Ron_Burgundy_79 wrote: »Waffennacht wrote: »I was using accelerated Drain so I could land my fissure...
And WTF are you using to take advantage of the stun from fissure? Pulse? You're sad you're losing a follow up Pulse for a powerful d buff?
The stun was at the worst most awkward time for a warden burst. If you had an execute it would be one thing, it's hardly a loss at all
Light attack - fissure - light attack - cliff racer - light attack - force pulse
That's all I needed to kill most players in pvp. It's a massive loss. It's no different than removing the stun from blazing spear or crystal frag. Both were horrible changes and this potential change will be just as bad.
Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »I was using accelerated Drain so I could land my fissure...
And WTF are you using to take advantage of the stun from fissure? Pulse? You're sad you're losing a follow up Pulse for a powerful d buff?
The stun was at the worst most awkward time for a warden burst. If you had an execute it would be one thing, it's hardly a loss at all
Light attack - fissure - light attack - cliff racer - light attack - force pulse
That's all I needed to kill most players in pvp. It's a massive loss. It's no different than removing the stun from blazing spear or crystal frag. Both were horrible changes and this potential change will be just as bad.
Which all lands at once and kills them right? Meaning the stun had nothing to do with your combos (the oldest combo in the warden book which I stopped using after the first month when most players had it already figured out)
That combo, btw, leaves 3 GCD for your opponent to CC break and heal. Meaning if that combo did not kill your opponent, it never will.
Again good against PuGs where the stun isn't even involved
Ron_Burgundy_79 wrote: »Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »I was using accelerated Drain so I could land my fissure...
And WTF are you using to take advantage of the stun from fissure? Pulse? You're sad you're losing a follow up Pulse for a powerful d buff?
The stun was at the worst most awkward time for a warden burst. If you had an execute it would be one thing, it's hardly a loss at all
Light attack - fissure - light attack - cliff racer - light attack - force pulse
That's all I needed to kill most players in pvp. It's a massive loss. It's no different than removing the stun from blazing spear or crystal frag. Both were horrible changes and this potential change will be just as bad.
Which all lands at once and kills them right? Meaning the stun had nothing to do with your combos (the oldest combo in the warden book which I stopped using after the first month when most players had it already figured out)
That combo, btw, leaves 3 GCD for your opponent to CC break and heal. Meaning if that combo did not kill your opponent, it never will.
Again good against PuGs where the stun isn't even involved
It all hits at once so there's 0 GCDs to break free. The stun is needed for the players that don't instantly die. The second force pulse (that procs my extra damage from my asylum staff) executes before they can cc break.
Ron_Burgundy_79 wrote: »Light attack - fissure - light attack - cliff racer - light attack - force pulse flame reach
Ron_Burgundy_79 wrote: »Light attack - fissure - light attack - cliff racer - light attack - force pulse flame reach
Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »I was using accelerated Drain so I could land my fissure...
And WTF are you using to take advantage of the stun from fissure? Pulse? You're sad you're losing a follow up Pulse for a powerful d buff?
The stun was at the worst most awkward time for a warden burst. If you had an execute it would be one thing, it's hardly a loss at all
Light attack - fissure - light attack - cliff racer - light attack - force pulse
That's all I needed to kill most players in pvp. It's a massive loss. It's no different than removing the stun from blazing spear or crystal frag. Both were horrible changes and this potential change will be just as bad.
Which all lands at once and kills them right? Meaning the stun had nothing to do with your combos (the oldest combo in the warden book which I stopped using after the first month when most players had it already figured out)
That combo, btw, leaves 3 GCD for your opponent to CC break and heal. Meaning if that combo did not kill your opponent, it never will.
Again good against PuGs where the stun isn't even involved
It all hits at once so there's 0 GCDs to break free. The stun is needed for the players that don't instantly die. The second force pulse (that procs my extra damage from my asylum staff) executes before they can cc break.
Again against a PuG sure, there's no way you're gonna get that kill against the more tanky specs.
I ran that very very very build, wrote the first guide, then wrote the guide with 8.5k birds. I literally wrote the book on Magden, and what you are saying is true against the majority of the player base, which is subpar at PvP.
Against more experienced individuals (such those that know the stun is blockable) are gonna dance around that combo infinitium.
I guarantee you, the difference is gonna be like 1 out of 50 times where that stun would have got you the kill now won't. Sure, but now you get group major fracture.
In group play, this is a massive buff to the warden. And a pve buff.
The roll dodgeable birds was far far more harsh of a nerf
Edit: remember how ineffective that combo was on me and my group?
Ron_Burgundy_79 wrote: »Light attack - fissure - light attack - cliff racer - light attack - force pulse flame reach
Ron_Burgundy_79 wrote: »Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »I was using accelerated Drain so I could land my fissure...
