This is ability is just too good, costs too little and lasts too long = i.e god mode.
This was one of the worste culprits to the balance in 1.6 and still is. It's embarrasing that this ability has not been properly balanced yet. It's not like we're talking bad coding, mechanical issues or anything here - just needs the numbers adjusted.
Emma_Eunjung wrote: »This is ability is just too good, costs too little and lasts too long = i.e god mode.
This was one of the worste culprits to the balance in 1.6 and still is. It's embarrasing that this ability has not been properly balanced yet. It's not like we're talking bad coding, mechanical issues or anything here - just needs the numbers adjusted.
FALSE. If anything, Hardened Ward needs to be BUFFED back to 100%. 50% is NOT enough in the Imperial City when you're fighting mobs that hit for full strength.
Emma_Eunjung wrote: »This is ability is just too good, costs too little and lasts too long = i.e god mode.
This was one of the worste culprits to the balance in 1.6 and still is. It's embarrasing that this ability has not been properly balanced yet. It's not like we're talking bad coding, mechanical issues or anything here - just needs the numbers adjusted.
FALSE. If anything, Hardened Ward needs to be BUFFED back to 100%. 50% is NOT enough in the Imperial City when you're fighting mobs that hit for full strength.
You're daft, its already a better defensive skill than what either tank class has in their armory.
Diamond_10 wrote: »They cut shields strength, yet sorcs can still get a 100% shield bar.
Go figure.
Needs to be addressed
Emma_Eunjung wrote: »This is ability is just too good, costs too little and lasts too long = i.e god mode.
This was one of the worste culprits to the balance in 1.6 and still is. It's embarrasing that this ability has not been properly balanced yet. It's not like we're talking bad coding, mechanical issues or anything here - just needs the numbers adjusted.
FALSE. If anything, Hardened Ward needs to be BUFFED back to 100%. 50% is NOT enough in the Imperial City when you're fighting mobs that hit for full strength.
You're daft, its already a better defensive skill than what either tank class has in their armory.
It is also the only defensive skill of any real worth from the sorcerer class, and not all sorcerers are running around in BIS gear with hundreds of CPs. The sorcerer class is apparently balanced around those toons, and the rest of us are shite out of luck.
Diamond_10 wrote: »They cut shields strength, yet sorcs can still get a 100% shield bar.
Go figure.
Needs to be addressed
Only because ZOS stealth-nerfed sorcerer health down to 5k...
In all seriousness, without being able to crit, and with the PvP reduction, how is anyone achieving numbers like 10k for hardened ward? I think people are looking at old screenshots or just plain making *** up...
Diamond_10 wrote: »They cut shields strength, yet sorcs can still get a 100% shield bar.
Go figure.
Needs to be addressed
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
This is ability is just too good, costs too little and lasts too long = i.e god mode.
This was one of the worste culprits to the balance in 1.6 and still is. It's embarrasing that this ability has not been properly balanced yet. It's not like we're talking bad coding, mechanical issues or anything here - just needs the numbers adjusted.
FriedEggSandwich wrote: »It sounds like your having trouble doing damage. You'll be pleased to hear that hardened ward now has 2 counters. One specific counter in the form of a 5 piece bonus, and a more general counter in the form of high damage attacks such as wrecking blow, surprise attack, crystal frags, teleport strike, snipe, dark flare, vampires bane, dawnbreaker and more. You can also chain a heavy attack onto any of those skills for more burst damage. Of course hardened ward can just be re-cast but so can all of those high damage counters. It's your job as the opponent to stop the sorc from casting by using cc regularly. Fossilize is good cos you have to break out of the stun and then dodge-roll out of the root if you want to be able to face your opponent to target them, thus forcing the sorc to use more stamina. Of course if you can't be bothered to try any of that you could just ask zos to nerf it, what have you got to lose right?
FriedEggSandwich wrote: »I'd say L2P without hardened ward to all the worriers. It is too strong, it should simply cost much more and not last as long IMO, let it stay strong numbers wise, but make it cost what it's worth. And no, not every player in the game should have to run one set to counter one skill, that means there is a problem with that skill.
