Whilst I will reserve full judgement until I've seen it all or played with it I kind of feel the same right now.IzakiBrotherSs wrote: »I think that the Warden is shaping up to be a pretty bad class with very few damage abilities compared to other classes. And terrible stamina morphs that don't even add an extra effect to the skill. So yeah... Some passives are really badly thought out as in absolutely OP (increases damage done per ability slotted?! OP much?) while others are just trash. So yeah, my personal opinion on the Warden is that its a fail.
Whilst I will reserve full judgement until I've seen it all or played with it I kind of feel the same right now.IzakiBrotherSs wrote: »I think that the Warden is shaping up to be a pretty bad class with very few damage abilities compared to other classes. And terrible stamina morphs that don't even add an extra effect to the skill. So yeah... Some passives are really badly thought out as in absolutely OP (increases damage done per ability slotted?! OP much?) while others are just trash. So yeah, my personal opinion on the Warden is that its a fail.
To me currently the Warden doesn't feel like a fit with the other classes, it seems almost like a token buff character you need to take in every raid.
I understand they needed to make it different and stand out against the other classes, but it seems to just not fit in for me.
IzakiBrotherSs wrote: »I think that the Warden is shaping up to be a pretty bad class with very few damage abilities compared to other classes. And terrible stamina morphs that don't even add an extra effect to the skill. So yeah... Some passives are really badly thought out as in absolutely OP (increases damage done per ability slotted?! OP much?) while others are just trash. So yeah, my personal opinion on the Warden is that its a fail.
I don't want to derail Jitterbugs thread too much as I have a soft spot for the moist ones posting.IzakiBrotherSs wrote: »Whilst I will reserve full judgement until I've seen it all or played with it I kind of feel the same right now.IzakiBrotherSs wrote: »I think that the Warden is shaping up to be a pretty bad class with very few damage abilities compared to other classes. And terrible stamina morphs that don't even add an extra effect to the skill. So yeah... Some passives are really badly thought out as in absolutely OP (increases damage done per ability slotted?! OP much?) while others are just trash. So yeah, my personal opinion on the Warden is that its a fail.
To me currently the Warden doesn't feel like a fit with the other classes, it seems almost like a token buff character you need to take in every raid.
I understand they needed to make it different and stand out against the other classes, but it seems to just not fit in for me.
Yeah its basically the buff *** that can't do anything decent on its own. I mean there's a problem when the class only has 4 damage abilities (Dive, Scorch, Fetcher Flies and Impaling Shards) outside of ultimates. Hell, even the ultimates don't do damage. Sounds like a joke of a class to me. What's the point of giving the Warden every possible buff out there, if you only have 4 damage abilities? They seriously need to rethink things, especially that healing tree where literally every ability is a heal (unlike Templar who actually has some useful skills in that tree).
I don't want to derail Jitterbugs thread too much as I have a soft spot for the moist ones posting.IzakiBrotherSs wrote: »Whilst I will reserve full judgement until I've seen it all or played with it I kind of feel the same right now.IzakiBrotherSs wrote: »I think that the Warden is shaping up to be a pretty bad class with very few damage abilities compared to other classes. And terrible stamina morphs that don't even add an extra effect to the skill. So yeah... Some passives are really badly thought out as in absolutely OP (increases damage done per ability slotted?! OP much?) while others are just trash. So yeah, my personal opinion on the Warden is that its a fail.
To me currently the Warden doesn't feel like a fit with the other classes, it seems almost like a token buff character you need to take in every raid.
I understand they needed to make it different and stand out against the other classes, but it seems to just not fit in for me.
Yeah its basically the buff *** that can't do anything decent on its own. I mean there's a problem when the class only has 4 damage abilities (Dive, Scorch, Fetcher Flies and Impaling Shards) outside of ultimates. Hell, even the ultimates don't do damage. Sounds like a joke of a class to me. What's the point of giving the Warden every possible buff out there, if you only have 4 damage abilities? They seriously need to rethink things, especially that healing tree where literally every ability is a heal (unlike Templar who actually has some useful skills in that tree).
I said since their lines were first shown that having a DPS Tree, Heal Tree and Tank Tree wasn't good design in line with the rest of the game. Every other class has most of its abilities mixed up some, the Warden seems more like a WoW/SWTOR character package where everything is laid out for you already.
There might still be some fantastic stuff I've not seen, but yes so far to me the Warden has been relegated to raid buff character so everyone else can carry more DPS skills.
