Maintenance for the week of August 3:
• PC/Mac: No maintenance – August 3
• ESO Store and Account System for maintenance – August 4, 5:00AM EDT (9:00 UTC) - 4:00PM EDT (20:00 UTC)

I don't think Werewolves should get Class Masteries and Passives

Usureki
Usureki
✭✭✭✭
The whole idea of the WW transformation is that you become something else, you no longer have access to your original abilities, you become the overpowered killing machine everybody is crying about on these forums these days.

Why in Mara's name do Warewolves receive class passives and masteries? It is absolutely wrong in both lore and gameplay-wise; it is ridiculous that a beast retain their skills as e.g. a holy templar or a clever mage, but the gameplay effects are even more insane; it makes few classes viable/meta to do WW (Sorc especially whit its Static Reverberation) while other classes having no synergies with WW at all (e.g. Arcanist that is dependent on either ability slotting or crux generation) are once again just tossed in the bin with this aspect. Both make zero sense.
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    How dare *werewolves benefit from their class in a meaningful capacity rather than either just being directly cookie cutter or being relegated to subclassing /s! Also, people legitimately complain 24/7 about quite literally everything- ‘more news at 5’.

    The first werewolf that comes to mind that uses their ‘class’ is the necro werewolf from one of the DLC dungeons. Also, I believe Balorgh (unrelated) exhibits non-werewolf ‘abilities’ while transformed.

    Quick note: sorc has always been defacto meta (or close to) for wolf. I suppose it makes logical sense for a battle mage who would likely use their magiks to buff their physical form. Also, having class identity for a wolf feels a hekk of a lot better than going around as the exact same thing as everyone else (which is something ZOS directly stated was a reason for keeping them)

    *edit: the dungeon for the necro werewolf (he uses a metric ton of ‘necro’ abilities in werewolf) is Graven Deep and the boss name is ‘Hakgrym the Howler’)

    6g1z3x6udue5.jpeg


    Edited by Wuuffyy on August 1, 2026 5:06AM
    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!
  • Usureki
    Usureki
    ✭✭✭✭
    .. well then I'm probably just salty that I can't do an Arca WW coz its poopy *sad furry noises*

    I think set effects are fine, there are sets and mythics specifically related to WW stuff. Also I think that character customization is a cool thing.
  • dark_hunterxmg
    dark_hunterxmg
    ✭✭✭✭
    The only problem I have with class masteries is that the updated werewolf was balanced around them. If(when) they go away or become reduced, what are the chances that Werewolf gets adjusted to compensate? Without them, healing, recovery, damage, damage reduction all suffer.
  • CameraBeardThePirate
    CameraBeardThePirate
    ✭✭✭✭✭
    ✭✭✭✭✭
    The biggest issue with WW in PvP is the heal on Rip and Tear. It means they can go full offense for pretty much the entire fight. There isn't a class in the game that needs an 11k+ tooltip on a damage spammable, it's absurd. Cut the heal further while in Battlespirit and WWs are still very tanky with high pressure but not unkillable.
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    The biggest issue with WW in PvP is the heal on Rip and Tear. It means they can go full offense for pretty much the entire fight. There isn't a class in the game that needs an 11k+ tooltip on a damage spammable, it's absurd. Cut the heal further while in Battlespirit and WWs are still very tanky with high pressure but not unkillable.

    The same damage tooltip as surprise attack + about 10%. Same guaranteed status effect too:

    Rip and Tear-

    https://www.xbox.com/play/media/dWp3WExgw9

    3cwttvg6abh1.jpeg

    Surprise attack-

    https://www.xbox.com/play/media/KzFmryGN9D

    82mgou8bkxws.jpeg


    Healing is a bi-product of no healing outside of kit (no 5 DK moves that all heal, no heal scaling off of my missing health to heal me, no vigor).

    Also, quick reminder that we cannot successfully use Balorgh or Monomyth for PvP (which your average build can fairly easily take advantage of both) so the actual damage of one surprise attack can fairly easily be pushed past a bite.

