Werewolf Solo Build - ESO U50 PTS Guide
Feral Cruelty 33% Weapon and Spell Damage passive is currently broken and doesn't work. This will be fixed in 3rd week of PTS. At the moment it can be mitigated by using rank 1 of this passive which provides 17% Weapon and Spell Damage. All of my parses were done before I knew it, so they don't benefit from that passive at all.
Nothing here is final. These are my notes as I test the reworked Werewolf on the U50 PTS. ZOS keeps pushing patches until Week 4. After that the PTS locks, and the next 4 weeks are what actually goes to Live.
Update 50 completely reworked Werewolf. New abilities and an Ultimate which makes all skills free.
The damage reaches U49 Solo MagDK levels with survivability that surpasses it, which is crazy for a one bar build. It's still behind other options since pure class builds now parse above 80k, but it's a massive improvement over what Werewolf used to be.
This guide covers every class that can run Werewolf. Some classes keep all three native skill lines and use Class Masteries, others subclass into Earthen Heart and Storm Calling for stronger passives at the cost of losing the Class Mastery system, because none of their Class Masteries are worth it on Werewolf.
Class Choice
Class Masteries are a new U50 system where each class picks 2 of 5 passive bonuses. Activating subclassing in any capacity disables Class Mastery, so it's a tradeoff between keeping your native skill lines or subclassing.
What Works in Werewolf Form
Class choice still matters even on a Werewolf build. Some class passives and Class Masteries keep working while you're in form.
| Class | Passives that work | Class Masteries that work |
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Ranking of Final Setups
The DPS numbers below come from 6 million dummy parses. Additional Benefits are bonuses that aren't reflected on a dummy parse, but can be useful in actual fights.
Additional Benefits
Additional Cons
Additional Benefits
Additional Cons
Additional Cons
Additional Benefits
Additional Cons
Additional Cons
Additional Benefits
Additional Cons
Additional Cons
Pick a class below to see its setup.
Skill Lines
Class Masteries
Each class gets 2 Class Mastery Points to spend (not Skill Points). Take the two picks below. The three alternatives are listed for reference.
Use These
Situational Swap
This is the ability you should replace for situational.
Situational
Not worth it
Skill Lines
Class Masteries
Each class gets 2 Class Mastery Points to spend (not Skill Points). Take the two picks below. The three alternatives are listed for reference.
Use These
Not worth it
Skill Lines
Class Masteries
Each class gets 2 Class Mastery Points to spend (not Skill Points). Take the two picks below. The three alternatives are listed for reference.
Use These
Situational Swap
This is the ability you should replace for situational.
Situational
Not worth it
Skill Lines
Class Masteries
Each class gets 2 Class Mastery Points to spend (not Skill Points). Take the two picks below. The three alternatives are listed for reference.
Use These
Not worth it
Skill Lines
Subclassing
Templar doesn't have Class Masteries that would benefit Werewolf, so it's better to subclass. Aedric Spear is kept for
Balanced Warrior and
Burning Light. Earthen Heart is subclassed in for
Landslide,
Blessing at the Peak and
Heart of Stone. Storm Calling is subclassed in for
Capacitor,
Energized and
Amplitude.
Skill Lines
Subclassing
Necromancer doesn't have Class Masteries that would benefit Werewolf, so it's better to subclass. Bone Tyrant is kept for
Last Gasp. Earthen Heart is subclassed in for
Landslide,
Blessing at the Peak and
Heart of Stone. Storm Calling is subclassed in for
Capacitor,
Energized and
Amplitude.
Skill Lines
Subclassing
Arcanist doesn't have Class Masteries that would benefit Werewolf, so it's better to subclass. Herald of the Tome is kept for
Harnessed Quintessence. Earthen Heart is subclassed in for
Landslide,
Blessing at the Peak and
Heart of Stone. Storm Calling is subclassed in for
Capacitor,
Energized and
Amplitude.