Given that most average sorcs will have a hardened ward of about 9-10k at the most it would seem a bit pointless reducing it's length down from 20 seconds, or whatever it is. The chances of the ward lasting 20 seconds when you're taking damage are non-existent. And why does it matter that the ward lasts 20 seconds outside of combat?
As to it's cost; I can tell you that with 47cp in magician and no cost-reduction glyphs mine costs 2355 magicka. My regen is 1600 so if I just spam hardened ward I'm going to run out of magicka fairly quickly in combat. How much more do you think it should cost and why?
I ask why because my 9.8k hardened ward can be broken in 2 hits by many skills, with overflow damage to spare. How many hits should it be able to take, and why?
I have been trying to live without it, to counter the counter that is shieldbreaker. I wear 2 pieces of heavy armour and use boundless storm and my spell resistance is 22k, physical resistance is 18k.
I still need to use hardened ward, although less than I did in 7 light. Why do I still need to use it? Because I don't have access to a powerful heal, streak was nerfed so I can only use it 3 times without being vunerable, I can't dodge-roll more than twice or block more than twice.
How do you suggest I learn to live without it? If I had access to the 2.3k ticks from vigor then I would use vigor instead. I'm already using 2 pieces of heavy armour, if I wore any more I would lose the 5 piece light armour bonus, and as a magicka dps that would be silly.
So I'm open to suggestions, but I don't think you know the class very well so forgive me if I find it hard to take you seriously.
Base cost of hardened ward is 3112 Magicka
Base cost of Breath of Life is 4070 Magicka
Base cost of Green Dragon Blood: 3830 Magicka
Sorcs also get passives that increase their regen and reduce cost of spells.
You see, I want to believe that you have resource management problems on your sorc but I'm not a complete idiot. Sorry
You can spam your ward far longer than tanks can spam their heals. Your ward also is larger than any burst heal a DK or Temp can get.
Emma_Eunjung wrote: »This is ability is just too good, costs too little and lasts too long = i.e god mode.
This was one of the worste culprits to the balance in 1.6 and still is. It's embarrasing that this ability has not been properly balanced yet. It's not like we're talking bad coding, mechanical issues or anything here - just needs the numbers adjusted.
FALSE. If anything, Hardened Ward needs to be BUFFED back to 100%. 50% is NOT enough in the Imperial City when you're fighting mobs that hit for full strength.
You're daft, its already a better defensive skill than what either tank class has in their armory.
It is also the only defensive skill of any real worth from the sorcerer class, and not all sorcerers are running around in BIS gear with hundreds of CPs. The sorcerer class is apparently balanced around those toons, and the rest of us are shite out of luck.
Wrong you also have lightning form and you guys can heal off of crits. Tell me what exactly a DK or Temp has besides their heals ( which are mediocre compared to HW) and their armor buff skill? Why should the sorcs get as many defensive skills as the classes who can't run away and are forced to fight?
FriedEggSandwich wrote: »I'd say L2P without hardened ward to all the worriers. It is too strong, it should simply cost much more and not last as long IMO, let it stay strong numbers wise, but make it cost what it's worth. And no, not every player in the game should have to run one set to counter one skill, that means there is a problem with that skill.
Given that most average sorcs will have a hardened ward of about 9-10k at the most it would seem a bit pointless reducing it's length down from 20 seconds, or whatever it is. The chances of the ward lasting 20 seconds when you're taking damage are non-existent. And why does it matter that the ward lasts 20 seconds outside of combat?
As to it's cost; I can tell you that with 47cp in magician and no cost-reduction glyphs mine costs 2355 magicka. My regen is 1600 so if I just spam hardened ward I'm going to run out of magicka fairly quickly in combat. How much more do you think it should cost and why?
I ask why because my 9.8k hardened ward can be broken in 2 hits by many skills, with overflow damage to spare. How many hits should it be able to take, and why?
