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Suggestion for Major Lack of Werewolf Build Variety: Rework for Shapeshifter's Chain

  • Tommy_The_Gun
    Tommy_The_Gun
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    Something like this imho should not be tied to item set, but rather maybe to ww passive or maybe something similar to "class mastery" but in WW skill line. So you could choose 2 out of like 5 so it would fit your gameplay. Tying set to a ww like that would make it bis in all content for all builds, effectively further killing ww build diversity that is already dying (sorc orc for every WW build next patch).
  • acanca
    acanca
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    Chrlynsch wrote: »
    acanca wrote: »
    Wuuffyy wrote: »
    Chrlynsch wrote: »
    Wuuffyy wrote: »
    Chrlynsch wrote: »
    I'd need to double check this but I assume mylenne's generates 35 fury every 10 seconds with the werewolf passive.

    When not using Hircine's rage & Mylenne's it will takes about 40s of actively using abilies on cooldown to generate enough fury to activate Rampage.

    Using Mylenne's should take you 35 seconds to build your fury. Which basically takes you from 50% uptime of Rampage to 62.5% uptime when chaining it, as you can gain fury while rampage is active. Essentially a reduction of 25% in downtime which is actually pretty nice for the other benefits it grants (especially in pve land).

    This stam return is horrendous. Constant parsing resulted in 81 stam per second (or 162 'stam recov') on a straight parse.

    Obviously it's based on 'damage done' but against players... the tooltip is halfed (as half of its damage or so has an 'OUT of Battle Spirit' condition), the tooltip is halfed again due to Battle Spirit, and players tend to build SIGNIFICANTLY more mitigation than the average add.

    So before even accounting for other players' mitigation, the stam return (which is based off 'damage done') is 162/2 (since half of set damage locked behind 'OUT of Battle Spirit') which equals 81/2 (since half of damage is reduced by default by Battle Spirit) which results in 40 or so 'stamina recovery' from that set before mitigations:

    n13gua14juho.png

    xhghco0iasgd.png

    To note, the tooltip damage (whatever your given build would put it at) results in being lower due to our own 'in Battle Spirit' wep/spell damage reduction (20% on our passive to 10%) which means that because these proc sets scale exclusively off of wep/spell, the tooltip itself would be EVEN LOWER (by a noticeable margin) while in PvP also.

    Ran some quick tests found some interesting interactions, first note is it looks like the werewolf fury passive is functional however the tooltip for Mylenne's is actually only 15 without the passive applying. Thus 25 fury.

    Regularly weaving LAs with abilities this is the time it takes to get rampage ready:

    Rip and Tear spam: 45 seconds (44% Rampage uptime)
    Rip and Tear + Mylenne's: 42 seconds (48% Rampage Uptime)
    Rip and Tear + Feral Carnage: 33 Seconds (60% Rampage Uptime)
    Rip and Tear + Feral Carnage + Mylenne's: 28 seconds (71% Rampage Uptime)
    Rip and Tear + Feral Carnage + Hircine's Rage x2: 28 seconds (71% Rampage Uptime)
    Rip and Tear + Feral Carnage + Mylenne's+ Hircine's Rage x2: 25 seconds (80% Rampage Uptime)
    Feral Carnage + Hircine's Rage spam: 23 seconds. (88% Rampage Uptime)
    Feral Carnage + Hircine's Rage spam + Mylenne's: 20s (100% Rampage uptime aka werewolf pinatas mode!)

    35 fury would go a lot farther than the current 25. We can see it is pulling roughy 3 seconds off due to when it procs within the cadence and biggest swing in uptime comes from pinata mode or standard offensive rotation. Uptime would be under ideal conditions in a fight while chaining Rampage while available.

    Oh haha- that's interesting then! So the passive is actually affecting the tooltip itself and the 25 is the 'buffed' tooltip for fury. Good to know!
    Chrlynsch wrote: »
    Wuuffyy wrote: »
    Chrlynsch wrote: »
    I'd need to double check this but I assume mylenne's generates 35 fury every 10 seconds with the werewolf passive.

    When not using Hircine's rage & Mylenne's it will takes about 40s of actively using abilies on cooldown to generate enough fury to activate Rampage.

