The EASIEST 200K DPS You'll Ever See in ESO! Update 50 Werewolf Build Guide — Transcript
Full transcript
- 0:00I never thought that I would ever be
- 0:02making a werewolf guide.
- 0:04>> Well, if you only get
- 0:05>> For as long as I've been making PvE
- 0:06content, the werewolf has always been
- 0:08one of those specs that was fun, but
- 0:09never something I could seriously
- 0:11recommend if your goal was maximizing
- 0:12damage. It was niche, it was gimmicky,
- 0:14and it just wasn't competitive with the
- 0:15best builds in the game. But then,
- 0:17update 50 happened, and not only is the
- 0:20werewolf now legitimately strong, it's
- 0:22one of the easiest high damage builds I
- 0:24have ever played. This build is capable
- 0:26of pushing 200,000 DPS, and unlike a lot
- 0:30of other meta setups, it doesn't require
- 0:31complicated rotations or even two bars.
- 0:34It's a one-bar build that might
- 0:36genuinely contain the easiest rotation
- 0:38that I have ever seen, and it can slam
- 0:40200K DPS. But the biggest surprise isn't
- 0:43even the damage. The rework itself is
- 0:45actually very good. The new visuals are
- 0:47fantastic. The werewolf systems are
- 0:48genuinely interesting, and the way the
- 0:50spec was put together was actually
- 0:51smart. The devs finally gave the
- 0:53werewolf all the tools and passive buffs
- 0:55that a modern damage dealer needs for
- 0:57optimal gameplay. So, for the first time
- 0:58in a very long time, the werewolf isn't
- 1:01just a meme build. It's cool, it's fun,
- 1:03it's surprisingly well designed, it's
- 1:05absolutely strong, and it's stupid easy
- 1:07to play. So, let's take a look at
- 1:09everything that you need to know about
- 1:10the new werewolf in update 50. And what
- 1:12better way to start the guide for what
- 1:14feels like a brand new spec than with
- 1:16the new class mastery system? In most
- 1:18cases, the werewolf will want to spec as
- 1:20either a nightblade or a sorc. The
- 1:21nightblade will provide the highest
- 1:22personal damage, largely thanks to its
- 1:24execute scaling. The sorc, on the other
- 1:26hand, offers more value to the group and
- 1:27will often be the better choice in
- 1:29organized content. If you're playing as
- 1:31a nightblade, you'll want to take the
- 1:32above and beyond and an eye for
- 1:34exploitation class masteries. If you're
- 1:36playing as a sorc, you'll generally use
- 1:37font of power and static reverberation.
- 1:40However, there's an important exception.
- 1:42One of the biggest strengths of the sorc
- 1:43werewolf is its ability to function as a
- 1:45buff DPS. If you're the only sorc in
- 1:47group, you'll want to swap static
- 1:49reverberation for calculated defense.
- 1:51Calculated defense grants a damage
- 1:52shield whenever you cast a sorc ability,
- 1:54and if that shield remains active for at
- 1:56least half a second, your group gains a
- 1:576% damage done increase. Normally
- 1:59maintaining this effect would require
- 2:01actively using sword abilities. Now,
- 2:03let's talk about the rest of the basic
- 2:04build information starting with our
- 2:06race. And this plays a pretty small role
- 2:07in your overall damage, so don't stress
- 2:09too much about it. I'd recommend either
- 2:10dark elf or Khajiit. If you want the
- 2:12strongest option for parsing and
- 2:13optimized rating, dark elf will be the
- 2:15best choice. Khajiit is the option that
- 2:16I tend to recommend more for newer
- 2:18players thanks to the crit damage bonus,
- 2:19which gains a lot of value in solo
- 2:21content, four-man groups, and casual
- 2:23raid environments where buffs are less
- 2:24consistently optimized. For newer
- 2:26players especially, Khajiit can be an
- 2:27excellent choice. For your mundus, I
- 2:29strongly recommend running the thief for
- 2:30crit chance. Now, you can technically
- 2:32make arguments for the shadow for crit
- 2:33damage or the lover for penetration in
- 2:35certain optimized setups, but those can
- 2:37get complicated quickly. And if they're
- 2:38not configured correctly, the damage
- 2:40loss can be pretty noticeable. So, in
- 2:4295% of situations, the thief will be the
- 2:44best option. For attributes, we're
- 2:45putting everything into stamina. Keeping
- 2:47all of your points into one resource is
- 2:49gives the strongest damage scaling,
- 2:50while splitting them just lowers your
- 2:52overall DPS. For our curse, we're of
- 2:54course going to take werewolf. If you
- 2:55aren't already a werewolf, you can
- 2:56become one for completely free by
- 2:58picking up and completing the werewolf
- 3:00quest from the crown store. Once you
- 3:01complete the quest, rather than simply
- 3:03exiting the quest area, I would highly
- 3:05suggest that you actually stay in the
- 3:07hunting grounds. The reason is you can
- 3:08only gain experience towards the
- 3:10werewolf tree while you're transformed.
