Maintenance for the week of May 4:
• PC/Mac: No maintenance – May 4

Warden: Arctic Wind - why another heal?

Vaoh
Vaoh
✭✭✭✭✭
✭✭✭✭✭
To start off, I absolutely love the Warden class and will main it forever once it launches.

However, I've noticed an odd decision made with one particular skill which has not often been considered in the grand scheme of the whole class.

Arctic Wind, located in the Winter's Embrace skill line, is a Cold-based..... heal.

Arctic Wind – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds.
Morph 1: Polar Wind – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds. Heals a nearby ally within 8 meters for 10% of your Max Health.
Morph 2: Arctic Blast – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds. Enemies in the area will take Frost Damage every 2 seconds over 10 seconds.

This will likely undergo changes, but the intent of the skill will not change.

My question is simple:
Why include another heal when the Green Balance skill line is entirely dedicated to healing?

Right now there are like 4 damage-dealing active skills in the entire Warden's active skill kit, with one of those being Impaling Shards (scales off max health).

I think it'd make more sense for Arctic Wind to be a frost-based projectile like in the trailor, which deals damage and maybe places a small DoT or some unique feature. Or maybe keep the AoE damage component of one of the morphs and make it similar to a Cold Damage version of a DK's Eruption. Just not a heal.....

That's all. Seems odd to have a pure healing ability in the Ice skill lime when another skill line has 6/6 heals already.

EDIT: Some have mentioned it's strong for high health PvP tanks and PvE offtanks. I totally agree, but at the same time they don't really need them as much as Wardens need another damage-dealing skill.

Would be great imo if the damage-dealing morph could remove the heal and just be a Magicka-based stationary AoE DoT skill.
Edited by Vaoh on April 13, 2017 7:22PM
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.
  • Vaoh
    Vaoh
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.

    The discussion relates to how we have very few damage-dealing skills in the Warden class yet there are tons of heals.

    Also with Magplars, 3/5 of healing tree skills serve to provide effects other than heals. Only 2/5 heal you (3/5 if counting the heal from Cleansing Ritual). The Warden's Green Balance skill tree is 5/5 healing skills, and they are getting yet another pure heal from Arctic Wind. Warden buffs went into the Animal Companion tree in place of damage-dealing skills, which is why there are only 3-4 damage-dealing skills. Compare that to other classes.....

    Which top builds utilize only 2-3 skills from there class skill lines for damage-dealing? Mag Warden DPS currently struggle to fill up there 10 skill slots efficiently due to the lack of skills :/

    I love the Warden but it's kind of an obvious problem tbh. We can't say just yet how much it'll mess with them when the class launches, but on paper it's a bit sad in this respect.
  • Waffennacht
    Waffennacht
    ✭✭✭✭✭
    ✭✭✭✭✭
    Wtb spot heal on sorc or NB
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • ThePaleItalian
    ThePaleItalian
    ✭✭✭✭✭
    Jack of all Trades.... but master of none?

    Seems like some pretty cool utility and off tank/heal skills. Feels like natures templar
    Conan, what is good in life?
    Crush your enemies. See them driven before you. Hear the lamentations of their women.

    PS4 Screen Name: The_Pale_Italian
    ZweiHandler - Orc DK Tank
    Solstice StormHaven - Magika Sorc
    Oba Nobanaga - Stam NB
  • Alpheu5
    Alpheu5
    ✭✭✭✭✭
    ✭✭
    Wtb spot heal on sorc or NB

    What are you talking about? The Clannfear heals spectacularly. People just often don't have the health pool to support its functionality.
    Dalek-Rok - Argonian Sorcerer || Dalek-Shād - Argonian Nightblade || Dalek-Shul - Argonian Templar || Dalek-Xal - Argonian Dragonknight || Mounts-the-Snout - Argonian Warden || Dalek-Xul - Argonian Necromancer || Two-Spires - Argonian Arcanist || Dalek-Nesh - Argonian Sorcerer || Dalek-Kör - Argonian Dragonknight
    Don't incorporate bugs into your builds, and you won't have [an] issue.
  • Uriel_Nocturne
    Uriel_Nocturne
    ✭✭✭✭✭
    ✭✭
    Jack of all Trades.... but master of none?