    Using Mylenne's should take you 35 seconds to build your fury. Which basically takes you from 50% uptime of Rampage to 62.5% uptime when chaining it, as you can gain fury while rampage is active. Essentially a reduction of 25% in downtime which is actually pretty nice for the other benefits it grants (especially in pve land).

    This stam return is horrendous. Constant parsing resulted in 81 stam per second (or 162 'stam recov') on a straight parse.

    Obviously it's based on 'damage done' but against players... the tooltip is halfed (as half of its damage or so has an 'OUT of Battle Spirit' condition), the tooltip is halfed again due to Battle Spirit, and players tend to build SIGNIFICANTLY more mitigation than the average add.

    So before even accounting for other players' mitigation, the stam return (which is based off 'damage done') is 162/2 (since half of set damage locked behind 'OUT of Battle Spirit') which equals 81/2 (since half of damage is reduced by default by Battle Spirit) which results in 40 or so 'stamina recovery' from that set before mitigations:

    n13gua14juho.png

    xhghco0iasgd.png

    To note, the tooltip damage (whatever your given build would put it at) results in being lower due to our own 'in Battle Spirit' wep/spell damage reduction (20% on our passive to 10%) which means that because these proc sets scale exclusively off of wep/spell, the tooltip itself would be EVEN LOWER (by a noticeable margin) while in PvP also.

    Ran some quick tests found some interesting interactions, first note is it looks like the werewolf fury passive is functional however the tooltip for Mylenne's is actually only 15 without the passive applying. Thus 25 fury.

    Regularly weaving LAs with abilities this is the time it takes to get rampage ready:

    Rip and Tear spam: 45 seconds (44% Rampage uptime)
    Rip and Tear + Mylenne's: 42 seconds (48% Rampage Uptime)
    Rip and Tear + Feral Carnage: 33 Seconds (60% Rampage Uptime)
    Rip and Tear + Feral Carnage + Mylenne's: 28 seconds (71% Rampage Uptime)
    Rip and Tear + Feral Carnage + Hircine's Rage x2: 28 seconds (71% Rampage Uptime)
    Rip and Tear + Feral Carnage + Mylenne's+ Hircine's Rage x2: 25 seconds (80% Rampage Uptime)
    Feral Carnage + Hircine's Rage spam: 23 seconds. (88% Rampage Uptime)
    Feral Carnage + Hircine's Rage spam + Mylenne's: 20s (100% Rampage uptime aka werewolf pinatas mode!)

    35 fury would go a lot farther than the current 25. We can see it is pulling roughy 3 seconds off due to when it procs within the cadence and biggest swing in uptime comes from pinata mode or standard offensive rotation. Uptime would be under ideal conditions in a fight while chaining Rampage while available.

    Very cool, im excited that 100% uptime has been achieved (as impractical as it is). I still dont think mylenne will be viable because it means giving up a 5 piece set or a mythic for it since a ww can not backbar sets but it at least reframes the importance of every bit of fury generation in my mind.

    Will keep in my for if they ever release a good 3 piece set or maybe if they make ww arena weapons a thing ^^

    To be honest the Hircine's Rage spam is actually a great tool to use to maintain your form. In pvp using it if you have broken traditional engagement and have Enrage going. You can bridge well into your next enrage by HR spam alone. I use this on my berserker a lot in BGs as a way to keep my form up when stuck in combat when solo wolfing it.

    In PVE it works great for fights that have long phases where you can't attack like in March of Sacrafices or dragon encounters with flyovers.

    I think i would rather leave the skill slot empty than use hircines rage in pvp tbh ^^
  • Wuuffyy
    Wuuffyy
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    Chrlynsch wrote: »
    acanca wrote: »
    Wuuffyy wrote: »
    Chrlynsch wrote: »
    Wuuffyy wrote: »
    Chrlynsch wrote: »
    I'd need to double check this but I assume mylenne's generates 35 fury every 10 seconds with the werewolf passive.

    When not using Hircine's rage & Mylenne's it will takes about 40s of actively using abilies on cooldown to generate enough fury to activate Rampage.

