Currently, I’m around level 60 S2 w/werewolf & the aspect that give 1+ companion as well as turning wolves into werewolves. I’m using bloodhowl, wolf active, rabies, cyclone armor (tired of bulwark), claw and shred. I suspect I’ll have to swap out the cyclone armor later for durability purposes, but I’m not having issues w/it atm (WT3) and I like the look if nothing else.
For me “end game” usually happens around level 80 when gear and p-board are generally filled up and I get bored. Let’s assume for the new season w/the leveling curve being faster and the gear ilvl boosts, that now it’s level 90. So far I haven’t care about maxing glyphs getting a couple to 15 has been fine in the past.
For those who play “end game” to 90-100 or so in previous season, other than some tweaks for defense (eg adding bulwark) is this generally feasible? Could it sustain to the ubers (I don’t mind a long persistent fight, in fact I prefer it to melting a boss quick)?
why dont you use debilitating roar with the aspect that makes it a werewolf skill instead? thats my suggestion…what i think is the bigger problem for werewolf builds not only for end game but in general is the lack of unstoppable and i hope DEVS ADRESS THIS because werewolf doesnt have any source of unstoppable…with the only option to be the werebear ultimate+direwolf and you get like 6 seconds or something??
There’s a vamp ability that gives a short unstoppable w/evades (3 seconds iirc). I’m messing around w/that. I’ve thought about possibly dropping cyclone armor for grizz rage w/ww aspect. That would mean adjusting a lot (vamp ability w/cooldown reduction to ults and spirit ability to lengthen ult durations etc).
Debilitating roar has a long cooldown (unlike blood howl that has it’s cooldown reduced w/kills) and I don’t really need the stun w/the aspect. If working the passives on cyclone armor are better imo (not just for me but the pets). Also, imo druids are tight on aspects especially when using uniques (eg, I have frostburn gloves atm).
Thank you for the reply. If I’ve missed something about roar please let me know.
another option is focus on defensive glyphs which work with fortify “undaunted” and “werewolf” i think are the ones that increase damage reduction or territorial same stuff with “close enemies” and theres a board “survival instinct” focused on wherebear but there are yellow nodes that give defensive bonuses you could leave it till the end when you finish your paragon board and dump the left over paragon points there
yeah makes sense. atm I’m working on the poison board. I’m thinking of looking for good plus health boards. Fortifications basically all are based on maxed life now. If it’s working cyclone has periodic 30% dr on it’s own. I could go the res gems as well w/DR items etc. I guess I’m wondering if anyone’s in the 85-95 range say lvl 40 nm dungeons used a non bulwark build for a werewolf? In time I guess I’ll find out.
Fyi, regarding blood howl and the vamp skills (the dash one and the one for soul explosion bonus 200%). Not specific to the build I’m using but the dash/curse skill to tag them all. Then wipe to get 8 charges. Next mob ball just dash then defense skill, but in the case of bloodhowl and it’s cooldown reduction from skills, it tends to basically wipe stuff @ my level (61) then your charged up for the next dash/bloodhowl combo. Idk if it scales to higher level mobs, but does nicely for this mid tier.
I’m currently at 49 with T3. I’m hoping I can enjoy this build into the 90’s. Last season I tried but after 68 or I gave up and switched to pulverize.
I’m 68 and fine for open world in WT4. Haven’t tried the NM dungeons in WT4 yet. I’m squishy but use the combo described above which is more about the vamp powers and the rest is cosmetic.