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The EASIEST 200K DPS You'll Ever See in ESO! Update 50 Werewolf Build Guide — Transcript

by Eigh1 Puppies · 4,912 words · 767 segments · language en · Watch on YouTube

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  1. 0:00I never thought that I would ever be
  2. 0:02making a werewolf guide.
  3. 0:04>> Well, if you only get
  4. 0:05>> For as long as I've been making PvE
  5. 0:06content, the werewolf has always been
  6. 0:08one of those specs that was fun, but
  7. 0:09never something I could seriously
  8. 0:11recommend if your goal was maximizing
  9. 0:12damage. It was niche, it was gimmicky,
  10. 0:14and it just wasn't competitive with the
  11. 0:15best builds in the game. But then,
  12. 0:17update 50 happened, and not only is the
  13. 0:20werewolf now legitimately strong, it's
  14. 0:22one of the easiest high damage builds I
  15. 0:24have ever played. This build is capable
  16. 0:26of pushing 200,000 DPS, and unlike a lot
  17. 0:30of other meta setups, it doesn't require
  18. 0:31complicated rotations or even two bars.
  19. 0:34It's a one-bar build that might
  20. 0:36genuinely contain the easiest rotation
  21. 0:38that I have ever seen, and it can slam
  22. 0:40200K DPS. But the biggest surprise isn't
  23. 0:43even the damage. The rework itself is
  24. 0:45actually very good. The new visuals are
  25. 0:47fantastic. The werewolf systems are
  26. 0:48genuinely interesting, and the way the
  27. 0:50spec was put together was actually
  28. 0:51smart. The devs finally gave the
  29. 0:53werewolf all the tools and passive buffs
  30. 0:55that a modern damage dealer needs for
  31. 0:57optimal gameplay. So, for the first time
  32. 0:58in a very long time, the werewolf isn't
  33. 1:01just a meme build. It's cool, it's fun,
  34. 1:03it's surprisingly well designed, it's
  35. 1:05absolutely strong, and it's stupid easy
  36. 1:07to play. So, let's take a look at
  37. 1:09everything that you need to know about
  38. 1:10the new werewolf in update 50. And what
  39. 1:12better way to start the guide for what
  40. 1:14feels like a brand new spec than with
  41. 1:16the new class mastery system? In most
  42. 1:18cases, the werewolf will want to spec as
  43. 1:20either a nightblade or a sorc. The
  44. 1:21nightblade will provide the highest
  45. 1:22personal damage, largely thanks to its
  46. 1:24execute scaling. The sorc, on the other
  47. 1:26hand, offers more value to the group and
  48. 1:27will often be the better choice in
  49. 1:29organized content. If you're playing as
  50. 1:31a nightblade, you'll want to take the
  51. 1:32above and beyond and an eye for
  52. 1:34exploitation class masteries. If you're
  53. 1:36playing as a sorc, you'll generally use
  54. 1:37font of power and static reverberation.
  55. 1:40However, there's an important exception.
  56. 1:42One of the biggest strengths of the sorc
  57. 1:43werewolf is its ability to function as a
  58. 1:45buff DPS. If you're the only sorc in
  59. 1:47group, you'll want to swap static
  60. 1:49reverberation for calculated defense.
  61. 1:51Calculated defense grants a damage
  62. 1:52shield whenever you cast a sorc ability,
  63. 1:54and if that shield remains active for at
  64. 1:56least half a second, your group gains a
  65. 1:576% damage done increase. Normally
  66. 1:59maintaining this effect would require
  67. 2:01actively using sword abilities. Now,
  68. 2:03let's talk about the rest of the basic
  69. 2:04build information starting with our
  70. 2:06race. And this plays a pretty small role
  71. 2:07in your overall damage, so don't stress
  72. 2:09too much about it. I'd recommend either
  73. 2:10dark elf or Khajiit. If you want the
  74. 2:12strongest option for parsing and
  75. 2:13optimized rating, dark elf will be the
  76. 2:15best choice. Khajiit is the option that
  77. 2:16I tend to recommend more for newer
  78. 2:18players thanks to the crit damage bonus,
  79. 2:19which gains a lot of value in solo
  80. 2:21content, four-man groups, and casual
  81. 2:23raid environments where buffs are less
  82. 2:24consistently optimized. For newer
  83. 2:26players especially, Khajiit can be an
  84. 2:27excellent choice. For your mundus, I
  85. 2:29strongly recommend running the thief for
  86. 2:30crit chance. Now, you can technically
  87. 2:32make arguments for the shadow for crit
  88. 2:33damage or the lover for penetration in
  89. 2:35certain optimized setups, but those can
  90. 2:37get complicated quickly. And if they're
  91. 2:38not configured correctly, the damage
  92. 2:40loss can be pretty noticeable. So, in
  93. 2:4295% of situations, the thief will be the
  94. 2:44best option. For attributes, we're
  95. 2:45putting everything into stamina. Keeping
  96. 2:47all of your points into one resource is
  97. 2:49gives the strongest damage scaling,
  98. 2:50while splitting them just lowers your
  99. 2:52overall DPS. For our curse, we're of
  100. 2:54course going to take werewolf. If you
  101. 2:55aren't already a werewolf, you can
  102. 2:56become one for completely free by
  103. 2:58picking up and completing the werewolf
  104. 3:00quest from the crown store. Once you
  105. 3:01complete the quest, rather than simply
  106. 3:03exiting the quest area, I would highly
  107. 3:05suggest that you actually stay in the
  108. 3:07hunting grounds. The reason is you can
  109. 3:08only gain experience towards the
  110. 3:10werewolf tree while you're transformed.