    Using Mylenne's should take you 35 seconds to build your fury. Which basically takes you from 50% uptime of Rampage to 62.5% uptime when chaining it, as you can gain fury while rampage is active. Essentially a reduction of 25% in downtime which is actually pretty nice for the other benefits it grants (especially in pve land).

    This stam return is horrendous. Constant parsing resulted in 81 stam per second (or 162 'stam recov') on a straight parse.

    Obviously it's based on 'damage done' but against players... the tooltip is halfed (as half of its damage or so has an 'OUT of Battle Spirit' condition), the tooltip is halfed again due to Battle Spirit, and players tend to build SIGNIFICANTLY more mitigation than the average add.

    So before even accounting for other players' mitigation, the stam return (which is based off 'damage done') is 162/2 (since half of set damage locked behind 'OUT of Battle Spirit') which equals 81/2 (since half of damage is reduced by default by Battle Spirit) which results in 40 or so 'stamina recovery' from that set before mitigations:

    n13gua14juho.png

    xhghco0iasgd.png

    To note, the tooltip damage (whatever your given build would put it at) results in being lower due to our own 'in Battle Spirit' wep/spell damage reduction (20% on our passive to 10%) which means that because these proc sets scale exclusively off of wep/spell, the tooltip itself would be EVEN LOWER (by a noticeable margin) while in PvP also.

    Ran some quick tests found some interesting interactions, first note is it looks like the werewolf fury passive is functional however the tooltip for Mylenne's is actually only 15 without the passive applying. Thus 25 fury.

    Regularly weaving LAs with abilities this is the time it takes to get rampage ready:

    Rip and Tear spam: 45 seconds (44% Rampage uptime)
    Rip and Tear + Mylenne's: 42 seconds (48% Rampage Uptime)
    Rip and Tear + Feral Carnage: 33 Seconds (60% Rampage Uptime)
    Rip and Tear + Feral Carnage + Mylenne's: 28 seconds (71% Rampage Uptime)
    Rip and Tear + Feral Carnage + Hircine's Rage x2: 28 seconds (71% Rampage Uptime)
    Rip and Tear + Feral Carnage + Mylenne's+ Hircine's Rage x2: 25 seconds (80% Rampage Uptime)
    Feral Carnage + Hircine's Rage spam: 23 seconds. (88% Rampage Uptime)
    Feral Carnage + Hircine's Rage spam + Mylenne's: 20s (100% Rampage uptime aka werewolf pinatas mode!)

    35 fury would go a lot farther than the current 25. We can see it is pulling roughy 3 seconds off due to when it procs within the cadence and biggest swing in uptime comes from pinata mode or standard offensive rotation. Uptime would be under ideal conditions in a fight while chaining Rampage while available.

    Oh haha- that's interesting then! So the passive is actually affecting the tooltip itself and the 25 is the 'buffed' tooltip for fury. Good to know!
    Chrlynsch wrote: »
    Wuuffyy wrote: »
    Chrlynsch wrote: »
    I'd need to double check this but I assume mylenne's generates 35 fury every 10 seconds with the werewolf passive.

    When not using Hircine's rage & Mylenne's it will takes about 40s of actively using abilies on cooldown to generate enough fury to activate Rampage.

    Using Mylenne's should take you 35 seconds to build your fury. Which basically takes you from 50% uptime of Rampage to 62.5% uptime when chaining it, as you can gain fury while rampage is active. Essentially a reduction of 25% in downtime which is actually pretty nice for the other benefits it grants (especially in pve land).

    This stam return is horrendous. Constant parsing resulted in 81 stam per second (or 162 'stam recov') on a straight parse.

    Obviously it's based on 'damage done' but against players... the tooltip is halfed (as half of its damage or so has an 'OUT of Battle Spirit' condition), the tooltip is halfed again due to Battle Spirit, and players tend to build SIGNIFICANTLY more mitigation than the average add.