    Seems like some pretty cool utility and off tank/heal skills. Feels like natures templar
    Agreed.

    It's just self-sustain for a Tank, something that Tanks in this game cannot have enough of.


    twitch.tv/vampire_nox
    PAWS (Positively Against Wrip-off Stuff) - Say no to Crown Crates!


  • Peekachu99
    Peekachu99
    ✭✭✭✭✭
    ✭✭
    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.
  • GilGalad
    GilGalad
    ✭✭✭✭✭
    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.
    Animals Unchained | PC EU
    Homestead Theorycrafting
    Math of RNG
  • Vaoh
    Vaoh
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.
  • Vaoh
    Vaoh
    ✭✭✭✭✭
    ✭✭✭✭✭
    GilGalad wrote: »
    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
    Peekachu99
    ✭✭✭✭✭
    ✭✭
    Vaoh 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
    Vulture051
    ✭✭✭
    Vaoh, if you lose me this stamina-viable heal that isn't at the bottom of a *** tree I WILL FIND YOU.

    8c5.jpg


    Edited by Vulture051 on April 13, 2017 7:22PM
    3 new classes. 3 new spellcasters. Zenimax has forgotten how to make melee classes.
  • GilGalad
    GilGalad
    ✭✭✭✭✭
    Vaoh wrote: »
    GilGalad wrote: »
    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.

    Yeah that's what I was thinking off too. An incredibly annoying high health build with health based dmg and heal, a reflect/absorb that restores magicka, stamina sustain by the rune to pull people. If things get ugly you have a speedbuff + stamina reg.
    It'a like a mobile version of the blazing shield tanks with a lot of Cancer build potential! :trollface:

    I think as an offtank with the stamina fungal heal and Vigor they might be able to replace the 2nd healer in some fights. Not sure if they will be able to replace Templars or DKs as maintank or mainheal...
    Animals Unchained | PC EU
    Homestead Theorycrafting
    Math of RNG
  • Peekachu99
    Peekachu99
    ✭✭✭✭✭
    ✭✭
    I see this becoming the new warden/ Plague Dr./ whatever meta. It's actually a really cool skill as is. I hope they don't change it at all.
  • Vaoh
    Vaoh
    ✭✭✭✭✭
    ✭✭✭✭✭
    Peekachu99 wrote: »
    Vaoh 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 I was getting at.

    Remember the first sentence of my 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.
    Edited by Vaoh on April 13, 2017 7:28PM
  • Vaoh
    Vaoh
    ✭✭✭✭✭
    ✭✭✭✭✭
    Vulture051 wrote: »
    Vaoh, if you lose me this stamina-viable heal that isn't at the bottom of a *** tree I WILL FIND YOU.

    img]

    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
    Edited by Vaoh on April 13, 2017 7:30PM
  • Uriel_Nocturne
    Uriel_Nocturne
    ✭✭✭✭✭
    ✭✭
    Vaoh wrote: »
    Peekachu99 wrote: »
    Vaoh 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.
    Actually, in the Animal Summoning Skill tree, there seems to be quite a bit of damage skills.

    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.


    twitch.tv/vampire_nox
    PAWS (Positively Against Wrip-off Stuff) - Say no to Crown Crates!


  • Vulture051
    Vulture051
    ✭✭✭
    Vaoh 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.

    img]

    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.
    3 new classes. 3 new spellcasters. Zenimax has forgotten how to make melee classes.
  • Vaoh
    Vaoh
    ✭✭✭✭✭
    ✭✭✭✭✭
    Vaoh wrote: »
    Peekachu99 wrote: »
    Vaoh 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.
    Actually, in the Animal Summoning Skill tree, there seems to be quite a bit of damage skills.

    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.

    - Animal Companions has 3 damage-dealing skills
    - Arctic wind has 1 damage-dealing skill (health-based)
    - Green Balance has 0 damage-dealing skills

    Two of the Ults deal damage, but these don't count obviously as you aren't spamming Ults.