  111. 3:12And inside the hunting grounds, you get
  112. 3:14to permanently stay in werewolf form.
  113. 3:16While it might not provide the absolute
  114. 3:17best experience per kill, being able to
  115. 3:19stay [music] transformed ends up saving
  116. 3:21a significant amount of time. You can
  117. 3:22continuously farm enemies without having
  118. 3:24to stop and rebuild the transformation,
  119. 3:26making it one of the most efficient ways
  120. 3:27to level the skill line overall. For our
  121. 3:29consumables, for food, you've got a
  122. 3:31couple of solid options. Most of the
  123. 3:32time, I recommend blue max stam max
  124. 3:34health food. It gives almost as much
  125. 3:35damage as the top option, but adds a big
  126. 3:37chunk of health, which makes staying
  127. 3:38alive a lot easier. If you really want
  128. 3:40to push for damage though, green max
  129. 3:42stam food technically gives the most,
  130. 3:43but it's only about 1K more stamina,
  131. 3:45which is a marginal damage gain. So, for
  132. 3:47the sake of progression, that extra
  133. 3:49health from blue food is almost always
  134. 3:50the better trade. For potions, normally
  135. 3:52I would tell you that heroism pots are
  136. 3:53the best, but this uniquely does not
  137. 3:55matter in werewolf form. That's because
  138. 3:57our transformation isn't sustained
  139. 3:59through traditional ultimate generation.
  140. 4:00Instead, it's sustained through a
  141. 4:02mechanic called fury, which we'll cover
  142. 4:03a little later in the guide. Since
  143. 4:05heroism isn't providing much value here,
  144. 4:07we have a few different options
  145. 4:08depending on what you're looking for. If
  146. 4:09you want extra resource sustain and a
  147. 4:11bit more healing, tripods are a great
  148. 4:12choice. If you'd like some additional
  149. 4:14survivability, armor potions are also
  150. 4:16incredibly effective. These can push you
  151. 4:18to tank level resistances, making you
  152. 4:19super beefy. Finally, if you're running
  153. 4:21martial knowledge, the buff DD set,
  154. 4:23you'll actually want to use ravage
  155. 4:24stamina potions. As we'll learn later,
  156. 4:26sustain with this build is incredibly
  157. 4:27easy. During rampage, your abilities
  158. 4:29cost absolutely nothing for 20 seconds,
  159. 4:31so your resources barely move. And
  160. 4:33ravage stamina potions help keep your
  161. 4:34stamina below 50%, allowing you to
  162. 4:36maintain strong MK up times throughout
  163. 4:38the fight. For traits and enchants,
  164. 4:39we'll be running charged daggers on the
  165. 4:41front bar, one with a flame enchant, and
  166. 4:42the other with a poison enchant. The
  167. 4:43back bar doesn't matter while we're in
  168. 4:45werewolf form, but I do run it as
  169. 4:47infused with a weapon damage enchant.
  170. 4:49For our body pieces, all of them should
  171. 4:50be divines with max stamina enchants,
  172. 4:52and our jewelry should actually be
  173. 4:53infused with weapon damage enchants.
  174. 4:55Bloodthirsty is still extremely
  175. 4:57effective here, but because pure
  176. 4:58classing gives access to such massive
  177. 5:00amounts of weapon and spell damage, its
  178. 5:02value shifts slightly in update 50.
  179. 5:04Since bloodthirsty itself doesn't scale
  180. 5:06with those stats, we gain a bit more
  181. 5:07overall damage by continuing to stack
  182. 5:09additional weapon and spell damage,
  183. 5:10further amplifying the already enormous
  184. 5:12stat pool that all of our abilities are
  185. 5:14scaling from. Finally, for our champion
  186. 5:16points, for the blue tree, I recommend
  187. 5:18master at arms, deadly aim, wrathful
  188. 5:20strikes, [music] and backstabber.