    So before even accounting for other players' mitigation, the stam return (which is based off 'damage done') is 162/2 (since half of set damage locked behind 'OUT of Battle Spirit') which equals 81/2 (since half of damage is reduced by default by Battle Spirit) which results in 40 or so 'stamina recovery' from that set before mitigations:

    n13gua14juho.png

    xhghco0iasgd.png

    To note, the tooltip damage (whatever your given build would put it at) results in being lower due to our own 'in Battle Spirit' wep/spell damage reduction (20% on our passive to 10%) which means that because these proc sets scale exclusively off of wep/spell, the tooltip itself would be EVEN LOWER (by a noticeable margin) while in PvP also.

    Ran some quick tests found some interesting interactions, first note is it looks like the werewolf fury passive is functional however the tooltip for Mylenne's is actually only 15 without the passive applying. Thus 25 fury.

    Regularly weaving LAs with abilities this is the time it takes to get rampage ready:

    Rip and Tear spam: 45 seconds (44% Rampage uptime)
    Rip and Tear + Mylenne's: 42 seconds (48% Rampage Uptime)
    Rip and Tear + Feral Carnage: 33 Seconds (60% Rampage Uptime)
    Rip and Tear + Feral Carnage + Mylenne's: 28 seconds (71% Rampage Uptime)
    Rip and Tear + Feral Carnage + Hircine's Rage x2: 28 seconds (71% Rampage Uptime)
    Rip and Tear + Feral Carnage + Mylenne's+ Hircine's Rage x2: 25 seconds (80% Rampage Uptime)
    Feral Carnage + Hircine's Rage spam: 23 seconds. (88% Rampage Uptime)
    Feral Carnage + Hircine's Rage spam + Mylenne's: 20s (100% Rampage uptime aka werewolf pinatas mode!)

    35 fury would go a lot farther than the current 25. We can see it is pulling roughy 3 seconds off due to when it procs within the cadence and biggest swing in uptime comes from pinata mode or standard offensive rotation. Uptime would be under ideal conditions in a fight while chaining Rampage while available.

    Very cool, im excited that 100% uptime has been achieved (as impractical as it is). I still dont think mylenne will be viable because it means giving up a 5 piece set or a mythic for it since a ww can not backbar sets but it at least reframes the importance of every bit of fury generation in my mind.

    Will keep in my for if they ever release a good 3 piece set or maybe if they make ww arena weapons a thing ^^

    To be honest the Hircine's Rage spam is actually a great tool to use to maintain your form. In pvp using it if you have broken traditional engagement and have Enrage going. You can bridge well into your next enrage by HR spam alone. I use this on my berserker a lot in BGs as a way to keep my form up when stuck in combat when solo wolfing it.

    In PVE it works great for fights that have long phases where you can't attack like in March of Sacrafices or dragon encounters with flyovers.

    There is a vast issue with a healing spammable that only heals for around 6k on a ‘damage’ build, that no longer provides major vitality to werewolf (meaning can no longer be achieved in-kit), and causes the user to take up 12% more damage.

    I’ve tried Hircine’s Rage and on paper it looks worth it but in practice I’ve found it to be too problematic in the following order:

    -should you take significant burst and/or the opponent has a ‘debuff’ window like incap/onslaught/corro, its tiny value (again, 6k non-crits on a ‘damage build’) does not lean itself towards surviving high-constant damage.

    -damage taken up to 12% for the trade-off is good in theory but proc sets (as you can see with the majority of wolves you come across with high DPS) are the go-to for damage which makes ‘building to be tanky to mitigate’ less impactful for what you can build as even the damage increase itself isn’t that drastic if you must replace (let’s say) Savage Werewolf to run this morph with a certain level of safety.

    -next patch especially, the reduced stam return waiting for Rampage will be felt with the weakened heal and damage taken debuff in all but the most optimal scenarios. It can be made to work in a group but solo I don’t feel like this is a ‘fair trade-off’ especially as Berserker werewolf which is already taking ‘more’ damage due to lack of major protection.

    This is simply my experience but it’s not at all surprising to me how something that tooltips for 20% less than a standardized wep/spell heal (breath of life) and causes me to take 12% increased damage along with the rest of the kit still calling for health-based healing largely (meaning I must pull scaling away from Stamina specifically to make the rest of the kit work) is not great in actual practice and not just based on my own experience.

