ESO_Nightingale wrote: »Tell that to other people
This ain't a private conversation. We're on the interwebz.
I am telling!MLGProPlayer wrote: »Magden is objectively worse than the other classes.
Categorically untrue. I've been playing my mag sorc and warden a lot lately. The sorc with a lot more skill points and all passives. My warden with not many, many of those in crafting, and very few passives.
They're comparable and if anything my warden is slightly more kick arse.MLGProPlayer wrote: »They simply can't reach the same DPS numbers. They're closer than they were in the past, but still not there.
Let me guess - you're talking about one of those number crunching bunnies whacking off on their dummy in the privacy of their home?
If that's what they're or you're into I won't judge. Truly. That's between you all and the dummy.
But dummy whacking is fundamentally artificial. In both PvE and PvP opponents move. You know what wardens are really good at? Hindering movement.
With the amount of chills and immobilizations I dish out, most opponents have little to no freedom of movement. That means I rarely I have to waste time and magicka healing myself, i.e. that's more time and magicka for damage. It also means I can maximise the potential of our heavy hitting Deep Fissure by typically hitting everything with it.
i.e. warden's crowd control elements in actual gameplay translate into more damage. You'll never see that reflected in dummy statistics.
ESO_Nightingale wrote: »They aren't as good as other classes in PvE.
I'll say it again.
In PvE they're not worse than other classes in terms of damage.
Admittedly I've mostly just been playing just sorc other than warden recently, but warden is if anything slightly better / easier. And my sorc has points in his passives. My warden doesn't other than for a few of the light armor ones.
They are just worse than other classes in terms of lack of DPS options.
ESO_Nightingale wrote: »pretty sure it's the tank's job to stop movement. not the DPS's. if it were really the case that magden was better than we think, don't you think we would see magdens in trials and dungeons? prove us wrong.
As they are considered elite enemies, Dwarven Centurions are immune to all forms of crowd control effects.
ESO_Nightingale wrote: »pretty sure it's the tank's job to stop movement. not the DPS's. if it were really the case that magden was better than we think, don't you think we would see magdens in trials and dungeons? prove us wrong.
ROFL.
Don't get me started on "jobs" in this game.
Pretty sure it's the healer's job to heal. Nope. Like it's right there in their name. Not in this game. They primarily DPS. Buffing is their next biggest priority. Class and CP-based self auto healing shoulders much of the healing load.
Resurrecting folk. That's totally a healer's job. Templars - who were originally the healing focused class - even have a passive which boosts it. Not in this game. That job belongs to DPS.
Crowd control has never been a tank's job in any MMO I've played. There are either specialised classes for it or it's something everyone can do.
Sorcerer was originally the ranged DPS focused class. They were not great tanks originally and Encase was entirely a crowd control ability.
There. Proved you wrong.
Regardless it doesn't matter. My point stands unchallenged.
Whacking a dummy doesn't take into account warden's effectively having a higher accuracy rate courtesy of additional crowd control. It just doesn't and you have even't tried to deny it.
Why don't you see more? That's easy. I've already partly addressed it.
1) They have MUCH less variety in DPS. Only 4 magicka damage abilities which is about half as many as every other class. Less variety = more boring. No-one loves that.
2) What DPS they have includes spamming a single insta target attack. SUPER BORING. Seriously, I never use it or the destruction staff ability Force Shock which it's essentially a clone of. Other than during the tutorial I've only slotted it for one part of the public dungeon - i.e. nominally group - quest in Nchuleftingth.
https://en.uesp.net/wiki/Online:The_Heart's_Desire
The part of the quest which throws a lot centurions at you.
https://en.uesp.net/wiki/Online:Dwarven_CenturionAs they are considered elite enemies, Dwarven Centurions are immune to all forms of crowd control effects.
As we've covered, a huge chunk of warden's typical DPS relies on their excellent crowd control. I had to burn them down singly and for the first time actually needed Screaming Cliff Racer. Which was effective.
ESO_Nightingale wrote: »I'm going to stop responding to these posts because i can't help you.
The only good thing I took away from today is that since Necromancers aren't exactly full fledged frost mages, there's still hope for frost dmg rework for Warden.
ESO_Nightingale wrote: »
Oh for sure their frost skills are so much cooler than ours lol. But we still have the frost dmg passive which means wardens are still the official frost mage of ESO as far as I'm concerned lol.
Also, Wardens will be the only class with minor berserk next patch. Small victories \o/
THe only useful part to this is the Heal. The Stun is worthless. Just revert the skill, it failed in its current revalexj4596b14_ESO wrote: »Artic Wind: It's ok for a stun otherwise useless. The healing is junk compared to other skills in game, it's morphs are just as trash. I would prefer this be turned into a single target spamable or a passive damage similar to voltile armor.
This is actually one of the hardest hitting Class AoE skills, with a rather large raduis. I know people think its boring, but honestly its only flaw is that it last 12 seconds but most people cast it every 8sec anyway, to match Wall.Gripping Shards: this need a secondary effect that only effects NPCs as a actual group CC for PvE. The radial area of effect should be increased by a few meters. 2-3 should be sufficient.
