Hardened ward

Overamera
Overamera
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Hello, so magicka sorcerer is no longer existant since hardened ward and stacking magicka is useless now. Specially with sublcass and critical damage being so so high its a death sentance playing magsorc. Would it work to make so Hardened ward dont take crit damage that way you can still play probably the most fan favorite class which used to be magsorc. This way you can stack magicka and also play with hardened ward
  • kotisovich
    kotisovich
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    Overamera wrote: »
    Hardened ward dont take crit damage
    ndh0wg9fzag7.jpg


  • Overamera
    Overamera
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    kotisovich wrote: »
    Overamera wrote: »
    Hardened ward dont take crit damage
    ndh0wg9fzag7.jpg


    shhh im trying to cook something up for me here
  • MincMincMinc
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    well I mean, it used to not take crit damage at one point. It also used to not use resists, but we are talking 9 years go now I think.

    The problem shield builds and max stat builds has is that zos gutted most of the max stat bonuses and shield scalers. For instance there used to be a % bonus when you slotted cp.....now it is just a flat bonus that everyone gets by default. Which seems fine for the average player, but for max mag it drastically reduced your potential

    Subclassing was the nail in the coffin because magsorc had its skills on every class line. You need ward and curse from daedric. You needed frags and dark converge from dark magic. You needed streak and mages fury from storm. To top it off they now moved the max stat bonus AWAY from the ward skill line for some reason......the only reason left in eso for even running max stats. Then a step further they made the max stat bonus a proc effect for some reason. Which is only comical because they also go on wondering why the game is lagging.
    We should use the insightful and awesome buttons more
  • katorga
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    Why try and save ward? Next round of nerfs may make ward useful again. But with the levels of health, armor and crit resist you can achieve while still keeping 7-8k spell damage, with high pen and crit, it makes zero sense to build around harden ward.

    Healing is superior.
  • Oblivion_Protocol
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    Hi, I don’t know if you were around for it, but ZoS buffed Hardened Ward last year…and it became the bane of PvP. You had Mag Sorcs running around surviving nukes with the press of a single button. There was a thread that called for nerfing Hardened Ward that got to >80 pages long.

    So, no. Keep Hardened Ward right where it is.
  • Oblivion_Protocol
    Oblivion_Protocol
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    Hi, I don’t know if you were around for it, but ZoS buffed Hardened Ward last year…and it became the bane of PvP. You had Mag Sorcs running around surviving nukes with the press of a single button. There was a thread that called for nerfing Hardened Ward that got to >80 pages long. Granted, the fact that added a heal to it was a big part of the problem. But the size of the shield was insane, even with Battle Spirit cutting it in half.

    So, no. Keep Hardened Ward right where it is.

    Edited by Oblivion_Protocol on 1 September 2025 05:17
  • MashmalloMan
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    @Oblivion_Protocol pre subclassing my guy, basically every other class has been buffed since, and most class lines are self contained so they're easy to mix and match for subclassing. See Minc's comment for the same thing I'd say.

    The max Magicka scaling on Hardened Ward is basically the same btw. It was 18% at its peak, then 13% when the heal was removed, now 15% with Dark Magic, but closer to 18% because of the Daedric Protection passive when mitigation calculations are taken into account.

    Yes, it's basically impossible to get max uptime on the 10% Blood Magic passive with how convoluted the conditions are, but that's a whole other issue I'll ignore for now.

    The biggest difference is there is no burst heal and subclassing has introduced a massive opportunity cost for the lines you pick.

    The burst heal didn't just increase the effectiveness of the shield by another 15% like the numbers may imply, it provided a heal within the same GCD as the shield cast, eliminating the only major downside shields have vs burst heals. Burst heals take you out of execute range, reducing the damage you take, if you're at 5/30k HP and heal for 10k you go from 16% to 50% health. Shields give you more effective health that you can be proactive with, but can't crit, and can't reduce your execute damage taken. If you're at that 5/30k health, you remain there so you take the same execute damage through the shield. The only viable counter was oblivion damage to negate the heal, otherwise you were essentially immortal.

    Do the same thing now, you have to weave 1-2 hots, maybe alternate GCDs with a burst heal, instead of spamming Ward to become immortal. It's a lot more balanced without the heal, but the shield value is basically the same.

    What Ward is missing now is a some type of auxillary effect. Wield Soul gives Major Vitality, Healthy Offering gives Minor Mending, Honour the Dead refunds most of its cost, etc.

    And what about the rest of the line and the opportunity cost associated?

    Why use Haunting Curse over Blighted Blastbones or Deep Fissure? Both can't be purged and provide massive named debuffs among skill lines with the best passives and skills in the game.

    Pets? No, pretty much useless unless your Haki.

    Bound Armaments? No, still hot dog water. Grim Focus is infinitely better and Assassination is stacked.

    Sorc needs a complete redesign. Max Resource passive shouldn't have been moved to Dark Magic unless every class gets the same treatment of spreading out their necessary passives, and frankly I don't like that approach because it discourages subclassing instead of incentivising pure classing like we want. I strongly believe each line should be able to stand on its own, like its own mini class, that when brought together in different combinations, creates new class fantasies.