- 3:12And inside the hunting grounds, you get
- 3:14to permanently stay in werewolf form.
- 3:16While it might not provide the absolute
- 3:17best experience per kill, being able to
- 3:19stay [music] transformed ends up saving
- 3:21a significant amount of time. You can
- 3:22continuously farm enemies without having
- 3:24to stop and rebuild the transformation,
- 3:26making it one of the most efficient ways
- 3:27to level the skill line overall. For our
- 3:29consumables, for food, you've got a
- 3:31couple of solid options. Most of the
- 3:32time, I recommend blue max stam max
- 3:34health food. It gives almost as much
- 3:35damage as the top option, but adds a big
- 3:37chunk of health, which makes staying
- 3:38alive a lot easier. If you really want
- 3:40to push for damage though, green max
- 3:42stam food technically gives the most,
- 3:43but it's only about 1K more stamina,
- 3:45which is a marginal damage gain. So, for
- 3:47the sake of progression, that extra
- 3:49health from blue food is almost always
- 3:50the better trade. For potions, normally
- 3:52I would tell you that heroism pots are
- 3:53the best, but this uniquely does not
- 3:55matter in werewolf form. That's because
- 3:57our transformation isn't sustained
- 3:59through traditional ultimate generation.
- 4:00Instead, it's sustained through a
- 4:02mechanic called fury, which we'll cover
- 4:03a little later in the guide. Since
- 4:05heroism isn't providing much value here,
- 4:07we have a few different options
- 4:08depending on what you're looking for. If
- 4:09you want extra resource sustain and a
- 4:11bit more healing, tripods are a great
- 4:12choice. If you'd like some additional
- 4:14survivability, armor potions are also
- 4:16incredibly effective. These can push you
- 4:18to tank level resistances, making you
- 4:19super beefy. Finally, if you're running
- 4:21martial knowledge, the buff DD set,
- 4:23you'll actually want to use ravage
- 4:24stamina potions. As we'll learn later,
- 4:26sustain with this build is incredibly
- 4:27easy. During rampage, your abilities
- 4:29cost absolutely nothing for 20 seconds,
- 4:31so your resources barely move. And
- 4:33ravage stamina potions help keep your
- 4:34stamina below 50%, allowing you to
- 4:36maintain strong MK up times throughout
- 4:38the fight. For traits and enchants,
- 4:39we'll be running charged daggers on the
- 4:41front bar, one with a flame enchant, and
- 4:42the other with a poison enchant. The
- 4:43back bar doesn't matter while we're in
- 4:45werewolf form, but I do run it as
- 4:47infused with a weapon damage enchant.
- 4:49For our body pieces, all of them should
- 4:50be divines with max stamina enchants,
- 4:52and our jewelry should actually be
- 4:53infused with weapon damage enchants.
- 4:55Bloodthirsty is still extremely
- 4:57effective here, but because pure
- 4:58classing gives access to such massive
- 5:00amounts of weapon and spell damage, its
- 5:02value shifts slightly in update 50.
- 5:04Since bloodthirsty itself doesn't scale
- 5:06with those stats, we gain a bit more
- 5:07overall damage by continuing to stack
- 5:09additional weapon and spell damage,
- 5:10further amplifying the already enormous
- 5:12stat pool that all of our abilities are
- 5:14scaling from. Finally, for our champion
- 5:16points, for the blue tree, I recommend
- 5:18master at arms, deadly aim, wrathful
- 5:20strikes, [music] and backstabber.
