Giles.floydub17_ESO wrote: »Magika templad has a heal outside of the healing tree. Heals based in damage done.
For the most part the top builds for each of the existing classs use only 2-3 skills from each class for damage dealing. Not sure exactly how what your discussion relates
BTW, that heal is probably designed more with tanking in mind though I'm not sure if it's size is very beneficial though I think it does guarantee the caster will get the heal iirc.
Waffennacht wrote: »Wtb spot heal on sorc or NB
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Agreed.ThePaleItalian wrote: »Jack of all Trades.... but master of none?
Seems like some pretty cool utility and off tank/heal skills. Feels like natures templar
Peekachu99 wrote: »Why does this thread exist when Templars have jabs in a NON HEALING SKILL LINE? Where was the rioting and outrage then (and for the last three years)?
Shut it down.
All Ice type skills are designed for tanks and many are skating with health. You can compare it to igneous shield from the DK or blazing shield from the Templar. When health is stacked really high this can become a very powerful heal and dmg when combined with the ice AOE.
Peekachu99 wrote: »Why does this thread exist when Templars have jabs in a NON HEALING SKILL LINE? Where was the rioting and outrage then (and for the last three years)?
Shut it down.
LOL. Jabs doesn't heal you.
Puncturing Sweeps has a heal component but is a damage-dealing skill, in a skill line based on creating spears of light.
And there is nothing "wrong" with Puncturing Sweeps or Arctic Wind (no connection either), its just a discussion thread.

All Ice type skills are designed for tanks and many are skating with health. You can compare it to igneous shield from the DK or blazing shield from the Templar. When health is stacked really high this can become a very powerful heal and dmg when combined with the ice AOE.
It's looking like Warden will be the very best as an offtank or as one of your two trial healers.
Another thing to keep in mind is that stacking lots of health to use Impaling Shards (damage spikes+insta-root morph) could be the new Blazing Shield build when paired with this Arctic Wind heal.
Peekachu99 wrote: »Peekachu99 wrote: »Why does this thread exist when Templars have jabs in a NON HEALING SKILL LINE? Where was the rioting and outrage then (and for the last three years)?
Shut it down.
LOL. Jabs doesn't heal you.
Puncturing Sweeps has a heal component but is a damage-dealing skill, in a skill line based on creating spears of light.
And there is nothing "wrong" with Puncturing Sweeps or Arctic Wind (no connection either), its just a discussion thread.
Jabs/ sweeps, you're arguing sementics when you know what I mean. It's a morph of a skill that deals damage and heals and is found outside of a healing skill line. Just like the new warden skill. Many people, including myself, think this could be a cool tank utilty spell. It's not all about MAX DAMAGE RAWR! Your OP very much implies there is a design fault with the another stressed in your question along with the general bewilderment expressed that the skill has been implimented as it has. Perhaps edit it to something more conversational and less confrontational?
With high enough HP this skill could be brutal anyway. We have no idea what the scaling is like till we see it on PTS/ Live.
Vulture051 wrote: »Vaoh, if you lose me this stamina-viable heal that isn't at the bottom of a *** tree I WILL FIND YOU.
Actually, in the Animal Summoning Skill tree, there seems to be quite a bit of damage skills.Peekachu99 wrote: »Peekachu99 wrote: »Why does this thread exist when Templars have jabs in a NON HEALING SKILL LINE? Where was the rioting and outrage then (and for the last three years)?
Shut it down.
LOL. Jabs doesn't heal you.
Puncturing Sweeps has a heal component but is a damage-dealing skill, in a skill line based on creating spears of light.
And there is nothing "wrong" with Puncturing Sweeps or Arctic Wind (no connection either), its just a discussion thread.
Jabs/ sweeps, you're arguing sementics when you know what I mean. It's a morph of a skill that deals damage and heals and is found outside of a healing skill line. Just like the new warden skill. Many people, including myself, think this could be a cool tank utilty spell. It's not all about MAX DAMAGE RAWR! Your OP very much implies there is a design fault with the another stressed in your question along with the general bewilderment expressed that the skill has been implimented as it has. Perhaps edit it to something more conversational and less confrontational?
With high enough HP this skill could be brutal anyway. We have no idea what the scaling is like till we see it on PTS/ Live.
Oh cmon.... you can't say it's unfair I called out your improper morph reference with Jabs vs Sweeps when you now call out how I italicized the word "another" to argue I'm bewildered -_-
I agree that it's great for tanking though! It has use, but that same use could have been added to one of the 10 Green Balance morphs, or the damage morph of Arctic Wind could've been changed to remove the heal and be a Magicka-scaling AoE DoT.
