First of all, the reason as to why you're seeing such little outrage is because hardly anyone plays Magicka Warden at the moment.
hedna123b14_ESO wrote: »Please reconsider the change to Subterranean Assault. Reduced duration is fine, but taking away a debuff makes stamina wardens utterly useless in PvE. There is absolutely no reason to bring one into any raid.
arkansas_ESO wrote: »Thoughts from a PVP perspective as somebody that's leveled both a stam and magic warden:
1.) The cost increase to Shimmering Shield feels like a band-aid fix for a larger issue: the skill is too effective against projectile builds (even at the skill's new 3,240 cost it still restores 1,734 magicka if three attacks are absorbed, returning over half (53%) of the skill's cost, which means it can still be spammed indefinitely) and the skill grants the incredibly strong Major Heroism buff too easily and too frequently.
Suggested changes:
- Lower the 'shield size' (in the tooltip: "Spin a shield of ice around you, absorbing up to 32,494 damage") of both morphs to 7-8k in PVP. Change the Shimmering Shield morph to only grant Major Heroism if the shield is struck with more damage than it can absorb. This ability is overperforming because it can proc off of anything: light attacks from bows and staves, weak-hitting abilities like the initial damage portion of Poison Arrow and Flame Reach, as well as hard-hitting skills like Merciless Resolve and Crystal Fragments. This skill should encourage smart use: if you use it to reduce the damage of a frag that would otherwise take out half your health, you deserve to be rewarded, but there's nothing "heroic" about blocking three light attacks that your opponent was only casting to charge ultimate.
- Consider removing the magicka return from this skill from either the Shimmering Shield morph or the skill altogether. Wings doesn't restore magicka, Purifying Ritual doesn't restore magicka, this shouldn't either.
JohnOfMarkarth wrote: »You know... most things written here are mostly bout 'dem pvp-ers'
but as said before... there is not much screaming about this. And that aint because there is no reason for it... Ots because you lot made even trying to use wardens so hard, unrewarding and downright obsolete, that noone wants to even play them.
So here is my piece... what could one change. And am PvE person...
So, one thing needs to be done before we approach what could change. And that is what mag wardens run around that other classes similar to them hold, which are Sorcs and DKs from perspective of being element specific and unique in the matter
- DKs run around fire damage.
- Fire staff bonus is 8% more single target damage.
- Heavy attacks with fire staff also deal more damage on single target
- Blockade deals more damage on burning targets
- They have fire damage bonuses and burning effect extensions
- Engulfing flames provide further 10% fire damage
- Multiple powerful dots based on heavily buffed fire damage.
- Sorcs Run around lightning.
- Lightning staff bonus is 8% more Aoe DMG
- Heavy attacks with lightning deal 108% or so aoe dmg around the main target
- Blockade sets off-balance giving a chance for a great damage boost
- They also have dual execution ability from both passive and mage's fury
- There are at least 4 Abilities that sorc's bonus lightning damage passive benefit from
- Their lightning based skills deal much higher damage
- Very powerful cheap ultimates
- Wardens run around ice damage
- Ice staff has 0 damage bonus passives
- Their class ice damage buff of 6% is only ever so useful on 2 abilities they hold. one of them ultimate
- Blockade Immobilizes. No damage potential from it
- Mediocre damage ultimates
MagWardens are not bad only because of their abilities alone
they are also bad because they run around an elemental damage that reaps little to 0 bonuses from being used.
Ice staves have very little dps utility. And as destruction staves of an element a class is heavily affected by, they should also have some efficient damage bonus
For instance, from a fancy perspective of what ice magic is...
- Give Heavy ice attacks 6% more crit damage.
- Give ice staff ancient knowledge bonus for all single traget abilities to deal 6% more crit damage
- Make Ice staff cause blocking cost magicka, a default thing without need of using a passive for it.
- Perhaps even make destructive ice touch have the same passive as ancient knowledge has, for being slotted but a bit less effective, removing it from Ancient knowledge
And then the class abilities
- Make Impaling shards scale from magicka and spell damage by default and make the winter's revenge deal say 80% (Changeable number)more damage to chars under 25% as a similar story to steel tornado
- Make Crystalized slab scale from max magicka and spell damage and increase the base damage of it at least a bit
This is what I think anyways. People might get some better ideas how to and where to correct me.
But I firmly believe that ice staff is much to blame for warden's mediocrity along its lack of proper ice skills
Ron_Burgundy_79 wrote: »I've discussed this in another thread, but the guardian should be targetable by all green balance abilities including both morphs of nature's grasp. The free cost of the eternal guardian should come free of the animation as well. The base animation needs to be reduced from 3 seconds to 1.5 seconds like sorc pets. As of now the bear isn't viable in PvP.
Ron_Burgundy_79 wrote: »I've discussed this in another thread, but the guardian should be targetable by all green balance abilities including both morphs of nature's grasp. The free cost of the eternal guardian should come free of the animation as well. The base animation needs to be reduced from 3 seconds to 1.5 seconds like sorc pets. As of now the bear isn't viable in PvP.
How do I hit agree more times? The bear is useless in pvp. Honestly, how is a class going receive this few damage skills? I mean for real. They make the cliff racer dodgable, okay understandable because you shouldn't be able to spam an undogable skill that someone if forced to just block or die. Now they are removing the only stun warden has... I mean come on. At some point someone has to speak up about this class seriously lacking in the damage department. The burst is decent, but there is no finisher, AND there delay between cliff racer/deep fissure makes it extremely difficult to kill a good player. I'm not saying it should be easy mode. But at some point someone has to look at this and say "something doesnt add up here".