  189. 5:21Backstabber is particularly important in
  190. 5:23solo situations such as parsing because
  191. 5:25it helps us reach the crit damage cap
  192. 5:27when combined with the nightblade's
  193. 5:28above and beyond class mastery. However,
  194. 5:30in well-optimized raid groups, you'll
  195. 5:32often have enough additional sources of
  196. 5:33crit damage that backstabber becomes
  197. 5:35unnecessary. In those situations, you
  198. 5:37can swap it out for exploiter. Exploiter
  199. 5:38is typically met on other classes when
  200. 5:40we have a bunch of different dots that
  201. 5:42we can have rolling while we attempt to
  202. 5:43use off balance as a a of burst window
  203. 5:46with our spammable. The werewolf is a
  204. 5:47little different. The majority of our
  205. 5:48damage comes from a single ability. So,
  206. 5:50we generally gain more by increasing
  207. 5:52that damage throughout the entire fight
  208. 5:54rather than trying to play around the
  209. 5:55short burst windows. In the red tree,
  210. 5:57this is really up to preference, but I
  211. 5:59almost always prefer balanced vitality,
  212. 6:01expert evasion, celerity, and
  213. 6:03rejuvenation. In my opinion, getting out
  214. 6:04of danger is easier when you can move
  215. 6:06faster, hence celerity. Roll dodge can
  216. 6:08save you from 95% of max in the game, so
  217. 6:10having a free one is always clutch. And
  218. 6:12balanced vitality is simply a little
  219. 6:13stronger than an alternative like
  220. 6:15fortified. Now that we've laid the
  221. 6:16foundation, it's time for the part most
  222. 6:18people care about, the gear. Update 50
  223. 6:20also introduced some unique gear options
  224. 6:22that feel like they were built
  225. 6:23specifically for the werewolf, and
  226. 6:25they're a huge part of why this build
  227. 6:26performs so well. Our first set, No
  228. 6:28Larker, comes from the trial Lucent
  229. 6:29Citadel and serves as our trial set,
  230. 6:31giving us access to minor slayer. It's
  231. 6:33proc condition is incredibly simple.
  232. 6:35Whenever you deal critical damage three
  233. 6:36times, the set activates. Since the cool
  234. 6:38down is very short and our attacks crit
  235. 6:40constantly, this proc has excellent up
  236. 6:42time and contributes a substantial
  237. 6:44amount of damage throughout a fight.
  238. 6:45Now, the second five-piece set is where
  239. 6:47things get really interesting. Savage
  240. 6:49Werewolf from Moon Hunter Keep received
  241. 6:50a massive buff this patch and is now one
  242. 6:52of the strongest sets available to the
  243. 6:54spec. Whenever you light attack while in
  244. 6:56melee range, the set applies a bleed to
  245. 6:57the target. On its own, that proc damage
  246. 6:59is incredibly strong, but the real value
  247. 7:01comes from how frequently those bleeds
  248. 7:03trigger hemorrhaging, which is currently
  249. 7:05the strongest status effect in the game
  250. 7:07and a component of the build that we
  251. 7:08heavily play into. On top of that,
  252. 7:10Savage Werewolf grants a flat 6% damage
  253. 7:12done increase while in werewolf form.
  254. 7:14Between the bleed damage, the status
  255. 7:16effect synergy, and the damage
  256. 7:17multiplier, this set is simply mandatory
  257. 7:19for a meta werewolf build in update 50.
  258. 7:21Now, since we're triggering hemorrhaging
  259. 7:23so often between this set and our
  260. 7:24werewolf skills, the new shattered path
  261. 7:26signet mythic is a no-brainer. This
  262. 7:28mythic increases your status effect
  263. 7:29damage by up to 170%
  264. 7:32based on your current ultimate. And
  265. 7:33while above 170 old, your light attacks
  266. 7:36also trigger a random status effect up
  267. 7:37to once every 4 seconds. The mythic was
  268. 7:39adjusted this patch to prevent some
  269. 7:41warden exploitation with the Wild
  270. 7:43Guardian, but the Werewolf snuck by
  271. 7:45untouched. Because the Werewolf uses
  272. 7:46Fury to maintain its transformation
  273. 7:48rather than consuming traditional
  274. 7:50ultimate, we effectively get the full
  275. 7:52170% bonus while transformed. The result
  276. 7:55is absurd. Hemorrhaging alone can
  277. 7:57contribute up to 25,000 DPS, while
  278. 8:00effects like Burning, Poison, and
  279. 8:02Sundered can each add another 10,000 DPS
  280. 8:04or more over the course of the fight. To
  281. 8:06finish the setup, we'll use a one-piece
  282. 8:08monster set that provides a line of crit
  283. 8:10chance. Since the Werewolf is
  284. 8:11effectively a one-bar build, we won't
  285. 8:12run a back bar weapon while transformed,
  286. 8:14but if you'd like, you can equip the VMA
  287. 8:16greatsword for the brief periods of time
  288. 8:18that you're in human form. However, as
  289. 8:20we'll discuss later, the Werewolf rework
  290. 8:21makes maintaining your transformation
  291. 8:23incredibly easy. As for alternative set
  292. 8:25options, Savage Werewolf and the
  293. 8:27Shattered Path Signet are
  294. 8:28non-negotiable. Those are the core
  295. 8:30pieces that make the build work. If you
  296. 8:31don't have Nollodircha, however, there
  297. 8:33are several strong replacements.