I have been trying to live without it, to counter the counter that is shieldbreaker. I wear 2 pieces of heavy armour and use boundless storm and my spell resistance is 22k, physical resistance is 18k.
I still need to use hardened ward, although less than I did in 7 light. Why do I still need to use it? Because I don't have access to a powerful heal, streak was nerfed so I can only use it 3 times without being vunerable, I can't dodge-roll more than twice or block more than twice.
How do you suggest I learn to live without it? If I had access to the 2.3k ticks from vigor then I would use vigor instead. I'm already using 2 pieces of heavy armour, if I wore any more I would lose the 5 piece light armour bonus, and as a magicka dps that would be silly.
So I'm open to suggestions, but I don't think you know the class very well so forgive me if I find it hard to take you seriously.
Base cost of hardened ward is 3112 Magicka
Base cost of Breath of Life is 4070 Magicka
Base cost of Green Dragon Blood: 3830 Magicka
Sorcs also get passives that increase their regen and reduce cost of spells.
You see, I want to believe that you have resource management problems on your sorc but I'm not a complete idiot. Sorry
You can spam your ward far longer than tanks can spam their heals. Your ward also is larger than any burst heal a DK or Temp can get.
Templars also get a cost reduction passive. Also they have a skill buffing their magica regeneration for 480 flat.
The other morph for breath of life (honor the dead) get a magica return if cast on a target below 70% health for 8s.
Breath of life is an AOE it heals three targets. Ward is self singletarget (+ pets).
I´ve seen breath of live crits on me for 10k in pvp. Templars get 30% increased heals on self with another mandatory skill they have. A 13k bol crit is higher than any ward considering the HP you get also have dmg mitigated by armor/resist even more so.
Everyone knows that dragonblood is sh*t and should be buffed in some way.
What´s your point exactly?
Emma_Eunjung wrote: »This is ability is just too good, costs too little and lasts too long = i.e god mode.
This was one of the worste culprits to the balance in 1.6 and still is. It's embarrasing that this ability has not been properly balanced yet. It's not like we're talking bad coding, mechanical issues or anything here - just needs the numbers adjusted.
FALSE. If anything, Hardened Ward needs to be BUFFED back to 100%. 50% is NOT enough in the Imperial City when you're fighting mobs that hit for full strength.
You're daft, its already a better defensive skill than what either tank class has in their armory.
It is also the only defensive skill of any real worth from the sorcerer class, and not all sorcerers are running around in BIS gear with hundreds of CPs. The sorcerer class is apparently balanced around those toons, and the rest of us are shite out of luck.
Wrong you also have lightning form and you guys can heal off of crits. Tell me what exactly a DK or Temp has besides their heals ( which are mediocre compared to HW) and their armor buff skill? Why should the sorcs get as many defensive skills as the classes who can't run away and are forced to fight?
Lightning form? Seriously? Why would you use that rather than unstoppable unless you are farming mobs? Maybe if the bonuses mitigated damage to our whimpy shields...
Surge heals are far from dependable, and require a target. And even if your first hit is a crit, it takes several seconds to get to that heal. I'd take a small heal that worked every time any day...heals that can't be depended on are pointless unless you are fighting scripts and/or measuring hps over the course of minutes rather than seconds.
At any rate, the only reason we would even need a different defensive skill is because the one we had has been nerfed through the ground.
FriedEggSandwich wrote: »FriedEggSandwich wrote: »I'd say L2P without hardened ward to all the worriers. It is too strong, it should simply cost much more and not last as long IMO, let it stay strong numbers wise, but make it cost what it's worth. And no, not every player in the game should have to run one set to counter one skill, that means there is a problem with that skill.
Given that most average sorcs will have a hardened ward of about 9-10k at the most it would seem a bit pointless reducing it's length down from 20 seconds, or whatever it is. The chances of the ward lasting 20 seconds when you're taking damage are non-existent. And why does it matter that the ward lasts 20 seconds outside of combat?
As to it's cost; I can tell you that with 47cp in magician and no cost-reduction glyphs mine costs 2355 magicka. My regen is 1600 so if I just spam hardened ward I'm going to run out of magicka fairly quickly in combat. How much more do you think it should cost and why?