Skill Setups
Base Setup
| Front Bar | Back Bar |
|---|---|
| Slot 1: Brutal Pounce | |
| Slot 2: Hircine's Rage | |
| Slot 3: Ferocious Roar | |
| Slot 4: Rip and Tear | |
| Slot 5: Bloodclaws | |
| Ultimate: Pack Leader |
Brutal Pounce - dynamic ability that turns into Brutal Pounce (gap closer) when the target is more than 7 meters away and Brutal Carnage (7m AoE DoT) when within melee range. Brutal Carnage's damage over time stacks up to 3 times, adding 10 seconds of duration per stack
Hircine's Rage - burst heal that scales off your Offensive stats (Weapon and Spell Damage). Grants up to 12% damage done for 15 seconds based on current Health percent, but also increases damage taken by the same amount. Restores 20% of your Max Stamina after the heal (scales with current Health). Generates double Fury on cast and grants Minor Berserk while slotted
Ferocious Roar - 10m AoE that applies Major Courage to you and 11 nearby allies for 20 seconds. You can now activate your own Feeding Frenzy synergy from this ability which grants 6% damage done and Minor Force for 30 seconds. Applies 2 stacks of Blood Hunger on cast which empowers
Rip and Tear
Rip and Tear - melee double-bite attack (7m range). First hit deals Physical damage and applies Sundered and Major Breach to the target for 15 seconds. Second hit deals Bleed damage and heals you for 27% of your Max Health. Deals 200% bonus damage to targets under 25% Health, making it your execute. Each stack of Blood Hunger increases the first hit's damage and the heal by 25% and consumes 1 stack
Bloodclaws - Physical damage initial hit in AoE (6 target cap) plus a 10-second Bleed DoT. Heals you for 40% of the initial hit damage and for ~6.2% of your Max Health every time the DoT ticks on an enemy. 15% chance to apply Sundered on the initial hit and 5% chance for Hemorrhaging on the DoT
Pack Leader - the Ultimate that transforms you into a Werewolf. Costs 100 Ultimate to activate and drains 100 every 10 seconds while the form is up, but the drain stops when you're out of combat. You still generate Ultimate while transformed, which is how you sustain the form. This morph increases your block mitigation by 30% and provides Major Protection, reducing damage taken by 10%. It also spawns 2 direwolves that fight alongside you, grants you Minor Courage, and upgrades Rampage into Enduring Rampage which adds 4000 Health Recovery during the effect. With the
Call of the Hunt passive (boosted by those 2 direwolves), the sustain cost comes down to 40 Ultimate per 10 seconds.
Pack Leader's Bone Broth food can push it further to 35 but you usually won't need the extra reduction
Feral Pounce - the other morph of
Brutal Pounce. Grants 200 Stamina every time it deals damage and triggers Fury generation on damage (up to once every 4 seconds), so Feral Pounce generates Fury twice per cast and Feral Carnage up to 3 times over its duration. Take it if you're struggling to sustain the
Werewolf Transformation. More frequent Rampage windows remove the Ultimate cost of maintaining form. Mostly a concern with
Werewolf Berserker.
Pack Leader shouldn't ever need this
Hircine's Fortitude - the other morph of
Hircine's Rage. Heals based on Max Health instead of Offensive stats. Stronger Stamina restore (24% Max Stamina based on current Health) and grants Major Vitality while slotted. Take it when you need more survivability
Deafening Roar - the other morph of
Ferocious Roar. Applies Major Maim and Cowardice to enemies for 15 seconds. Slotting it passively grants Major Evasion and Minor Protection. Take it when you need more survivability
Werewolf Berserker - the other morph of
Pack Leader. Grants Major Berserk while transformed. Applies Bleed on both Light and Heavy Attacks. Improves the
Insatiable Hunger passive to also generate Fury per tick. Damage focused but no Major Protection and no block mitigation. Most importantly, without the 2 direwolves that Pack Leader spawns, your
Call of the Hunt passive only reduces the transformation cost by 20% instead of 60%. Even with
Pack Leader's Bone Broth food, the sustain cost sits at 75 Ultimate per 10 seconds, almost double Pack Leader's 40
Priority List
