a flat one with a bonus (such as rattlecage and major sorc/brut)
    Maybe 600 is too much, maybe its enough ^^

    Anyway, my idea was to buff the wpn and spell power and add it to the base 5 piece bonus because now the sets 5 piece bonus is useless till you wolf-up.
    What if its 200 up front, another 200 when in werewolf form?

    (Written on my phone, expect tons of spelling errors)
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Wuuffyy wrote: »
    Chrlynsch wrote: »
    Salvation:
    This is the set that sparked this idea in its entirely, wile 'savage werewolf' was the oil

    Stat change on 2, 3 and 4 pieces: (stamina > stamina recovery > stamina)
    alter it to something like this:
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating - OR - 129 Weapon and Spell damage
    (4 items) Adds 129 Weapon and Spell damage - OR - 1072 Magicka and Stamina (not magicka or stamina, both! because we can now hybridize or use magicka dps as a doggo)

    For the 5 piece bonus, it is now completely useless even for new players, this holds no significance.
    33% cost reduction worked with the old werewolf because it had a flat ult cost
    The weapon and spell damage should be always available.
    So i propose this!

    (much more furious werewolves with a timer penalty, basicaly be enraged the entire time)
    (5 items) Adds 175 weapon and spell damage,
    Reduces your maximum Fury to 500, allowing you to enter fury more quickly, but lasts 12.5 OR 15 seconds down from 20 seconds - OR - Reduce the bonus damage gained from fury wilst keeping the 20 seconds duration
    You generate a little health every 2 seconds wilst in fury mode - OR - no healing at all and disable health recovery
    - OR -
    (passive fury generation thats not too powerful compared to the previous idea wilst keeping the set's core identity as letting you stay in werewolf form for much longer)
    (5 items)
    Adds 175 weapon and spell damage:
    When you are in combat wilst in werewolf form, grants you 15 fury 3 seconds
    you count as one extra werewolf for the "Call of the Pack" passive.
    Berserkers would count as 2 (you being one, the set being one)
    and pack leaders would gain full advantage ( 1 per direwolf, 1 for yourself, 1 for the set)


    7fy75jiu7mkd.png

    I wouldn't say salvation is worthless now. It definitely helps berserker maintain their forms especially when activating the ultimate at lower amounts, same goes for shapeshifter's chain but that also works for other transformation ultimates as they both reduce the ult cost of staying in form.

    I think gain x fury when you use a werewolf ability is a good idea. Or just decrease cost of enrage by 33% (But they need to remove the free casting werewolf abilities during enrage state).

    Salvations
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating
    (4 items) Adds 129 Weapon and Spell damage
    (5 items) Reduce the cost of werewolf transformation and Enrage by 33%

    They can do that, it’s fine *and all but the set also provides 150 extra wep/spell in werewolf form.

    This should be bumped the be roughly 600 wep/spell while transformed much like other damage ‘themed’ sets, the vampire lord set, etc.

    Honestly, the wep and spell damage bump here along with these stat lines are all I’d need to at least consider running it.

    Higher then i thought for base form and werewolf form, the part of that idea came from other sets that have a 5th piece bonus where the stat is a flat one with a bonus (such as rattlecage and major sorc/brut)
    Maybe 600 is too much, maybe its enough ^^

    Anyway, my idea was to buff the wpn and spell power and add it to the base 5 piece bonus because now the sets 5 piece bonus is useless till you wolf-up.
    What if its 200 up front, another 200 when in werewolf form?

    (Written on my phone, expect tons of spelling errors)

    250 out and another 250 in and we’ll call it a deal. I’ll even forgive any misspellings haha!
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • QuinnTheWolf
    QuinnTheWolf
    ✭✭✭
    Wuuffyy wrote: »
    Wuuffyy wrote: »
    Chrlynsch wrote: »
    Salvation:
    This is the set that sparked this idea in its entirely, wile 'savage werewolf' was the oil

    Stat change on 2, 3 and 4 pieces: (stamina > stamina recovery > stamina)
    alter it to something like this:
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating - OR - 129 Weapon and Spell damage
    (4 items) Adds 129 Weapon and Spell damage - OR - 1072 Magicka and Stamina (not magicka or stamina, both! because we can now hybridize or use magicka dps as a doggo)

    For the 5 piece bonus, it is now completely useless even for new players, this holds no significance.
    33% cost reduction worked with the old werewolf because it had a flat ult cost
    The weapon and spell damage should be always available.
    So i propose this!

