Frozen Device, if it doesn't give CC immunity I'm going to ruin peoples Day with that...
Drop it a area say....for example a Mile Gate...run alway to the top and wait...you step on it and appear next to me....I shoot your ass off with a Knockback
Good times
Frozen Device, if it doesn't give CC immunity I'm going to ruin peoples Day with that...
Drop it a area say....for example a Mile Gate...run alway to the top and wait...you step on it and appear next to me....I shoot your ass off with a Knockback
Good times
I was thinking this same thing.
austinwalter87ub17_ESO wrote: »I think Stam Wardens are going to perform better than Frost Mages. However, in PVP, warden bombers are going to be tank and root you with the frost destro ulti
There's no indication that the ultimate roots enemies, only that it damages enemies and protects allies.
Frozen Device, if it doesn't give CC immunity I'm going to ruin peoples Day with that...
Drop it a area say....for example a Mile Gate...run alway to the top and wait...you step on it and appear next to me....I shoot your ass off with a Knockback
Good times
timidobserver wrote: »Frozen Device, if it doesn't give CC immunity I'm going to ruin peoples Day with that...
Drop it a area say....for example a Mile Gate...run alway to the top and wait...you step on it and appear next to me....I shoot your ass off with a Knockback
Good times
And then someone ports up with CC immunity and destro ULT popped.
It gives me some hope warden won't be overpowered, since this game is all about DPS, DPS, and have your tried DPS? Maybe solve it with DPS. Unless the couple damaging frost skills or summons are crazy overpowered, this will be a class with a lot of nifty utility that nobody ever uses, like Templar.
It would be cool if not all hard content was about stacking as much DPS as possible, but ESO is so far down that road it's unlikely to change.
Another thing that i really don't like about the warden right now, is the fact that you're character isn't really strong himself, it deals damage thanks to external resources (pets), this is a personal preference, but i always preferred if my character is strong, instead of being strong because of someone else, Take for example a sorcerer, a sorcerer can summon lightning, and use it to strike enemies, a templar can use holy and fire magic to damage enemies.
Another thing that i really don't like about the warden right now, is the fact that you're character isn't really strong himself, it deals damage thanks to external resources (pets), this is a personal preference, but i always preferred if my character is strong, instead of being strong because of someone else, Take for example a sorcerer, a sorcerer can summon lightning, and use it to strike enemies, a templar can use holy and fire magic to damage enemies.
wolfdoggie_ESO wrote: »The skills look fun (zomg turtles) but are they duration summons or toggles? because toggles make me sad with their fat butt taking up 2 skill slots.
Ice (water actually) is my favorite element, I love throwing mushrooms at people and covering allies in my life juices, and I love summoner/pet type classes so it's like it was made just for me. Hopefully there's a strong stamina setup for Werewolf Warden.
MethTheMadman wrote: »As someone who wants to create a tank and has been debating a DK, this gives me pause to starting that character. I'm definitely interested in seeing what the warden offers. Hopefully viable Stam and mag options... and no need to use the frost staff.
Pepper8Jack wrote: »All these reactions to the descriptions give me very strong flashbacks to when the destro ult was on PTS... except this time we have even less information.
Cool it with the kneejerk reactions people.
I'm curious to see this new control system for the bear, mostly because I'm hoping it'll get applied to other classes as well. Even though I've never enjoyed pet builds, it would be nice to know that there's someone out there use the daedric summoning tree effectively (and @Vaoh doesn't count )
Vercingetorix wrote: »Well, I can't say I'm surprised at the abilities. I figured the class would end up more focused on tanking and healing. Oh well, no viable cyromancer DPS class after all - most of the ice abilities are defensive . Gonna be sticking with my mag sorc through Morrowind this year.
Enjoy.So Cliff Racers are a skill ... I wonder if it uses the same audio from Morrowind when that fires?
//starts to twitch
tinythinker wrote: »Enjoy.So Cliff Racers are a skill ... I wonder if it uses the same audio from Morrowind when that fires?
//starts to twitch
Anyway, Polar Wind and Ice Fortress have been in the game since before launch. Look at any delve mob with a frost staff that makes that chest-high ice shield and sends that icy whirlwind out to root you.
As for morphs:WINTER'S EMBRACE
Polar Wind
#1 Drains health from rooted enemies and transfers it to nearby allies.