- 5:21Backstabber is particularly important in
- 5:23solo situations such as parsing because
- 5:25it helps us reach the crit damage cap
- 5:27when combined with the nightblade's
- 5:28above and beyond class mastery. However,
- 5:30in well-optimized raid groups, you'll
- 5:32often have enough additional sources of
- 5:33crit damage that backstabber becomes
- 5:35unnecessary. In those situations, you
- 5:37can swap it out for exploiter. Exploiter
- 5:38is typically met on other classes when
- 5:40we have a bunch of different dots that
- 5:42we can have rolling while we attempt to
- 5:43use off balance as a a of burst window
- 5:46with our spammable. The werewolf is a
- 5:47little different. The majority of our
- 5:48damage comes from a single ability. So,
- 5:50we generally gain more by increasing
- 5:52that damage throughout the entire fight
- 5:54rather than trying to play around the
- 5:55short burst windows. In the red tree,
- 5:57this is really up to preference, but I
- 5:59almost always prefer balanced vitality,
- 6:01expert evasion, celerity, and
- 6:03rejuvenation. In my opinion, getting out
- 6:04of danger is easier when you can move
- 6:06faster, hence celerity. Roll dodge can
- 6:08save you from 95% of max in the game, so
- 6:10having a free one is always clutch. And
- 6:12balanced vitality is simply a little
- 6:13stronger than an alternative like
- 6:15fortified. Now that we've laid the
- 6:16foundation, it's time for the part most
- 6:18people care about, the gear. Update 50
- 6:20also introduced some unique gear options
- 6:22that feel like they were built
- 6:23specifically for the werewolf, and
- 6:25they're a huge part of why this build
- 6:26performs so well. Our first set, No
- 6:28Larker, comes from the trial Lucent
- 6:29Citadel and serves as our trial set,
- 6:31giving us access to minor slayer. It's
- 6:33proc condition is incredibly simple.
- 6:35Whenever you deal critical damage three
- 6:36times, the set activates. Since the cool
- 6:38down is very short and our attacks crit
- 6:40constantly, this proc has excellent up
- 6:42time and contributes a substantial
- 6:44amount of damage throughout a fight.
- 6:45Now, the second five-piece set is where
- 6:47things get really interesting. Savage
- 6:49Werewolf from Moon Hunter Keep received
- 6:50a massive buff this patch and is now one
- 6:52of the strongest sets available to the
- 6:54spec. Whenever you light attack while in
- 6:56melee range, the set applies a bleed to
- 6:57the target. On its own, that proc damage
- 6:59is incredibly strong, but the real value
- 7:01comes from how frequently those bleeds
- 7:03trigger hemorrhaging, which is currently
- 7:05the strongest status effect in the game
- 7:07and a component of the build that we
- 7:08heavily play into. On top of that,
- 7:10Savage Werewolf grants a flat 6% damage
- 7:12done increase while in werewolf form.
- 7:14Between the bleed damage, the status
- 7:16effect synergy, and the damage
- 7:17multiplier, this set is simply mandatory
- 7:19for a meta werewolf build in update 50.
- 7:21Now, since we're triggering hemorrhaging
- 7:23so often between this set and our
- 7:24werewolf skills, the new shattered path
- 7:26signet mythic is a no-brainer. This
- 7:28mythic increases your status effect
- 7:29damage by up to 170%
- 7:32based on your current ultimate. And
- 7:33while above 170 old, your light attacks
- 7:36also trigger a random status effect up
- 7:37to once every 4 seconds. The mythic was
- 7:39adjusted this patch to prevent some
- 7:41warden exploitation with the Wild
- 7:43Guardian, but the Werewolf snuck by
- 7:45untouched. Because the Werewolf uses
- 7:46Fury to maintain its transformation
- 7:48rather than consuming traditional
- 7:50ultimate, we effectively get the full
- 7:52170% bonus while transformed. The result
- 7:55is absurd. Hemorrhaging alone can
- 7:57contribute up to 25,000 DPS, while
- 8:00effects like Burning, Poison, and
- 8:02Sundered can each add another 10,000 DPS
- 8:04or more over the course of the fight. To
- 8:06finish the setup, we'll use a one-piece
- 8:08monster set that provides a line of crit
- 8:10chance. Since the Werewolf is
- 8:11effectively a one-bar build, we won't
- 8:12run a back bar weapon while transformed,
- 8:14but if you'd like, you can equip the VMA
- 8:16greatsword for the brief periods of time
- 8:18that you're in human form. However, as
- 8:20we'll discuss later, the Werewolf rework
- 8:21makes maintaining your transformation
- 8:23incredibly easy. As for alternative set
- 8:25options, Savage Werewolf and the
- 8:27Shattered Path Signet are
- 8:28non-negotiable. Those are the core
- 8:30pieces that make the build work. If you
- 8:31don't have Nollodircha, however, there
- 8:33are several strong replacements.