  298. 8:34Unsolicited torment is an excellent
  299. 8:35option, while sets like World of Depths
  300. 8:37or Caspian's Cruel Signet can provide
  301. 8:39additional AOE damage to help offset the
  302. 8:41Werewolf's heavy focus on single-target
  303. 8:43damage. If you're looking for a
  304. 8:44non-trial setup, Tideborn is a
  305. 8:46surprisingly strong craftable that
  306. 8:48performs very well on this build. Now,
  307. 8:49the gear is powerful, but the redesigned
  308. 8:51Werewolf skills are what truly define
  309. 8:53how this build plays in update 50.
  310. 8:55Starting with Ferocious Pounce, this
  311. 8:56ability serves as your gap closer when
  312. 8:58you're more than 7 m away from your
  313. 8:59target. However, once you're within 7 m,
  314. 9:01it transforms into Ferocious Carnage,
  315. 9:04which is where the real power comes
  316. 9:05from. Ferocious Carnage applies an
  317. 9:07incredibly strong damage over time
  318. 9:08effect that lasts 12 seconds and deals
  319. 9:10up to 450% more damage based on your
  320. 9:13target's missing health. Now, both
  321. 9:14versions of the skill also generate
  322. 9:16Fury, which is one of the most important
  323. 9:17mechanics in the new Werewolf toolkit,
  324. 9:19and we'll dive much deeper into Fury
  325. 9:21later, but for now, just understand that
  326. 9:23Fury is what powers your ultimate when
  327. 9:25you're in Werewolf form. Because of
  328. 9:27that, any ability that helps generate
  329. 9:28Fury is extremely valuable, and
  330. 9:30Ferocious Pounce is one of your primary
  331. 9:32ways of increasing that gen. Our next
  332. 9:34skill is Hircine's Rage, one of the
  333. 9:35strongest abilities in the Werewolf kit.
  334. 9:37When activated, it increases both your
  335. 9:38damage done and damage taken by up to
  336. 9:4012% for 20 seconds based on your missing
  337. 9:43health. The healthier you are, the more
  338. 9:44damage that you deal, but the more
  339. 9:46damage that you take as well. This skill
  340. 9:48also restores stamina with the amount
  341. 9:49restored scaling off of your current
  342. 9:51health. While slotted, Hero Sings Rage
  343. 9:53grants Major Brutality, Major Sorcery,
  344. 9:55and Minor Berserk. As an added bonus,
  345. 9:57this skill can also act as a strong
  346. 9:58burst heal. Next up is Ferocious Roar,
  347. 10:00and this is probably the most awkward
  348. 10:02ability in our toolkit. When activated,
  349. 10:04it sets enemies off balance and grants
  350. 10:06you and your allies Major Courage for 20
  351. 10:08seconds. This ability also grants a
  352. 10:10brand new, incredibly powerful synergy
  353. 10:12called Feeding Frenzy. Feeding Frenzy
  354. 10:14grants Minor Force and increases your
  355. 10:16damage done by 6% for 30 seconds.
  356. 10:18Because of the varying timers on this
  357. 10:20ability, the way that we cast Ferocious
  358. 10:22Roar changes situationally. On the 21
  359. 10:24mil dummy, we are primarily concerned
  360. 10:26with maintaining the Feeding Frenzy
  361. 10:27buff, so we'll only cast Ferocious Roar
  362. 10:30once every 30 seconds. In actual
  363. 10:31content, however, we're often
  364. 10:33responsible for providing Major Courage
  365. 10:34to the group, and in those situations,
  366. 10:36we'll cast it every 20 seconds to ensure
  367. 10:38that the buff never falls off. Now,
  368. 10:39unfortunately, this is where the ability
  369. 10:41can become a little annoying because the
  370. 10:43ability timer tracks Major Courage, we
  371. 10:45can't see any sort of ability bar timer
  372. 10:47while parsing on the 21 mil. Since the
  373. 10:49dummy gives us perma Major Courage,
  374. 10:50causing those timers to conflict and
  375. 10:52therefore cancel on our bar. So, we have
  376. 10:54to track the Feeding Frenzy buff icon to
  377. 10:57know when to reapply the skill. Don't
  378. 10:59worry too much about that for now,
  379. 11:00though. We'll cover exactly how to
  380. 11:01manage this timer when we get to the
  381. 11:03rotation section. Finally, every cast of
  382. 11:05Ferocious Roar also generates stacks of
  383. 11:07Blood Hunger, and that's a perfect
  384. 11:08transition into our primary spammable
  385. 11:10Bloody Nash. At its core, Bloody Nash is
  386. 11:12a straightforward ability that deals two
  387. 11:14large hits of damage whenever it's cast.
