I have 4 setups for this build. They are all stamina-focused and use Storm Calling from Sorcerer and Assassination from Nightblade.
The fourth one goes all in on werewolf. I'll discuss this one separately at the end. The first three of them are fairly generalist with each having a different emphasis. These all utilize two five-piece sets, a monster set, a mythic, and a one-piece:
- Order's Wrath - Crit chance, crit damage, and crit healing.
- Balorgh - Penetration
- Sea-Serpent's Coil - Damage mitigation, major berserk, and major courage. The snare is irrelevant when using Binding Banner.
- Armor of the Trainee - Health. Just here to fill the gap
They use these common skills which I will list here so I don't have to repeat it:
- Ambush - Direct damage, minor vulnerability, and minor berserk
- Hurricane - DoT, major resolve, and minor expedition
- Resolving Vigor - HoT and minor resolve
- Binding Banner - Keep it on both barsImmunity to snares, weapon and spell damage, and minor intellect and endurance. Not having to worry about snares and immobilizations is amazing and will save you a lot of stamina. You get a 240-420 weapon dmg boost. And a little extra sustain is always welcome. You can swap the weapon damage for shields or heals if you need a little more protection vs damage.
- Temporal Guard - Minor protection
- Werewolf Berserker - Stamina recovery while slotted. Light attacks deal bleed and heavies deal area damage. If you like being a werewolf, use this is a really aggressive version with a fun kit. Otherwise you can swap it with Incapacitating Strike.
Build 1: Necro Hexos' - Slightly aggressive generalist
This is essentially my baseline setup for this build. I like using Hexos' Ward to regularly get a significant shield improving survivability. It requires critting with direct damage which isn't available on the back bar. Order's Wrath is used on the back bar to buff your DoTs and heals. Rallying Cry is probably better, but whatever.
We're mainly using Grave Lord for the passives which increase damage over time abilities by 10% which applies to three of your abilities and your werewolf bleeds. They also increase your crit chance to low health enemies and increase your penetration which is always useful in PvP.
Back Bar:
- Healing Vault is your burst heal and it is your source of Major Brutality and Sorcery. Might be a little clunky, but you be able to jump back in with Ambush if pressing the attack or enjoy the separation if you need to disengage a little.
- Razor Caltrops adds a DoT and some cc but is mainly there for major breach across a large area
- Hurricane, Resolving Vigor, Binding Banner, and Temporal Guard.
Front Bar
- Skeletal Archer is your source of Major Brutality and is a DoT. Having it on the front bar increases your crit chance on low health enemies which helps finish fights and proc Hexos' Ward. Having it active increases your
- Surprise attack is your main spammable switching to Killer's Blade when they're at low health.
- Ambush, Binding Banner, and Werewolf Berserker.
It's got all the best buffs. It's got heals. It's got penetration. Just a fun build that works well with werewolves and is generally pretty solid.
Build 2: Necro Stuhn's
We drop Order's Wrath for Stuhn's Favor so we get shields and penetration. You could also run Order's Wrath on the front bar if you want to be more aggressive.
- Using Stuhn's, I wanted a reliable source of off-balance so I switched Healing Vault to Pestilent Vault (disease instead of burst heal) and I swapped Brutality and Sorcery for off-balance. You hit them with disease, jump back, and set them off balance. Then you can just light attack to proc Stuhn's, switch to your front bar, jump in with Ambush, and enjoy the extra penetration. Or after vaulting back, you can heavy which will do more damage to them and return more resources to you.
- Since there's no sink for magicka in this build, I swapped Vigor for Healing Soul which gives a big burst heal, a HoT, and major vitality. We lose minor resolve, but major vitality increases healing received and damage shield strength which is more significant than the minor resolve damage reduction. You can also have it return some magicka and stamina instead of the HoT if it's too expensive.
- I swapped Killer's Blade for Merciless Resolve; You lose your execute but get Brutality and Sorcery back.
Build 3: Warden Hexos'
On this setup, I swapped Grave Lord for Animal Companions. This is a little bit tankier of a setup if you want some more survivability. The passives give you a heal, mag and stam recovery, crit damage, and ult gen.
- First off, we swap Skeletal Archer for Bull Netch and put it on the back bar. We keep Major Brutality, lose a DoT, and gain stamina recovery, negative effect removal, and a slight damage buff.
- We swap Healing Vault for Healing Soul. This is a magicka based heal that also adds Major Vitality which is a nice synergy with Hexos' Ward.
- We swap Razor Cantrips for Deep Fissure as our source of large scale major breach and put it on the front bar. It applies minor breach as well which is nice but it is more awkward to use. It's also a magicka ability, which could be a good things since we didn't have a great outlet for magicka before.
- Since we are using two expensive magicka abilities, one being your oh shit button, I swapped Merciless Resolve for Relentless Focus which doesn't provide as good of a heal, but it does do disease which is nice.
- If you want to be even more tanky, you can swap the weapon damage signature script on Binding Banner for the shield which will be buffed by your Major Vitality.
Build 4: Warden Werewolf
This setup throws everything out the window and focuses 100% on being a werewolf. Its goal is to live long enough to turn into a werewolf and shred face.
We're still using Balorgh and Trainee, but swapping in Hide of the Werewolf for ult gen, Blood Moon for increased light attack damage and attack speed, and Belharza's Band which also buffs your light attacks.
On the back bar, we have:
- Temporal Guard for minor protection
- Blinding Flare for major protection
- Resolving Vigor for minor resolve and heal over time
- Bull Netch for the stamina, major brutality, negative effect removal, and the small damage boost
- Healing Soul as our burst heal providing major vitality as well.
- I also added Binding Vault, which immobilizes your enemies and provides major evasion to reduce the damage of those area of effect attacks. This will be a nice skill to cast when you’re about to transform to give you a little distance and a little extra protection while you’re right up in their face, clawing their eyes out.
Front Bar:
- Hurricane for the DoT, major resolve, and minor expedition
- Merciless Resolve for major prophecy and savagery, and it has a greater heal effect than the other morph
- Deceptive Predator gives us major expedition and minor evasion and removes snares and mobilizations, which we need since we dropped Binding Banner. It has a relatively short uptime, but that’s fine because the animal companions passive gives us ultimate every time we cast an animal companion ability.
- Warding Contingency to give us a shield, some damage reduction, and minor intelligence and endurance.
- Dazing Trample stuns enemies, applies several status effects, and grants us major heroism giving us 3 ult/sec.
If keeping up with all the buffs is too much, you can swap Deceptive Predator and Warding Contingency for Binding Banner again. You'll miss out on major expedition, minor evasion, shields, damage reduction, minor intelligence and endurance, and some passive ult gen, but you will be casting less, generate more ult, and can add a small shield that pops up every few seconds.
Again, the goal is to transform so you can really utilize the buffs from Balorgh, Blood Moon, and Belharza's Band. All the buffs, heals, stuns, and immobilizations should tax your enemies resources until you can transform.
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