- 8:34Unsolicited torment is an excellent
- 8:35option, while sets like World of Depths
- 8:37or Caspian's Cruel Signet can provide
- 8:39additional AOE damage to help offset the
- 8:41Werewolf's heavy focus on single-target
- 8:43damage. If you're looking for a
- 8:44non-trial setup, Tideborn is a
- 8:46surprisingly strong craftable that
- 8:48performs very well on this build. Now,
- 8:49the gear is powerful, but the redesigned
- 8:51Werewolf skills are what truly define
- 8:53how this build plays in update 50.
- 8:55Starting with Ferocious Pounce, this
- 8:56ability serves as your gap closer when
- 8:58you're more than 7 m away from your
- 8:59target. However, once you're within 7 m,
- 9:01it transforms into Ferocious Carnage,
- 9:04which is where the real power comes
- 9:05from. Ferocious Carnage applies an
- 9:07incredibly strong damage over time
- 9:08effect that lasts 12 seconds and deals
- 9:10up to 450% more damage based on your
- 9:13target's missing health. Now, both
- 9:14versions of the skill also generate
- 9:16Fury, which is one of the most important
- 9:17mechanics in the new Werewolf toolkit,
- 9:19and we'll dive much deeper into Fury
- 9:21later, but for now, just understand that
- 9:23Fury is what powers your ultimate when
- 9:25you're in Werewolf form. Because of
- 9:27that, any ability that helps generate
- 9:28Fury is extremely valuable, and
- 9:30Ferocious Pounce is one of your primary
- 9:32ways of increasing that gen. Our next
- 9:34skill is Hircine's Rage, one of the
- 9:35strongest abilities in the Werewolf kit.
- 9:37When activated, it increases both your
- 9:38damage done and damage taken by up to
- 9:4012% for 20 seconds based on your missing
- 9:43health. The healthier you are, the more
- 9:44damage that you deal, but the more
- 9:46damage that you take as well. This skill
- 9:48also restores stamina with the amount
- 9:49restored scaling off of your current
- 9:51health. While slotted, Hero Sings Rage
- 9:53grants Major Brutality, Major Sorcery,
- 9:55and Minor Berserk. As an added bonus,
- 9:57this skill can also act as a strong
- 9:58burst heal. Next up is Ferocious Roar,
- 10:00and this is probably the most awkward
- 10:02ability in our toolkit. When activated,
- 10:04it sets enemies off balance and grants
- 10:06you and your allies Major Courage for 20
- 10:08seconds. This ability also grants a
- 10:10brand new, incredibly powerful synergy
- 10:12called Feeding Frenzy. Feeding Frenzy
- 10:14grants Minor Force and increases your
- 10:16damage done by 6% for 30 seconds.
- 10:18Because of the varying timers on this
- 10:20ability, the way that we cast Ferocious
- 10:22Roar changes situationally. On the 21
- 10:24mil dummy, we are primarily concerned
- 10:26with maintaining the Feeding Frenzy
- 10:27buff, so we'll only cast Ferocious Roar
- 10:30once every 30 seconds. In actual
- 10:31content, however, we're often
- 10:33responsible for providing Major Courage
- 10:34to the group, and in those situations,
- 10:36we'll cast it every 20 seconds to ensure
- 10:38that the buff never falls off. Now,
- 10:39unfortunately, this is where the ability
- 10:41can become a little annoying because the
- 10:43ability timer tracks Major Courage, we
- 10:45can't see any sort of ability bar timer
- 10:47while parsing on the 21 mil. Since the
- 10:49dummy gives us perma Major Courage,
- 10:50causing those timers to conflict and
- 10:52therefore cancel on our bar. So, we have
- 10:54to track the Feeding Frenzy buff icon to
- 10:57know when to reapply the skill. Don't
- 10:59worry too much about that for now,
- 11:00though. We'll cover exactly how to
- 11:01manage this timer when we get to the
- 11:03rotation section. Finally, every cast of
- 11:05Ferocious Roar also generates stacks of
- 11:07Blood Hunger, and that's a perfect
- 11:08transition into our primary spammable
- 11:10Bloody Nash. At its core, Bloody Nash is
- 11:12a straightforward ability that deals two
- 11:14large hits of damage whenever it's cast.