They are the same length now. They used to be different durations because Minor Berserk was an 8% buff, and Minor Evasion was a 5% buff. So the added duration was to even them out. I would actually prefer to see them leave BoP the way it is, and revert Deceptive Predator to 14sec with all 3 buffs on cast (including 14sec Expedition) and nothing for slotting it.Deep Fissure & Morphs: This skill is great but I has a few issues. The first one is unless you can see the bugs go off in a mass group it's hard to see if they have actually gone off. By the sound, its very distinctive. Also, just cast it every 3rd skill Another visual cue would be helpful. The second thing that if a NPC or Player is not sitting within Z access of the move they aren't hit by it. Example terrain is not flat or very close to flat the bugs mis. Floating NPS can't be hot by this move. Z hit detection need to be increased by like half a meter or so. THis is just flat out wrong. It actually has a lot of vertical movement. I could Shalks from the Oil Grates in a Keep and Hit the Ram Operators >_< I also wouldn't mind if they gave made the other version of the skill be able to be similar to Scorc Telaport but in this case casting once starts the timer and the second time increased cost but cause it to activate instantly. A second set would cause an been more increased cost. A slight Damage decrease would be acceptable in this case. Just NO, it hits way to hard for that. It needs the counter play of being able to get out of the way
Falcon Swiftness & Morphs: make both buffs last equal amount even if you reduce the overall time of the of the buff. Just kinda weird to me.
Frozen Device is a better version of Chains. Pulls enemies in, Roots them (went it works right) and applies MAJOR Maim. Don't touch it. Frozen Retreat could use a rework. Why would an alley want to retreat to you, when you are just going to pull the enemy right with them
Frozen Gate & Morphs: I do not understand the point of this skill for PvP or PvE. It's just useless. It's the person who made daedric mine for scroc was just like "lets make Teleporting mines and makem stun!" I don't really know what to put here instead. Just something else. How about a spamable something for damage?
Maura_Neysa wrote: »Frozen Device is a better version of Chains. Pulls enemies in, Roots them (went it works right) and applies MAJOR Maim. Don't touch it. Frozen Retreat could use a rework. Why would an alley want to retreat to you, when you are just going to pull the enemy right with them
GrumpyDuckling wrote: »Please please please advocate for skins for the Warden's Animal Companion skill line.
It just feels so out of place that a Bosmer Warden in Valenwood calls upon a Cliff Racer, Shalk, and a Netch for support -- those creatures don't even exist there. A Wasp/Hawk/Eagle, Thunderbug/Hoarvor, and something like a Spriggan would make more sense because those are creatures that actually exist in the region.
Has there been any discussion about making Warden's Animal Companion skills line more than just a Morrowind-themed skill line? Sure, Warden happened to launch during the Morrowind chapter, but I don't see that as a reason for tying the two together. Necromancer doesn't appear to have any Elsweyr-themed skills.
About pvp, the only thing i wish is short snare removal/immunity on falcon, like there is on dks wings (imo each class should have sth like that in their toolkit)
GrumpyDuckling wrote: »Please please please advocate for skins for the Warden's Animal Companion skill line.
It just feels so out of place that a Bosmer Warden in Valenwood calls upon a Cliff Racer, Shalk, and a Netch for support -- those creatures don't even exist there. A Wasp/Hawk/Eagle, Thunderbug/Hoarvor, and something like a Spriggan would make more sense because those are creatures that actually exist in the region.
Has there been any discussion about making Warden's Animal Companion skills line more than just a Morrowind-themed skill line? Sure, Warden happened to launch during the Morrowind chapter, but I don't see that as a reason for tying the two together. Necromancer doesn't appear to have any Elsweyr-themed skills.
Luckylancer wrote: »If bear deal phyc or mag damage (which ever is higher like templar burning spear passive) that would be great. Small and easy change.
Maura_Neysa wrote: »Been a minute, but I had to respond to this...THe only useful part to this is the Heal. The Stun is worthless. Just revert the skill, it failed in its current revalexj4596b14_ESO wrote: »Artic Wind: It's ok for a stun otherwise useless. The healing is junk compared to other skills in game, it's morphs are just as trash. I would prefer this be turned into a single target spamable or a passive damage similar to voltile armor.
ESO_Nightingale wrote: »Maura_Neysa wrote: »Frozen Device is a better version of Chains. Pulls enemies in, Roots them (went it works right) and applies MAJOR Maim. Don't touch it. Frozen Retreat could use a rework. Why would an alley want to retreat to you, when you are just going to pull the enemy right with them
not only that, but you're gonna pull them into a huge enemy cluster too. current retreat is a cool idea. but doesn't work in practice.
ESO_Nightingale wrote: »Luckylancer wrote: »If bear deal phyc or mag damage (which ever is higher like templar burning spear passive) that would be great. Small and easy change.
I think that the wild guardian morph should do this along with having the increased damage. Eternal Guardian could be renamed into Polar Guardian and instead scale off frost damage or disease damage based on higher stats. so you choose more but basic damage or damage that applies effects to enemies. Eternal guardian isn't a really helpful morph anymore. because it no longer dies in like half of all content. And I know my frost community wants a polar bear (if not just a skin) but I think another good morph could be to reduce bear's cast time from 2.5 seconds to 1 second on eternal guardian. because its more helpful in PvP. I'd personally just scrap the "Eternal" thing altogether though.
ESO_Nightingale wrote: »Luckylancer wrote: »If bear deal phyc or mag damage (which ever is higher like templar burning spear passive) that would be great. Small and easy change.
I think that the wild guardian morph should do this along with having the increased damage. Eternal Guardian could be renamed into Polar Guardian and instead scale off frost damage or disease damage based on higher stats. so you choose more but basic damage or damage that applies effects to enemies. Eternal guardian isn't a really helpful morph anymore. because it no longer dies in like half of all content. And I know my frost community wants a polar bear (if not just a skin) but I think another good morph could be to reduce bear's cast time from 2.5 seconds to 1 second on eternal guardian. because its more helpful in PvP. I'd personally just scrap the "Eternal" thing altogether though.
Eternal Guardian -> Berserking Guardian: instead of respawning, the execute threshold of the Bear is raised to 50%
Wild Guardian is fine the way it is now