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Most Warden Skill tooltips and passives

  • Strider_Roshin
    Strider_Roshin
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    Anti_Virus wrote: »
    Anti_Virus wrote: »
    Compared to rune focus that seems like a pretty weak resource management tool. Does it scale off max stat? I'd like the idea of it being stronger based on % miss resource

    As I said, when I tested it, it didn't scale at all except with your level. It does NOT get stronger with more Max Magicka or Stamina nor Weapon or Spell Power.

    What is the wardens resource management machanic?

    Its an ability, the netch. It costs you roughly 2k of whatever resource you have it morphed to and then it gives you around 4k of it back over like 30s. In PvP the Netch can be interrupted, CC'ed or Killed thou, but it also makes a great distraction in fights as well. People using their abilities on it rather than the player.

    Cool, does the warden have access to major brutality?

    Stam morph of the netch gives that instead of Major Sorcery

    Thank God! I'm glad to hear the stam version of this class won't be limited by being forced to use a 2H.
  • Anti_Virus
    Anti_Virus
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    Anti_Virus wrote: »
    Anti_Virus wrote: »
    Compared to rune focus that seems like a pretty weak resource management tool. Does it scale off max stat? I'd like the idea of it being stronger based on % miss resource

    As I said, when I tested it, it didn't scale at all except with your level. It does NOT get stronger with more Max Magicka or Stamina nor Weapon or Spell Power.

    What is the wardens resource management machanic?

    Its an ability, the netch. It costs you roughly 2k of whatever resource you have it morphed to and then it gives you around 4k of it back over like 30s. In PvP the Netch can be interrupted, CC'ed or Killed thou, but it also makes a great distraction in fights as well. People using their abilities on it rather than the player.

    Cool, does the warden have access to major brutality?

    Stam morph of the netch gives that instead of Major Sorcery

    Thank God! I'm glad to hear the stam version of this class won't be limited by being forced to use a 2H.

    Nah you will still be forced to use a 2h Vigor alone is not good enough for a heal and Warden and other class heals are magic based.
    Power Wealth And Influence.
  • t3hdubzy
    t3hdubzy
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    Hope they don't release this without any changes or proper balance to our current classes.

    Im tired of the epic balances. Id like to just find a sweet spot and stay there. Im currently happy with where classes are with exception of a few. Id happily stay where we are at rather than risk detrimental harm to the enjoyment of the game currently.

    I play a stam dk and a multi functional nightblade, so that should say a lot.
  • timidobserver
    timidobserver
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    Awesome! Thanks @MissBizz !!!

    It almost seems like something that Templar wishes it could be :P

    I agree. It reads like Templar 2.0. I am looking forward to it.
    Edited by timidobserver on March 13, 2017 3:05PM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • film
    film
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    Winter's Embrace Skill Line

    ULTIMATE Ability: Sleet Storm - All enemies near you are snared for 1 second, and take heavy 3150 Frost Damage damage. Nearby allies gains Major Protection, reducing incoming damage by 30%
    Cast Time: Instant
    Target : Area
    Radius: 10 Meters
    Duration: 8 Seconds
    Cost: 200 Ultimate

    Active Abilities

    Arctic Wind: Heal self for 11% of max Health instantly and additional 2% Health "ever"(y) 2 seconds over 10 seconds.
    Cast Time: Instant
    Target: Self
    Duration: 10 seconds
    Cost 3544 Magicka

    Expansive Frost Cloak - You and nearby allies gains Major Resolve, increasing Physical Resistance by 5280, and Major Ward, increasing Spell Resistance by 5280 for 24 seconds.
    Cast Time: Instant
    Target: Area
    Radius 28 Meters
    Duration: 24 Seconds
    Cost: 2657 Magicka

    Impaling Shards - Deal 942 Frost Damage to targets in the area every 1 second over 10 seconds. Targets become snared for 4 seconds. Damage is done based on your Max Health.
    Cast Time: Instant
    Target: Area
    Radius: 6 Meters
    Duration: 10 Seconds
    Cost: 2658 Magicka

    Crystallized Shield - Absorb spell projectiles, restoring 578 Magicka. This can happen up to 3 times.
    Cast Time: Instant
    Target: Self
    Duration: 6 seconds
    Cost: 2215

    Frozen Gate - Summon a portal on the ground when an enemy runs over it they are teleported to you and rooted for 2 seconds. If the target is immune they will take 6730 Frost Damage. You can only have 1 active at a time and is removed after activation.
    Cast Time: Instant
    Target: Ground
    Range: 30 Meters
    Radius 9 Meters
    Duration 30 seconds
    Cost: 1953 Magicka

    Passive Abilities:

    Piercing Cold - Increases your Physical and Cold Damage by 6%

    Icy Aura - Reduce the effectiveness of snares applied to you by 15%

    Frozen Armor - Increases your Physical and Spell Resistance byt 500 for each Wint'er Embrace ability slotted.

    Glacial Presence - Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%



    Green Balance Skill Line

    Ultimate Ability: Healing Thicket - Instantly heals the lowest health ally in area by 7023, and then heals all allies in the area by 3512 every 1 second over 6 seconds. When effect ends Allies continue to receive 17560 healing over 4 seconds.
    Cast Time: Instant
    Target Ground
    Range 28 Meters
    Radius 8 Meters
    Duration 6 seconds
    Cost 75 Ultimate

    Active Abilities

    Enchanted Growth - Instantly grow a large area of mushrooms healing all allies in cone in front of you for 5863 Health. Allies affected gain Minor Intellect and Minor Endurance, increasing Magicka and Stamina regeneration by 10% for 20 seconds.
    Cast Time Instant
    Target Cone
    Radius 20 Meters
    Cost 3765 Magicka

    Corrupting Pollen - Summon a field of flowers which heals 9382 Health after 6 seconds seconds (twice in the picture). Only 1 can be active at a time. Enemies who enter the field will get Major Defile, reducing healing received by 37% for 4 seconds. Allies may activate the healing Seed synergy to gain an instant heal for 9381 Health.
    Cast Time Instant
    Target Ground
    Range 28 Meters
    Radius 8 Meters
    Duration 6 Seconds
    Cost 2657 Magicka

    Living Trellis - Grow Vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 1756 Health each time they take damage. This effect can occur once every 1 second. When the vines expire, they heal the target for an additional 4265 Health. You can only have one Living Trellis active at a time.
    Cast Time: Instant
    Target: Area
    Area 28 x 12 meters
    Duration 10 seconds
    Cost 2214 Magicka

    Lotus Bloom - While active, 26% damage causewd by your Light and Heavy attacks also heal a nearby ally. Caster also gains Major Prophecy, gaining Spell Critical by 2191 for 20 seconds.
    Cast Time: Instant
    Target: Area
    Radius: 8 Meters
    Duration: 20 Seconds
    Cost 2437 Magicka

    Nature's Embrace - Pull yourself to a targeted ally. You and ally heal 1756 every 1 second for 10 seconds.
    Cast Time: Instant
    Range: 22 Meters
    Cost: 3322 Magicka



    Passive Abilities:

    Nature's Gift: When Healing an ally with a Green Balance ability gain 250 Magicka.