And WTF are you using to take advantage of the stun from fissure? Pulse? You're sad you're losing a follow up Pulse for a powerful d buff?
The stun was at the worst most awkward time for a warden burst. If you had an execute it would be one thing, it's hardly a loss at all
Light attack - fissure - light attack - cliff racer - light attack - force pulse
That's all I needed to kill most players in pvp. It's a massive loss. It's no different than removing the stun from blazing spear or crystal frag. Both were horrible changes and this potential change will be just as bad.
Which all lands at once and kills them right? Meaning the stun had nothing to do with your combos (the oldest combo in the warden book which I stopped using after the first month when most players had it already figured out)
That combo, btw, leaves 3 GCD for your opponent to CC break and heal. Meaning if that combo did not kill your opponent, it never will.
Again good against PuGs where the stun isn't even involved
It all hits at once so there's 0 GCDs to break free. The stun is needed for the players that don't instantly die. The second force pulse (that procs my extra damage from my asylum staff) executes before they can cc break.
Again against a PuG sure, there's no way you're gonna get that kill against the more tanky specs.
I ran that very very very build, wrote the first guide, then wrote the guide with 8.5k birds. I literally wrote the book on Magden, and what you are saying is true against the majority of the player base, which is subpar at PvP.
Against more experienced individuals (such those that know the stun is blockable) are gonna dance around that combo infinitium.
I guarantee you, the difference is gonna be like 1 out of 50 times where that stun would have got you the kill now won't. Sure, but now you get group major fracture.
In group play, this is a massive buff to the warden. And a pve buff.
The roll dodgeable birds was far far more harsh of a nerf
Edit: remember how ineffective that combo was on me and my group?
You are arguing that major breach (which we already have access to) is more important than the only class skill that cc's. Now I have to waste another skill slot on an expensive blockable cc. I'd rather keep what isn't broken.
I remember having the only positive kd running with randoms against a premade group while I had only been playing warden for a few weeks. I seem to remember only dying to your Zaan proc. It was my second or third no cp battleground on the warden in a brand new build. It would be much different now.

Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »I was using accelerated Drain so I could land my fissure...
And WTF are you using to take advantage of the stun from fissure? Pulse? You're sad you're losing a follow up Pulse for a powerful d buff?
The stun was at the worst most awkward time for a warden burst. If you had an execute it would be one thing, it's hardly a loss at all
Light attack - fissure - light attack - cliff racer - light attack - force pulse
That's all I needed to kill most players in pvp. It's a massive loss. It's no different than removing the stun from blazing spear or crystal frag. Both were horrible changes and this potential change will be just as bad.
Which all lands at once and kills them right? Meaning the stun had nothing to do with your combos (the oldest combo in the warden book which I stopped using after the first month when most players had it already figured out)
That combo, btw, leaves 3 GCD for your opponent to CC break and heal. Meaning if that combo did not kill your opponent, it never will.
Again good against PuGs where the stun isn't even involved
It all hits at once so there's 0 GCDs to break free. The stun is needed for the players that don't instantly die. The second force pulse (that procs my extra damage from my asylum staff) executes before they can cc break.
Again against a PuG sure, there's no way you're gonna get that kill against the more tanky specs.
I ran that very very very build, wrote the first guide, then wrote the guide with 8.5k birds. I literally wrote the book on Magden, and what you are saying is true against the majority of the player base, which is subpar at PvP.
Against more experienced individuals (such those that know the stun is blockable) are gonna dance around that combo infinitium.
I guarantee you, the difference is gonna be like 1 out of 50 times where that stun would have got you the kill now won't. Sure, but now you get group major fracture.
In group play, this is a massive buff to the warden. And a pve buff.
The roll dodgeable birds was far far more harsh of a nerf
Edit: remember how ineffective that combo was on me and my group?
You are arguing that major breach (which we already have access to) is more important than the only class skill that cc's. Now I have to waste another skill slot on an expensive blockable cc. I'd rather keep what isn't broken.
I remember having the only positive kd running with randoms against a premade group while I had only been playing warden for a few weeks. I seem to remember only dying to your Zaan proc. It was my second or third no cp battleground on the warden in a brand new build. It would be much different now.
It would be indeed, I'd love to compare scores, your warden vs mine. Here's my last match:
Btw I've never ran in a premade group ever. I have occasionally paired up with lexxy
Edit: trying to cast ele drain on 3-8 targets is a major pia and very wasteful on time. 1 Deep fissure will now debuff a whole flag instantly
Don't forget magwarden will have access to an extra AOE stun next patch (Time Stop). Magwardens might still need some love, but losing the Fissure stun isn't going to break them, especially for small group play.
