Werewolf illusion

Puppet

Dalayan Beginner
Any chance of an upgrade to werewolf illusion? The self only version. I would not mind being rid of the current one for a high level one. Or just have the current one scale better to 65. Something like keep its current form yet make it 8 feet tall or something more intimidating. Even if it comes with silence or blocks the boon line. And it would not matter if the dps comes from procs or melee, although procs might work better for a caster. It would be like the non-AA version of what some other classes have, and would work well with what I have already bought to work with shared mind.
 
Puppet said:
Any chance of an upgrade to werewolf illusion? The self only version. I would not mind being rid of the current one for a high level one. Or just have the current one scale better to 65. Something like keep its current form yet make it 8 feet tall or something more intimidating. Even if it comes with silence or blocks the boon line. And it would not matter if the dps comes from procs or melee, although procs might work better for a caster. It would be like the non-AA version of what some other classes have, and would work well with what I have already bought to work with shared mind.

You might want to throw a tad more detail into your suggestion here. At first glance I have no idea what you are talking about.
 
Enchanter spell level 44
Illusion: Werewolf
Slot 1:Illusion: Werewolf
Slot 2:Increase Attack by 65 (L65)
Slot 3:Increase Attack Speed by 40%
Slot 6:Increase Strength by 30 (L65)

What it does may not be too accurate. It is directly from the spell parser. It is a self only illusion designed towards an enchanter melee. It's "strengths" are overshadowed by things it does not stack with and the illusion looks like a puppy. The illusion can be fixed with shapeshift, but a size change gets me another option when playing with shapeshift. The strength is nice, but the attack speed is not. Atk upgrades always have stacking isssues and I believe this does too. Even at its base level it is not very amusing to use. I doubt it will be useful for anything beyond entertainment purposes, but I can compare it to a few things with the same idea. Its strength would be entirely up to what a person's opinion of what a shapeshifter should be. And having benefits with detriments is an attempt to make it a bit more useful at its purpose. Be mindful of the idea behind changing the skill cap of melee skills for casters when considering this as useless.

Closest thing would be the mage AA for a fire elemental. Its a form that is for a mage fighting close up. It is fairly underpowered and underused but perhaps I could use any changes to that as my springboard. Next is divine rage and more specifically the melee potential of clerics. Having something like that would be nice.
 
I'm not sure on how to balance it. Specifics is something I was avoiding. Pick what you like to get dps to where it should be. Visual change like a size change is a more important, as I am concerned, than dps.

Shapeshifting on specific things keeps the size modifier. Change into one of those living seperated hands while being something large to get what I mean. Sneak up to a person's back and change into a dragon to get an idea of why I suggest this. It gives a larger option than ogre on size and I get the bonuses. It comes from fond memories of another server involving this illusion and grow. Which on that server did not have such a small cap on size. This would make gnome to be tiny, human for standard size, and something larger than ogre for large. Brownie size would be fun but I'll stick with this. And an eight foot werewolf is more impressive than a 3 foot one.

Have it proc something similar to divine rage or the cleric's summoned hammer. It won't need the haste or atk so much if its bonus comes from procs.It may even work with focus effects the casters love. Melee dps like a cleric but without the plate armor is good enough. It is one means to and end, which can fit into the scope if equipment upgrades is to be less involved the a shapeshift's strength.

Haste or atk change to scale higher at 65. Or change the level of the spell and have it a static amount. I believe glory never interfered with werewolf, and it might even stack, but I remember a statement of how only the highest spell haste takes effect. That statement involved the old lycanthrope boon spell too. The stacking listed in the parser refers to only a set of spell effects decreasing attack speed. For atk, it is actually higher than call of the predator in the parser. It saves me a spot and give a bit more. That is ok, but I don't expect to hit things to take advantage of a good weapon and these bonuses. Changing some other things may be better than changing these.

The strength bonus only gives stacking problem on a few uncommon effects. It is a small bonus so far as what and int caster can do with it, but it does well in stacking. It can be further boosted with another enchanter spell that has a str and rune component. The problem with that is the short duration and the spell ending when the small rune component is expended. Having two runes on at one time poses its own problems but is not quite a stacking problem. Adding the 30 bonus from werewolf and the 65 from ravager would make it a sizable bonus, which I suppose should not get higher. But I would suggest stopping ravager from working with werewolf, having werewolf go up to 95(or 100 because it is a nice number), and having the convenience of not needing to deal with ravager's short duration or being dispelled from rune wearing off.

Lastly is how a werewolf is suppose to be able to hit things. The proc route I believe will work in getting around having to hit things. Spell procs don't need to hit to go off, like the wizard's blades, and is probably easy enough to set to a certain dps. It won't scale as well for the large portion of that game that extends past 65. For physical hits, the upgrade to caster's weapon skill is half of what is involved in hitting. A substantial bonus to dex would help up dps but I don't have a suggestion for how much.

I doubt a simple illusion can give more hits a round, but it would be a nice option.
 
I don't agree at all on size, but I would enjoy this illusion giving a better bonus as a person levels. For instance, making it scale up to lvl 65 with more attack (or some special increase in accuracy). +65 attack doesn't really seem to let me hit an exp mob any more in melee (noticably) and especially not anything lvl 60+.

Also, I always wondered why it didn't have the boon of the garou lifetap proc :psyduck:
 
Yally said:
I don't agree at all on size, but I would enjoy this illusion giving a better bonus as a person levels. For instance, making it scale up to lvl 65 with more attack (or some special increase in accuracy). +65 attack doesn't really seem to let me hit an exp mob any more in melee (noticably) and especially not anything lvl 60+.

Also, I always wondered why it didn't have the boon of the garou lifetap proc :psyduck:

I dunno maybe it's something to do with 40% haste + other stats all ready is pretty decent in itself just for an illusion plus I dunno if this is right or not, but doesn't it count as over haste.
 
overhaste? afaik: no. But you are right, illusions arent supposed to be supper buffs, except in the case of garou and giantkin. They have their short durations but are obviously not meant for the caster and are completely seperate.
 
Yally said:
overhaste? afaik: no. But you are right, illusions arent supposed to be supper buffs, except in the case of garou and giantkin. They have their short durations but are obviously not meant for the caster and are completely seperate.

I'm not sure, but I believe I had an enchanter cast garou on me, and it lasted, no word of a lie, longer than 10 seconds; probably more like 5 seconds. I think this might be a bug though.
 
Iirc, it lasts 2 tics. If it hits in the last second of one tic the duration would be 7 seconds, right?
 
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