    Accelerated Growth: When healing an ally under 50% Health with a Green Balance ability, gain Major Mending, increasing your healing done by 25% for 8 seconds.

    Emerald Moss: Increase Healing Done by 0% for each Green Balance ability slotted. Current Bonus: 0%

    Maturation: When healing an ally with a Green Balance ability, Grant them Major Toughness which increases max health by 10% for 20 seconds.


    Animal Companions Skill Line

    Ultimate Ability
    - Eternal Guardian - Summon a loyal grizzly to fight at your side. The grizzly's swipe deals 3426 magic damage every 1 second until slain. When killed the bear will instantly respawn, with a cooldown of 1 minute. Once summoned, you can activate Guardian's Wrath for 75 ultimate, causing 20685 Magic Damage. Targets under 25% health take 100% additional damage.
    Cast Time 2.5 seconds
    Target Self

    Active Abilities

    Screaming Cliff Racer - Call a cliff racer to dive bomb the enemy, dealing 7061 Magic Damage. If dealing damage from greater than 15m, deal 15% more damage.
    Cast Time Instant
    Target Enemy
    Range 28 Meters
    Cost 2214 Magicka

    Deep Fissure - Summon a Hal Mota that charges ahead of you after 3 seconds and deals 9251 Magic Damage to all enemies in its wake. The first target hit is stunned for 3 seconds.
    Cast Time Instant
    Target Area
    Radius 5 Meters
    Duration 10 seconds
    Cost 3322 Magicka

    Growing Swarm - Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing 12330 Magic Damage over 10 seconds. When ability ends, fetcherflies infect up to 6 new targets.
    Cast Time Instant
    Target Enemy
    Range 28 Meters
    Radius 10 Meters
    Duration 10 Seconds
    Cost 2214 Magicka

    Blue Betty - Call a Betty Netch that restores 4029 Magicka over 25 seconds. Gain MAjor Sorcery increasing spell damage by 20% over 30 seconds. This ability also removes 1 negative effect.
    Cast Time Instant
    Target Self
    Duration 25 seconds
    Cost 1995 Magicka

    Bird of Prey - Caster gains Major Expedition, increasing movement speed by 30% over 10 seconds and Major Endurance increasing stamina recovery for 20% over 10 seconds. Gain Minor Berserk, increasing damage done by 8% for 10 seconds.
    Cast Time Instant
    Target Self
    Duration 10 Seconds
    Cost 2880 Magicka


    Passive Abilities

    Bond With Nature - When one of your animal companions is killed or unsummoned, you're restored 1386 Health.

    Savage Beast - Damaging an enemy with an Animal Companion ability grants 4 Ultimate. This effect has a cooldown of 8 seconds.

    Flourish - Increases your Magicka and Stamina recovery by 12% if an Animal Companion ability is slotted.

    Advanced Species - Increases your damage done for Animal Companion abilities by 2% for each Animal Companion ability slotted.

    Follow the stream if you like the stream. Marry the stream if you love the stream.
  • Strider_Roshin
    Strider_Roshin
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    Anti_Virus wrote: »
    Anti_Virus wrote: »
    Anti_Virus wrote: »
    Compared to rune focus that seems like a pretty weak resource management tool. Does it scale off max stat? I'd like the idea of it being stronger based on % miss resource

    As I said, when I tested it, it didn't scale at all except with your level. It does NOT get stronger with more Max Magicka or Stamina nor Weapon or Spell Power.

    What is the wardens resource management machanic?

    Its an ability, the netch. It costs you roughly 2k of whatever resource you have it morphed to and then it gives you around 4k of it back over like 30s. In PvP the Netch can be interrupted, CC'ed or Killed thou, but it also makes a great distraction in fights as well. People using their abilities on it rather than the player.

    Cool, does the warden have access to major brutality?

    Stam morph of the netch gives that instead of Major Sorcery

    Thank God! I'm glad to hear the stam version of this class won't be limited by being forced to use a 2H.

    Nah you will still be forced to use a 2h Vigor alone is not good enough for a heal and Warden and other class heals are magic based.

    Since the class has major mending, I think we'll be fine. I don't use a 2H with my stam DK; and I get by just fine with igneous + vigor.
  • paulsimonps
    paulsimonps
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    Anti_Virus wrote: »
    Anti_Virus wrote: »
    Anti_Virus wrote: »
    Compared to rune focus that seems like a pretty weak resource management tool. Does it scale off max stat? I'd like the idea of it being stronger based on % miss resource

    As I said, when I tested it, it didn't scale at all except with your level. It does NOT get stronger with more Max Magicka or Stamina nor Weapon or Spell Power.

    What is the wardens resource management machanic?

    Its an ability, the netch. It costs you roughly 2k of whatever resource you have it morphed to and then it gives you around 4k of it back over like 30s. In PvP the Netch can be interrupted, CC'ed or Killed thou, but it also makes a great distraction in fights as well. People using their abilities on it rather than the player.

    Cool, does the warden have access to major brutality?

    Stam morph of the netch gives that instead of Major Sorcery

    Thank God! I'm glad to hear the stam version of this class won't be limited by being forced to use a 2H.

    Nah you will still be forced to use a 2h Vigor alone is not good enough for a heal and Warden and other class heals are magic based.

    The stamina morph of the Lotus was really good actually, vigor and that in combination was really nice.
  • Anti_Virus
    Anti_Virus
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    Anti_Virus wrote: »
    Anti_Virus wrote: »
    Anti_Virus wrote: »
    Compared to rune focus that seems like a pretty weak resource management tool. Does it scale off max stat? I'd like the idea of it being stronger based on % miss resource

    As I said, when I tested it, it didn't scale at all except with your level. It does NOT get stronger with more Max Magicka or Stamina nor Weapon or Spell Power.

    What is the wardens resource management machanic?