  388. 11:16What makes the skill interesting is its
  389. 11:18interaction with Blood Hunger. Bloody
  390. 11:19Nash can consume a stack of Blood Hunger
  391. 11:21to deal 25% more damage, but it also has
  392. 11:24a 50% chance to gain that bonus without
  393. 11:26consuming a stack at all. When the RNG
  394. 11:28is on your side, this can lead to long
  395. 11:30strings of empowered Bloody nashes,
  396. 11:32where you're repeatedly casting the
  397. 11:34increased version without spending any
  398. 11:36blood hunger stacks. Note that blood
  399. 11:37hunger can only stack up to four times.
  400. 11:40That's going to be important later when
  401. 11:41we discuss the build's pre-buff setup
  402. 11:43and how we prepare for a fight. Bloody
  403. 11:44Nash also serves as an execute ability.
  404. 11:46Against targets below 25% health, the
  405. 11:49second hit of the skill deals up to 200%
  406. 11:51increased damage and guarantees the
  407. 11:53hemorrhaging status effect. Once you
  408. 11:55combine that with the Nightblade's class
  409. 11:56masteries that we're running, this
  410. 11:57execute becomes absolutely devastating.
  411. 12:00In fact, the execute portion of Bloody
  412. 12:02Nash ends up being one of the strongest
  413. 12:03sources of damage in our entire CMX. Our
  414. 12:06final main ability is Blood Claw, and in
  415. 12:08this setup, it's really our only
  416. 12:09meaningful source of AoE damage. When
  417. 12:11cast, Blood Claw deals an initial hit of
  418. 12:13damage and applies a powerful damage
  419. 12:15over time effect that lasts for 10
  420. 12:16seconds. The initial strike also grants
  421. 12:18a stack of Blood Hunger and generates 15
  422. 12:20[music] fury, making it an important
  423. 12:22part of both our damage and proc
  424. 12:24generation. On top of that, the initial
  425. 12:25hit has a 15% chance to apply Sundered,
  426. 12:28while the damage over time component has
  427. 12:30an additional 5% chance to apply
  428. 12:31Hemorrhaging. Since status effects are
  429. 12:33such a large part of this build's
  430. 12:34overall damage profile, these extra
  431. 12:36procs add up quickly over the course of
  432. 12:38a fight. And if that wasn't enough,
  433. 12:39Blood Claw also provides a surprising
  434. 12:41amount of healing. The ability
  435. 12:42immediately heals you for 40% of the
  436. 12:44damage dealt by the initial hit and then
  437. 12:46continues to provide healing over time
  438. 12:48for the duration of the effect. Between
  439. 12:49the damage, fury generation, Blood
  440. 12:51Hunger procs, status effect procs, and
  441. 12:53healing, Blood Claw ends up being one of
  442. 12:55the most overloaded abilities in our
  443. 12:57entire setup. Finally, our ultimate
  444. 13:00When activated, Werewolf Berserker
  445. 13:02transforms you into a werewolf and
  446. 13:03grants major berserk, increasing your
  447. 13:05damage done by 10%. While transformed,
  448. 13:07you consume 100 ultimate every 10
  449. 13:09seconds. If your ultimate drops below
  450. 13:11100 when that drain occurs, you'll be
  451. 13:13forced back into human form. At first
  452. 13:15glance, that might sound difficult to
  453. 13:16maintain, but this is where fury comes
  454. 13:18into play. While in combat, your
  455. 13:20werewolf abilities generate fury. Once
  456. 13:22you reach a thousand, you can recast
  457. 13:23your ultimate as rampage. Rampage is
  458. 13:26incredibly powerful. It increases your
  459. 13:28damage done by 15%, boosts your movement
  460. 13:30speed by 20%, and most importantly,
  461. 13:32removes the cost of all werewolf
  462. 13:33abilities for 20 seconds. The damage
  463. 13:35increase is obviously fantastic, but the
  464. 13:37cost production is actually one of the
  465. 13:39most important mechanics for the
  466. 13:40werewolf. During Rampage, that free cast
  467. 13:43also applies to your ultimate. So, in
  468. 13:45other words, that 100 ultimate drain
  469. 13:46that we usually get simply doesn't
  470. 13:48happen. This means building fury isn't
  471. 13:50just about maximizing your damage. It's
  472. 13:52also a key part in maintaining your
  473. 13:54werewolf transformation. The faster you
  474. 13:55generate fury and enter Rampage, the
  475. 13:57easier it becomes to stay in werewolf
  476. 13:59form indefinitely. Now, we have the gear
  477. 14:01and a basic understanding of our skill
  478. 14:03setup, but that's only half the battle.