#2 Roots last longer, increasing the DoT
Ice Fortress
#1 Adds Spell Resistance buff to the Physical Resistance Buff
#2 Effect last longer
Impaling Shards
#1 Enemies are now snared after being pulled to you
#2 Enemies receive Minor Fracture/Minor Breach after being pulled to you
Crystallized Shield
#1 Increases Spell Resistance in addition to Physical Resistance
#2 Shield lasts longer
Frozen Device
#1 Can now be cast/placed at much longer range
#2 Now places three devices (bosses immune)
GREEN BALANCE
Fungal Growth
#1 Provides immunity to poison and disease status effects
#2 Grants Minor Protection
Healing Seed
#1 Wider AoE and those in the AoE gain Minor Evasion
#2 Effect last longer
Living Vines
#1 Increased duration
#2 Now snares enemies
Green Lotus
#1 Applies Major Force and Minor Berserk to allies as well as caster
#2 Increased duration of effect
Nature's Grasp
#1 Can now be cast/placed at range
#2 Now effects up to four targets (bosses immune)
ANIMAL COMPANION
Screaming Cliffracer
#1 Target afflicted with Minor Mangle and are concussed after recovering from fear
#2 Target is silenced and crippled (can't cast stamina abilities -- new status effect) rather than feared and is afflicted with bleeding
Subterranean Assault
#1 Increased damage and area of effect
#2 Enemies hit by ability are now knocked down
Growing Swarm
#1 Increased radius and duration
#2 Enemies in the AoE are afflicted with Minor Maim
Bull Netch
#1 Applies Minor Staminasteal to nearby allies as well as caster
#2 Now also gives Major Savagery
Bird of Prey
#1 Longer duration and grants Minor Heroism
#2 Also removes snares and roots and gives Minor Evasion
Just a guesses based on how ZOS has worked with other classes. There is no official info on any abilities other than the generic descriptions in the link of the OP.subtlezeroub17_ESO wrote: »tinythinker wrote: »Enjoy.So Cliff Racers are a skill ... I wonder if it uses the same audio from Morrowind when that fires?
//starts to twitch
Anyway, Polar Wind and Ice Fortress have been in the game since before launch. Look at any delve mob with a frost staff that makes that chest-high ice shield and sends that icy whirlwind out to root you.
As for morphs:WINTER'S EMBRACE
Polar Wind
#1 Drains health from rooted enemies and transfers it to nearby allies.
#2 Roots last longer, increasing the DoT
Ice Fortress
#1 Adds Spell Resistance buff to the Physical Resistance Buff
#2 Effect last longer
Impaling Shards
#1 Enemies are now snared after being pulled to you
#2 Enemies receive Minor Fracture/Minor Breach after being pulled to you
Crystallized Shield
#1 Increases Spell Resistance in addition to Physical Resistance
#2 Shield lasts longer
Frozen Device
#1 Can now be cast/placed at much longer range
#2 Now places three devices (bosses immune)
GREEN BALANCE
Fungal Growth
#1 Provides immunity to poison and disease status effects
#2 Grants Minor Protection
Healing Seed
#1 Wider AoE and those in the AoE gain Minor Evasion
#2 Effect last longer
Living Vines
#1 Increased duration
#2 Now snares enemies
Green Lotus
#1 Applies Major Force and Minor Berserk to allies as well as caster
#2 Increased duration of effect
Nature's Grasp
#1 Can now be cast/placed at range
#2 Now effects up to four targets (bosses immune)
ANIMAL COMPANION
Screaming Cliffracer
#1 Target afflicted with Minor Mangle and are concussed after recovering from fear
#2 Target is silenced and crippled (can't cast stamina abilities -- new status effect) rather than feared and is afflicted with bleeding
Subterranean Assault
#1 Increased damage and area of effect
#2 Enemies hit by ability are now knocked down
Growing Swarm
#1 Increased radius and duration
#2 Enemies in the AoE are afflicted with Minor Maim
Bull Netch
#1 Applies Minor Staminasteal to nearby allies as well as caster
#2 Now also gives Major Savagery
Bird of Prey
#1 Longer duration and grants Minor Heroism
#2 Also removes snares and roots and gives Minor Evasion
Where did you get this? I'm outta the loop.
Anyway, this is so disappointing if these are the morphs.
tinythinker wrote: »Just a guesses based on how ZOS has worked with other classes. There is no official info on any abilities other than the generic descriptions in the link of the OP.subtlezeroub17_ESO wrote: »tinythinker wrote: »Enjoy.So Cliff Racers are a skill ... I wonder if it uses the same audio from Morrowind when that fires?
//starts to twitch
Anyway, Polar Wind and Ice Fortress have been in the game since before launch. Look at any delve mob with a frost staff that makes that chest-high ice shield and sends that icy whirlwind out to root you.
As for morphs:WINTER'S EMBRACE
Polar Wind
#1 Drains health from rooted enemies and transfers it to nearby allies.