I ask why because my 9.8k hardened ward can be broken in 2 hits by many skills, with overflow damage to spare. How many hits should it be able to take, and why?
I have been trying to live without it, to counter the counter that is shieldbreaker. I wear 2 pieces of heavy armour and use boundless storm and my spell resistance is 22k, physical resistance is 18k.
I still need to use hardened ward, although less than I did in 7 light. Why do I still need to use it? Because I don't have access to a powerful heal, streak was nerfed so I can only use it 3 times without being vunerable, I can't dodge-roll more than twice or block more than twice.
How do you suggest I learn to live without it? If I had access to the 2.3k ticks from vigor then I would use vigor instead. I'm already using 2 pieces of heavy armour, if I wore any more I would lose the 5 piece light armour bonus, and as a magicka dps that would be silly.
So I'm open to suggestions, but I don't think you know the class very well so forgive me if I find it hard to take you seriously.
Base cost of hardened ward is 3112 Magicka
Base cost of Breath of Life is 4070 Magicka
Base cost of Green Dragon Blood: 3830 Magicka
Sorcs also get passives that increase their regen and reduce cost of spells.
You see, I want to believe that you have resource management problems on your sorc but I'm not a complete idiot. Sorry
You can spam your ward far longer than tanks can spam their heals. Your ward also is larger than any burst heal a DK or Temp can get.
I would like to know the source of your figures before accepting them as fact. Certain races available to all classes get cost reduction boons.
Tanks can mitigate a lot more damage than I can for a lot less stamina, so you would hope that their healing needs would be less than a dps.
I'm fairly sure the regen stat, mine being 1600, is how much of that resource you get back every 2 seconds while in combat (source: in-game tooltip). This means that I get 1600 magicka back every 2 seconds (or 800 every second). So it's easy to see how spamming a spell costing 2533 magicka once per second isn't sustainable.
I could get my regen up over 2k or spec more into cost reduction for sure, but all classes can do this. In fact it's easier for a stamina dps build to spec into regen than it is a magicka build, just because of how much easier it is to raise weapon damage, therefore meaning food buffs are less important for max stamina and drinks can be used. As for my ward being bigger than BoL, heals can crit and BoL does crit for over 9k, although I can't prove it to you so you don't have to believe me.
BrassRazoo wrote: »Must be a troll thread.
I don't even use shields on my Sorc anymore because of Shieldbreaker AND the 50% reduction.
Basically my Sorc is a defensive mass CC spamming off Healer now.
BrassRazoo wrote: »Must be a troll thread.
I don't even use shields on my Sorc anymore because of Shieldbreaker AND the 50% reduction.
Basically my Sorc is a defensive mass CC spamming off Healer now.
Perhaps you should read the book "How to Sorc" by BigTone
I do appreciate the sorcerer's input there. Would be nice to see if they could actually play without an I-win-button.
FriedEggSandwich wrote: »I believe a 9k ward is not equal to 9k more hp, or even a 9k heal. Wards take full, unmitigated damage whereas my health pool doesn't. Heals are applied to your health pool which takes less damage than a shield. So what a templar invests into their BoL can last longer than what a sorc invests into his ward. I'm not trying to say that wards do not act as health buffers, of course they do, but you can't say a 9k ward is op cos it's bigger than most heals, you have to factor in mitigation.
The op never answered the question in my original comment; how many hits should a damage shield be able to take in your opinion? At the moment it can take less than 2 of the bigger hits. My ward barely helps me survive against the best animation cancellers as those 2 hits can be done in less than a second. This is why there was such a huge 'l2p' train at the start of this thread.
Darnathian wrote: »FriedEggSandwich wrote: »I believe a 9k ward is not equal to 9k more hp, or even a 9k heal. Wards take full, unmitigated damage whereas my health pool doesn't. Heals are applied to your health pool which takes less damage than a shield. So what a templar invests into their BoL can last longer than what a sorc invests into his ward. I'm not trying to say that wards do not act as health buffers, of course they do, but you can't say a 9k ward is op cos it's bigger than most heals, you have to factor in mitigation.