This is just a list of priorities. Simply recast abilities when they run out and follow this list of priorities when there are multiple things to refresh
Brutal Carnage if it's about to expire
Rip and Tear before Major Breach is applied
Ferocious Roar (activate Feeding Frenzy synergy)
Hircine's Rage
Brutal Carnage (first cast)
Bloodclaws
Rip and Tear
Pre-buff
Hircine's Rage
Ferocious Roar (twice to stack up 4 Blood Hunger stacks)
Execute
Stop refreshing DoTs when the boss is about to die. The timing is impossible to advise on because it depends on the bosses' Max Health and your DPS
Final Setups
A few examples of final setups you could end up with after applying the situational skills to the base setup
A pure damage setup that swaps the Ultimate morph to Werewolf Berserker for more damage at the cost of survivability
| Front Bar | Back Bar |
|---|---|
| Slot 1: Brutal Pounce | |
| Slot 2: Hircine's Rage | |
| Slot 3: Ferocious Roar | |
| Slot 4: Rip and Tear | |
| Slot 5: Bloodclaws | |
| Ultimate: Werewolf Berserker |
What Changes
Changes compared to the Base Setup
Werewolf Berserker replaces
Pack Leader
Fully defensive setup that sacrifices damage
| Front Bar | Back Bar |
|---|---|
| Slot 1: Feral Pounce | |
| Slot 2: Hircine's Fortitude | |
| Slot 3: Deafening Roar | |
| Slot 4: Rip and Tear | |
| Slot 5: Bloodclaws | |
| Ultimate: Pack Leader |
What Changes
Changes compared to the Base Setup
Feral Pounce replaces
Brutal Pounce
Hircine's Fortitude replaces
Hircine's Rage
Deafening Roar replaces
Ferocious Roar
Passives
Class - Ardent Flame
Combustion - Not Needed
Traumatic Burns - Not Needed
Fan the Flames - High Priority
A Soul Ablaze - High Priority
Class - Draconic Power
Burnished Scales - High Priority
World in Ruin - High Priority
Elder Dragon - High Priority
The Storm Voice - Not Needed
Class - Earthen Heart
Heart of Stone - High Priority
Landslide - High Priority
Blessing at the Peak - High Priority
Mountain Giant - Not Needed
Class - Dark Magic
Unholy Knowledge - High Priority
Blood Magic - High Priority
Persistence - High Priority
Exploitation - Not Needed
Class - Daedric Summoning
Rebate - Not Needed
Power Stone - High Priority
Daedric Protection - Not Needed
Expert Summoner - High Priority
Class - Storm Calling
Capacitor - High Priority
Energized - High Priority
Amplitude - High Priority
Expert Mage - Not Needed
Class - Animal Companions
Bond with Nature - Not Needed
Savage Beast - Not Needed
Flourish - Not Needed
Advanced Species - Not Needed
Class - Green Balance
Accelerated Growth - Not Needed
Nature's Gift - Not needed
Emerald Moss - Not Needed
Maturation - High Priority
Class - Winter's Embrace
Glacial Presence - High Priority
Frozen Armor - Not Needed
Icy Aura - Not Needed
Piercing Cold - High Priority
Class - Assassination
Master Assassin - High Priority
Executioner - High Priority
Pressure Points - Not Needed
Hemorrhage - Not Needed
Class - Shadow
Refreshing Shadows - High Priority
Shadow Barrier - Not Needed
Dark Vigor - Not Needed
Dark Veil - Not Needed
Class - Siphoning
Catalyst - Not Needed
Magicka Flood - Not Needed
Soul Siphoner - Not Needed
Transfer - Not Needed
Class - Aedric Spear
Piercing Spear - Not Needed
Spear Wall - Not Needed
Burning Light - High Priority
Balanced Warrior - High Priority
Class - Bone Tyrant
Death Gleaning - Not Needed
Disdain Harm - Not Needed
Health Avarice - Not Needed
Last Gasp - High Priority
Class - Herald of the Tome
Fated Fortune - Not Needed
Harnessed Quintessence - High Priority
Psychic Lesion - Not Needed
Splintered Secrets - Not Needed
Armor - Light Armor
Grace - Low Priority
Evocation - High Priority
Spell Warding - High Priority
Prodigy - High Priority
Concentration - High Priority
Armor - Medium Armor
Dexterity - High Priority
Wind Walker - High Priority
Improved Sneak - Not needed
Agility - High Priority
Athletics - High Priority
Race - Your Race
Get all of your racials, no matter which race you are
Craft - Alchemy
Medicinal Use - High Priority
Gear
Pick your class on the first row, then the setup type on the second. Overland (Base) is your starting point and works for most situations. Crafted Only is a beginner version using only craftable sets. Instanced is a swap for Arenas and Dungeons where enemies have higher armor.