Ron_Burgundy_79 wrote: »Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »I was using accelerated Drain so I could land my fissure...
And WTF are you using to take advantage of the stun from fissure? Pulse? You're sad you're losing a follow up Pulse for a powerful d buff?
The stun was at the worst most awkward time for a warden burst. If you had an execute it would be one thing, it's hardly a loss at all
Light attack - fissure - light attack - cliff racer - light attack - force pulse
That's all I needed to kill most players in pvp. It's a massive loss. It's no different than removing the stun from blazing spear or crystal frag. Both were horrible changes and this potential change will be just as bad.
Which all lands at once and kills them right? Meaning the stun had nothing to do with your combos (the oldest combo in the warden book which I stopped using after the first month when most players had it already figured out)
That combo, btw, leaves 3 GCD for your opponent to CC break and heal. Meaning if that combo did not kill your opponent, it never will.
Again good against PuGs where the stun isn't even involved
It all hits at once so there's 0 GCDs to break free. The stun is needed for the players that don't instantly die. The second force pulse (that procs my extra damage from my asylum staff) executes before they can cc break.
Again against a PuG sure, there's no way you're gonna get that kill against the more tanky specs.
I ran that very very very build, wrote the first guide, then wrote the guide with 8.5k birds. I literally wrote the book on Magden, and what you are saying is true against the majority of the player base, which is subpar at PvP.
Against more experienced individuals (such those that know the stun is blockable) are gonna dance around that combo infinitium.
I guarantee you, the difference is gonna be like 1 out of 50 times where that stun would have got you the kill now won't. Sure, but now you get group major fracture.
In group play, this is a massive buff to the warden. And a pve buff.
The roll dodgeable birds was far far more harsh of a nerf
Edit: remember how ineffective that combo was on me and my group?
You are arguing that major breach (which we already have access to) is more important than the only class skill that cc's. Now I have to waste another skill slot on an expensive blockable cc. I'd rather keep what isn't broken.
I remember having the only positive kd running with randoms against a premade group while I had only been playing warden for a few weeks. I seem to remember only dying to your Zaan proc. It was my second or third no cp battleground on the warden in a brand new build. It would be much different now.
It would be indeed, I'd love to compare scores, your warden vs mine. Here's my last match:
Btw I've never ran in a premade group ever. I have occasionally paired up with lexxy
Edit: trying to cast ele drain on 3-8 targets is a major pia and very wasteful on time. 1 Deep fissure will now debuff a whole flag instantly
You could be good at warden. I have no idea if you are. I had no idea who you were fill you posted a video of me getting 2v1 Zaan procced. Posting a screenshot of a BG match with a bunch of randoms that I've never heard of isn't going to convince me one way or another.
No one will ever convince me that losing the only real class stun outside of permafrost is going to be a good thing. I saw what happened to Templars and sorcs. This won't be any different.
Waffennacht wrote: »I was using accelerated Drain so I could land my fissure...
And WTF are you using to take advantage of the stun from fissure? Pulse? You're sad you're losing a follow up Pulse for a powerful d buff?
The stun was at the worst most awkward time for a warden burst. If you had an execute it would be one thing, it's hardly a loss at all
Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »Ron_Burgundy_79 wrote: »Waffennacht wrote: »I was using accelerated Drain so I could land my fissure...
And WTF are you using to take advantage of the stun from fissure? Pulse? You're sad you're losing a follow up Pulse for a powerful d buff?
The stun was at the worst most awkward time for a warden burst. If you had an execute it would be one thing, it's hardly a loss at all
Light attack - fissure - light attack - cliff racer - light attack - force pulse
That's all I needed to kill most players in pvp. It's a massive loss. It's no different than removing the stun from blazing spear or crystal frag. Both were horrible changes and this potential change will be just as bad.
Which all lands at once and kills them right? Meaning the stun had nothing to do with your combos (the oldest combo in the warden book which I stopped using after the first month when most players had it already figured out)
That combo, btw, leaves 3 GCD for your opponent to CC break and heal. Meaning if that combo did not kill your opponent, it never will.
Again good against PuGs where the stun isn't even involved
It all hits at once so there's 0 GCDs to break free. The stun is needed for the players that don't instantly die. The second force pulse (that procs my extra damage from my asylum staff) executes before they can cc break.
Again against a PuG sure, there's no way you're gonna get that kill against the more tanky specs.
I ran that very very very build, wrote the first guide, then wrote the guide with 8.5k birds. I literally wrote the book on Magden, and what you are saying is true against the majority of the player base, which is subpar at PvP.
Against more experienced individuals (such those that know the stun is blockable) are gonna dance around that combo infinitium.