- 11:16What makes the skill interesting is its
- 11:18interaction with Blood Hunger. Bloody
- 11:19Nash can consume a stack of Blood Hunger
- 11:21to deal 25% more damage, but it also has
- 11:24a 50% chance to gain that bonus without
- 11:26consuming a stack at all. When the RNG
- 11:28is on your side, this can lead to long
- 11:30strings of empowered Bloody nashes,
- 11:32where you're repeatedly casting the
- 11:34increased version without spending any
- 11:36blood hunger stacks. Note that blood
- 11:37hunger can only stack up to four times.
- 11:40That's going to be important later when
- 11:41we discuss the build's pre-buff setup
- 11:43and how we prepare for a fight. Bloody
- 11:44Nash also serves as an execute ability.
- 11:46Against targets below 25% health, the
- 11:49second hit of the skill deals up to 200%
- 11:51increased damage and guarantees the
- 11:53hemorrhaging status effect. Once you
- 11:55combine that with the Nightblade's class
- 11:56masteries that we're running, this
- 11:57execute becomes absolutely devastating.
- 12:00In fact, the execute portion of Bloody
- 12:02Nash ends up being one of the strongest
- 12:03sources of damage in our entire CMX. Our
- 12:06final main ability is Blood Claw, and in
- 12:08this setup, it's really our only
- 12:09meaningful source of AoE damage. When
- 12:11cast, Blood Claw deals an initial hit of
- 12:13damage and applies a powerful damage
- 12:15over time effect that lasts for 10
- 12:16seconds. The initial strike also grants
- 12:18a stack of Blood Hunger and generates 15
- 12:20[music] fury, making it an important
- 12:22part of both our damage and proc
- 12:24generation. On top of that, the initial
- 12:25hit has a 15% chance to apply Sundered,
- 12:28while the damage over time component has
- 12:30an additional 5% chance to apply
- 12:31Hemorrhaging. Since status effects are
- 12:33such a large part of this build's
- 12:34overall damage profile, these extra
- 12:36procs add up quickly over the course of
- 12:38a fight. And if that wasn't enough,
- 12:39Blood Claw also provides a surprising
- 12:41amount of healing. The ability
- 12:42immediately heals you for 40% of the
- 12:44damage dealt by the initial hit and then
- 12:46continues to provide healing over time
- 12:48for the duration of the effect. Between
- 12:49the damage, fury generation, Blood
- 12:51Hunger procs, status effect procs, and
- 12:53healing, Blood Claw ends up being one of
- 12:55the most overloaded abilities in our
- 12:57entire setup. Finally, our ultimate
- 13:00When activated, Werewolf Berserker
- 13:02transforms you into a werewolf and
- 13:03grants major berserk, increasing your
- 13:05damage done by 10%. While transformed,
- 13:07you consume 100 ultimate every 10
- 13:09seconds. If your ultimate drops below
- 13:11100 when that drain occurs, you'll be
- 13:13forced back into human form. At first
- 13:15glance, that might sound difficult to
- 13:16maintain, but this is where fury comes
- 13:18into play. While in combat, your
- 13:20werewolf abilities generate fury. Once
- 13:22you reach a thousand, you can recast
- 13:23your ultimate as rampage. Rampage is
- 13:26incredibly powerful. It increases your
- 13:28damage done by 15%, boosts your movement
- 13:30speed by 20%, and most importantly,
- 13:32removes the cost of all werewolf
- 13:33abilities for 20 seconds. The damage
- 13:35increase is obviously fantastic, but the
- 13:37cost production is actually one of the
- 13:39most important mechanics for the
- 13:40werewolf. During Rampage, that free cast
- 13:43also applies to your ultimate. So, in
- 13:45other words, that 100 ultimate drain
- 13:46that we usually get simply doesn't
- 13:48happen. This means building fury isn't
- 13:50just about maximizing your damage. It's
- 13:52also a key part in maintaining your
- 13:54werewolf transformation. The faster you
- 13:55generate fury and enter Rampage, the
- 13:57easier it becomes to stay in werewolf
- 13:59form indefinitely. Now, we have the gear
- 14:01and a basic understanding of our skill
- 14:03setup, but that's only half the battle.