    Its an ability, the netch. It costs you roughly 2k of whatever resource you have it morphed to and then it gives you around 4k of it back over like 30s. In PvP the Netch can be interrupted, CC'ed or Killed thou, but it also makes a great distraction in fights as well. People using their abilities on it rather than the player.

    Cool, does the warden have access to major brutality?

    Stam morph of the netch gives that instead of Major Sorcery

    Thank God! I'm glad to hear the stam version of this class won't be limited by being forced to use a 2H.

    Nah you will still be forced to use a 2h Vigor alone is not good enough for a heal and Warden and other class heals are magic based.

    The stamina morph of the Lotus was really good actually, vigor and that in combination was really nice.

    Well nvm then finally at least for the warden you aren't forced to run 2h to get a decent heal.
    Power Wealth And Influence.
  • Cimadon
    Cimadon
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    @paulsimonps

    Really appreciate your answers in this thread. I have a question:

    The abilities we saw in the pax screenshots, we're those morphs or base abilities?

    Thanks.
  • Anti_Virus
    Anti_Virus
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    Anti_Virus wrote: »
    Anti_Virus wrote: »
    Anti_Virus wrote: »
    Compared to rune focus that seems like a pretty weak resource management tool. Does it scale off max stat? I'd like the idea of it being stronger based on % miss resource

    As I said, when I tested it, it didn't scale at all except with your level. It does NOT get stronger with more Max Magicka or Stamina nor Weapon or Spell Power.

    What is the wardens resource management machanic?

    Its an ability, the netch. It costs you roughly 2k of whatever resource you have it morphed to and then it gives you around 4k of it back over like 30s. In PvP the Netch can be interrupted, CC'ed or Killed thou, but it also makes a great distraction in fights as well. People using their abilities on it rather than the player.

    Cool, does the warden have access to major brutality?

    Stam morph of the netch gives that instead of Major Sorcery

    Thank God! I'm glad to hear the stam version of this class won't be limited by being forced to use a 2H.

    Nah you will still be forced to use a 2h Vigor alone is not good enough for a heal and Warden and other class heals are magic based.

    Since the class has major mending, I think we'll be fine. I don't use a 2H with my stam DK; and I get by just fine with igneous + vigor.

    Do you run Knights Errant? I cannot for the life of me play without rally, NBs and Sorcs burst me down so quickly.

    I wish Green Dragons blood was decent in cyrodil.
    Power Wealth And Influence.
  • Savos_Saren
    Savos_Saren
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    Wing wrote: »
    that mass major ward and resolve is sick, and well over 20 sec to boot?

    I feel like DK's are going to be out as the go to tank class soon.

    warden seems to just have so much going on in its kit.

    DK still has chain pull.

    Everyone has chains now. Fighters Guild Silver Leash pulls you to the target.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • paulsimonps
    paulsimonps
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    jaburns wrote: »
    Wing wrote: »
    that mass major ward and resolve is sick, and well over 20 sec to boot?

    I feel like DK's are going to be out as the go to tank class soon.

    warden seems to just have so much going on in its kit.

    DK still has chain pull.

    Everyone has chains now. Fighters Guild Silver Leash pulls you to the target.

    Pulling YOU to the target is useless in PvE. You want the target to come TO YOU, that way you can stack up all of the mobs and AoE burn them much faster than having to single target them one by one. And Silver Leash can't do that. Only 2 skills can and that's DK's Chains and now the Wardens Frozen Device.
  • Oompuh
    Oompuh
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    jaburns wrote: »
    Wing wrote: »
    that mass major ward and resolve is sick, and well over 20 sec to boot?

    I feel like DK's are going to be out as the go to tank class soon.

    warden seems to just have so much going on in its kit.

    DK still has chain pull.

    Everyone has chains now. Fighters Guild Silver Leash pulls you to the target.

    Pulling YOU to the target is useless in PvE. You want the target to come TO YOU, that way you can stack up all of the mobs and AoE burn them much faster than having to single target them one by one. And Silver Leash can't do that. Only 2 skills can and that's DK's Chains and now the Wardens Frozen Device.

    @paulsimonps
    I didn't see any type of cc on the class like talons or prison, is that missing too?
    Edited by Oompuh on March 13, 2017 7:21PM
    Xbox NA - Oompa
    Khajiit DK Tank
    Founder of Major Aegis
    Main Tank of Dissonant Crusade Uprising Savages
  • paulsimonps
    paulsimonps
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    Cimadon wrote: »
    @paulsimonps

    Really appreciate your answers in this thread. I have a question:

    The abilities we saw in the pax screenshots, we're those morphs or base abilities?

    Thanks.

    Unless they changed things since I tested it then some were morphs and others were not. Aka some of the things you might have seen in those pictures are morphed versions. Example, the Bear ultimate is morphed, the morph effect is the instant respawn. That is of course unless they changed it in the last month, it was a month since I was there.
    Oompuh wrote: »
    jaburns wrote: »
    Wing wrote: »
    that mass major ward and resolve is sick, and well over 20 sec to boot?

    I feel like DK's are going to be out as the go to tank class soon.

    warden seems to just have so much going on in its kit.

    DK still has chain pull.

    Everyone has chains now. Fighters Guild Silver Leash pulls you to the target.

    Pulling YOU to the target is useless in PvE. You want the target to come TO YOU, that way you can stack up all of the mobs and AoE burn them much faster than having to single target them one by one. And Silver Leash can't do that. Only 2 skills can and that's DK's Chains and now the Wardens Frozen Device.

    @paulsimonps
    I didn't see any type of cc on the class like talons or prison, is that missing too?

    One of the Impaling Shard morphs roots if targets get hit 4(might be 3 don't remember) times by it. It works like a Ground based DoT AoE that snares and then roots. Also of course damage is based on Max Health and bonuses to Frost Damage, if you use a Charged Weapon as well then it will work very similar to Choking Talons, giving out AoE Minor maim. I liked it.
  • Gilliamtherogue
    Gilliamtherogue
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    Please keep in mind everything I'm about to state could have been drastically changed since our visit. Nothing is final, half this info could be outdated. DO NOT TAKE THIS AS WORD OF LAW.