I guarantee you, the difference is gonna be like 1 out of 50 times where that stun would have got you the kill now won't. Sure, but now you get group major fracture.
In group play, this is a massive buff to the warden. And a pve buff.
The roll dodgeable birds was far far more harsh of a nerf
Edit: remember how ineffective that combo was on me and my group?
You are arguing that major breach (which we already have access to) is more important than the only class skill that cc's. Now I have to waste another skill slot on an expensive blockable cc. I'd rather keep what isn't broken.
I remember having the only positive kd running with randoms against a premade group while I had only been playing warden for a few weeks. I seem to remember only dying to your Zaan proc. It was my second or third no cp battleground on the warden in a brand new build. It would be much different now.
It would be indeed, I'd love to compare scores, your warden vs mine. Here's my last match:
Btw I've never ran in a premade group ever. I have occasionally paired up with lexxy
Edit: trying to cast ele drain on 3-8 targets is a major pia and very wasteful on time. 1 Deep fissure will now debuff a whole flag instantly
You could be good at warden. I have no idea if you are. I had no idea who you were fill you posted a video of me getting 2v1 Zaan procced. Posting a screenshot of a BG match with a bunch of randoms that I've never heard of isn't going to convince me one way or another.
No one will ever convince me that losing the only real class stun outside of permafrost is going to be a good thing. I saw what happened to Templars and sorcs. This won't be any different.
Btw in that video you have a DK Ally, he just died, I didn't want to correct you on that.
Applying a major debuff to a whole group for the least controllable CC is fine.
Edit: my mistake, his name is Lightning Baron and he never died, he was there, just wasn't able to make a difference
Edit AGAIN: Ah man, My Big Mistake actually, there was You, Lightning AND a sorc, so 3 of your 4 man team.vs.the two of us. My mistake, please forgive me, you actually out numbered us
I don't know why you keep thinking you were alone
Joy_Division wrote: »Why do people think just because they defeated another player(s), it invalidates other people's opinion on game balance?
AverageJo3Gam3r wrote: »Did you read the entire reveals? Wardens are getting another few sources of ult gain on top of already strong ult gain. DBoS will practically become a spammable for wardens and comes with a built-in stun.
Also: permafrost
Joy_Division wrote: »Why do people think just because they defeated another player(s), it invalidates other people's opinion on game balance?
WrathOfInnos wrote: »This will actually make Magplar DPS much more playable in fights like vMoL twins. If you want a stun, just use clench or reach.
Just remove all the mag stuns
Shards
Frag
shalk
Petrify range nerf
It’s not fair that stamina doesn’t get a class based stun.
Not to mention their Stam weapon abilities require a master weapon or else it will cost an obscene amount and do less damage without.
Shame on you. Magicka is already top dog in solo/small group/1vx
Maybe we can finally say goodbye to talons/petrify next.
Good riddance I say.
For those of you autistic enough to believe this is serious... it’s sarcasm.
WrathOfInnos wrote: »This will actually make Magplar DPS much more playable in fights like vMoL twins. If you want a stun, just use clench or reach.
Joy_Division wrote: »WrathOfInnos wrote: »This will actually make Magwarden DPS much more playable in fights like vMoL twins. If you want a stun, just use clench or reach.
Assume you mean Warden. How exactly does providing a debuff the tank will already use going to increase my Warden's DPS in vMoL twins?
WrathOfInnos wrote: »Joy_Division wrote: »WrathOfInnos wrote: »This will actually make Magwarden DPS much more playable in fights like vMoL twins. If you want a stun, just use clench or reach.
Assume you mean Warden. How exactly does providing a debuff the tank will already use going to increase my Warden's DPS in vMoL twins?
Yes I did mean magwarden, fixed my post. It's not about Major Breach. The stun is a liability in situations where tanks need to be able to chain. And which target gets stunned is not always predictable. Yes it is the closest target, but if that one is CC immune then it finds another. If a light add happens to drop behind the dark boss, it will get stunned, most likely in a void, and can easily cause deaths or a wipe.
To a lesser extent, this also applies to cats on vMoL first boss. Sure, careful positioning or dropping Deep Fissure from the rotation, is a solution (that I've had to use). However, positioning is critical in both of those fights. And dropping the hardest-hitting Warden skill because it messes with mechanics only makes Warden DPS look even worse than it is.
The stun is equally annoying in vDSA, where a delayed burst ability should be great for using before enemies come out of portals. However the stun then makes it so they cannot be chained in, so the best tool in magwarden's burst kit has to be avoided.
I would also prefer if the stun was removed from the Sorc scamp for all these same reasons. Delayed, unpredictable AoE stuns are not helpful in PVE.