- 14:04Update 50 didn't just change a few
- 14:06abilities. It completely redesigned how
- 14:08the werewolf functions. Up to this
- 14:10point, we've been throwing around terms
- 14:11like fury, blood hunger, and Rampage
- 14:13without fully explaining how they all
- 14:14fit together. So, before we jump into
- 14:16the rotation, let's take a step back and
- 14:18make sure that we understand exactly how
- 14:20the new werewolf system works. Now,
- 14:21rotationally, this build is actually
- 14:23very simple. Keep your dots active,
- 14:25reapply them when they expire, and cast
- 14:26your spamable whenever nothing else
- 14:27needs refresh. The complexity doesn't
- 14:29come from the rotation itself. It comes
- 14:31from understanding the mechanics that
- 14:32allow the build to hit 200k DPS and
- 14:34beyond. The most important of those
- 14:36mechanics is fury. Fury becomes
- 14:38available as soon as you enter werewolf
- 14:40form, and once transformed and actively
- 14:42in combat, every werewolf ability you
- 14:44cast generates fury. Once you reach
- 14:451,000 fury, you can recast your ultimate
- 14:47as Rampage, gaining that massive damage
- 14:49increase, movement speed increase, and
- 14:51full cost reduction to every ability.
- 14:52Now, every werewolf ability generates
- 14:54fury by default, and our passive blood
- 14:56rage further increases that generation.
- 14:58On top of that, we've specifically
- 15:00chosen morphs that generate additional
- 15:01fury to help us reach Rampage faster.
- 15:03Those abilities are Hircine's rage,
- 15:05feral pounce or carnage, and blood claw.
- 15:07Now, that doesn't mean that we want to
- 15:08spam those abilities purely for fury
- 15:10generation. At least in update 50, the
- 15:12rotation is still basic dot management.
- 15:14However, there are situations,
- 15:16specifically in content, where you can
- 15:17take advantage of these extra fury
- 15:19sources. For example, during encounters
- 15:21with downtime where you're still
- 15:22considered in combat, such as when the
- 15:24dragons take flight in Sunspire, you can
- 15:26use abilities like Hircine's Rage to
- 15:28build fury before the boss becomes
- 15:29targetable again. This helps ensure that
- 15:31rampage is ready when the next damage
- 15:33window begins. The second major werewolf
- 15:35mechanic is blood hunger. If you're
- 15:36familiar with the sorcerer, it functions
- 15:38somewhat similarly to the crystal frag
- 15:40procs. Blood hunger is primarily tied to
- 15:42our spammable Bloody Nash. Whenever
- 15:44Bloody Nash consumes a stack of blood
- 15:45hunger, it deals 25% more damage.
- 15:48However, Bloody Nash also has a chance
- 15:50to gain that damage bonus without
- 15:51consuming a stack at all. And when that
- 15:52happens, you essentially get a free
- 15:54empowered cast, keeping your existing
- 15:56blood hunger stacks. This mechanic
- 15:57introduces a noticeable amount of RNG
- 15:59into werewolf parsing. If you get a run
- 16:01where Bloody Nash repeatedly benefits
- 16:03from free procs, then your damage can be
- 16:05significantly higher than a parse where
- 16:06those procs are less frequent. As for
- 16:08generating blood hunger, our primary
- 16:10sources are Ferocious Roar and Blood
- 16:11Claw. Blood Claw generates one stack
- 16:13while Ferocious Roar generates two.
- 16:15Managing these stacks isn't difficult,
- 16:17but it is important to remember that
- 16:18blood hunger can only stack up to four
- 16:20times. And that cap becomes relevant
- 16:21whenever we go into a pre-buff, which
- 16:23we'll discuss shortly. Now, outside of
- 16:25that, the werewolf has some passives
- 16:26that we should be aware of as well.
- 16:28Blood Rage, as we discussed, just
- 16:29increases fury generation by 10 at base,
- 16:32and we have a similar
- 16:33set-it-and-forget-it type of passive
- 16:34called Feral Cruelty, which increases
- 16:36weapon and spell damage by 25% and gives
- 16:39major resolve. The last group passive
- 16:41ties into one of the most important and
- 16:42most iconic werewolf mechanics, staying
- 16:44in werewolf form. As we've already
- 16:46discussed, being in werewolf form while
- 16:48in combat causes your ultimate to drain
- 16:50over time. It's important to note that
- 16:51this only happens when you're actively
- 16:53in combat. Roughly every 10 seconds, a
- 16:55large chunk of ultimate is consumed. At
- 16:57base, 100 ult every 10 seconds. If
- 16:59you're below that threshold when the
- 17:00drain occurs, you'll immediately be
- 17:02forced back into human form.