    Edit: this is a 'damage build' w/ Hircine's Rage (VERY SQUISHY) but parsing 62-63k (reminder that despite being 'squishy' I still have to run 'health' for my other heals; high health does not equal 'tanky' especially with the Hircine's Rage damage taken debuff)

    qsnc37yzlb7t.png

    6xarjxvuj7k8.png

    My Hircine's Rage (which I also take 12% increased damage for):

    ifui7lnotm2h.png

    MY Hircine's Fortitude results in 50% more healing (even post-nerf results in better healing given that Hircine's Rage is so WEAK):

    qlga1yeexycb.png

    Weapon and spell damage buffed-up (my health is still over 40k, as shown above):

    rwdt71ywaedw.png
    Edited by Wuuffyy on August 28, 2026 5:53PM
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Wuuffyy
    Wuuffyy
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    Something like this imho should not be tied to item set, but rather maybe to ww passive or maybe something similar to "class mastery" but in WW skill line. So you could choose 2 out of like 5 so it would fit your gameplay. Tying set to a ww like that would make it bis in all content for all builds, effectively further killing ww build diversity that is already dying (sorc orc for every WW build next patch).

    You’re likely better off trying another pure class (maybe DK or certain niche Warden builds) or subclassing for damage (and then running SS, Imperial, etc.); in my tests subclassing provided more, after dropping static reverb, by a substantial amount for example (which gives me a little more leeway to run sustain elsewhere). I don’t believe that Sorc will give you enough damage to match with the sustain to make this choice truly worth it with the now-reduced CoE given that ‘Static Reverb’ (the defacto sorc-wolf damage mastery) was completely and totally disabled in any realistic PvP scenario for wolf (skirting around the fact the Monolith set exists but that requires your opponent stand still).

    Otherwise, the only other mastery you can receive provides just 6% wep/spell scaling damage-wise and that can be meaningfully supplied by 1 person in a group should you choose to run that (meaning no other masteries are applicable at all with CoE and you could not gain additional damage beyond this point as a sorc wolf)

    Edit: The following was a PTS parse with a build I use on live using static reverb (again, not running Static here but rather ‘Calculated Defense’ given Static indirectly nerfed for wolf). For the record it is in 6 med and is 'very squishy'>>>

    xdjt2gl3n2ie.png

    e5vxs27wa2pn.png

    111e9963v1iy.png

    Leaving the 'Robust' parse in for 'stabilization'-

    ghimhk15enjs.png

    That is WITH major force pots and overall is still ~7k less at base in these instances than my current build on live with the same setup aside from that mastery.

    uid780btmmni.png

    For comparison, these are numbers I have been able to achieve on while subclassing with Shapeshifter's chain on via the current PTS also>>>

    o45omedw1ulz.png
    Edited by Wuuffyy on August 28, 2026 11:35PM
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Chrlynsch
    Chrlynsch
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    ✭✭
    Wuuffyy wrote: »
    Chrlynsch wrote: »
    acanca wrote: »
    Wuuffyy wrote: »
    Chrlynsch wrote: »
    Wuuffyy wrote: »
    Chrlynsch wrote: »
    I'd need to double check this but I assume mylenne's generates 35 fury every 10 seconds with the werewolf passive.

    When not using Hircine's rage & Mylenne's it will takes about 40s of actively using abilies on cooldown to generate enough fury to activate Rampage.

    Using Mylenne's should take you 35 seconds to build your fury. Which basically takes you from 50% uptime of Rampage to 62.5% uptime when chaining it, as you can gain fury while rampage is active. Essentially a reduction of 25% in downtime which is actually pretty nice for the other benefits it grants (especially in pve land).

    This stam return is horrendous. Constant parsing resulted in 81 stam per second (or 162 'stam recov') on a straight parse.

    Obviously it's based on 'damage done' but against players... the tooltip is halfed (as half of its damage or so has an 'OUT of Battle Spirit' condition), the tooltip is halfed again due to Battle Spirit, and players tend to build SIGNIFICANTLY more mitigation than the average add.