    Vast majority of werewolves are not ‘unkillable’ and those that are, are likely tanks. Quick reminder that I can agree that a pure blade (for example) pales in comparison to a DK or werewolf…

    …but that doesn’t mean ‘raze everything to the ground’ as that will likely affect the power level of future reworks and nothing would likely reach a point that most pure classes could compete (ergo buffs are needed and definitely should be attempted first, to pure classes)
    Edited by Wuuffyy on July 30, 2026 10:16PM
    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!
  • ketsparrowhawk
    ketsparrowhawk
    ✭✭✭✭✭
    Wuuffyy wrote: »
    The biggest issue with WW in PvP is the heal on Rip and Tear. It means they can go full offense for pretty much the entire fight. There isn't a class in the game that needs an 11k+ tooltip on a damage spammable, it's absurd. Cut the heal further while in Battlespirit and WWs are still very tanky with high pressure but not unkillable.

    The same damage tooltip as surprise attack + about 10%. Same guaranteed status effect too:

    Rip and Tear-

    https://www.xbox.com/play/media/dWp3WExgw9

    3cwttvg6abh1.jpeg

    Surprise attack-

    https://www.xbox.com/play/media/KzFmryGN9D

    82mgou8bkxws.jpeg


    Healing is a bi-product of no healing outside of kit (no 5 DK moves that all heal, no heal scaling off of my missing health to heal me, no vigor).

    Also, quick reminder that we cannot successfully use Balorgh or Monomyth for PvP (which your average build can fairly easily take advantage of both) so the actual damage of one surprise attack can fairly easily be pushed past a bite.

    Vast majority of werewolves are not ‘unkillable’ and those that are, are likely tanks. Quick reminder that I can agree that a pure blade (for example) pales in comparison to a DK or werewolf…

    …but that doesn’t mean ‘raze everything to the ground’ as that will likely affect the power level of future reworks and nothing would likely reach a point that most pure classes could compete (ergo buffs are needed and definitely should be attempted first, to pure classes)

    Heal definitely needs nerfed
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Wuuffyy wrote: »
    The biggest issue with WW in PvP is the heal on Rip and Tear. It means they can go full offense for pretty much the entire fight. There isn't a class in the game that needs an 11k+ tooltip on a damage spammable, it's absurd. Cut the heal further while in Battlespirit and WWs are still very tanky with high pressure but not unkillable.

    The same damage tooltip as surprise attack + about 10%. Same guaranteed status effect too:

    Rip and Tear-

    https://www.xbox.com/play/media/dWp3WExgw9

    3cwttvg6abh1.jpeg

    Surprise attack-

    https://www.xbox.com/play/media/KzFmryGN9D

    82mgou8bkxws.jpeg


    Healing is a bi-product of no healing outside of kit (no 5 DK moves that all heal, no heal scaling off of my missing health to heal me, no vigor).

    Also, quick reminder that we cannot successfully use Balorgh or Monomyth for PvP (which your average build can fairly easily take advantage of both) so the actual damage of one surprise attack can fairly easily be pushed past a bite.

    Vast majority of werewolves are not ‘unkillable’ and those that are, are likely tanks. Quick reminder that I can agree that a pure blade (for example) pales in comparison to a DK or werewolf…

    …but that doesn’t mean ‘raze everything to the ground’ as that will likely affect the power level of future reworks and nothing would likely reach a point that most pure classes could compete (ergo buffs are needed and definitely should be attempted first, to pure classes)

    Heal definitely needs nerfed

    Using same effort (for the record, I have refuted this elsewhere):

    nah
    Edited by Wuuffyy on July 31, 2026 12:39AM
    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!
  • IZZEFlameLash
    IZZEFlameLash
    ✭✭✭✭✭
    ✭✭
    The only problem I have with class masteries is that the updated werewolf was balanced around them. If(when) they go away or become reduced, what are the chances that Werewolf gets adjusted to compensate? Without them, healing, recovery, damage, damage reduction all suffer.

    When ZOS gets around to actually compensate, it would have been years given the track records.
    Imperials, the one and true masters of all mortal races of Tamriel
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    The only problem I have with class masteries is that the updated werewolf was balanced around them. If(when) they go away or become reduced, what are the chances that Werewolf gets adjusted to compensate? Without them, healing, recovery, damage, damage reduction all suffer.

    When ZOS gets around to actually compensate, it would have been years given the track records.

    If ZOS does anything for werewolf reduction-wise, they won’t undo it. Anyone that has remotely cared about its playability over the last several years knows this.