The lack of damage-dealing skills and tons of heals is mostly what was getting at.
Remember the first sentence of most post. I love the Warden class, regardless of changes made from this point onward. I just see it as a problem (imo!) that it turned out this way with the really low amount of DPS flexibility.
Vulture051 wrote: »Vaoh, if you lose me this stamina-viable heal that isn't at the bottom of a *** tree I WILL FIND YOU.
Fr?
Fungal Growth – Seed a large area of mushrooms that heals you and six allies in your frontal cone with a 20-meter radius and 60-degree angle.
Enchanted Growth – Seed a large area of mushrooms that heals you and six allies in your frontal cone with a 20-meter radius and 60-degree angle. Allies affected gain Minor Intellect and Minor Endurance, increasing Magicka and Stamina regeneration by 10% for 20 seconds.
Soothing Spores – Seed a large area of mushrooms that heals you and six allies in your frontal cone with a 20-meter radius and 60-degree angle. If healing an ally less than 8m away, it is 19% stronger. Ability Scales off max Stamina and Weapon Damage. Costs Stamina instead of Magicka.
You're welcome. Lol
Uriel_Nocturne wrote: »Actually, in the Animal Summoning Skill tree, there seems to be quite a bit of damage skills.Peekachu99 wrote: »Peekachu99 wrote: »Why does this thread exist when Templars have jabs in a NON HEALING SKILL LINE? Where was the rioting and outrage then (and for the last three years)?
Shut it down.
LOL. Jabs doesn't heal you.
Puncturing Sweeps has a heal component but is a damage-dealing skill, in a skill line based on creating spears of light.
And there is nothing "wrong" with Puncturing Sweeps or Arctic Wind (no connection either), its just a discussion thread.
Jabs/ sweeps, you're arguing sementics when you know what I mean. It's a morph of a skill that deals damage and heals and is found outside of a healing skill line. Just like the new warden skill. Many people, including myself, think this could be a cool tank utilty spell. It's not all about MAX DAMAGE RAWR! Your OP very much implies there is a design fault with the another stressed in your question along with the general bewilderment expressed that the skill has been implimented as it has. Perhaps edit it to something more conversational and less confrontational?
With high enough HP this skill could be brutal anyway. We have no idea what the scaling is like till we see it on PTS/ Live.
Oh cmon.... you can't say it's unfair I called out your improper morph reference with Jabs vs Sweeps when you now call out how I italicized the word "another" to argue I'm bewildered -_-
I agree that it's great for tanking though! It has use, but that same use could have been added to one of the 10 Green Balance morphs, or the damage morph of Arctic Wind could've been changed to remove the heal and be a Magicka-scaling AoE DoT.
The lack of damage-dealing skills and tons of heals is mostly what was getting at.
Remember the first sentence of most post. I love the Warden class, regardless of changes made from this point onward. I just see it as a problem (imo!) that it turned out this way with the really low amount of DPS flexibility.
But I still don't see how it would be any more difficult to fill out 10 skills slots across both bars...
Just like any other class, you're not going to use solely Warden Skills to fill out both bars. YOu're going to be mixing in skills from One Hand & Shield, Dual Wielding, Destro Staff, or Resto Staff, and that's what is going to make any Warden builds viable. Sure, the core of your rotations might be Warden Skills (as any good rotation should be focused on Class Skills), but each Warden build will get fleshed out with appropriate other Skill lines based upon the roll your build is for.
At least, that was my take on it.
What? It is much better. How can you be sarcastic? lolVulture051 wrote: »Vulture051 wrote: »Vaoh, if you lose me this stamina-viable heal that isn't at the bottom of a *** tree I WILL FIND YOU.
Fr?
Fungal Growth – Seed a large area of mushrooms that heals you and six allies in your frontal cone with a 20-meter radius and 60-degree angle.
Enchanted Growth – Seed a large area of mushrooms that heals you and six allies in your frontal cone with a 20-meter radius and 60-degree angle. Allies affected gain Minor Intellect and Minor Endurance, increasing Magicka and Stamina regeneration by 10% for 20 seconds.
Soothing Spores – Seed a large area of mushrooms that heals you and six allies in your frontal cone with a 20-meter radius and 60-degree angle. If healing an ally less than 8m away, it is 19% stronger. Ability Scales off max Stamina and Weapon Damage. Costs Stamina instead of Magicka.