  479. 14:04Update 50 didn't just change a few
  480. 14:06abilities. It completely redesigned how
  481. 14:08the werewolf functions. Up to this
  482. 14:10point, we've been throwing around terms
  483. 14:11like fury, blood hunger, and Rampage
  484. 14:13without fully explaining how they all
  485. 14:14fit together. So, before we jump into
  486. 14:16the rotation, let's take a step back and
  487. 14:18make sure that we understand exactly how
  488. 14:20the new werewolf system works. Now,
  489. 14:21rotationally, this build is actually
  490. 14:23very simple. Keep your dots active,
  491. 14:25reapply them when they expire, and cast
  492. 14:26your spamable whenever nothing else
  493. 14:27needs refresh. The complexity doesn't
  494. 14:29come from the rotation itself. It comes
  495. 14:31from understanding the mechanics that
  496. 14:32allow the build to hit 200k DPS and
  497. 14:34beyond. The most important of those
  498. 14:36mechanics is fury. Fury becomes
  499. 14:38available as soon as you enter werewolf
  500. 14:40form, and once transformed and actively
  501. 14:42in combat, every werewolf ability you
  502. 14:44cast generates fury. Once you reach
  503. 14:451,000 fury, you can recast your ultimate
  504. 14:47as Rampage, gaining that massive damage
  505. 14:49increase, movement speed increase, and
  506. 14:51full cost reduction to every ability.
  507. 14:52Now, every werewolf ability generates
  508. 14:54fury by default, and our passive blood
  509. 14:56rage further increases that generation.
  510. 14:58On top of that, we've specifically
  511. 15:00chosen morphs that generate additional
  512. 15:01fury to help us reach Rampage faster.
  513. 15:03Those abilities are Hircine's rage,
  514. 15:05feral pounce or carnage, and blood claw.
  515. 15:07Now, that doesn't mean that we want to
  516. 15:08spam those abilities purely for fury
  517. 15:10generation. At least in update 50, the
  518. 15:12rotation is still basic dot management.
  519. 15:14However, there are situations,
  520. 15:16specifically in content, where you can
  521. 15:17take advantage of these extra fury
  522. 15:19sources. For example, during encounters
  523. 15:21with downtime where you're still
  524. 15:22considered in combat, such as when the
  525. 15:24dragons take flight in Sunspire, you can
  526. 15:26use abilities like Hircine's Rage to
  527. 15:28build fury before the boss becomes
  528. 15:29targetable again. This helps ensure that
  529. 15:31rampage is ready when the next damage
  530. 15:33window begins. The second major werewolf
  531. 15:35mechanic is blood hunger. If you're
  532. 15:36familiar with the sorcerer, it functions
  533. 15:38somewhat similarly to the crystal frag
  534. 15:40procs. Blood hunger is primarily tied to
  535. 15:42our spammable Bloody Nash. Whenever
  536. 15:44Bloody Nash consumes a stack of blood
  537. 15:45hunger, it deals 25% more damage.
  538. 15:48However, Bloody Nash also has a chance
  539. 15:50to gain that damage bonus without
  540. 15:51consuming a stack at all. And when that
  541. 15:52happens, you essentially get a free
  542. 15:54empowered cast, keeping your existing
  543. 15:56blood hunger stacks. This mechanic
  544. 15:57introduces a noticeable amount of RNG
  545. 15:59into werewolf parsing. If you get a run
  546. 16:01where Bloody Nash repeatedly benefits
  547. 16:03from free procs, then your damage can be
  548. 16:05significantly higher than a parse where
  549. 16:06those procs are less frequent. As for
  550. 16:08generating blood hunger, our primary
  551. 16:10sources are Ferocious Roar and Blood
  552. 16:11Claw. Blood Claw generates one stack
  553. 16:13while Ferocious Roar generates two.
  554. 16:15Managing these stacks isn't difficult,
  555. 16:17but it is important to remember that
  556. 16:18blood hunger can only stack up to four
  557. 16:20times. And that cap becomes relevant
  558. 16:21whenever we go into a pre-buff, which
  559. 16:23we'll discuss shortly. Now, outside of
  560. 16:25that, the werewolf has some passives
  561. 16:26that we should be aware of as well.
  562. 16:28Blood Rage, as we discussed, just
  563. 16:29increases fury generation by 10 at base,
  564. 16:32and we have a similar
  565. 16:33set-it-and-forget-it type of passive
  566. 16:34called Feral Cruelty, which increases
  567. 16:36weapon and spell damage by 25% and gives
  568. 16:39major resolve. The last group passive
  569. 16:41ties into one of the most important and
  570. 16:42most iconic werewolf mechanics, staying
  571. 16:44in werewolf form. As we've already
  572. 16:46discussed, being in werewolf form while
  573. 16:48in combat causes your ultimate to drain
  574. 16:50over time. It's important to note that
  575. 16:51this only happens when you're actively
  576. 16:53in combat. Roughly every 10 seconds, a
  577. 16:55large chunk of ultimate is consumed. At
  578. 16:57base, 100 ult every 10 seconds. If
  579. 16:59you're below that threshold when the
  580. 17:00drain occurs, you'll immediately be
  581. 17:02forced back into human form.