    I'm going to add in the information I can remember (don't take it as word of law, my memory about specifics is kinda spotty). I played Stamina Warden primarily for my time there, but I helped discuss all aspects of the classes. I hope some other testers come out and help me fill in the blanks, because I can't recall a lot of morph options.

    film wrote: »
    Winter's Embrace Skill Line

    ULTIMATE Ability:
    BASE MORPH
    Sleet Storm - All enemies near you are snared for 1 second, and take heavy 3150 Frost Damage damage. Nearby allies gains Major Protection, reducing incoming damage by 30%
    Cast Time: Instant
    Target : Area
    Radius: 10 Meters
    Duration: 8 Seconds
    Cost: 200 Ultimate

    MORPH 1: Adds a mechanic where enemies that get hit 3 (or 4) times, they are knocked down and stunned. VERY strong in PvP, was a blast to use

    MORPH 2: You gain 8% Max Magicka for slotting.

    Active Abilities
    BASE MORPH
    Arctic Wind: Heal self for 11% of max Health instantly and additional 2% Health "ever"(y) 2 seconds over 10 seconds.
    Cast Time: Instant
    Target: Self
    Duration: 10 seconds
    Cost 3544 Magicka

    Can't remember these morphs sadly, I just remember being unimpressed with this skill on non HP stacking builds.

    MORPH 2:
    Expansive Frost Cloak - You and nearby allies gains Major Resolve, increasing Physical Resistance by 5280, and Major Ward, increasing Spell Resistance by 5280 for 24 seconds.
    Cast Time: Instant
    Target: Area
    Radius 28 Meters
    Duration: 24 Seconds
    Cost: 2657 Magicka

    BASE MORPH: same as expansive, but only gave Major buffs to allies in a ~12m AoE Radius, much smaller.

    MORPH 1: Added selfish buffs for the caster, I can't remember what they were sorry!

    BASE MORPH
    Impaling Shards - Deal 942 Frost Damage to targets in the area every 1 second over 10 seconds. Targets become snared for 4 seconds. Damage is done based on your Max Health.
    Cast Time: Instant
    Target: Area
    Radius: 6 Meters
    Duration: 10 Seconds
    Cost: 2658 Magicka

    I didn't play Warden tank much, I believe @paulsimonps can help with some of these.

    BASE MORPH
    Crystallized Shield - Absorb spell projectiles, restoring 578 Magicka. This can happen up to 3 times.
    Cast Time: Instant
    Target: Self
    Duration: 6 seconds
    Cost: 2215

    MORPH 1: Converts resource reward into Max Stamina, still capped at 3 times.

    MORPH 2: Successfully absorbing projectiles grants the caster MAJOR HEROISM (only other source of this currently is Last Stand) for x seconds. Was insanely nice for being out numbered.

    BASE MORPH
    Frozen Gate - Summon a portal on the ground when an enemy runs over it they are teleported to you and rooted for 2 seconds. If the target is immune they will take 6730 Frost Damage. You can only have 1 active at a time and is removed after activation.
    Cast Time: Instant
    Target: Ground
    Range: 30 Meters
    Radius 9 Meters
    Duration 30 seconds
    Cost: 1953 Magicka

    MORPH 1: Adds an ally synergy component that allows friendly targets to teleport to you after activating. Suuuuper fun.

    MORPH 2: Can't remember D: other morph was too awesome

    Passive Abilities:

    Piercing Cold - Increases your Physical and Cold Damage by 6%

    Icy Aura - Reduce the effectiveness of snares applied to you by 15%

    Frozen Armor - Increases your Physical and Spell Resistance byt 500 for each Wint'er Embrace ability slotted.

    Glacial Presence - Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%



    Green Balance Skill Line

    Ultimate Ability:
    BASE MORPH
    Healing Thicket - Instantly heals the lowest health ally in area by 7023, and then heals all allies in the area by 3512 every 1 second over 6 seconds. When effect ends Allies continue to receive 17560 healing over 4 seconds.
    Cast Time: Instant
    Target Ground
    Range 28 Meters
    Radius 8 Meters
    Duration 6 seconds
    Cost 75 Ultimate

    MORPH 1: If you heal an ally under x% (don't remember) health, you get 20 Ultimate back. This can only happen ONCE per ultimate cast, so don't get any crazy ideas...

    MORPH 2: Don't remember, think something about added HoT.


    Active Abilities

    Enchanted Growth - Instantly grow a large area of mushrooms healing all allies in cone in front of you for 5863 Health. Allies affected gain Minor Intellect and Minor Endurance, increasing Magicka and Stamina regeneration by 10% for 20 seconds.
    Cast Time Instant
    Target Cone
    Radius 20 Meters
    Cost 3765 Magicka

    Can't remember anything about this skill.

    MORPH 2:
    Corrupting Pollen - Summon a field of flowers which heals 9382 Health after 6 seconds seconds (twice in the picture). Only 1 can be active at a time. Enemies who enter the field will get Major Defile, reducing healing received by 37% for 4 seconds. Allies may activate the healing Seed synergy to gain an instant heal for 9381 Health.
    Cast Time Instant
    Target Ground
    Range 28 Meters
    Radius 8 Meters
    Duration 6 Seconds
    Cost 2657 Magicka

    BASE MORPH: Same as above, minus the AoE major defile.

    MORPH 1: Synergy was MUCH stronger, no AoE Defile.

    Living Trellis - Grow Vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 1756 Health each time they take damage. This effect can occur once every 1 second. When the vines expire, they heal the target for an additional 4265 Health. You can only have one Living Trellis active at a time.
    Cast Time: Instant
    Target: Area
    Area 28 x 12 meters
    Duration 10 seconds
    Cost 2214 Magicka

    Don't recall much about this skill sadly.
    ?? MORPH ( I don't remember if this was base or an option)
    Lotus Bloom - While active, 26% damage causewd by your Light and Heavy attacks also heal a nearby ally. Caster also gains Major Prophecy, gaining Spell Critical by 2191 for 20 seconds.
    Cast Time: Instant
    Target: Area
    Radius: 8 Meters
    Duration: 20 Seconds
    Cost 2437 Magicka

    MORPH 2: Converts Major Prophecy into Savagery, granting 2191 Weapon Critical for 20s.

    MORPH 1: Don't recall.

    This skill has a ONE TARGET cap per light or heavy attack. Think of it like a Funnel Health, except it procs on light and heavy attack damage, but only heals one target (you or an ally). Also helps the Magicka Warden have almost ZERO sustain problems due to Green Balance passives.


    Nature's Embrace - Pull yourself to a targeted ally. You and ally heal 1756 every 1 second for 10 seconds.
    Cast Time: Instant
    Range: 22 Meters
    Cost: 3322 Magicka

    I believe my bois @paulsimonps and @Deltia can help me remember these

    Passive Abilities:

    Nature's Gift: When Healing an ally with a Green Balance ability gain 250 Magicka.
    (Absurdly strong passive, full on Warden healers could not OOM with this)

    Accelerated Growth: When healing an ally under 50% Health with a Green Balance ability, gain Major Mending, increasing your healing done by 25% for 8 seconds.