You're welcome. Lol
Yeah that's much better for Stamina than a 20% heal that costs Magicka, the resource you're barely touching.
Taleof2Cities wrote: »@Vaoh, ZOS has said themselves that the best functionality of the Warden is in an off-tank or off-heals role ... not DPS.
It seems like you're trying to will the class role into a DPS through a forum thread.
Warden could probably become a good DPS character with the right build ... but there will likely be other classes (especially sorcs) that will perform better overall in that role.
Certainly there's more to come in PTS testing ... but that's the way ZOS has built the class.
paulsimonps wrote: »My Mag Warden so far:
Front bar:Back Bar:
- Screaming Cliff Racer
- Deep Fissure
- Fletcher Infection
- Stalwart Guard
- Inner Light
- Eternal Guardian
- Destructive Clench
- Elemental Blockade
- Blue Betty
- Stalwart Guard
- Inner Light
- Eternal Guardian
I'm thinking for gear: 5p Necropotence, 4p Moondancer and two 1p's of either of these three: Infernal/Ilambris/Grothard. Not sure about it yet but at the very least I want Necropotence. Skill wise I like the set up so far.
paulsimonps wrote: »My Mag Warden so far:
Front bar:Back Bar:
- Screaming Cliff Racer
- Deep Fissure
- Fletcher Infection
- Stalwart Guard
- Inner Light
- Eternal Guardian
- Destructive Clench
- Elemental Blockade
- Blue Betty
- Stalwart Guard
- Inner Light
- Eternal Guardian
I'm thinking for gear: 5p Necropotence, 4p Moondancer and two 1p's of either of these three: Infernal/Ilambris/Grothard. Not sure about it yet but at the very least I want Necropotence. Skill wise I like the set up so far.
Stalwart Shield! never thought of thatvery good idea
This would be stronger than Rearming Trap for sure, but you'd need to replace either Impaling Shards or Blue Betty. I've heard the damage on Impaling Shards is high enough to be useful in a rotation, and is likewise powerful AoE. Hopefully sustain is easy enough where Blue Betty can be replaced.
paulsimonps wrote: »My Mag Warden so far:
Front bar:Back Bar:
- Screaming Cliff Racer
- Deep Fissure
- Fletcher Infection
- Stalwart Guard
- Inner Light
- Eternal Guardian
- Destructive Clench
- Elemental Blockade
- Blue Betty
- Stalwart Guard
- Inner Light
- Eternal Guardian
I'm thinking for gear: 5p Necropotence, 4p Moondancer and two 1p's of either of these three: Infernal/Ilambris/Grothard. Not sure about it yet but at the very least I want Necropotence. Skill wise I like the set up so far.
My question is simple:
Why include another heal when the Green Balance skill line is entirely dedicated to healing?
paulsimonps wrote: »My Mag Warden so far:
Front bar:Back Bar:
- Screaming Cliff Racer
- Deep Fissure
- Fletcher Infection
- Stalwart Guard
- Inner Light
- Eternal Guardian
- Destructive Clench
- Elemental Blockade
- Blue Betty
- Stalwart Guard
- Inner Light
- Eternal Guardian
I'm thinking for gear: 5p Necropotence, 4p Moondancer and two 1p's of either of these three: Infernal/Ilambris/Grothard. Not sure about it yet but at the very least I want Necropotence. Skill wise I like the set up so far.
Whats the reasoning behind having no destruction skill on the frontbar, therefore missing out on 8% dmg on single target abilies?
It would make way more sense to move the wall to the frontbar and Infection to the backbar. Destructive Clench is not a huge dot, so having 2 more seconds downtime on it wont cost a lot DPS. With wall on the frontbar you can go with an MSA staff there and still proc the spelldmg enchant on cooldown (10 sec) on the backbar. Its also possible to use the unstable wall when you have it on your frontbar, which provides more DPS than blockade.
When running guard you might want to swap betty for Ice Fortress in order to mitigate the extra dmg you get from guarding someone else.
Necropotence will provide roughly the same dmg for ablities, but lower spell dmg than sets like BSW or Julianos. Since light and heavy attacks scale much more with spelldmg than abilites that means a lot less dmg by your weaves (easily 1-2k DPS). On a Sorc that is compensated by the insane scaling of the pet with max magicka, but the warden has no ability that scales with max magicka only. Blockade and fire clench will be enough to get BSW uptimes similar to a Templar (60-63%).