Waffennacht wrote: »Lol some people are so delusional and refuse to see the truth,
Stam warden has so many buffs it has a class Stam heal that allows you to use forward momentum it has Major heroism, it has the cheapest healing ult, it has major brutality that also give stam back major expedition and more, and on top of all this they give them the ability to have one of the best burst combos in game and people still think it's not over performing loool
Also I saw a few people comparing mag dk burst to stam warden burst and you just need to get out of this thread lol
Most people will say not to run Bull + FM fyi.
A spot heal is not specific to warden
You list Trees, Sub Assault, Bull, Shimmering, Bird O Prey, Soothing Spores and only leave out Dive. That's literally every ability even available to Warden.
1 spot heal (lol BoL but ok), 1 AoE (it is the only way a Warden can kill fyi), buffs (that guess what, most classes have access to with better effects added - i.e. Hurricane, or Assassin's Will) a range specific shield (wouldn't say it's OP by any means) and a newly nerfed Trees that does less and costs more.
Sub Assault and Warden abilities make up only 1/3rd of the combo at best. Similar (maybe not via LoS, so I more agree with OP about that) burst results can happen from any Stam class.
The only part I can see is the LoS part, which I believe was OP's original statement
Yeah all those level 10 stamdens must’ve hit level 50 last night lol.
The warden crew is out in force today!
Are you trying to argue semantics? Claiming that since it's not literally dying to one single ability it shouldn't be called a "1-shot?" When we're referring to someone being "1-shotted," it's simply shorthand for dying in basically 1 global cooldown. Sometimes you may not be literally 1-shot by even that definition, but are set so far back that you might as well be. It's not like you get some long breather of them hitting like a wimp if their burst fails, as has been the case with certain classes in some other games.BroanBeast1215 wrote: »I agree. nobody should get 1 shotted- and nobody is.
Are you trying to argue semantics? Claiming that since it's not literally dying to one single ability it shouldn't be called a "1-shot?" When we're referring to someone being "1-shotted," it's simply shorthand for dying in basically 1 global cooldown. Sometimes you may not be literally 1-shot by even that definition, but are set so far back that you might as well be. It's not like you get some long breather of them hitting like a wimp if their burst fails, as has been the case with certain classes in some other games.BroanBeast1215 wrote: »I agree. nobody should get 1 shotted- and nobody is.
For those of you who are continually insisting that dodging Stam Warden burst is so easy, how about recording some videos of your amazing gameplay for the rest of us plebs to marvel at and learn from? I've done a lot of BGs (and when I say a lot, I mean a LOT), and every competent Stam Warden that I've seen can burst even other competent players down really quickly, and are borderline impossible for most Magicka setups to kill.
@killimandrosb16_ESO Stamwarden is the easiest pvp spec in the game atm lol. Extremly forgiving class. Ofc I started to main it myself for bg's.
@zParallaxz SA is unblockable if u block you will atelast eat the SA.
Waffennacht wrote: »
Waffennacht wrote: »@Laquey something a little like this:
(not 30k lmao, but I am working on the build )
https://youtu.be/yWazqs9W1jw
I'd kinda like to see Beetles have their damage halved but proc twice.
Gives wardens sustained pressure and better resource management while cutting down the massive burst and not hurting them in pve where they are already weak.
I'd kinda like to see Beetles have their damage halved but proc twice.
Gives wardens sustained pressure and better resource management while cutting down the massive burst and not hurting them in pve where they are already weak.
Or give it the Viper treatment. Id even be OK with an increase in dmg to make the PvE'ers happy.
I'd be fine with something like that, but as said before nerfing burst they got to address other severely lacking parts of the kit, mainly the completely unreliable Cc and predictable offensive patterns. Every warden is forced to play around the Shalk because it's all that really is, so got to be careful here.I'd kinda like to see Beetles have their damage halved but proc twice.
Gives wardens sustained pressure and better resource management while cutting down the massive burst and not hurting them in pve where they are already weak.
Or give it the Viper treatment. Id even be OK with an increase in dmg to make the PvE'ers happy.
Could make it deal part of its damage up front and the rest as a DOT over 5 seconds or so.
That would make it fit in better with a PVE rotation, as well as cut down the burst and spammability in PVP, while still keeping the original idea of the skill.
You could actually give the skill a decent damage buff then as well, to really satisfy the PVE crowd
Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
The additional condition compared to those two is that its easily dodged.Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
Correct, but those attacks should do a fraction on the DMG to compensate for more consistent DMG output. Like Templars, purfying light has to have a DMG soaked up to get your unblocked burst and because of a lack of a spamable curse is high DMG.
Sub Assault is only a time delay but they have an undodgeable spamable bird therefore dmg on sub Assault should be nerfed it an additional condition applied.
I'd kinda like to see Beetles have their damage halved but proc twice.
Gives wardens sustained pressure and better resource management while cutting down the massive burst and not hurting them in pve where they are already weak.
Or give it the Viper treatment. Id even be OK with an increase in dmg to make the PvE'ers happy.
I'd kinda like to see Beetles have their damage halved but proc twice.
Gives wardens sustained pressure and better resource management while cutting down the massive burst and not hurting them in pve where they are already weak.
The additional condition compared to those two is that its easily dodged.Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
Correct, but those attacks should do a fraction on the DMG to compensate for more consistent DMG output. Like Templars, purfying light has to have a DMG soaked up to get your unblocked burst and because of a lack of a spamable curse is high DMG.
Sub Assault is only a time delay but they have an undodgeable spamable bird therefore dmg on sub Assault should be nerfed it an additional condition applied.
As in stepping aside yes, avoided, dodged.The additional condition compared to those two is that its easily dodged.Twohothardware wrote: »Waffennacht wrote: ».Twohothardware wrote: »Waffennacht wrote: »Ok I just tested
Both damage is not blockable
However Deep Fissure can be "blocked" for triggers
Edit: example - sub Assault will not have the * indication by the DMG, while deep Fissure will and it triggers things
And it still bothers me it's unblockable - it makes no sense
Deep Fissure is a CC is why.
There's too much stuff that's blockable in the game already which is why there's so many of these perma block magplar and dk's running around.
But.. like... game mechanics... Should follow some semblance of order...
It does. Sub Assault is an attack that has a timer before the damage like Haunting Curse and Power of the Light.
Correct, but those attacks should do a fraction on the DMG to compensate for more consistent DMG output. Like Templars, purfying light has to have a DMG soaked up to get your unblocked burst and because of a lack of a spamable curse is high DMG.
Sub Assault is only a time delay but they have an undodgeable spamable bird therefore dmg on sub Assault should be nerfed it an additional condition applied.
You mean avoided? Because it's not dodgeable