    I still have a bitter taste from the PTS alone where we had our dots in PvP reduced to 1 and 6 seconds; now I hear complaints about claws uptime and berserker is heavily underutilized as it’s just not forgiving in any capacity (time, survivability, the actual damage effect).
    Edited by Wuuffyy on July 31, 2026 10:59PM
    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!
  • IZZEFlameLash
    IZZEFlameLash
    ✭✭✭✭✭
    ✭✭
    Wuuffyy wrote: »
    The only problem I have with class masteries is that the updated werewolf was balanced around them. If(when) they go away or become reduced, what are the chances that Werewolf gets adjusted to compensate? Without them, healing, recovery, damage, damage reduction all suffer.

    When ZOS gets around to actually compensate, it would have been years given the track records.

    If ZOS does anything for werewolf reduction-wise, they won’t undo it. Anyone that has remotely cared about its playability over the last several years knows this.

    I still have a bitter taste from the PTS alone where we had our dots in PvP reduced to 1 and 6 seconds; now I hear complaints about claws uptime and berserker is heavily underutilized as it’s just not forgiving in any capacity (time, survivability, the actual damage effect).

    Yeah, which is why I think they should really aim to push refresh done in 2026 or at the latest by 2027 Q2. Because, these 'temporary nerfs' suggested will be permanent and we will be left with 2 things initially reworked in the gutter till the game's end.
    Imperials, the one and true masters of all mortal races of Tamriel
  • aLi3nZ
    aLi3nZ
    ✭✭✭✭
    Agreed. I think remove the buffs from both berserker and pack leader like major protection and so on then add a couple more buffs to choose from on a dedicated ww class mastery.

    WW having access to conservation of energy and static reverberation makes very little sense.
  • Luneca
    Luneca
    ✭✭✭✭✭
    I have never thought I'd see someone compare surprise attack to a skill that damages and heals, on a "class" that literally has buffs for doing absolute nothing besides existing, and lower cost skills, better healing, speed, etc.

    You literally cannot make it up. You literally cannot make it up. WW is a "class" when it's convenient, but then the exception when it's time to give drawbacks and start forcing build decisions?

    Yeah, no.
    aLi3nZ wrote: »
    Agreed. I think remove the buffs from both berserker and pack leader like major protection and so on then add a couple more buffs to choose from on a dedicated ww class mastery.

    WW having access to conservation of energy and static reverberation makes very little sense.

    This is exactly what needs to happen. WW players keep calling it a class? Then let them have to deal with more build decisions like the "classes" and also juggle buffs like everyone else.

    Oh but that can't happen because in some future that may or may not come, other classes may or may not be buffed to the same extent as WW and DK right now. Even if that may be a year or two away, it may or may not happen the way I may or may not have said because ZOS may or may not...

    No one needs to bother addressing suppositions on an uncertain future. WW players using that argumentation, get out of here. We are talking about NOW. The present. Not a future that isn't certain or even detailed. For example, name a single thing on the NECRO rework that's planned in 1 to 100 years from now? You can't!

    When the first argument is already invalid, we don't need to address what "may" happen. WW isn't balanced as a "class" and it's not balanced as a game feature either on a micro scale, macro scale, or even systemic one.

    It's crazy what lengths players are willing to go to protect their cheese. Some even appearing any time a person mentions WW, which I find extremely sad because time should be spent doing better things in life than defending a broken system in a game with poorly balanced PvP.

    And then they say I'm the one that needs to "do something else." Projection really does strike the most oblivious lightly.
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Luneca wrote: »
    I have never thought I'd see someone compare surprise attack to a skill that damages and heals, on a "class" that literally has buffs for doing absolute nothing besides existing, and lower cost skills, better healing, speed, etc.

    You literally cannot make it up. You literally cannot make it up. WW is a "class" when it's convenient, but then the exception when it's time to give drawbacks and start forcing build decisions?

    Yeah, no.
    aLi3nZ wrote: »
    Agreed. I think remove the buffs from both berserker and pack leader like major protection and so on then add a couple more buffs to choose from on a dedicated ww class mastery.

    WW having access to conservation of energy and static reverberation makes very little sense.

    This is exactly what needs to happen. WW players keep calling it a class? Then let them have to deal with more build decisions like the "classes" and also juggle buffs like everyone else.

    Oh but that can't happen because in some future that may or may not come, other classes may or may not be buffed to the same extent as WW and DK right now. Even if that may be a year or two away, it may or may not happen the way I may or may not have said because ZOS may or may not...