    Emerald Moss: Increase Healing Done by 0% for each Green Balance ability slotted. Current Bonus: 0%
    (Believe this was 2 or 3% per ability)

    Maturation: When healing an ally with a Green Balance ability, Grant them Major Toughness which increases max health by 10% for 20 seconds.
    (This is the same buff as Warhorn, so don't get any crazy ideas)



    Animal Companions Skill Line

    MORPH 2:
    Ultimate Ability
    - Eternal Guardian - Summon a loyal grizzly to fight at your side. The grizzly's swipe deals 3426 magic damage every 1 second until slain. When killed the bear will instantly respawn, with a cooldown of 1 minute. Once summoned, you can activate Guardian's Wrath for 75 ultimate, causing 20685 Magic Damage. Targets under 25% health take 100% additional damage.
    Cast Time 2.5 seconds
    Target Self

    BASE MORPH: Same thing, no resurrect.

    MORPH 1: Execute bonus goes UP (sizable). Don't remember exact %, think it also converted to Physical?

    Active Abilities

    MORPH 2:
    Screaming Cliff Racer - Call a cliff racer to dive bomb the enemy, dealing 7061 Magic Damage. If dealing damage from greater than 15m, deal 15% more damage.
    Cast Time Instant
    Target Enemy
    Range 28 Meters
    Cost 2214 Magicka

    BASE MORPH: Same as above, no bonus 15% damage.

    MORPH 1: Converts into Stamina ability. I LOVED THIS SKILL.

    MORPH 2:
    Deep Fissure - Summon a Hal Mota that charges ahead of you after 3 seconds and deals 9251 Magic Damage to all enemies in its wake. The first target hit is stunned for 3 seconds.
    Cast Time Instant
    Target Area
    Radius 5 Meters
    Duration 10 seconds
    Cost 3322 Magicka

    BASE MORPH: No stun component.

    MORPH 1: Converts into stamina, applies Major Fracture to targets hit, reducing Physical Resist by 5280 for ~15s.

    MORPH 2:
    Growing Swarm - Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing 12330 Magic Damage over 10 seconds. When ability ends, fetcherflies infect up to 6 new targets.
    Cast Time Instant
    Target Enemy
    Range 28 Meters
    Radius 10 Meters
    Duration 10 Seconds
    Cost 2214 Magicka

    BASE MORPH: Same thing, no finding new targets after main target dies.

    MORPH 1: Can be recast again before the DoT timer fades, dealing extra damage. Don't remember the #'s behind it, but it was interesting. B

    ?? MORPH:
    Blue Betty - Call a Betty Netch that restores 4029 Magicka over 25 seconds. Gain MAjor Sorcery increasing spell damage by 20% over 30 seconds. This ability also removes 1 negative effect.
    Cast Time Instant
    Target Self
    Duration 25 seconds
    Cost 1995 Magicka

    MORPH 2: Converts to Stamina return and grants Major Brutality instead of Sorcery. Don't think it purges.

    MORPH 1: Don't remember if Blue Betty was a morph option or base.

    MORPH 1:
    Bird of Prey - Caster gains Major Expedition, increasing movement speed by 30% over 10 seconds and Major Endurance increasing stamina recovery for 20% over 10 seconds. Gain Minor Berserk, increasing damage done by 8% for 10 seconds.
    Cast Time Instant
    Target Self
    Duration 10 Seconds
    Cost 2880 Magicka

    BASE MORPH: Same thing, No Minor Berserk.

    MORPH 2: Don't recall this only sadly.

    Passive Abilities

    Bond With Nature - When one of your animal companions is killed or unsummoned, you're restored 1386 Health.

    Savage Beast - Damaging an enemy with an Animal Companion ability grants 4 Ultimate. This effect has a cooldown of 8 seconds.
    (Can proc off the Bear ultimate!)

    Flourish - Increases your Magicka and Stamina recovery by 12% if an Animal Companion ability is slotted.

    Advanced Species - Increases your damage done for Animal Companion abilities by 2% for each Animal Companion ability slotted.
    Edited by Gilliamtherogue on March 13, 2017 8:57PM
    Old member of The Order of Mundus, Mostly Harmless, Hostile, and Genesis Elite. Avid theorycrafter. Herald to competitive stamina DPS pre 1.5. How far we've come!

    Have questions? Send me a message on the forums or my other social media. Seeing people learn is my dream and passion.

    Guides and other fun videos at https://youtube.com/c/gilliamtherogue
  • paulsimonps
    paulsimonps
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    Please keep in mind everything I'm about to state could have been drastically changed since our visit. Nothing is final, half this info could be outdated. DO NOT TAKE THIS AS WORD OF LAW.

    I'm going to add in the information I can remember (don't take it as word of law, my memory about specifics is kinda spotty). I played Stamina Warden primarily for my time there, but I helped discuss all aspects of the classes. I hope some other testers come out and help me fill in the blanks, because I can't recall a lot of morph options.

    film wrote: »
    Winter's Embrace Skill Line

    ULTIMATE Ability:
    BASE MORPH
    Sleet Storm - All enemies near you are snared for 1 second, and take heavy 3150 Frost Damage damage. Nearby allies gains Major Protection, reducing incoming damage by 30%
    Cast Time: Instant
    Target : Area
    Radius: 10 Meters
    Duration: 8 Seconds
    Cost: 200 Ultimate

    MORPH 1: Adds a mechanic where enemies that get hit 3 (or 4) times, they are knocked down and stunned. VERY strong in PvP, was a blast to use

    MORPH 2: You gain 8% Max Magicka for slotting.

    Active Abilities
    BASE MORPH
    Arctic Wind: Heal self for 11% of max Health instantly and additional 2% Health "ever"(y) 2 seconds over 10 seconds.
    Cast Time: Instant
    Target: Self
    Duration: 10 seconds
    Cost 3544 Magicka

    Can't remember these morphs sadly, I just remember being unimpressed with this skill on non HP stacking builds.

    MORPH 2:
    Expansive Frost Cloak - You and nearby allies gains Major Resolve, increasing Physical Resistance by 5280, and Major Ward, increasing Spell Resistance by 5280 for 24 seconds.
    Cast Time: Instant
    Target: Area
    Radius 28 Meters
    Duration: 24 Seconds
    Cost: 2657 Magicka

    BASE MORPH: same as expansive, but only gave Major buffs to allies in a ~12m AoE Radius, much smaller.