    You can't even take Daedric Summoning, and to a lesser extent Dark Magic right now, unless you also have Storm Calling for the 108 ws damage for slotting. I don't think I've seen a single soul in PvP take Daedric Summoning as a subclass line, it's literally only pure Sorc's clinging to the past.

    Rebate needs a complete rework, Curse needs a debuff and to become unpurgable (it's blockable), Bound Armaments 0.3s delay and 10s duration removed (Grim Focus has neither), Blood Magic's 10% Mag/Stam should move back to Daedric Summoning, Ward needs an auxillary effect, Expert Summoner should not require a pet for the HP (rework or just unlock it, the old passive worked better).

    I question why Ward even requires max mag or HP to begin with in the current state of the game, why doesn't it include stamina, why doesn't it behave like Resto Ward which scales from ws damage and max resource? The max mag requirement is frankly quite boring and has locked in builds that want to engage with it for 10 years. There's only so many decent ways to max mag stack.

    And finally, no. Ward should not ignore crits. Been there, done that. Not necessary.
    Edited by MashmalloMan on 3 September 2025 21:36
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • katorga
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    Hardened ward does not align with current meta. Even if nerfs were backed out, that would be the case.

    Metas change, so maybe some day.
  • El_Borracho
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    Hi, I don’t know if you were around for it, but ZoS buffed Hardened Ward last year…and it became the bane of PvP. You had Mag Sorcs running around surviving nukes with the press of a single button. There was a thread that called for nerfing Hardened Ward that got to >80 pages long. Granted, the fact that added a heal to it was a big part of the problem. But the size of the shield was insane, even with Battle Spirit cutting it in half.

    So, no. Keep Hardened Ward right where it is.

    Beat me to it, twice.

    To @Overamera, welcome to the life cycle of PVP classes. Subclassing will only make the turnover faster.
  • NxJoeyD
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    Sorc is in a state, sadly.

    My Sorc character has been my main for years and IMO Sorcs claim to fame was really their utility. I’ve always felt Sorc damage was “mid” because of the nature of the mechanics, many of the damage output abilities requiring the opponent to “stand in the stupid” which, nobody does.

    Crystal Frags takes a back seat to Distro staffs Crushing Sock or scribed Weld Soul. Dark Conversion takes a back seat to Healing Soul or Healing Contingency. Haunting Curse isn’t overly effective, any player knows to pop their self heal @ 3 & 8 seconds to negate the two bursts; you can do more damage over the same time with any spammable .. as for Mages Wrath; that one’s popular but I feel the bigger reason people subclass Storm Calling is for Lightning Form. Since they nerfed Wrath it’s timing window of effectiveness in PvP makes it woeful as an execute when compared to Assasin’s Blade or Radiant.

    As for Ward, it shouldn’t block crits.

    I agree with what’s been said above, nobody is subclassing Daedric Summoning or Dark Magic because they’re basically poo. Sadly because of Sorc passives we can only give up so many base class abilities before losing damage potential. I dumped Dark Magic for Aedric Spear. I don’t slot the abilities it’s just that the passives are better than Dark Magic.

    As for Ward, here’s the thing, yes, burst heals will always be superior to a shield and now, with subclassing, self healing is through the roof. That said; Ward, like any shield; is preventative. Your play style in order to effectively use Ward means pairing it with other attributes and adjusting your rotation accordingly. Ward is arguably the strongest ability based damage shield in the game and really has more niche use IMO.

    The small heal Ward used to provide would give the player a tad more leeway in terms of timing of use, but losing that didn’t really change the nature of the shield itself. I agree it could use a touch of a secondary effect but make no mistake, Ward isn’t a get out of jail free card nor should it be. It’s a utility for a play style that’s very damage preventative, maintaining a consistent uptime to prevent damage from chunking you into execute range in the first place. In order to use Ward now you really have to build into supporting it and, in PvP it’s very non meta and niche. It’s do-able and has use cases, but far fewer than it used to.
  • MincMincMinc
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    katorga wrote: »
    Hardened ward does not align with current meta. Even if nerfs were backed out, that would be the case.

    Metas change, so maybe some day.

    Wards do align, considering it is a high crit high burst meta. Wards as a concept raise your max pool while building into a damage stat.

    Problem was the ward changes around the summerset times because at one point zos changed healing ward to tick every second for the value of the ward or something crazy. Then they started altering and gimping the values of wards to try to make it work before nerfing it all together. Which led to most people abandoning harness and healing ward.

    Zos didnt learn from this fiasco and more recently added the heal to hardened ward.....and we know how that went.


    The best gameplay for wards was when people were stacking 2 or 3 wards. People try to say shield stacking is a bad thing, when in reality this required a lot of effort and thinking and timing on the caster. While also having a high build demand and restrictions theorycraft wise. Harness was supposed to be the recovery upon hit standard size ward. Hardened was supposed to be the higher tooltip class specific ward. Healing was supposed to only be a large tooltip at low hp to avoid abuse.

    The caveat was that healing ward would heal you for whatever remained at the end of the duration. So good players that could defend and stack shields properly would be rewarded with a heal if done right. Shields stack first in first out. So at low health you would have to do hardened>harness>Healing and then survive without casting again to get out of execute range.
    We should use the insightful and awesome buttons more
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