    So before even accounting for other players' mitigation, the stam return (which is based off 'damage done') is 162/2 (since half of set damage locked behind 'OUT of Battle Spirit') which equals 81/2 (since half of damage is reduced by default by Battle Spirit) which results in 40 or so 'stamina recovery' from that set before mitigations:

    n13gua14juho.png

    xhghco0iasgd.png

    To note, the tooltip damage (whatever your given build would put it at) results in being lower due to our own 'in Battle Spirit' wep/spell damage reduction (20% on our passive to 10%) which means that because these proc sets scale exclusively off of wep/spell, the tooltip itself would be EVEN LOWER (by a noticeable margin) while in PvP also.

    Ran some quick tests found some interesting interactions, first note is it looks like the werewolf fury passive is functional however the tooltip for Mylenne's is actually only 15 without the passive applying. Thus 25 fury.

    Regularly weaving LAs with abilities this is the time it takes to get rampage ready:

    Rip and Tear spam: 45 seconds (44% Rampage uptime)
    Rip and Tear + Mylenne's: 42 seconds (48% Rampage Uptime)
    Rip and Tear + Feral Carnage: 33 Seconds (60% Rampage Uptime)
    Rip and Tear + Feral Carnage + Mylenne's: 28 seconds (71% Rampage Uptime)
    Rip and Tear + Feral Carnage + Hircine's Rage x2: 28 seconds (71% Rampage Uptime)
    Rip and Tear + Feral Carnage + Mylenne's+ Hircine's Rage x2: 25 seconds (80% Rampage Uptime)
    Feral Carnage + Hircine's Rage spam: 23 seconds. (88% Rampage Uptime)
    Feral Carnage + Hircine's Rage spam + Mylenne's: 20s (100% Rampage uptime aka werewolf pinatas mode!)

    35 fury would go a lot farther than the current 25. We can see it is pulling roughy 3 seconds off due to when it procs within the cadence and biggest swing in uptime comes from pinata mode or standard offensive rotation. Uptime would be under ideal conditions in a fight while chaining Rampage while available.

    Oh haha- that's interesting then! So the passive is actually affecting the tooltip itself and the 25 is the 'buffed' tooltip for fury. Good to know!
    Chrlynsch wrote: »
    Wuuffyy wrote: »
    Chrlynsch wrote: »
    I'd need to double check this but I assume mylenne's generates 35 fury every 10 seconds with the werewolf passive.

    When not using Hircine's rage & Mylenne's it will takes about 40s of actively using abilies on cooldown to generate enough fury to activate Rampage.

    Using Mylenne's should take you 35 seconds to build your fury. Which basically takes you from 50% uptime of Rampage to 62.5% uptime when chaining it, as you can gain fury while rampage is active. Essentially a reduction of 25% in downtime which is actually pretty nice for the other benefits it grants (especially in pve land).

    This stam return is horrendous. Constant parsing resulted in 81 stam per second (or 162 'stam recov') on a straight parse.

    Obviously it's based on 'damage done' but against players... the tooltip is halfed (as half of its damage or so has an 'OUT of Battle Spirit' condition), the tooltip is halfed again due to Battle Spirit, and players tend to build SIGNIFICANTLY more mitigation than the average add.

    So before even accounting for other players' mitigation, the stam return (which is based off 'damage done') is 162/2 (since half of set damage locked behind 'OUT of Battle Spirit') which equals 81/2 (since half of damage is reduced by default by Battle Spirit) which results in 40 or so 'stamina recovery' from that set before mitigations:

    n13gua14juho.png

    xhghco0iasgd.png

    To note, the tooltip damage (whatever your given build would put it at) results in being lower due to our own 'in Battle Spirit' wep/spell damage reduction (20% on our passive to 10%) which means that because these proc sets scale exclusively off of wep/spell, the tooltip itself would be EVEN LOWER (by a noticeable margin) while in PvP also.

    Ran some quick tests found some interesting interactions, first note is it looks like the werewolf fury passive is functional however the tooltip for Mylenne's is actually only 15 without the passive applying. Thus 25 fury.