    For a Mag Warden DPS you'll have your skill setup look like this (or very similar):

    (frontbar)
    U - Northern Storm/Shooting Star
    1 - Deep Fissure
    2 - Flex 1
    3 - Flex 2
    4 - Screaming Cliff Racer/Force Pulse
    5 - Inner Light

    (backbar)
    U - Shooting Star/Elemental Rage
    1 - Harness/Crystal Shield
    2 - Growing Swarm/Fletcher Infection
    3 - Flex 3
    4 - Blockade of Fire
    5 - Inner Light


    Already we have used all necessary skills, including our three Warden damage-dealing skills. From what we were given, the Flex spots make out the skill setup to look like this:

    (frontbar)
    U - Northern Storm/Shooting Star
    1 - Deep Fissure
    2 - Blue Betty
    3 - Winter's Revenge
    4 - Screaming Cliff Racer/Force Pulse
    5 - Inner Light

    (backbar)
    U - Shooting Star/Elemental Rage
    1 - Harness/Crystal Shield
    2 - Growing Swarm/Fletcher Infection
    3 - Rearming Trap
    4 - Blockade of Fire
    5 - Inner Light

    Having three flex spots is not an issue I think any other class has to deal with when it comes to Magicka DPS. Also they aren't as much "flex spots" as much as they are "I have nothing strong for DPS to put here! slots".
    In other roles Warden will be fine though!

    Just trying to point out the lack of damage-dealing skills and how Arctic Wind can certainly help out in providing another skill for dealing dealing (or at least 1 Magicka-scaling damage morph).
    Edited by Vaoh on April 13, 2017 7:47PM
  • Wreuntzylla
    Wreuntzylla
    ✭✭✭✭✭
    ✭✭
    From a PvP perspective, when you see any skill that is a % heal you should immediately think health build. The % heal scales with health and is the only viable way for those builds to heal or be healed. Even souped up healplars will have a hard time healing 60k-80k health builds without sustain issues..

    On the other hand, % heals are typically not good for non-health builds as other heals will do much more. Healing 30%^ in 1 sec is much better than healing 30% in 10sec.

    Absorb magick from the 1h/sh line and invigorating drain from the vampire line are both % based heals, and I don't know anyone but high health templars and DKs that use either.

  • Vaoh
    Vaoh
    ✭✭✭✭✭
    ✭✭✭✭✭
    Vulture051 wrote: »
    Vaoh 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.

    img]

    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.
    What? It is much better. How can you be sarcastic? lol

    You get significantly more heals from Vigor+Rally+Soothing Pores (first ever Stam-class heal aka ONLY WARDENS).

    That Magicka pool will be used for the bunch of utility skills you can provide yourself. feel free to try out Arctic Wind, but you'll replace it quickly, unless you manage to find room on your Stam build for 4 heals....
  • Taleof2Cities
    Taleof2Cities
    ✭✭✭✭✭
    ✭✭✭✭✭
    @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.
  • Vaoh
    Vaoh
    ✭✭✭✭✭
    ✭✭✭✭✭
    @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.

    I don't think that's true :/ ZOS has made a point numerous times about any class being able to do any role. They never said Wardens were suppossed to mainly offtank/offheal.

    Also I'm not trying to change the direction of an entire class by creating a simple discussion thread. This is the reason we have a Forums for ESO, correct? There is no rage in my original post. Just my thoughts on a single skill, which if changed would absolutely not break any offtank/offhealer build or manage to turn the Warden class from a support-based class into a DPS class.

    You're looking into this thread too much and not looking at it for what it plainly is. One dude (me) thinks that this skill should provide a way to deal damage, preferably through the damage morph becoming Magicka-based and being similar to a DK's eruption skill, but Cold-based. I think it'd be great considering Wardens have the least amount of damage-dealing skills of any class by a lot.
  • paulsimonps
    paulsimonps
    ✭✭✭✭✭
    ✭✭✭
    My Mag Warden so far:

    Front bar:
    1. Screaming Cliff Racer
    2. Deep Fissure
    3. Fletcher Infection
    4. Stalwart Guard
    5. Inner Light
    6. Eternal Guardian
    Back Bar:
    1. Destructive Clench
    2. Elemental Blockade
    3. Blue Betty
    4. Stalwart Guard
    5. Inner Light
    6. 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.
  • Vaoh
    Vaoh
    ✭✭✭✭✭
    ✭✭✭✭✭
    My Mag Warden so far:

