Changes to Nature's Grasp (Warden)

OnGodiDoDis
OnGodiDoDis
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Warden is screaming for a reliable single-target burst heal. While they do an OK job at healing others, they leave its caster in the dark. Compared to other classes, warden lacks that powerful, single-target self-heal that others can boast about. We all know the DK's burst heal, and the templar's breath of life, and not to mention the amazing buff that the nightblade's healthy offering got. With a good setup, these skills can heal its caster for more than 10k hp in cyrodiil. Warden does not have that power, although it is supposed to be a support/healing class. As a Warden healer since its inception, I do not use any Green Balance heals (other than the trees ultimate) in pvp because there are better options. Blessing of restoration not only heals for more than fungal growth, but it also offers minor resolve. Living vines is probably the strongest single-target heal over time, but it only works when...taking damage...?
Propositions:
Rework the nature's grasp morphs to have different functions. As it is, both morphs teleport the caster to a highlighted friendly target when cast with bursting vines being the burst heal, and nature's embrace being the over time heal for both the caster and target. Keep in mind that the burst heal does not affect the caster. I propose that bursting vines affects only the caster, and that the heal be scaled up in power to be en par with the likes of coagulating blood, healthy offering, and breath of life. I propose that Nature's Embrace be a free-fire skill that does not require a lock on friendly targets, but instead heals the most damaged ally in front of the caster, while maintaining its current functionality. Keep in mind that we are still talking about the Nature's Grasp skill and it's morphs, not to be confused with Living Vines and its morphs.
Bursting vines should retain all its other passives while morphing into a caster-only heal. The other morph will still be able to target the self and allies, therefore granting the warden the option to chose between a powerful self-heal or a utility skill to help others.
Nature's Embrace heal over time is utter hot garbage that the ultimate regeneration is not going to make anyone look twice at this morph. Radiating regeneration affects three targets, can be stacked, and heals for way more. I propose that Nature's Embrace be morphed into a skill that centers around the caster and heals nearby allies, while always remaining on the caster as they move about, like a mobile healing totem. The radius would be small, the idea is to have a skill that can be cast without requiring a friendly target nearby, while also providing that support that this skill was meant to provide from the start. This way, it can affect more allies (add a limit, if you so wish). Keep the ultimate regeneration, it would still only grant it when the skills itself ends, and not per target, so the ultimate regeneration won't stack.
These proposed changes will rid this awful skill of the teleportation that bugs out in cyrodiil so much and prevents players from bar-swapping. It will also finally make it an attractive skill to slot. Let me know what you think.
  • Duke_Falcon
    Duke_Falcon
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    I do like the idea of changing the skill a bit, but I had some different ideas myself about the skill.

    Warden has been super lacking in a Stun, and this skill Natures Grasp is definitely lack luster. My idea was to give this skill some love for healing and potentially one morph for Dps/Utility with an immoblized or a stun.

    A burst heal for the Target and an AoE heal around target would be a nice addition to the Wardens Healing line as well, then people could choose between 2 of the 3, Natures Grasp AOE, Healing Seed AoE., and Radiating Regeneration, since I think at least 2 Hot Heals are needed for good healing. Targeting is near impossible with Natures Grasp as well, by the time you get the target lined up so you don't target the wrong person, they are probably already dead. I really like the idea of auto targeting the lowest health person, that is definitely needed.

    One thing I have found to greatly help the Warden toolkit in combat is a gap close skill. Shield Charge or Critical Charge, Shield Charge being the better of the 2 for reasons I'll explain. Wardens delayed burst is Scorch and its Spammable/Pressure dps skill is Dive. The absolute best way I know to play a Warden is a 3 skill combination of Scorch, Dive into a Gap Close skill. I allows you to line up a burst combo like a Sorcerer with Curse/Mages wrath Streak.

    My proposition is that one morph of the Natures Grasp skill be a Heal, and the other Morph be a Gap Close to an Enemy target with perhaps an immobilized or Stun. An AOE immobilized of Vines coming out of the ground comparable to the Size of Scorch would be very benefical to Group play. Earlier I said that Shield Charge was the better Gap close because it allows a split second of stun before they break free to allow the Scorch to connect, and the Gap Close helps to line up the Scorch skill as it is easily, super easily avoided. Also the Dive Skill needs to be cast at Range to get the Off balance and Bleed Procs, so it only makes sense to start your combo at Range, Scorch/Dive into a gap close to allow everything to line up and hold your target still so the scorch can connect.

    I do agree, Warden needs some love. I quit playing it for a long time, and haven't really picked it up again with the exception of a fun Stamina Healer build utilizing the Powerful Assault set. Other than that, I don't play it anymore.


  • OnGodiDoDis
    OnGodiDoDis
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    Read my other post "Changes to warden wings (Falcon's Swiftness)" for more on my ideas of a stun.
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