Switching gear for trash packs isn't worth it unless you're using gear-swap addons
Default Overland setup. Enemies have 9,100 armor here and you can't benefit from Minor Slayer
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Medium | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed Weapon | |||
Frontbar Off Hand |
Any 1-handed Weapon |
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternatives
Iceheart - Direfrost Keep
Zaan - Scalecaller Peak
Grundwulf - Moongrave Fane
Stone Husk - Stone Garden
The Blind - Bedlam Veil
This is the crafted gear setup you can start with
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed Weapon | |||
Frontbar Off Hand |
Any 1-handed Weapon |
The setup in the table uses only crafted gear, but if you already own parts of the Base Setup like
Ring of the Pale Order you can start using them immediately
This is a setup you should use in Instanced content (Arenas and Dungeons), where enemies have 18,200 armor instead of 9,100. You also benefit from Minor Slayer here
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed Weapon | |||
Frontbar Off Hand |
Any 1-handed Weapon |
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
Kra'gh - Fungal Grotto I
Archdruid Devyric - Earthen Root Enclave
Lady Malygda - Imperial City
Black Gem Monstrosity - Black Gem Foundry
What Changes
Changes compared to the Overland setup
Valkyn Skoria replaces
Slimecraw
Order's Wrath (Light) replaces
Savage Werewolf (Medium)
Same as the Instanced setup, but with
Sul-Xan's Torment replaced by
Whorl of the Depths for fights without adds. Since Whorl covers the Light armor requirement,
Order's Wrath is swapped back to
Savage Werewolf
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed Weapon | |||
Frontbar Off Hand |
Any 1-handed Weapon |
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
Kra'gh - Fungal Grotto I
Archdruid Devyric - Earthen Root Enclave
Lady Malygda - Imperial City
Black Gem Monstrosity - Black Gem Foundry
What Changes
Changes compared to the Overland setup
Valkyn Skoria replaces
Slimecraw
Order's Wrath (Light) replaces
Savage Werewolf (Medium)
Default Overland setup. Enemies have 9,100 armor here and you can't benefit from Minor Slayer
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed Weapon | |||
Frontbar Off Hand |
Any 1-handed Weapon |
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternatives
Iceheart - Direfrost Keep
Zaan - Scalecaller Peak
Grundwulf - Moongrave Fane
Stone Husk - Stone Garden
The Blind - Bedlam Veil
What Changes
Changes compared to the Other Classes Overland setup
Pyrebrand replaces
Savage Werewolf
Poison enchant replaces
Flame enchant because
Pyrebrand already gives you some uptime on the Burning status effect
This is the crafted gear setup you can start with
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed Weapon | |||
Frontbar Off Hand |
Any 1-handed Weapon |
The setup in the table uses only crafted gear, but if you already own parts of the Base Setup like
Ring of the Pale Order you can start using them immediately
Flame enchant is used here instead of Poison since this setup doesn't include Pyrebrand
This is a setup you should use in Instanced content (Arenas and Dungeons), where enemies have 18,200 armor instead of 9,100. You also benefit from Minor Slayer here
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed Weapon | |||
Frontbar Off Hand |
Any 1-handed Weapon |
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
Kra'gh - Fungal Grotto I
Archdruid Devyric - Earthen Root Enclave
Lady Malygda - Imperial City
Black Gem Monstrosity - Black Gem Foundry
What Changes
Changes compared to the Dragonknight Overland setup
Valkyn Skoria replaces
Slimecraw
Pyrebrand pieces change from Medium to Light
Same as the Instanced setup, but with
Sul-Xan's Torment replaced by
Whorl of the Depths for fights without adds.
Pyrebrand moves to the Chest slot as Medium, and Whorl takes the Belt slot
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed Weapon | |||
Frontbar Off Hand |
Any 1-handed Weapon |
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
Kra'gh - Fungal Grotto I
Archdruid Devyric - Earthen Root Enclave
Lady Malygda - Imperial City
Black Gem Monstrosity - Black Gem Foundry
What Changes
Changes compared to the Dragonknight Overland setup
Valkyn Skoria replaces
Slimecraw
Pyrebrand pieces change from Medium to Light
Default Overland setup. Enemies have 9,100 armor here and you can't benefit from Minor Slayer
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed Weapon | |||
Frontbar Off Hand |
Any 1-handed Weapon |
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternatives
Iceheart - Direfrost Keep
Zaan - Scalecaller Peak
Grundwulf - Moongrave Fane
Stone Husk - Stone Garden
The Blind - Bedlam Veil
What Changes
Changes compared to the Other Classes Overland setup
Aerie's Cry replaces
Savage Werewolf
Frost enchant replaces
Flame enchant because it's the strongest enchant thanks to the
Glacial Presence passive, and it'll be your only way of proccing Tundra's Maw Class Mastery
This is the crafted gear setup you can start with
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed Weapon | |||
Frontbar Off Hand |
Any 1-handed Weapon |
The setup in the table uses only crafted gear, but if you already own parts of the Base Setup like
Ring of the Pale Order you can start using them immediately
This is a setup you should use in Instanced content (Arenas and Dungeons), where enemies have 18,200 armor instead of 9,100. You also benefit from Minor Slayer here
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed Weapon | |||
Frontbar Off Hand |
Any 1-handed Weapon |
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
Kra'gh - Fungal Grotto I
Archdruid Devyric - Earthen Root Enclave
Lady Malygda - Imperial City
Black Gem Monstrosity - Black Gem Foundry
What Changes
Changes compared to the Warden Overland setup
Valkyn Skoria replaces
Slimecraw
Aerie's Cry pieces change from Medium to Light
Same as the Instanced setup, but with
Sul-Xan's Torment replaced by
Whorl of the Depths for fights without adds.