So I've been using an online calculator to theorycraft some Warden builds, and seeing as the Warden has access to a wide array of cool buffs they have a lot of "mandatory" skills. The good old Togglemancer comes to mind.
Back bar: Betty (regen, srocery/brutality), Frost Cloak (ward, protection), Lotus Blossom (prophecy), Growth (intellect, endurance), Crystallized Shield (heroism) - FREE ULTI SLOT
Front bar: Bird of Prey (expedition, endurance, berserk), Living Trellis (lifesteal), Corrupting Pollen (defile), FREE SLOT, FREE SLOT - Sleet Storm ulti (8% max mag, protection)
The above example is for a magicka build - for the standard stamina build both Ultis would be the Bear.
Now, I know that lifesteal and defile aren't must haves per se, I just included them in the build to underline how much of the Warden setup could feel forced. Like, how could you possibly pass up on any of these juicy buffs in almost any kind of build? You could probably take off Trellis and put on Vigor, but that is still a "forced" spot. You could easily take off Pollen for PvE builds of course which would leave you with 3 free spots for: Cliff Racer, Shalk, Bees.
This isn't a complaint or an "omg warden OP/bad", it's simply an observation when trying to build with the tools we have available. The available class skills are just so strong it's hard to not pick them, leaving very little to "imagination".
What do you think?
My only concern is the amount of skills that scale from health...
That just screams problematic to me. I mean look at sun shield Templars, they have one ability that plays well with high health and we all know how many of them we see running around...
Biggest thing about the Warden seems to be their AoE major defile. That'll be CLASS DEFINING, and make them irreplaceable in PvP where we are plagued with a world of Heavy Armored Templars spamming BoL, and it'll finally make the defile CP Star viable to put points into (for Warden's).
But I can agree that a lot of abilities are gimmicky, that being said as a Mag Sorcerer I only use 4 skills, rest are buffs and shields...
GrumpyDuckling wrote: »One of my main concerns, from a PVP perspective, is what looks to be the lack of an immediate cc ability. Unless I've overlooked it, Warden doesn't seem to have a quick cc like other classes do:
Templar - Javelin
Dragonknight - Shard/Petrify/Chain
Nightblade - Fear
Sorcerer - Imprison/Frag (with cast time)
Every class is designed with a role in mind. Dk is the tank, templar is the healer, sorc and nb are ranged/melee dps respectively. Sure they can fill other roles, but those were the ones the developers built them on, those are the foundations.
The warden is built on a support role, an enhancer. It will be able to tank or heal or dps just like anyone else, but supporting group members via buffs / debuffs is their forte. It's different than current classes because we don't have a primary support class at the moment, and that's good, that will make the warden unique.
It doesn't matter if they've only got 4 damage abilities, as long as those damage abilities are useful. Most builds in this game, regardless of class, rely heavily on non class skills already, whether they be weapons, guilds, or pvp skill lines.
GrumpyDuckling wrote: »One of my main concerns, from a PVP perspective, is what looks to be the lack of an immediate cc ability. Unless I've overlooked it, Warden doesn't seem to have a quick cc like other classes do:
Templar - Javelin
Dragonknight - Shard/Petrify/Chain
Nightblade - Fear
Sorcerer - Imprison/Frag (with cast time)
So I've been using an online calculator to theorycraft some Warden builds, and seeing as the Warden has access to a wide array of cool buffs they have a lot of "mandatory" skills. The good old Togglemancer comes to mind.
Back bar: Betty (regen, srocery/brutality), Frost Cloak (ward, protection), Lotus Blossom (prophecy), Growth (intellect, endurance), Crystallized Shield (heroism) - FREE ULTI SLOT
Front bar: Bird of Prey (expedition, endurance, berserk), Living Trellis (lifesteal), Corrupting Pollen (defile), FREE SLOT, FREE SLOT - Sleet Storm ulti (8% max mag, protection)
The above example is for a magicka build - for the standard stamina build both Ultis would be the Bear.
Now, I know that lifesteal and defile aren't must haves per se, I just included them in the build to underline how much of the Warden setup could feel forced. Like, how could you possibly pass up on any of these juicy buffs in almost any kind of build? You could probably take off Trellis and put on Vigor, but that is still a "forced" spot. You could easily take off Pollen for PvE builds of course which would leave you with 3 free spots for: Cliff Racer, Shalk, Bees.