- 17:03Fortunately, staying transformed is
- 17:05easier than ever. As long as you're
- 17:06actively casting werewolf abilities,
- 17:08you'll continue generating fury and
- 17:09progressing towards rampage. Casting
- 17:11rampage removes the cost of all werewolf
- 17:13abilities for 20 seconds, including that
- 17:15ult drain, making staying transformed in
- 17:17a parse dummy ask fight super simple.
- 17:19The real challenge occurs during periods
- 17:21where you are still considered in combat
- 17:23but have nothing to attack. A good
- 17:24example would be the Lok flight phase in
- 17:26Sunspire. You're still in combat, your
- 17:28ultimate is still draining, but there
- 17:29isn't a target for you to use skills
- 17:31like Blood Hunger on. You can only
- 17:32sustain casting Hircine's Rage for so
- 17:34long. During that phase, you can cast
- 17:36Rampage for the sake of staying
- 17:37transformed, sure, but you also are
- 17:39going to maximize your damage by having
- 17:41that ult when the dragon lands. So, how
- 17:43do you manage a scenario like that's
- 17:45where our passive Insatiable Hunger
- 17:47comes in. This passive allows you to
- 17:48consume corpses, channeling for up to 4
- 17:51seconds on each one. While feeding, you
- 17:53gain 15 ultimate per second, making it
- 17:55possible to maintain your transformation
- 17:56during downtime. If you're using the
- 17:58damage focused werewolf morph, feeding
- 18:00also restores health and generates fury,
- 18:02providing even more [music] value. Now,
- 18:04our final passive is Call of the Hunt,
- 18:06and it's arguably the most important
- 18:07passive in the entire skill tree. Call
- 18:09of the Hunt reduces the cost of the
- 18:11werewolf ult drain ticks by 16%
- 18:13reduction increasing for each additional
- 18:15werewolf in your group up to a maximum
- 18:17of 80%. That means that even if you're
- 18:19the only werewolf in group, the drain
- 18:21will only tick for 84 instead of 100. A
- 18:24passive reduction that makes maintaining
- 18:25your transformation even easier. And now
- 18:28that we understand how the build works,
- 18:29let's put everything together with the
- 18:31rotation. Despite all the mechanics
- 18:33we've covered, the werewolf is
- 18:34legitimately one of the easiest high
- 18:36damage builds to play currently in ESO.
- 18:39It's a one bar build with a very
- 18:40straightforward rotation. You simply
- 18:42maintain your dots and cast your
- 18:43spammable when nothing needs refresh.
- 18:45The only ability that's even slightly
- 18:47awkward to manage is Ferocious Roar.
- 18:49Unfortunately, the way the skill
- 18:50interacts with the game's timers can be
- 18:52a little misleading. Normally, Ferocious
- 18:53Roar grants Major Courage for 20
- 18:55seconds, and that's the duration the
- 18:56game attempts to track. However, on the
- 18:5821 mil dummy, Major Courage is already
- 19:00provided automatically. Because both
- 19:02sources are trying to provide the same
- 19:03buff, the timer for Ferocious Roar
- 19:05defaults to the longer version provided
- 19:07by the dummy, causing the timer to reset
- 19:09and not show. Now, the reason that we're
- 19:11recasting this ability on the dummy at
- 19:13least isn't for major courage though.