The op never answered the question in my original comment; how many hits should a damage shield be able to take in your opinion? At the moment it can take less than 2 of the bigger hits. My ward barely helps me survive against the best animation cancellers as those 2 hits can be done in less than a second. This is why there was such a huge 'l2p' train at the start of this thread.
You miss the point. It's not about your hardened ward being OP in itself. It's OP towards DKs and Templars. They have. I chance. They didn't fix any problem or address all the points brought up in 1.6. It should not scale of magicka or get rid of shield stacking. One or the other.
BrassRazoo wrote: »BrassRazoo wrote: »Must be a troll thread.
I don't even use shields on my Sorc anymore because of Shieldbreaker AND the 50% reduction.
Basically my Sorc is a defensive mass CC spamming off Healer now.
Perhaps you should read the book "How to Sorc" by BigTone
Oh yeah, read that one, same as all the others. Returned it after chapter one, boring, sorry.
Darnathian wrote: »FriedEggSandwich wrote: »I believe a 9k ward is not equal to 9k more hp, or even a 9k heal. Wards take full, unmitigated damage whereas my health pool doesn't. Heals are applied to your health pool which takes less damage than a shield. So what a templar invests into their BoL can last longer than what a sorc invests into his ward. I'm not trying to say that wards do not act as health buffers, of course they do, but you can't say a 9k ward is op cos it's bigger than most heals, you have to factor in mitigation.
The op never answered the question in my original comment; how many hits should a damage shield be able to take in your opinion? At the moment it can take less than 2 of the bigger hits. My ward barely helps me survive against the best animation cancellers as those 2 hits can be done in less than a second. This is why there was such a huge 'l2p' train at the start of this thread.
You miss the point. It's not about your hardened ward being OP in itself. It's OP towards DKs and Templars. They have. I chance. They didn't fix any problem or address all the points brought up in 1.6. It should not scale of magicka or get rid of shield stacking. One or the other.
Darnathian wrote: »FriedEggSandwich wrote: »I believe a 9k ward is not equal to 9k more hp, or even a 9k heal. Wards take full, unmitigated damage whereas my health pool doesn't. Heals are applied to your health pool which takes less damage than a shield. So what a templar invests into their BoL can last longer than what a sorc invests into his ward. I'm not trying to say that wards do not act as health buffers, of course they do, but you can't say a 9k ward is op cos it's bigger than most heals, you have to factor in mitigation.
The op never answered the question in my original comment; how many hits should a damage shield be able to take in your opinion? At the moment it can take less than 2 of the bigger hits. My ward barely helps me survive against the best animation cancellers as those 2 hits can be done in less than a second. This is why there was such a huge 'l2p' train at the start of this thread.
You miss the point. It's not about your hardened ward being OP in itself. It's OP towards DKs and Templars. They have. I chance. They didn't fix any problem or address all the points brought up in 1.6. It should not scale of magicka or get rid of shield stacking. One or the other.
They won't remove shield stacking, if you look through every skill and champion passive you'll notice it's too deeply ingrained into the game. Unless you can think of a way your 2k shield enchant won't accidental cancel your 30% health shield.
Sorcs can get super high max magicka due to things like + 8% max magicka bound Aegis. But remember that takes a huge sacrifice of 2-3 skill slots just for that one buff and 2% mit through armor or whatever -.- let's compare it to a Nb that can get it without even needing a dedicated skill.
DK's are in a similar place to sorcs atm, so lots of love there from me.
FriedEggSandwich wrote: »I believe a 9k ward is not equal to 9k more hp, or even a 9k heal. Wards take full, unmitigated damage whereas my health pool doesn't. Heals are applied to your health pool which takes less damage than a shield. So what a templar invests into their BoL can last longer than what a sorc invests into his ward. I'm not trying to say that wards do not act as health buffers, of course they do, but you can't say a 9k ward is op cos it's bigger than most heals, you have to factor in mitigation.