This isn't a complaint or an "omg warden OP/bad", it's simply an observation when trying to build with the tools we have available. The available class skills are just so strong it's hard to not pick them, leaving very little to "imagination".
What do you think?
I see that you optimized it as a support class for group pvp.
And, honestly, EVERY support class in group pvp has only 2 or 3 really free skill slots. How many free slots does a supporting Magicka Templar have in PvP? 2? 3?
Use frost staff + Tremorscale und you´ll be fine.
Besides, the only tho skills I would define as mandatory in group PvP are Pollen and Frost Cloak. Sleet storm makes only sense if you are a melee support player, which in turn calls for a stamina tank hybrid approach.
All the more reason to claim that the warden is a support character.
In a group setting, whether pvp or pve, the warden is going to free up a lot of utility skills on his allies' bars. They'll be able to rely on the warden for resolve / ward, intellect / endurance, fracture / breach, so on and so forth. That means they can, in turn, get rid of abilities that supply the same buffs and slot more damage or cc abilities. The warden, in turn, will rely on them to hard cc enemies or make up for damage loss.
It's not going to be everyone's cup of tea, I'm sure there are more players than not who would hate playing a pure support character, but many other mmos have proven that these types of characters work and are enjoyable for at least a reasonable percentage of players.
All the more reason to claim that the warden is a support character.
In a group setting, whether pvp or pve, the warden is going to free up a lot of utility skills on his allies' bars. They'll be able to rely on the warden for resolve / ward, intellect / endurance, fracture / breach, so on and so forth. That means they can, in turn, get rid of abilities that supply the same buffs and slot more damage or cc abilities. The warden, in turn, will rely on them to hard cc enemies or make up for damage loss.
It's not going to be everyone's cup of tea, I'm sure there are more players than not who would hate playing a pure support character, but many other mmos have proven that these types of characters work and are enjoyable for at least a reasonable percentage of players.
IzakiBrotherSs wrote: »I think that the Warden is shaping up to be a pretty bad class with very few damage abilities compared to other classes. And terrible stamina morphs that don't even add an extra effect to the skill. So yeah... Some passives are really badly thought out as in absolutely OP (increases damage done per ability slotted?! OP much?) while others are just trash. So yeah, my personal opinion on the Warden is that its a fail.
Stamina version of it looks like a fail to me too. No additional effects on stamina morphs is looking bad.
It will be another class that has stamina sorcerer problems - it will fully rely on weapon skills to DPS and on class skills to buff/debuff.
and the off tank in certain situations could use Circle of Protection too for even more.
and the off tank in certain situations could use Circle of Protection too for even more.
Actually one of the morphs for frost cloak also gives minor protection, so circle of protection would be redundant. Only difference is that morph only has the base 10m range, the other frost cloak morph makes it 28m.
paulsimonps wrote: »and the off tank in certain situations could use Circle of Protection too for even more.
Actually one of the morphs for frost cloak also gives minor protection, so circle of protection would be redundant. Only difference is that morph only has the base 10m range, the other frost cloak morph makes it 28m.
Sorry, but the minor protection is only for you so if you want to give it to the group Circle of Protection is the only way. Unless they changed it since I playtested it or since PAX. Which they might have done we will see next Friday but I doubt it, would be an OP as F skill with AoE minor protection like that.
I also want to add (I'm the OP) that what I've seen so far the Warden looks amazing. Great animations and visuals and the skills sound cool and fun. I'm certain it's going to be a great questing class (and I don't mean this in a derogatory way). I'll sure be rolling a hunter archetype to mess around in the woods. It will probably also be able to do decent damage in vDungeons and both tank and heal just fine.
My problem when crafting builds is that there's is like 10 skills you pretty much need to slot and that will create carbon copies. Which is fine. It's just not fun.
I also want to add (I'm the OP) that what I've seen so far the Warden looks amazing. Great animations and visuals and the skills sound cool and fun. I'm certain it's going to be a great questing class (and I don't mean this in a derogatory way). I'll sure be rolling a hunter archetype to mess around in the woods. It will probably also be able to do decent damage in vDungeons and both tank and heal just fine.
My problem when crafting builds is that there's is like 10 skills you pretty much need to slot and that will create carbon copies. Which is fine. It's just not fun.