- 19:15It's for the feeding frenzy synergy and
- 19:17the buffs from the synergy last for 30
- 19:19seconds. So, in a dynamic rotation,
- 19:21you'll need to track feeding frenzy
- 19:23through the buff bar rather than relying
- 19:24on the skill timer itself. As a general
- 19:26rule, you'll want to recast ferocious
- 19:28roar when feeding frenzy has about 2
- 19:29seconds remaining. This allows you to
- 19:31activate the synergy with 1 second left
- 19:33on the buff and refresh it just before
- 19:35it expires, maintaining perfect up times
- 19:37throughout a fight. Outside of that one
- 19:39unusual interaction, the dynamic
- 19:41rotation is incredibly simple. Keep your
- 19:42dots active, reapply them when they
- 19:44expire, cast bloody nash when nothing
- 19:45needs to refresh, and activate rampage
- 19:47as soon as you reach 1,000 fury. That's
- 19:49all there is to it. Now, while I don't
- 19:51think that the rotation is complicated
- 19:52enough to require a detailed guide, I
- 19:54know that some players prefer having a
- 19:55visual reference and because of that,
- 19:57I've included a full breakdown of the
- 19:59higher damage dynamic rotation on my new
- 20:01coaching platform Metafy, which you can
- 20:03find linked in the description for
- 20:05absolutely free. The static rotation
- 20:06that we're going to look at here though
- 20:08makes one small adjustment to simplify
- 20:10things even further. The werewolf has
- 20:11several different timers to manage
- 20:13including a 10-second, 12-second,
- 20:1520-second, and 30-second timer duration.
- 20:17Rather than tracking all of those
- 20:18independently, the static rotation
- 20:20condenses everything into a simple
- 20:2120-second rota. We essentially treat it
- 20:24as two 10-second dots and two 20-second
- 20:26dots, which means that we'll
- 20:27intentionally recast abilities like
- 20:29feral carnage and ferocious roar a
- 20:31little early. This does result in a
- 20:33small DPS loss compared to the fully
- 20:34dynamic rotation since we're giving up
- 20:36some duration on those skills. However,
- 20:38the trade-off is a much simpler rotation
- 20:40that's easier to learn and execute
- 20:41consistently. And with the static
- 20:43rotation, I was able to hit 193k DPS.
- 20:46So, with that, let's take a look at the
- 20:48rotation. Before we start the parse, we
- 20:49want to make sure that we build all the
- 20:51way up to 1,000 fury so that we can cast
- 20:53our ultimate right off the rip. We'll
- 20:54also want to cast roar two times so that
- 20:56we hit our max stacks of blood hunger at
- 20:58four. Before we start the pre-buff, make
- 21:00sure that you're far enough away from
- 21:01the dummy so that you don't accidentally
- 21:03pre-pull. We will cast roar, rage, then
- 21:06run up to the dummy and cast a rampage
- 21:07followed by our first light attack
- 21:09signaling the opening of the parse. That
- 21:10opening goes carnage, blood claw, nause
- 21:13eight times,
- 21:15carnage, blood claw, nause six times,
- 21:18then we start the actual rotation which
- 21:20we will repeat until the dummy dies.
- 21:21That rotation goes roar, rage, carnage,
- 21:25blood claw, nause eight times, carnage,
- 21:28blood claw, nause six times, and repeat.
- 21:31Now, normally I talk about the parse,
- 21:33but that's it. Just take the synergy,
- 21:35follow the rotation, and win. Now, you
- 21:37should be hitting the synergy with every
- 21:38single ferocious roar reapplication. If
- 21:40you're not, then you're getting there a
- 21:42little too quickly. Just cast one extra
- 21:43spamable. Now, when the target dummy
- 21:45gets below roughly 12% health, if you're
- 21:47getting back to the beginning of the
- 21:48rotation, just make sure that you recast
- 21:50rage so that you have the damage
- 21:52increase from that buff, skip everything
- 21:53else, and spam nause. The CMX proving
- 21:55that the static rotation can hit over
- 21:57190k is linked in the description. But,
- 21:59remember, understanding the basic build
- 22:01and rotation is only half the battle.
- 22:03The other half is understanding how to
- 22:04make adjustments to that build in
- 22:06content, maintaining your rota through
- 22:07mechanics, adapting the damage to real
- 22:09encounters, and keeping good time on
- 22:11target when things don't go according to
- 22:12plan are skills that every player has to
- 22:14develop. that, no build exists in a
- 22:17vacuum. Your damage is heavily
- 22:18influenced by the group around you, the
- 22:20buffs available to you, and the way that
- 22:21your raid composition is structured. If
- 22:23you'd like personalized feedback on your
- 22:25gameplay, builds, or raid performance,
- 22:27you could find me on Metafy. Otherwise,
- 22:28your next step is to check out the
- 22:29videos that will help you master these
- 22:31concepts. My series covering how damage
- 22:33dealing works in ESO or even my video
- 22:35going over the meta raid comp for update
- 22:3750 is where I would suggest you head
- 22:39next.
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