    MORPH 1: Added selfish buffs for the caster, I can't remember what they were sorry!

    BASE MORPH
    Impaling Shards - Deal 942 Frost Damage to targets in the area every 1 second over 10 seconds. Targets become snared for 4 seconds. Damage is done based on your Max Health.
    Cast Time: Instant
    Target: Area
    Radius: 6 Meters
    Duration: 10 Seconds
    Cost: 2658 Magicka

    I didn't play Warden tank much, I believe @paulsimonps can help with some of these.

    BASE MORPH
    Crystallized Shield - Absorb spell projectiles, restoring 578 Magicka. This can happen up to 3 times.
    Cast Time: Instant
    Target: Self
    Duration: 6 seconds
    Cost: 2215

    MORPH 1: Converts resource reward into Max Stamina, still capped at 3 times.

    MORPH 2: Successfully absorbing projectiles grants the caster MAJOR HEROISM (only other source of this currently is Last Stand) for x seconds. Was insanely nice for being out numbered.

    BASE MORPH
    Frozen Gate - Summon a portal on the ground when an enemy runs over it they are teleported to you and rooted for 2 seconds. If the target is immune they will take 6730 Frost Damage. You can only have 1 active at a time and is removed after activation.
    Cast Time: Instant
    Target: Ground
    Range: 30 Meters
    Radius 9 Meters
    Duration 30 seconds
    Cost: 1953 Magicka

    MORPH 1: Adds an ally synergy component that allows friendly targets to teleport to you after activating. Suuuuper fun.

    MORPH 2: Can't remember D: other morph was too awesome

    Passive Abilities:

    Piercing Cold - Increases your Physical and Cold Damage by 6%

    Icy Aura - Reduce the effectiveness of snares applied to you by 15%

    Frozen Armor - Increases your Physical and Spell Resistance byt 500 for each Wint'er Embrace ability slotted.

    Glacial Presence - Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%



    Green Balance Skill Line

    Ultimate Ability:
    BASE MORPH
    Healing Thicket - Instantly heals the lowest health ally in area by 7023, and then heals all allies in the area by 3512 every 1 second over 6 seconds. When effect ends Allies continue to receive 17560 healing over 4 seconds.
    Cast Time: Instant
    Target Ground
    Range 28 Meters
    Radius 8 Meters
    Duration 6 seconds
    Cost 75 Ultimate

    MORPH 1: If you heal an ally under x% (don't remember) health, you get 20 Ultimate back. This can only happen ONCE per ultimate cast, so don't get any crazy ideas...

    MORPH 2: Don't remember, think something about added HoT.


    Active Abilities

    Enchanted Growth - Instantly grow a large area of mushrooms healing all allies in cone in front of you for 5863 Health. Allies affected gain Minor Intellect and Minor Endurance, increasing Magicka and Stamina regeneration by 10% for 20 seconds.
    Cast Time Instant
    Target Cone
    Radius 20 Meters
    Cost 3765 Magicka

    Can't remember anything about this skill.

    MORPH 2:
    Corrupting Pollen - Summon a field of flowers which heals 9382 Health after 6 seconds seconds (twice in the picture). Only 1 can be active at a time. Enemies who enter the field will get Major Defile, reducing healing received by 37% for 4 seconds. Allies may activate the healing Seed synergy to gain an instant heal for 9381 Health.
    Cast Time Instant
    Target Ground
    Range 28 Meters
    Radius 8 Meters
    Duration 6 Seconds
    Cost 2657 Magicka

    BASE MORPH: Same as above, minus the AoE major defile.

    MORPH 1: Synergy was MUCH stronger, no AoE Defile.

    Living Trellis - Grow Vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 1756 Health each time they take damage. This effect can occur once every 1 second. When the vines expire, they heal the target for an additional 4265 Health. You can only have one Living Trellis active at a time.
    Cast Time: Instant
    Target: Area
    Area 28 x 12 meters
    Duration 10 seconds
    Cost 2214 Magicka

    Don't recall much about this skill sadly.
    ?? MORPH ( I don't remember if this was base or an option)
    Lotus Bloom - While active, 26% damage causewd by your Light and Heavy attacks also heal a nearby ally. Caster also gains Major Prophecy, gaining Spell Critical by 2191 for 20 seconds.
    Cast Time: Instant
    Target: Area
    Radius: 8 Meters
    Duration: 20 Seconds
    Cost 2437 Magicka

    MORPH 2: Converts Major Prophecy into Savagery, granting 2191 Weapon Critical for 20s.

    MORPH 1: Don't recall.

    This skill has a ONE TARGET cap per light or heavy attack. Think of it like a Funnel Health, except it procs on light and heavy attack damage, but only heals one target (you or an ally). Also helps the Magicka Warden have almost ZERO sustain problems due to Green Balance passives.


    Nature's Embrace - Pull yourself to a targeted ally. You and ally heal 1756 every 1 second for 10 seconds.
    Cast Time: Instant
    Range: 22 Meters
    Cost: 3322 Magicka

    I believe my bois @paulsimonps and @Deltia can help me remember these

    Passive Abilities:

    Nature's Gift: When Healing an ally with a Green Balance ability gain 250 Magicka.
    (Absurdly strong passive, full on Warden healers could not OOM with this)

    Accelerated Growth: When healing an ally under 50% Health with a Green Balance ability, gain Major Mending, increasing your healing done by 25% for 8 seconds.

    Emerald Moss: Increase Healing Done by 0% for each Green Balance ability slotted. Current Bonus: 0%
    (Believe this was 2 or 3% per ability)

    Maturation: When healing an ally with a Green Balance ability, Grant them Major Toughness which increases max health by 10% for 20 seconds.
    (This is the same buff as Warhorn, so don't get any crazy ideas)



    Animal Companions Skill Line

    MORPH 2:
    Ultimate Ability
    - Eternal Guardian - Summon a loyal grizzly to fight at your side. The grizzly's swipe deals 3426 magic damage every 1 second until slain. When killed the bear will instantly respawn, with a cooldown of 1 minute. Once summoned, you can activate Guardian's Wrath for 75 ultimate, causing 20685 Magic Damage. Targets under 25% health take 100% additional damage.
    Cast Time 2.5 seconds
    Target Self

    BASE MORPH: Same thing, no resurrect.

    MORPH 1: Execute bonus goes UP (sizable). Don't remember exact %, think it also converted to Physical?

