Piercing Cold: Reworked this passive to grant varying effects based on your Max Health to better align with the passive being for tanks, while continuing to offer something for damage dealers. This passive now grants Piercing Cold for 6 seconds when you deal Frost Damage, up to once every 6 seconds. If you have 30,000 or more Max Health, Piercing Cold increases the damage you block by 6/12%. If you have less than 30,000 Max Health, it grants you 4/8% damage done.
xylena_lazarow wrote: »Silly nerf that doesn't even touch the actual PvP Warden meta of 40k hp dual wield vamp slash + Polar Wind spam, ends up instead buffing the defensive back bar of these builds. Kills off a few niche builds that used Master Ice Staff.
To this I'll add that Warden Tanks that clear trial trifectas run with over 40K health and they spam Polar Wind: both of these factors are essential. In Infinite Archive too. (Take a look at Hyperioxes)
Skjaldbjorn wrote: »Tanks should not be forced to give up resources just to cater to a handful of people running heavy IA builds.
TLDR:
Piercing Cold: +6% damage done without any health requirement to meet; +6% blocked damage IF 35K health AND with Ice staff. The blocked damage bonus doesn't cancel the damage done bonus.
Start from this ^, eventually adjust percentages.
Don't nerf Polar Wind.
This is more than enough head room in pvp too as far as I'm concerned. I could live (a little less, but still) happily at this marker.Skjaldbjorn wrote: »35k is probably fine.
Skjaldbjorn wrote: »From a PVE Stamden DPS and former Warden tank;
35k is probably fine. A shred more isn't. Plenty of tanks run in the 36-38k HP ballpark. The "all PVE tanks run 40k HP" narrative is nonsense.To this I'll add that Warden Tanks that clear trial trifectas run with over 40K health and they spam Polar Wind: both of these factors are essential. In Infinite Archive too. (Take a look at Hyperioxes)
Please stop saying this. I don't care what one tank does. How many trifectas have you tanked? Because I've tanked a ton. I will admit that in the newer trials (SE, LC) stuff hits a lot harder. However, you can still tank the bulk of trifectas in the 36-38k range no problem. Tanks should not be forced to give up resources just to cater to a handful of people running heavy IA builds.
ketsparrowhawk wrote: »Piercing Cold: Reworked this passive to grant varying effects based on your Max Health to better align with the passive being for tanks, while continuing to offer something for damage dealers. This passive now grants Piercing Cold for 6 seconds when you deal Frost Damage, up to once every 6 seconds. If you have 30,000 or more Max Health, Piercing Cold increases the damage you block by 6/12%. If you have less than 30,000 Max Health, it grants you 4/8% damage done.
Hello! This passive would be much easier to take advantage of in PvP if the HP threshold were higher. 35k minimum would make it easier to choose which version of the passive you want in your build. No warden is going to be running around with less than 30k health in PvP.
Thanks!
Ket
ketsparrowhawk wrote: »Piercing Cold: Reworked this passive to grant varying effects based on your Max Health to better align with the passive being for tanks, while continuing to offer something for damage dealers. This passive now grants Piercing Cold for 6 seconds when you deal Frost Damage, up to once every 6 seconds. If you have 30,000 or more Max Health, Piercing Cold increases the damage you block by 6/12%. If you have less than 30,000 Max Health, it grants you 4/8% damage done.
Hello! This passive would be much easier to take advantage of in PvP if the HP threshold were higher. 35k minimum would make it easier to choose which version of the passive you want in your build. No warden is going to be running around with less than 30k health in PvP.
Thanks!
Ket
Something even worst is the fact that in same time they completly destroy the healing ability of Artic Blast, which can be more usefull and strong than Polar Wind when you are at high damage between 30k & 35k HP, which will force us to play Polar Wind no matter what but as we will be forced to be under 30k to get the damage bonus Polar Wind become really meh so none of both morph seem usable there.