Aerie's Cry moves to the Chest slot as Medium, and Whorl takes the Belt slot
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed Weapon | |||
Frontbar Off Hand |
Any 1-handed Weapon |
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
Kra'gh - Fungal Grotto I
Archdruid Devyric - Earthen Root Enclave
Lady Malygda - Imperial City
Black Gem Monstrosity - Black Gem Foundry
What Changes
Changes compared to the Warden Overland setup
Valkyn Skoria replaces
Slimecraw
Aerie's Cry pieces change from Medium to Light
Use the Penetration Calculator to fine-tune your penetration for different content. Overland enemies have 9,100 armor while Instanced enemies (Arenas and Dungeons) have 18,200.
Situational Swaps
Alternative setups for different goals and content types
For More Damage
Shattered Path's Signet replaces
Ring of the Pale Order. More damage, but you lose self-healing and it also drains ultimate. In Werewolf form, ultimate drain means losing transformation uptime. Easy to sustain on
Pack Leader (switch to
Pack Leader's Bone Broth food if you struggle), but can be difficult on
Werewolf Berserker
Selene replaces both
Ring of the Pale Order and your one-piece monster (
Slimecraw or
Valkyn Skoria). Shift your Shoulder set piece to the Ring slot where
Ring of the Pale Order used to be to keep the 5-piece bonus. Same use case as
Shattered Path's Signet, with less damage but no ult drain - useful on
Werewolf Berserker where transformation uptime is tighter
For More Survivability
Esoteric Environment Greaves replaces
Ring of the Pale Order. Since it goes on the Legs slot, shift your Legs set piece to the Ring slot where Pale Order used to be. Not exactly more survivability, but a different type of survivability. Trades self-healing for more mitigation. Easy to sustain because Werewolf abilities are extremely cheap and free during Rampage
Content-Specific Swaps
- Replace
Sul-Xan's Torment in fights with no adds. Use
Whorl of the Depths in Instanced content, or
Savage Werewolf in Overland (or
Order's Wrath if Savage Werewolf is already your main set) - On Other Classes Instanced, if you switched
Sul-Xan's Torment to
Whorl of the Depths, you can also swap
Order's Wrath back to
Savage Werewolf since Whorl now covers the Light armor requirement
Additional Tips
- You can use Medium armor in Instanced content when you need more mitigation or want to dodge roll more. This deals less damage and requires switching your Mundus to
The Lover. When going Medium you also don't have to replace
Savage Werewolf with
Order's Wrath - If you want to use the Crafted Only setup for Instanced content (Arenas and Dungeons), switch to a 6 Light / 1 Medium weight split just like the Instanced setup
- Minor Slayer sets are usually not worth running in Overland.
Sul-Xan's Torment is an exception because it's extremely stat-dense, so it works in Overland even with the 3-piece Minor Slayer bonus wasted.
Whorl of the Depths doesn't have that density, so it only pays off in Instanced content where Minor Slayer is active - otherwise it gets beaten by
Savage Werewolf or
Order's Wrath
Champion Points
Race
For solo PvE you need both damage and survivability, so every race brings something to the table, but these two stand out as the best options for damage and survivability respectively
Mundus
Attributes
For most content you should put all 64 points into Stamina. For difficult content you should devote as many attribute points as necessary to Health - for some content you’ll be able to get away with 32 Health 32 Stamina, for the extremely difficult stuff you’ll need 64 Health.
Werewolf is easy to sustain so you can actually put all 64 points into Magicka if you have a race with a Max Magicka racial like Breton or High Elf.
Food
Werewolf abilities are cheap and free during Rampage, so you don't need any recoveries from your food.
Potions
Werewolf abilities are cheap and free during Rampage, so you don't need any recovery from your potions. Use Armor Potions as your default.
Most of the time you should use Armor potions. They'll provide you with 5280 armor and you don't need sustain from your potions since Werewolf abilities are cheap and free during Rampage.
Use if you struggle with maintaining your Werewolf form, which might be the case when using
Werewolf Berserker or
Shattered Paths Signet.
Parses
All parses are recorded on the 6 million Target Dummy
Gameplay
Showcasing the build in veteran dungeons.
THANKS FOR READING
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Head
Shoulders
Chest
Hands
Belt
Legs
Boots
Necklace
Ring
Frontbar Main Hand
Frontbar Off Hand