  582. 17:03Fortunately, staying transformed is
  583. 17:05easier than ever. As long as you're
  584. 17:06actively casting werewolf abilities,
  585. 17:08you'll continue generating fury and
  586. 17:09progressing towards rampage. Casting
  587. 17:11rampage removes the cost of all werewolf
  588. 17:13abilities for 20 seconds, including that
  589. 17:15ult drain, making staying transformed in
  590. 17:17a parse dummy ask fight super simple.
  591. 17:19The real challenge occurs during periods
  592. 17:21where you are still considered in combat
  593. 17:23but have nothing to attack. A good
  594. 17:24example would be the Lok flight phase in
  595. 17:26Sunspire. You're still in combat, your
  596. 17:28ultimate is still draining, but there
  597. 17:29isn't a target for you to use skills
  598. 17:31like Blood Hunger on. You can only
  599. 17:32sustain casting Hircine's Rage for so
  600. 17:34long. During that phase, you can cast
  601. 17:36Rampage for the sake of staying
  602. 17:37transformed, sure, but you also are
  603. 17:39going to maximize your damage by having
  604. 17:41that ult when the dragon lands. So, how
  605. 17:43do you manage a scenario like that's
  606. 17:45where our passive Insatiable Hunger
  607. 17:47comes in. This passive allows you to
  608. 17:48consume corpses, channeling for up to 4
  609. 17:51seconds on each one. While feeding, you
  610. 17:53gain 15 ultimate per second, making it
  611. 17:55possible to maintain your transformation
  612. 17:56during downtime. If you're using the
  613. 17:58damage focused werewolf morph, feeding
  614. 18:00also restores health and generates fury,
  615. 18:02providing even more [music] value. Now,
  616. 18:04our final passive is Call of the Hunt,
  617. 18:06and it's arguably the most important
  618. 18:07passive in the entire skill tree. Call
  619. 18:09of the Hunt reduces the cost of the
  620. 18:11werewolf ult drain ticks by 16%
  621. 18:13reduction increasing for each additional
  622. 18:15werewolf in your group up to a maximum
  623. 18:17of 80%. That means that even if you're
  624. 18:19the only werewolf in group, the drain
  625. 18:21will only tick for 84 instead of 100. A
  626. 18:24passive reduction that makes maintaining
  627. 18:25your transformation even easier. And now
  628. 18:28that we understand how the build works,
  629. 18:29let's put everything together with the
  630. 18:31rotation. Despite all the mechanics
  631. 18:33we've covered, the werewolf is
  632. 18:34legitimately one of the easiest high
  633. 18:36damage builds to play currently in ESO.
  634. 18:39It's a one bar build with a very
  635. 18:40straightforward rotation. You simply
  636. 18:42maintain your dots and cast your
  637. 18:43spammable when nothing needs refresh.
  638. 18:45The only ability that's even slightly
  639. 18:47awkward to manage is Ferocious Roar.
  640. 18:49Unfortunately, the way the skill
  641. 18:50interacts with the game's timers can be
  642. 18:52a little misleading. Normally, Ferocious
  643. 18:53Roar grants Major Courage for 20
  644. 18:55seconds, and that's the duration the
  645. 18:56game attempts to track. However, on the
  646. 18:5821 mil dummy, Major Courage is already
  647. 19:00provided automatically. Because both
  648. 19:02sources are trying to provide the same
  649. 19:03buff, the timer for Ferocious Roar
  650. 19:05defaults to the longer version provided
  651. 19:07by the dummy, causing the timer to reset
  652. 19:09and not show. Now, the reason that we're
  653. 19:11recasting this ability on the dummy at
  654. 19:13least isn't for major courage though.