I guess gonna need to use a scribing healing skill lol
ketsparrowhawk wrote: »Healing Soul with the Major Vitality script is pretty lit!
Skjaldbjorn wrote: »Tanks should not be forced to give up resources just to cater to a handful of people running heavy IA builds.
Maybe I'm not getting what you mean but... Can you explain what you would be losing by having this? ->
Well then please stop using an argument of autority because you managed to do trifecta trials on that max HP.
That's not because you did it that everybody else cannot do it with more HP.
All the tank I see are always between 40k and 50k HP and work fine with that because having a ton of magicka & stamina will not allow you to tank really better when more HP allow you to eat more damage.
All of that is just different way to play and both can work, so stop calling that nonsense when it's just a different way to play than yours.
Skjaldbjorn wrote: »Skjaldbjorn wrote: »Tanks should not be forced to give up resources just to cater to a handful of people running heavy IA builds.
Maybe I'm not getting what you mean but... Can you explain what you would be losing by having this? ->
More Stam/Mag. Better resource management.
Skjaldbjorn wrote: »Skjaldbjorn wrote: »Tanks should not be forced to give up resources just to cater to a handful of people running heavy IA builds.
Maybe I'm not getting what you mean but... Can you explain what you would be losing by having this? ->
More Stam/Mag. Better resource management.
Sorry but I can't see it.
I wrote "35K health good", you wrote "35K health good", where is the issue?
My solution in the TLDR doesn't seem to negatively affect you by what I can understand.
Skjaldbjorn wrote: »Skjaldbjorn wrote: »Skjaldbjorn wrote: »Tanks should not be forced to give up resources just to cater to a handful of people running heavy IA builds.
Maybe I'm not getting what you mean but... Can you explain what you would be losing by having this? ->
More Stam/Mag. Better resource management.
Sorry but I can't see it.
I wrote "35K health good", you wrote "35K health good", where is the issue?
My solution in the TLDR doesn't seem to negatively affect you by what I can understand.
I have no problem with 35k as the baseline. I have issue with 40k, which you also mentioned.
Yeah but next time read at least the part I am referring to, I even quoted it and it said 35K right there.
I am for 40K only if they leave the passive as it is now on PTS, but that's not what I am advocating for here - I explained the change I think would work better in my first comment in this thread; the TLDR there is enough to get it. That's my point and what I ask for.
Skjaldbjorn wrote: »Yeah but next time read at least the part I am referring to, I even quoted it and it said 35K right there.
I am for 40K only if they leave the passive as it is now on PTS, but that's not what I am advocating for here - I explained the change I think would work better in my first comment in this thread; the TLDR there is enough to get it. That's my point and what I ask for.
No see, that's where we disagree... I don't mind how they reworked the passive...
Skjaldbjorn wrote: »Yeah but next time read at least the part I am referring to, I even quoted it and it said 35K right there.
I am for 40K only if they leave the passive as it is now on PTS, but that's not what I am advocating for here - I explained the change I think would work better in my first comment in this thread; the TLDR there is enough to get it. That's my point and what I ask for.
No see, that's where we disagree... I don't mind how they reworked the passive...
I'd agree we disagree with each other.
Skjaldbjorn wrote: »Skjaldbjorn wrote: »Yeah but next time read at least the part I am referring to, I even quoted it and it said 35K right there.
I am for 40K only if they leave the passive as it is now on PTS, but that's not what I am advocating for here - I explained the change I think would work better in my first comment in this thread; the TLDR there is enough to get it. That's my point and what I ask for.
No see, that's where we disagree... I don't mind how they reworked the passive...
I'd agree we disagree with each other.
In my opinion, the people who disagree with the HP gating on the damage bonus are people who simply don't understand/remember Warden's history. Every single time we've had a % damage buff without some form of gate (the ice staff is also a gating mechanic, btw), they've nerfed the class into the floor. Every. Single. Time.