    Active Abilities

    MORPH 2:
    Screaming Cliff Racer - Call a cliff racer to dive bomb the enemy, dealing 7061 Magic Damage. If dealing damage from greater than 15m, deal 15% more damage.
    Cast Time Instant
    Target Enemy
    Range 28 Meters
    Cost 2214 Magicka

    BASE MORPH: Same as above, no bonus 15% damage.

    MORPH 1: Converts into Stamina ability. I LOVED THIS SKILL.

    MORPH 2:
    Deep Fissure - Summon a Hal Mota that charges ahead of you after 3 seconds and deals 9251 Magic Damage to all enemies in its wake. The first target hit is stunned for 3 seconds.
    Cast Time Instant
    Target Area
    Radius 5 Meters
    Duration 10 seconds
    Cost 3322 Magicka

    BASE MORPH: No stun component.

    MORPH 1: Converts into stamina, applies Major Fracture to targets hit, reducing Physical Resist by 5280 for ~15s.

    MORPH 2:
    Growing Swarm - Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing 12330 Magic Damage over 10 seconds. When ability ends, fetcherflies infect up to 6 new targets.
    Cast Time Instant
    Target Enemy
    Range 28 Meters
    Radius 10 Meters
    Duration 10 Seconds
    Cost 2214 Magicka

    BASE MORPH: Same thing, no finding new targets after main target dies.

    MORPH 1: Can be recast again before the DoT timer fades, dealing extra damage. Don't remember the #'s behind it, but it was interesting. B

    ?? MORPH:
    Blue Betty - Call a Betty Netch that restores 4029 Magicka over 25 seconds. Gain MAjor Sorcery increasing spell damage by 20% over 30 seconds. This ability also removes 1 negative effect.
    Cast Time Instant
    Target Self
    Duration 25 seconds
    Cost 1995 Magicka

    MORPH 2: Converts to Stamina return and grants Major Brutality instead of Sorcery. Don't think it purges.

    MORPH 1: Don't remember if Blue Betty was a morph option or base.

    MORPH 1:
    Bird of Prey - Caster gains Major Expedition, increasing movement speed by 30% over 10 seconds and Major Endurance increasing stamina recovery for 20% over 10 seconds. Gain Minor Berserk, increasing damage done by 8% for 10 seconds.
    Cast Time Instant
    Target Self
    Duration 10 Seconds
    Cost 2880 Magicka

    BASE MORPH: Same thing, No Minor Berserk.

    MORPH 2: Don't recall this only sadly.

    Passive Abilities

    Bond With Nature - When one of your animal companions is killed or unsummoned, you're restored 1386 Health.

    Savage Beast - Damaging an enemy with an Animal Companion ability grants 4 Ultimate. This effect has a cooldown of 8 seconds.
    (Can proc off the Bear ultimate!)

    Flourish - Increases your Magicka and Stamina recovery by 12% if an Animal Companion ability is slotted.

    Advanced Species - Increases your damage done for Animal Companion abilities by 2% for each Animal Companion ability slotted.

    In no particular order:
    • Artic Winds morphs were 1. Deal damage equal to the heal in an AoE around you 2. Heal an ally as well.
    • Only remember one of the morphs of Impaling Shards and that was the one that Rooted the targets in the AoE if they get hit 4 times
    • Morph 2 of Frozen Device applied MAJOR maim on the target. Sadly since Bosses are CC immune you can't apply it to them cause it only applied it if they Teleported. Good in PvP however.
    • One of the Morphs of the Living Trellis added Minor Lifesteal to any target that damaged anyone of the people you healed within its AoE.
    • I don't remember fully either but I think the Major Prophecy is a morph option. Could be wrong.
    • Same with Blue Betty, think its the Morph option and not base.
    • 2nd morph of Bird of Prey gives you MINOR EVASION. 5% Dodge chance, so with Major evasion as well it puts you back up to the old 20% Major used to be.

    That's all I remember right now. Hope that helps everyone. And as @Gilliamtherogue said, its all subject to change, we did test this over a month ago, much can have changed that we don't know about.
  • LordGavus
    LordGavus
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    Thanks for the extra info guys!
  • Joy_Division
    Joy_Division
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    This looks like a cool, fun class to try out.

    What a summoner should have been!

    I'm a little skeptical about a cast time for the Bear ulti. I'd imagine ZoS will make it uninterrruptable like the Templar Healing ultimate, but if that's the case, what's the point of the cast time?
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Lynx7386
    Lynx7386
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    I like that the frost abilities scale on health, will be really good for tank wardens. With that morph for arctic wind dealing aoe damage equal to the amount healed, it'll be similar to radiant shield templars, able to deal damage while taking it.

    I also think there's going to be some good synergy between frozen shards and ice blockade with the frost staff. I think I'll try having 1h/sh front bar and frost staff back bar for a warden tank, get the most out of both resource pools. That also helps alleviate the fact that Warden tanks apparently don't have any real resource return skills like dk tanks do.

    I'm a little worried about the lack of a chains equivalent, was hoping for a skill where you could shoot an ice shard to impale someone and then activate it a second time to tank them to you, would've been interesting. Oh well.

    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • sutasafaia
    I wonder if this class will be enough to dethrone the current solo class? It does have the pet for mechanics bypassing.
  • LordGavus
    LordGavus
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    pieratsos wrote: »
    montiferus wrote: »
    pieratsos wrote: »

    That doesnt make them experts on the warden. Whether they are OP or not, its too soon to tell. How it looks on the paper and how it plays its completely different. Its not balanced with the other classes. No other class has all that. Thats not something you can argue. Its a damn fact.

    It is a fact that you are operating from a position of ignorance. You know little to nothing about the class or the potential changes to the other classes with the coming update. Some of the top people in the game spent time playing this class and did not find it to be out of balance. I for one care a lot more about their opinions than yours. You act as if you know the full picture when all you've seen is a couple of pixels. Way to jump to conclusions.

    For those people who have contributed useful information to the thread THANK YOU!!! It is much appreciated.

    Its also a fact that you cant even read. I literally said this is all just speculation and its too soon to tell. You even quoted that and u are talking about me pretending to know the full picture and jumping to conclusions. Lmao.
    And those people that played the warden, said by themselves that they only had 3 days to play it so its hard to judge.
    it was heard to tell cause we weren't used to it yet, we did as I've said before only have 3 days to test it.

    You are accusing me of things that i never said. The only one jumping to conclusions here is you either because you cant read a simple text or because you choose to read whatever suits you. In any case nice try forum warrior.