    (much more furious werewolves with a timer penalty, basicaly be enraged the entire time)
    (5 items) Adds 175 weapon and spell damage,
    Reduces your maximum Fury to 500, allowing you to enter fury more quickly, but lasts 12.5 OR 15 seconds down from 20 seconds - OR - Reduce the bonus damage gained from fury wilst keeping the 20 seconds duration
    You generate a little health every 2 seconds wilst in fury mode - OR - no healing at all and disable health recovery
    - OR -
    (passive fury generation thats not too powerful compared to the previous idea wilst keeping the set's core identity as letting you stay in werewolf form for much longer)
    (5 items)
    Adds 175 weapon and spell damage:
    When you are in combat wilst in werewolf form, grants you 15 fury 3 seconds
    you count as one extra werewolf for the "Call of the Pack" passive.
    Berserkers would count as 2 (you being one, the set being one)
    and pack leaders would gain full advantage ( 1 per direwolf, 1 for yourself, 1 for the set)


    7fy75jiu7mkd.png

    I wouldn't say salvation is worthless now. It definitely helps berserker maintain their forms especially when activating the ultimate at lower amounts, same goes for shapeshifter's chain but that also works for other transformation ultimates as they both reduce the ult cost of staying in form.

    I think gain x fury when you use a werewolf ability is a good idea. Or just decrease cost of enrage by 33% (But they need to remove the free casting werewolf abilities during enrage state).

    Salvations
    (2 items) Adds 129 weapon and spell damage
    (3 items) Adds 657 Critical rating
    (4 items) Adds 129 Weapon and Spell damage
    (5 items) Reduce the cost of werewolf transformation and Enrage by 33%

    They can do that, it’s fine *and all but the set also provides 150 extra wep/spell in werewolf form.

    This should be bumped the be roughly 600 wep/spell while transformed much like other damage ‘themed’ sets, the vampire lord set, etc.

    Honestly, the wep and spell damage bump here along with these stat lines are all I’d need to at least consider running it.

    Higher then i thought for base form and werewolf form, the part of that idea came from other sets that have a 5th piece bonus where the stat is a flat one with a bonus (such as rattlecage and major sorc/brut)
    Maybe 600 is too much, maybe its enough ^^

    Anyway, my idea was to buff the wpn and spell power and add it to the base 5 piece bonus because now the sets 5 piece bonus is useless till you wolf-up.
    What if its 200 up front, another 200 when in werewolf form?

    (Written on my phone, expect tons of spelling errors)

    250 out and another 250 in and we’ll call it a deal. I’ll even forgive any misspellings haha!

    250 doesnt sound too bad actualy 🤔

    250 base, doubled in werewolf form!
    Since werewolf is limited by having one bar-only

    Mwahah! Thabks! But i bet ive already angered many readers with my dislesia
  • QuinnTheWolf
    QuinnTheWolf
    ✭✭✭
    Since werewolves will be buffed, and seeing a change to the 'savage werewolf' set
    I propose some changes/buffs to other sets to either inject werewolf theme based on the zone they come from OR to make them function better for its intended purpose!
    Or simple fixes so mechanics work with their non transformed counterpart! (for example prowl and sneak sets, altho i only have one in this list rn)
    I also came up with an idea for a set that drops in Cyrodill

    I will post the images one message at a time to keep things orderly as i donot know how to make forum posts well -w-

    The messages send will be in this set order.

    5 Piece armor sets:
    Salvation (Malabal Tor)
    Shadow Dancer's Raiment (Greenshade)
    Witch-knight's Defiance (The Reach)
    Witchman's Armor (The Rift)
    Blood Moon (march of sacrifices)
    Kraglen's Howl

    Set idea, Werewolf counterpart to the Vampire Lord set (Cyrodill)

    Mythic:
    Shapeshifters Chain (blackwood antiquity)

    I forgot to quote zenimax for visibility

    @ZOS_GinaBruno @ZOS_Kevin

    Dunno who else to tag ^^

    If any of my ideas suck, atleast considder buffing and/or changing Salvation
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