This change should likely prevent the quick turnaround nerfs we've seen over and over again.
But...it already is a nerf to all those who built around tanky icy builds, which were the main sponsored way to play Warden for a while (true, not from the beginning).
Skjaldbjorn wrote: »Skjaldbjorn wrote: »Yeah but next time read at least the part I am referring to, I even quoted it and it said 35K right there.
I am for 40K only if they leave the passive as it is now on PTS, but that's not what I am advocating for here - I explained the change I think would work better in my first comment in this thread; the TLDR there is enough to get it. That's my point and what I ask for.
No see, that's where we disagree... I don't mind how they reworked the passive...
I'd agree we disagree with each other.
In my opinion, the people who disagree with the HP gating on the damage bonus are people who simply don't understand/remember Warden's history. Every single time we've had a % damage buff without some form of gate (the ice staff is also a gating mechanic, btw), they've nerfed the class into the floor. Every. Single. Time.
This change should likely prevent the quick turnaround nerfs we've seen over and over again.
YandereGirlfriend wrote: »Skjaldbjorn wrote: »Skjaldbjorn wrote: »Yeah but next time read at least the part I am referring to, I even quoted it and it said 35K right there.
I am for 40K only if they leave the passive as it is now on PTS, but that's not what I am advocating for here - I explained the change I think would work better in my first comment in this thread; the TLDR there is enough to get it. That's my point and what I ask for.
No see, that's where we disagree... I don't mind how they reworked the passive...
I'd agree we disagree with each other.
In my opinion, the people who disagree with the HP gating on the damage bonus are people who simply don't understand/remember Warden's history. Every single time we've had a % damage buff without some form of gate (the ice staff is also a gating mechanic, btw), they've nerfed the class into the floor. Every. Single. Time.
This change should likely prevent the quick turnaround nerfs we've seen over and over again.
It's because their entire approach with Warden damage is flawed. Why do we continually get trapped into this cycle of stapling random Damage Done mods onto the class instead of actually investing that into their actual skills. Makes zero sense.
Makes it feel as though they like lost the source code for the actual Warden abilities and these random tack-ons are their only means of modifying the class.
Piercing Cold ultimately ends up being pretty clumsy, as PvP Wardens who want to try to access the damage proc will have to contend with multiple variables that can change their max health - alliance emperor bonus, CP vs no-CP, getting a battleground with a teammate wearing Ebon Armory, etc.
Assuming they considered this + the fairly low health (these days) threshold, my assumption at this point is ZOS really doesn't want PvP Wardens to have access to the damage proc on this, and this is their attempt to accomplish that without opening the 'balance PvP and PvE separately' can of worms of adding a Battle Spirit condition to a passive.
ketsparrowhawk wrote: »Healing Soul with the Major Vitality script is pretty lit!
Yeah I tried it for my PvE but just the fact it can heal an ally instead of me make me feel it so unsafe to use sometime.
Sometime it was going on my bear or on my companion and I cannot imagine how frustating it will be when I'll heal an ally in a PvP group instead of me...
This is the same thing than Lotus Flower and Living Vine where I would love the heal to only target myself lol
YandereGirlfriend wrote: »It's because their entire approach with Warden damage is flawed. Why do we continually get trapped into this cycle of stapling random Damage Done mods onto the class instead of actually investing that into their actual skills. Makes zero sense.
Piercing Cold ultimately ends up being pretty clumsy, as PvP Wardens who want to try to access the damage proc will have to contend with multiple variables that can change their max health - alliance emperor bonus, CP vs no-CP, getting a battleground with a teammate wearing Ebon Armory, etc.
Assuming they considered this + the fairly low health (these days) threshold, my assumption at this point is ZOS really doesn't want PvP Wardens to have access to the damage proc on this, and this is their attempt to accomplish that without opening the 'balance PvP and PvE separately' can of worms of adding a Battle Spirit condition to a passive.