    No one needs to bother addressing suppositions on an uncertain future. WW players using that argumentation, get out of here. We are talking about NOW. The present. Not a future that isn't certain or even detailed. For example, name a single thing on the NECRO rework that's planned in 1 to 100 years from now? You can't!

    When the first argument is already invalid, we don't need to address what "may" happen. WW isn't balanced as a "class" and it's not balanced as a game feature either on a micro scale, macro scale, or even systemic one.

    It's crazy what lengths players are willing to go to protect their cheese. Some even appearing any time a person mentions WW, which I find extremely sad because time should be spent doing better things in life than defending a broken system in a game with poorly balanced PvP.

    And then they say I'm the one that needs to "do something else." Projection really does strike the most oblivious lightly.

    I’m going to say it like it is: werewolf functions more like a class than not.

    You can call it a ‘subclass’ and that’s fine, but it had a class rep and it function very similarly to a class (skill lockout from other ‘class’ skills) en large. Given it can be used with any ‘class’, it gets to have thematic increases from each class- one that should be translated in another way (werewolf masteries) if it ever further restricted.
    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!
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    If WW is its own class then why does it have access to the class masteries of other classes ?
    Edited by Alchimiste1 on August 2, 2026 8:31PM
  • NxJoeyD
    NxJoeyD
    ✭✭✭✭
    I would agree with this based on the fact that Class Mastery passives were built and focused around each classes "pure-class" skill set.

    This means that we, basically, have 3 classes that make the most sense to run WW because they'll have a lot more overall power with those classes masteries, whilst every other class is going to lack, which is discouraging.

    WW should have their own set of Mastery passives that supports flexibility within the WW toolkit and playstyle.

    As for the heal factor of Rip & Tear I think this is ok.

    In all fairness the heal on Rip & Tear can be strong. On my test build the heal factor would scale to 8.2k per cast. If I were to persistently intermix Ferocious in between Rip & Tear the bonus health scale would go to just over 10k per cast. By the math, factoring in Battle Spirit, that kind of healing is right in-line with slotting Vigor. On the surface I don't think it's a problem for WW to have a heal-per-cast in that range since practically everyone in PvP either slots Vigor or some degree of strong secondary heal component.

    I think the heal scaling is fine, the part that I think trips people up is that the heal in question is paired with a skill that can deliver pretty strong damage pressure + a major debuff all at the same time, but, the truth is, subclassed builds & DKs can all combine self healing / durability paired with high damage output, simultaneously, so you have to give it to WW.

    Where I do think WW can edge out in some scenarios is that they only have one bar. This can be both a "pro" and a "con" all at the same time. The only way to really give WW everything that was essential to be competitive in PvP (which I think they did), they had to cram all of those elements into one-bar's worth of skills. So, while a subclassed build or a DK might have to do more in the way of front / back bar casting, a WW is going to have many of those same mechs "built-in" to single skills.

    The "pro" is that a WW can potentially deliver more, per cast, given how much is stacked within each skill. The "con" is that WW has far less flexibility as they only have one, set, bar's worth of skills to use. This is why strong WW play style is so consistent.

    The only way around this would be if the Devs were to, again, re-work WW into a two bar scenario rather than a one bar. This would enable them to spread out some of the mechanics WW needs amongst a broader range of skills .. but .. I think that's unlikely.

    But the Devs could, absolutely, give WW their own set of mastery passives that make more sense for them. This way, no matter what base class a player might be WW can be equally as viable.

  • MorallyBipolar
    MorallyBipolar
    ✭✭✭✭✭
    To me it seems like class masteries should apply while playing the class, but while in WW form the class masteries shouldn't apply. Once you transform, then WW should be enough on it's own. For instance, poison damage only applies to WW's in WW form. So this separating out of certain buffs based on whether in or out of WW form has been the standard for a while now.

  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    If WW is its own class then why does it have access to the class masteries of other classes ?

    Better yet, why doesn’t werewolf have its own masteries?

    Although, I much more prefer the thematic and theory crafting appeal of having access to my own class’s masteries instead. There are a variety of examples (I have cited them elsewhere) in ESO of werewolves that have access to their ‘class’ skills (so necro skills, DK skills, etc.) while transformed.

    Werewolves in this universe that aren’t aimless are smart creatures and retain human thought in some capacity, at least well enough to ‘cast’ some variation of their combat skills while transformed.
    Edited by Wuuffyy on August 3, 2026 1:41PM
    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!
Sign In or Register to comment.