    Front bar:
    1. Screaming Cliff Racer
    2. Deep Fissure
    3. Fletcher Infection
    4. Stalwart Guard
    5. Inner Light
    6. Eternal Guardian
    Back Bar:
    1. Destructive Clench
    2. Elemental Blockade
    3. Blue Betty
    4. Stalwart Guard
    5. Inner Light
    6. 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 that :o very 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
    paulsimonps
    ✭✭✭✭✭
    ✭✭✭
    Vaoh wrote: »
    My Mag Warden so far:

    Front bar:
    1. Screaming Cliff Racer
    2. Deep Fissure
    3. Fletcher Infection
    4. Stalwart Guard
    5. Inner Light
    6. Eternal Guardian
    Back Bar:
    1. Destructive Clench
    2. Elemental Blockade
    3. Blue Betty
    4. Stalwart Guard
    5. Inner Light
    6. 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 that :o very 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.

    As someone that has played around with a warden, using a Damage dealers average Health is not gonna be enough if you want Impaling shards to do decent damage. Aka its not a DPS skill, its a Tank skill/PvP skill. I would advice against having it in your rotation as a DPS.
  • GilGalad
    GilGalad
    ✭✭✭✭✭
    My Mag Warden so far:

    Front bar:
    1. Screaming Cliff Racer
    2. Deep Fissure
    3. Fletcher Infection
    4. Stalwart Guard
    5. Inner Light
    6. Eternal Guardian
    Back Bar:
    1. Destructive Clench
    2. Elemental Blockade
    3. Blue Betty
    4. Stalwart Guard
    5. Inner Light
    6. 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%).
    Animals Unchained | PC EU
    Homestead Theorycrafting
    Math of RNG
  • Nerouyn
    Nerouyn
    ✭✭✭✭✭
    ✭✭
    Vaoh wrote: »
    My question is simple:
    Why include another heal when the Green Balance skill line is entirely dedicated to healing?

    The answer is also simple.

    1) Variety. Plant based healing is fine - I like it - but some players might prefer a different style, eg. elemental. This provides it.

    2) Its strength scales off max health so this provides a better healing alternative to tanky type characters.

    The first reason I agree with. Variety is good. The second is one of the game's biggest problems, ability's scaling to resources. That's silly and since I don't play uber healthy characters instantly makes this whole skill line much, much, much less appealing to me.

    Cos that's definitely what you want as a game designer - to kill appeal in your product.
  • paulsimonps
    paulsimonps
    ✭✭✭✭✭
    ✭✭✭
    GilGalad wrote: »
    My Mag Warden so far:

    Front bar:
    1. Screaming Cliff Racer
    2. Deep Fissure
    3. Fletcher Infection
    4. Stalwart Guard
    5. Inner Light
    6. Eternal Guardian
    Back Bar:
    1. Destructive Clench
    2. Elemental Blockade
    3. Blue Betty
    4. Stalwart Guard
    5. Inner Light
    6. 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%).

    Agreed about fire front bar, would swap that, I can see the benefits, see this is why you should always have someone look at your stuff :P two sets of eyes is better than one. I would not change betty for Ice Fortress, the damage you take form Guard is LOW. So I would not worry at all about it. And in regards to the scaling I don't think anyone of us can claim to know how things scale for the warden yet. But the increase of max magicka with Necro using the bear and betty I think would give a much larger base to start with at the very least and give more damage, since resource management will be much much more of a thing next update with no CP cost reduction. However I might also do Northern Storm on front bar and Elemental Rage on back bar for the 8% Max magicka. But yea, I was thinking of Julianos instead of moondancer to go with a 1p of something so 5p Necro 5p Julianos and Maelstrom might not be bad too.
  • Tasear
    Tasear
    ✭✭✭✭✭
    ✭✭✭✭✭
    It's simple they redesigned the best skills of other four classes with support in mind and made them Warden.
Sign In or Register to comment.