    Regularly weaving LAs with abilities this is the time it takes to get rampage ready:

    Rip and Tear spam: 45 seconds (44% Rampage uptime)
    Rip and Tear + Mylenne's: 42 seconds (48% Rampage Uptime)
    Rip and Tear + Feral Carnage: 33 Seconds (60% Rampage Uptime)
    Rip and Tear + Feral Carnage + Mylenne's: 28 seconds (71% Rampage Uptime)
    Rip and Tear + Feral Carnage + Hircine's Rage x2: 28 seconds (71% Rampage Uptime)
    Rip and Tear + Feral Carnage + Mylenne's+ Hircine's Rage x2: 25 seconds (80% Rampage Uptime)
    Feral Carnage + Hircine's Rage spam: 23 seconds. (88% Rampage Uptime)
    Feral Carnage + Hircine's Rage spam + Mylenne's: 20s (100% Rampage uptime aka werewolf pinatas mode!)

    35 fury would go a lot farther than the current 25. We can see it is pulling roughy 3 seconds off due to when it procs within the cadence and biggest swing in uptime comes from pinata mode or standard offensive rotation. Uptime would be under ideal conditions in a fight while chaining Rampage while available.

    Very cool, im excited that 100% uptime has been achieved (as impractical as it is). I still dont think mylenne will be viable because it means giving up a 5 piece set or a mythic for it since a ww can not backbar sets but it at least reframes the importance of every bit of fury generation in my mind.

    Will keep in my for if they ever release a good 3 piece set or maybe if they make ww arena weapons a thing ^^

    To be honest the Hircine's Rage spam is actually a great tool to use to maintain your form. In pvp using it if you have broken traditional engagement and have Enrage going. You can bridge well into your next enrage by HR spam alone. I use this on my berserker a lot in BGs as a way to keep my form up when stuck in combat when solo wolfing it.

    In PVE it works great for fights that have long phases where you can't attack like in March of Sacrafices or dragon encounters with flyovers.

    There is a vast issue with a healing spammable that only heals for around 6k on a ‘damage’ build, that no longer provides major vitality to werewolf (meaning can no longer be achieved in-kit), and causes the user to take up 12% more damage.

    I’ve tried Hircine’s Rage and on paper it looks worth it but in practice I’ve found it to be too problematic in the following order:

    -should you take significant burst and/or the opponent has a ‘debuff’ window like incap/onslaught/corro, its tiny value (again, 6k non-crits on a ‘damage build’) does not lean itself towards surviving high-constant damage.

    -damage taken up to 12% for the trade-off is good in theory but proc sets (as you can see with the majority of wolves you come across with high DPS) are the go-to for damage which makes ‘building to be tanky to mitigate’ less impactful for what you can build as even the damage increase itself isn’t that drastic if you must replace (let’s say) Savage Werewolf to run this morph with a certain level of safety.

    -next patch especially, the reduced stam return waiting for Rampage will be felt with the weakened heal and damage taken debuff in all but the most optimal scenarios. It can be made to work in a group but solo I don’t feel like this is a ‘fair trade-off’ especially as Berserker werewolf which is already taking ‘more’ damage due to lack of major protection.

    This is simply my experience but it’s not at all surprising to me how something that tooltips for 20% less than a standardized wep/spell heal (breath of life) and causes me to take 12% increased damage along with the rest of the kit still calling for health-based healing largely (meaning I must pull scaling away from Stamina specifically to make the rest of the kit work) is not great in actual practice and not just based on my own experience.

    Edit: this is a 'damage build' w/ Hircine's Rage (VERY SQUISHY) but parsing 62-63k (reminder that despite being 'squishy' I still have to run 'health' for my other heals; high health does not equal 'tanky' especially with the Hircine's Rage damage taken debuff)

    qsnc37yzlb7t.png

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    My Hircine's Rage (which I also take 12% increased damage for):

    ifui7lnotm2h.png

    MY Hircine's Fortitude results in 50% more healing (even post-nerf results in better healing given that Hircine's Rage is so WEAK):

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    Weapon and spell damage buffed-up (my health is still over 40k, as shown above):

    rwdt71ywaedw.png

    The build I use it with utilizes a bit more utility, so I'm able to get about 10k+ Hircine rage heals the majority of the time. Rip and tears do about the same ramping to about 10k, build can only hit about 55k dps on a dummy so it doesn't achieve as much top end dps as the one you posted. If I went Hircine's fortitude I would get about 13k heals as my health hovers around 41k.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
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