I don't think the high hp setup will be effective for wardens, at least not like it is for dk shield tanks or blazplars. Both of those are effective because of the synergy with damage shields, but the warden doesn't have anything similar (and bone shield does no damage, is self only, and is too expensive to spam).
I think they made those abilities scale on health more so that they wouldn't do crap damage when used by warden tanks (the build they're meant to be used on).
I've been bouncing back and forth ideas on how I'll end up building my warden, and I'm slowly settling on some kind of stamina damage tank build.
Resource regen and reduced cost champion points are being removed, and resource management is going to be more important than ever. It was brought up in another thread when me and another poster were bouncing ideas back and forth that the warden will be able to recover stamina (or magicka) while blocking due to the way the netch works. A bit of theory crafting and number crunching, and it turns out that if you max your block cost reduction, you can permablock on a warden while actually gaining stamina back via the bull netch and constitution. Of course, dks manage this with ults and NBs with siphoning attacks, but it will be most simple and straightforward as a warden.
I'm thinking black rose jewelry and 2 armor, a crafted set like hunding's rage in heavy with weapon and shield, and depending on the situation either selenes (solo), tremorscale (pvp), or sellistrix monster set (pve tanking) for extra damage and side effects.
A stamina tank warden will be able to freely use the physical dps bear morph for extra damage, since taunting means your bear won't often be dying. That along with the bull netch major brutality should give the warden some decent damage output when soloing or doing easier dungeons.
Of course, id probably back bar frost staff just up combine elemental blockade and ice shards for the aoe snare/root/chill/maim, and for proccing tremorscale at long range in pvp via heavy attacks. Just hope I can manage enough magicka pool to cast those spells frequently. Elemental blockade is mostly for utility rather than damage (chilling and immobilizing groups), and since sleet storm, ice shards, and arctic wind all scale on Max health they should still deal moderate damage as a tank.
So you end up with a tank build that can do respectable damage (obviously no 20 or 30k, but still decent for a tank), can permablock when needed, can aoe cc/debuff large groups of enemies, self heal, buff allies with major resolve and ward as well as potentially intellect/endurance, and can solo more effectively and quickly than most other tank setups.
I'd call that a decent class, at least for what i enjoy playing. Also helps that it fits in with my current character lineup: stam tank (warden), mag tank (nb), stam dps (sorc), mag dps (dk), and healer (templar). Each class and each role covered.
masterbroodub17_ESO wrote: »I've been bouncing back and forth ideas on how I'll end up building my warden, and I'm slowly settling on some kind of stamina damage tank build.
Resource regen and reduced cost champion points are being removed, and resource management is going to be more important than ever. It was brought up in another thread when me and another poster were bouncing ideas back and forth that the warden will be able to recover stamina (or magicka) while blocking due to the way the netch works. A bit of theory crafting and number crunching, and it turns out that if you max your block cost reduction, you can permablock on a warden while actually gaining stamina back via the bull netch and constitution. Of course, dks manage this with ults and NBs with siphoning attacks, but it will be most simple and straightforward as a warden.
I'm thinking black rose jewelry and 2 armor, a crafted set like hunding's rage in heavy with weapon and shield, and depending on the situation either selenes (solo), tremorscale (pvp), or sellistrix monster set (pve tanking) for extra damage and side effects.
A stamina tank warden will be able to freely use the physical dps bear morph for extra damage, since taunting means your bear won't often be dying. That along with the bull netch major brutality should give the warden some decent damage output when soloing or doing easier dungeons.
Of course, id probably back bar frost staff just up combine elemental blockade and ice shards for the aoe snare/root/chill/maim, and for proccing tremorscale at long range in pvp via heavy attacks. Just hope I can manage enough magicka pool to cast those spells frequently. Elemental blockade is mostly for utility rather than damage (chilling and immobilizing groups), and since sleet storm, ice shards, and arctic wind all scale on Max health they should still deal moderate damage as a tank.
So you end up with a tank build that can do respectable damage (obviously no 20 or 30k, but still decent for a tank), can permablock when needed, can aoe cc/debuff large groups of enemies, self heal, buff allies with major resolve and ward as well as potentially intellect/endurance, and can solo more effectively and quickly than most other tank setups.
I'd call that a decent class, at least for what i enjoy playing. Also helps that it fits in with my current character lineup: stam tank (warden), mag tank (nb), stam dps (sorc), mag dps (dk), and healer (templar). Each class and each role covered.
Do you think they could shake up the DK tank meta?