    A forum warrior calling another forum warrior, a forum warrior. I love it.

    Look the issue is this.
    Your speculation is based off nothing but pictures.
    The others speculation is based off play testing ( yes only limited testing, but they actually played it)

    The testers are saying the balance isn't too bad. I'm going to listen to them for now.

    Now you're right, warden could be OP and maybe you can stack all their buffs while still being useful. But right now the best evidence we have says this is probably not the case.
  • pieratsos
    pieratsos
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    LordGavus wrote: »
    pieratsos wrote: »
    montiferus wrote: »
    pieratsos wrote: »

    That doesnt make them experts on the warden. Whether they are OP or not, its too soon to tell. How it looks on the paper and how it plays its completely different. Its not balanced with the other classes. No other class has all that. Thats not something you can argue. Its a damn fact.

    It is a fact that you are operating from a position of ignorance. You know little to nothing about the class or the potential changes to the other classes with the coming update. Some of the top people in the game spent time playing this class and did not find it to be out of balance. I for one care a lot more about their opinions than yours. You act as if you know the full picture when all you've seen is a couple of pixels. Way to jump to conclusions.

    For those people who have contributed useful information to the thread THANK YOU!!! It is much appreciated.

    Its also a fact that you cant even read. I literally said this is all just speculation and its too soon to tell. You even quoted that and u are talking about me pretending to know the full picture and jumping to conclusions. Lmao.
    And those people that played the warden, said by themselves that they only had 3 days to play it so its hard to judge.
    it was heard to tell cause we weren't used to it yet, we did as I've said before only have 3 days to test it.

    You are accusing me of things that i never said. The only one jumping to conclusions here is you either because you cant read a simple text or because you choose to read whatever suits you. In any case nice try forum warrior.

    A forum warrior calling another forum warrior, a forum warrior. I love it.

    Look the issue is this.
    Your speculation is based off nothing but pictures.
    The others speculation is based off play testing ( yes only limited testing, but they actually played it)

    The testers are saying the balance isn't too bad. I'm going to listen to them for now.

    Now you're right, warden could be OP and maybe you can stack all their buffs while still being useful. But right now the best evidence we have says this is probably not the case.

    I just stated some simple facts based on the pictures and what the testers actually said (they said its hard to judge cause they only had 3 days and warden's sustain is over the top) and you all lashed out and put words in my mouth that i never said just to make an argument. But im the forum warrior? Lol. What i still dont understand, is why the hell are you still trying to argue with me when u literally said that u actually agree with me?
  • LordGavus
    LordGavus
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    pieratsos wrote: »
    LordGavus wrote: »
    pieratsos wrote: »
    montiferus wrote: »
    pieratsos wrote: »

    That doesnt make them experts on the warden. Whether they are OP or not, its too soon to tell. How it looks on the paper and how it plays its completely different. Its not balanced with the other classes. No other class has all that. Thats not something you can argue. Its a damn fact.

    It is a fact that you are operating from a position of ignorance. You know little to nothing about the class or the potential changes to the other classes with the coming update. Some of the top people in the game spent time playing this class and did not find it to be out of balance. I for one care a lot more about their opinions than yours. You act as if you know the full picture when all you've seen is a couple of pixels. Way to jump to conclusions.

    For those people who have contributed useful information to the thread THANK YOU!!! It is much appreciated.

    Its also a fact that you cant even read. I literally said this is all just speculation and its too soon to tell. You even quoted that and u are talking about me pretending to know the full picture and jumping to conclusions. Lmao.
    And those people that played the warden, said by themselves that they only had 3 days to play it so its hard to judge.
    it was heard to tell cause we weren't used to it yet, we did as I've said before only have 3 days to test it.

    You are accusing me of things that i never said. The only one jumping to conclusions here is you either because you cant read a simple text or because you choose to read whatever suits you. In any case nice try forum warrior.

    A forum warrior calling another forum warrior, a forum warrior. I love it.

    Look the issue is this.
    Your speculation is based off nothing but pictures.
    The others speculation is based off play testing ( yes only limited testing, but they actually played it)

    The testers are saying the balance isn't too bad. I'm going to listen to them for now.

    Now you're right, warden could be OP and maybe you can stack all their buffs while still being useful. But right now the best evidence we have says this is probably not the case.

    I just stated some simple facts based on the pictures and what the testers actually said (they said its hard to judge cause they only had 3 days and warden's sustain is over the top) and you all lashed out and put words in my mouth that i never said just to make an argument. But im the forum warrior? Lol. What i still dont understand, is why the hell are you still trying to argue with me when u literally said that u actually agree with me?

    Well 2 things, we are all forum warriors and it's fun to argue ;)

    Imagine if we all agreed with each other on the forums... :/

    For me, your comments came across as pessimistic and I think your concerns are a bit overstated. Where as my viewing of the same info left me more optimistic. This good enough for me to comment.

    But I think we're getting off topic now.
  • Dovahmiim
    Dovahmiim
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    Hey so this is a question to any of the people who tested Warden. Where does the portal trap teleport the enemy to in relation to you? Is it infront of you, or is it just anywhere where there's solid ground? It could be funny to set traps in heavy traffic areas of PvP, the stand next to a cliff and watch people teleport off the cliff...
    I'm better.
  • paulsimonps
    paulsimonps
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    Dovahmiim wrote: »
    Hey so this is a question to any of the people who tested Warden. Where does the portal trap teleport the enemy to in relation to you? Is it infront of you, or is it just anywhere where there's solid ground? It could be funny to set traps in heavy traffic areas of PvP, the stand next to a cliff and watch people teleport off the cliff...

    Its in front of you, I teleported someone into Lava once in the Battlegrounds. It was a lot of fun. Never really did try and use it as a trap though so it might just be right next to you in which ever direction is closest between you and the trap. I mean its always a trap but I always just threw it right in front of their feet to try and chain them.
  • Lynx7386
    Lynx7386
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    Well my nightblade tank has 45k health, so with the same gear on a Warden tank those ice skills start to look pretty nice
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • MaxwellC
    MaxwellC
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    I already see the first week a large portion will call for a nerf of this class
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
  • WeylandLabs
    WeylandLabs
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    Utility utility utility! Bgs all day!
  • Xsorus
    Xsorus
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    Like I said, If teleport trap doesn't grant CC immunity I'm going to use it to punt people off mile gates and bridges hehe
  • LordGavus
    LordGavus
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    Imagine if there was no cc immunity or cooldown on players being teleported.
    2 wardens could trap players and npcs in an infinite teleport loop :D
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