#2 Roots last longer, increasing the DoT
Ice Fortress
#1 Adds Spell Resistance buff to the Physical Resistance Buff
#2 Effect last longer
Impaling Shards
#1 Enemies are now snared after being pulled to you
#2 Enemies receive Minor Fracture/Minor Breach after being pulled to you
Crystallized Shield
#1 Increases Spell Resistance in addition to Physical Resistance
#2 Shield lasts longer
Frozen Device
#1 Can now be cast/placed at much longer range
#2 Now places three devices (bosses immune)
GREEN BALANCE
Fungal Growth
#1 Provides immunity to poison and disease status effects
#2 Grants Minor Protection
Healing Seed
#1 Wider AoE and those in the AoE gain Minor Evasion
#2 Effect last longer
Living Vines
#1 Increased duration
#2 Now snares enemies
Green Lotus
#1 Applies Major Force and Minor Berserk to allies as well as caster
#2 Increased duration of effect
Nature's Grasp
#1 Can now be cast/placed at range
#2 Now effects up to four targets (bosses immune)
ANIMAL COMPANION
Screaming Cliffracer
#1 Target afflicted with Minor Mangle and are concussed after recovering from fear
#2 Target is silenced and crippled (can't cast stamina abilities -- new status effect) rather than feared and is afflicted with bleeding
Subterranean Assault
#1 Increased damage and area of effect
#2 Enemies hit by ability are now knocked down
Growing Swarm
#1 Increased radius and duration
#2 Enemies in the AoE are afflicted with Minor Maim
Bull Netch
#1 Applies Minor Staminasteal to nearby allies as well as caster
#2 Now also gives Major Savagery
Bird of Prey
#1 Longer duration and grants Minor Heroism
#2 Also removes snares and roots and gives Minor Evasion
Where did you get this? I'm outta the loop.
Anyway, this is so disappointing if these are the morphs.
subtlezeroub17_ESO wrote: »tinythinker wrote: »Just a guesses based on how ZOS has worked with other classes. There is no official info on any abilities other than the generic descriptions in the link of the OP.subtlezeroub17_ESO wrote: »tinythinker wrote: »Enjoy.So Cliff Racers are a skill ... I wonder if it uses the same audio from Morrowind when that fires?
//starts to twitch
Anyway, Polar Wind and Ice Fortress have been in the game since before launch. Look at any delve mob with a frost staff that makes that chest-high ice shield and sends that icy whirlwind out to root you.
As for morphs:WINTER'S EMBRACE
Polar Wind
#1 Drains health from rooted enemies and transfers it to nearby allies.
#2 Roots last longer, increasing the DoT
Ice Fortress
#1 Adds Spell Resistance buff to the Physical Resistance Buff
#2 Effect last longer
Impaling Shards
#1 Enemies are now snared after being pulled to you
#2 Enemies receive Minor Fracture/Minor Breach after being pulled to you
Crystallized Shield
#1 Increases Spell Resistance in addition to Physical Resistance
#2 Shield lasts longer
Frozen Device
#1 Can now be cast/placed at much longer range
#2 Now places three devices (bosses immune)
GREEN BALANCE
Fungal Growth
#1 Provides immunity to poison and disease status effects
#2 Grants Minor Protection
Healing Seed
#1 Wider AoE and those in the AoE gain Minor Evasion
#2 Effect last longer
Living Vines
#1 Increased duration
#2 Now snares enemies
Green Lotus
#1 Applies Major Force and Minor Berserk to allies as well as caster
#2 Increased duration of effect
Nature's Grasp
#1 Can now be cast/placed at range
#2 Now effects up to four targets (bosses immune)
ANIMAL COMPANION
Screaming Cliffracer
#1 Target afflicted with Minor Mangle and are concussed after recovering from fear
#2 Target is silenced and crippled (can't cast stamina abilities -- new status effect) rather than feared and is afflicted with bleeding
Subterranean Assault
#1 Increased damage and area of effect
#2 Enemies hit by ability are now knocked down
Growing Swarm
#1 Increased radius and duration
#2 Enemies in the AoE are afflicted with Minor Maim
Bull Netch
#1 Applies Minor Staminasteal to nearby allies as well as caster
#2 Now also gives Major Savagery
Bird of Prey
#1 Longer duration and grants Minor Heroism
#2 Also removes snares and roots and gives Minor Evasion
Where did you get this? I'm outta the loop.
Anyway, this is so disappointing if these are the morphs.
Thank the maker! That means we still have a fighting chance. Lol
Good lord those morph guesses made me wanna puke. Don't scare me like that.
timidobserver wrote: »If we go by the norm on live, every skill tree will have at least one stamina morph. That means that it is highly likely that there will be a stamina heal in the green balance tree.