TheNuminous1 wrote: »after a long hard year of explaining how good warden healers are im tired. tired of explaining and tired to trying to prove points.
wardens are better healers then templars. more buffs. better burst. more tools in the kit. i provide for more damage buffs to my group through sets and ultimate.
if i could have a heal off with someone i would.
I could heal any templar under the table.
VaranisArano wrote: »Templars have superior burst healing options. Wardens don't have the same "Oh ****" button that templars do in Breath of Life.
In my experience, warden healing had more to do with keeping uptime on various heals. I couldn't burst heal someone back to life easily, but I could easily keep someone topped off so they rarely dipped into the danger zone unless they were ridiculously squishy or stood in stupid.
Edited to add: Actually, I forgot that Warden does have a good burst heal - their healing ultimate, the one with the trees. How did I forget that? Because I almost never had to use it. Most of the time, that ultimate just sat on my bar, unused, because it was my "oh ****" button...except that with the constant HOTs and uptime on heals I rarely needed the ultimate unless someone was ridiculously squishy and standing in stupid.
KingYogi415 wrote: »Warden are the best pvp healers because of the aoe heal that gives enemy’s major defile.
Cartasiand00 wrote: »Warden is without any doubts my favourite class in the game. It's the first time since the release of the game that I want to level a character to max level and discover the so-called world of "end game content". But let's be honest, warden healer is weaker than his rival, the Templar healer. But I thought of two changes that could turn the warden into a good substitute for Templar.
-Fungal growth (burst heal): heals up to 4 allies for XX health and protects them with a ward that lasts for 3 seconds and absorbs XX damage.
>It's not a real burst heal but the ward will give you enough time to bring them back to full health with Healing springs. I think the heal should be 40% of breath of life, and same amount for the ward
-Healing seed: heals allies in the field for XX Health over 8 seconds (stronger heal than Regeneration)
-Morph 1: reduce healing received by enemies by 30% (same as Corrupting Pollen)
-Morph 2: While in the field, allies also gain Major Intellect and Major Endurance, increasing Magicka and Stamina regeneration by 10%.
>A strong heal over time, but which require people to stay in the filed
So what do you think? Could these changes help the warden enter the meta?
Lightspeedflashb14_ESO wrote: »@Tasear rushed ceremony heals for more then fungal but only hits one person, fungal is like ~80% of the heal for up to six.
Also budding seeds and healing ritual are nearly the same size heal.
Lightspeedflashb14_ESO wrote: »@Tasear rushed ceremony heals for more then fungal but only hits one person, fungal is like ~80% of the heal for up to six.
Also budding seeds and healing ritual are nearly the same size heal.
Yeah it was a guess ( something a little more then combat prayer) , but case in point he or she wants nerfs not buffs as indicated.
You misunderstanding and think warden is a Templar. To be successful with them you have to be able watch your position.
Fungrowth you want to Nerf it? Heals 6 people and was more then breath of life last recalled.
( Comb with combat prayer to help with range.
Healing seeds is biggest skill heal in game ...just have to postpone it. Then press and use when ready.
Want shield then play do healer.
Cartasiand00 wrote: »Warden is without any doubts my favourite class in the game. It's the first time since the release of the game that I want to level a character to max level and discover the so-called world of "end game content". But let's be honest, warden healer is weaker than his rival, the Templar healer. But I thought of two changes that could turn the warden into a good substitute for Templar.
-Fungal growth (burst heal): heals up to 4 allies for XX health and protects them with a ward that lasts for 3 seconds and absorbs XX damage.
>It's not a real burst heal but the ward will give you enough time to bring them back to full health with Healing springs. I think the heal should be 40% of breath of life, and same amount for the ward
-Healing seed: heals allies in the field for XX Health over 8 seconds (stronger heal than Regeneration)
-Morph 1: reduce healing received by enemies by 30% (same as Corrupting Pollen)
-Morph 2: While in the field, allies also gain Major Intellect and Major Endurance, increasing Magicka and Stamina regeneration by 10%.
>A strong heal over time, but which require people to stay in the filed
So what do you think? Could these changes help the warden enter the meta?
Cartasiand00 wrote: »
You misunderstanding and think warden is a Templar. To be successful with them you have to be able watch your position.
Fungrowth you want to Nerf it? Heals 6 people and was more then breath of life last recalled.
( Comb with combat prayer to help with range.
Healing seeds is biggest skill heal in game ...just have to postpone it. Then press and use when ready.
Want shield then play do healer.
I absolutely don't want to turn warden into templar. I once tried myself as a Templar healer, but hated the feeling of just being a heal bot. I love the warden toolkit which is not only about healing but also about support. I do understand burst healing is what makes warden and templar different and that's why I didn't suggest a real burst healing spell like breath of life for the warden, but this mix of heal and ward. That way, you still need to use other healing abilities like healing springs or Healing seeds after your "burst heal", so it will be more expensive than breath of life, but (I think) could work.
But let's forget about a warden rework: what do you think of this abilities? Could they be used for a new class with new mechanics?
Dakmor_Kavu wrote: »The wardens do NOT need more raw healing ability. We already can bury most other class in terms of raw health per second. Budding seeds by itself is disgusting in how much it can heal for (beyond proving more healing with the synergy and having a synergy out nearly 100% of the time for set procs) given that it can hit an unlimited amount of targets or can be a set and forget if not instant cast. We have good emergency heals as well in fungal bloom and combat prayer (it just requires focusing on good positioning).
What a warden NEEDS is more group utility and in particular more unique offensive buffs. Fungal bloom has the regen boost, but this buff can already gotten elsewhere easily enough. Frost cloak is too, but again it's not really unique (and as directly DPS oriented). If we had class abilities to reduce armor, apply magika drain (please dear God zos give vines a morph to apply magckia steal and not health steal. We don't need even more heals) uniquely boost regenerations, boost group spell/weapon damage for a short while, or even some form of stamina steal you would REALLY see the demand/respect for warden healers increase.
The "no smart heal like BOL" is fine, we don't need it. Heck, these days when I get back on my temper I find myself hardly needing to use it after playing warden and being so aware of my position. Since we don't have that safety net though, Zos really could do with giving us warden heals more utility.
TEMPLARS FOR THE WIN! Lets face it with the nerf of Major Mending in any class with the exception of a small few seconds like that of the Dragonknight, healing has declined. The game before Morrowind is when it was at its best as far as sustain and abilities.
Warden healer needs a lot of rework...many abilities are ridden with bugs or just clunky as hell. Not satisfying or fun to use.