  655. 19:15It's for the feeding frenzy synergy and
  656. 19:17the buffs from the synergy last for 30
  657. 19:19seconds. So, in a dynamic rotation,
  658. 19:21you'll need to track feeding frenzy
  659. 19:23through the buff bar rather than relying
  660. 19:24on the skill timer itself. As a general
  661. 19:26rule, you'll want to recast ferocious
  662. 19:28roar when feeding frenzy has about 2
  663. 19:29seconds remaining. This allows you to
  664. 19:31activate the synergy with 1 second left
  665. 19:33on the buff and refresh it just before
  666. 19:35it expires, maintaining perfect up times
  667. 19:37throughout a fight. Outside of that one
  668. 19:39unusual interaction, the dynamic
  669. 19:41rotation is incredibly simple. Keep your
  670. 19:42dots active, reapply them when they
  671. 19:44expire, cast bloody nash when nothing
  672. 19:45needs to refresh, and activate rampage
  673. 19:47as soon as you reach 1,000 fury. That's
  674. 19:49all there is to it. Now, while I don't
  675. 19:51think that the rotation is complicated
  676. 19:52enough to require a detailed guide, I
  677. 19:54know that some players prefer having a
  678. 19:55visual reference and because of that,
  679. 19:57I've included a full breakdown of the
  680. 19:59higher damage dynamic rotation on my new
  681. 20:01coaching platform Metafy, which you can
  682. 20:03find linked in the description for
  683. 20:05absolutely free. The static rotation
  684. 20:06that we're going to look at here though
  685. 20:08makes one small adjustment to simplify
  686. 20:10things even further. The werewolf has
  687. 20:11several different timers to manage
  688. 20:13including a 10-second, 12-second,
  689. 20:1520-second, and 30-second timer duration.
  690. 20:17Rather than tracking all of those
  691. 20:18independently, the static rotation
  692. 20:20condenses everything into a simple
  693. 20:2120-second rota. We essentially treat it
  694. 20:24as two 10-second dots and two 20-second
  695. 20:26dots, which means that we'll
  696. 20:27intentionally recast abilities like
  697. 20:29feral carnage and ferocious roar a
  698. 20:31little early. This does result in a
  699. 20:33small DPS loss compared to the fully
  700. 20:34dynamic rotation since we're giving up
  701. 20:36some duration on those skills. However,
  702. 20:38the trade-off is a much simpler rotation
  703. 20:40that's easier to learn and execute
  704. 20:41consistently. And with the static
  705. 20:43rotation, I was able to hit 193k DPS.
  706. 20:46So, with that, let's take a look at the
  707. 20:48rotation. Before we start the parse, we
  708. 20:49want to make sure that we build all the
  709. 20:51way up to 1,000 fury so that we can cast
  710. 20:53our ultimate right off the rip. We'll
  711. 20:54also want to cast roar two times so that
  712. 20:56we hit our max stacks of blood hunger at
  713. 20:58four. Before we start the pre-buff, make
  714. 21:00sure that you're far enough away from
  715. 21:01the dummy so that you don't accidentally
  716. 21:03pre-pull. We will cast roar, rage, then
  717. 21:06run up to the dummy and cast a rampage
  718. 21:07followed by our first light attack
  719. 21:09signaling the opening of the parse. That
  720. 21:10opening goes carnage, blood claw, nause
  721. 21:13eight times,
  722. 21:15carnage, blood claw, nause six times,
  723. 21:18then we start the actual rotation which
  724. 21:20we will repeat until the dummy dies.
  725. 21:21That rotation goes roar, rage, carnage,
  726. 21:25blood claw, nause eight times, carnage,
  727. 21:28blood claw, nause six times, and repeat.
  728. 21:31Now, normally I talk about the parse,
  729. 21:33but that's it. Just take the synergy,
  730. 21:35follow the rotation, and win. Now, you
  731. 21:37should be hitting the synergy with every
  732. 21:38single ferocious roar reapplication. If
  733. 21:40you're not, then you're getting there a
  734. 21:42little too quickly. Just cast one extra
  735. 21:43spamable. Now, when the target dummy
  736. 21:45gets below roughly 12% health, if you're
  737. 21:47getting back to the beginning of the
  738. 21:48rotation, just make sure that you recast
  739. 21:50rage so that you have the damage
  740. 21:52increase from that buff, skip everything
  741. 21:53else, and spam nause. The CMX proving
  742. 21:55that the static rotation can hit over
  743. 21:57190k is linked in the description. But,
  744. 21:59remember, understanding the basic build
  745. 22:01and rotation is only half the battle.
  746. 22:03The other half is understanding how to
  747. 22:04make adjustments to that build in
  748. 22:06content, maintaining your rota through
  749. 22:07mechanics, adapting the damage to real
  750. 22:09encounters, and keeping good time on
  751. 22:11target when things don't go according to
  752. 22:12plan are skills that every player has to
  753. 22:14develop. that, no build exists in a
  754. 22:17vacuum. Your damage is heavily
  755. 22:18influenced by the group around you, the
  756. 22:20buffs available to you, and the way that
  757. 22:21your raid composition is structured. If
  758. 22:23you'd like personalized feedback on your
  759. 22:25gameplay, builds, or raid performance,
  760. 22:27you could find me on Metafy. Otherwise,
  761. 22:28your next step is to check out the
  762. 22:29videos that will help you master these
  763. 22:31concepts. My series covering how damage
  764. 22:33dealing works in ESO or even my video
  765. 22:35going over the meta raid comp for update
  766. 22:3750 is where I would suggest you head
  767. 22:39next.

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