As i mentioned on the Warden discord , what if the Screaming Cliff Racer morph was changed to Every second cast grants you and up to 2 allies 1 empower. Then we wont have a range restriction and we have utility to give to our group as a dps.
I would like to see the green balance line do more than just heal. There’s so many exotic plants from murkmire that could be incorporated into it to do damage and other things. I love plant magic but the skill line is just not that great
SilverIce58 wrote: »I would like to see the green balance line do more than just heal. There’s so many exotic plants from murkmire that could be incorporated into it to do damage and other things. I love plant magic but the skill line is just not that great
Same. Personally I'd like them to have a spriggan pet or some kind of pet that acts like a totem. Have it do some kind of aoe where if you walk into it, you get healed, but if an enemy walks into it, they take damage.
cpuScientist wrote: »Also in general give a better ice theme!
Anti_Virus wrote: »Honestly I think the best thing to do is to make a straight up cryomancer class at this point. Making changes in Winters Embrace tree(which I feel was tacked on) will hurt the tanking part of the skill line and disrupt the warden class.
Starlight_Knight wrote: »Hello. sorry 2 just isnt enough as i think its across the board that the problem lies - read or delete as you chose but as @Tryxus said most people put their input on the warden feedback thread for class balancing
Im going to give my views purely from a PVP perspective on the Mag Warden as i don't do trials or much more than vet dungeons and i think Magden is ok for me for PVE apart from the clunky weird timing rotation.
I have been playing Magden solo and in small groups in PVP since its early release and im not far from rank 50 now and im not alone in thinking this class has certain short comings that punish you for choosing Magden as a solo pvp class.
The cliff racer is still way to slow for it to be a reliable spam-able and its to fast now to line up with timed burst combos ie - Fissure - cliffracer - force pulse. and the deals more damage based on how far away you are isnt great either as you're using deep fissure.
Fetcher isn't a great dot for pvp and its another skill with no secondary status effects and having to cast it twice you soon get confused and have no idea if your casting the 50% stronger one or not. i know your hands glow but that's not a very good indication in a high octane fight.
Betty netch is a good skill but it removing one negative status effect is a bit of a gimmick with everyone and their grandma running sloads and defile you have to spam betty netch 20 times in a row which you just cant do in a small scale or solo or 1vx fight. i would prefer this skill to have a charge and actually have a usable purge attached to it.
Fungal growth - its to dam hard to target people, needs a bigger effective area or a circle around you instead of a cone.
Passives are good apart from there is nothing that benefits being a werewolf and nothing that deals damage, as the warden lacks a lot of damage on tap skills it would be nice to have some damaging passives like implosion - only that adds the chilled status effect.
My summery is Magden in PVP has to much utility and not enough combat skills, some of the utility could be bunched together.
I would like to see the class be given a usable execute or a CC attached to cliff racer or fetcher (similar to javelin or cripple) or make fetcher like poison injection so its actually a decent dot that dose damage.
The class has a lot of recovery and some cheep skills so i wouldn't mind if some skills got more expensive if they got some decent secondary effects.
The animations need ironing out, there is some hidden cast times on most skills that put me at a disadvantage.
A few side notes - i know that cliff racer in pvp when undogable was over performing but the second that was taken away and with the very high dodge chance in this game this skill has been broken ever since and its just a wasted space on the bar as now i run a CC from the destro tree.
Why are other classes aloud undodgable skills ?? (Rhetorical question)
Its confusing how the warden is a support class - but doesn't offer the best support.
If we magdens are doomed to be support forever then at leased make us the best at healing ect.
( breath of life im looking at you )
Starlight_Knight wrote: »Hello. sorry 2 just isnt enough as i think its across the board that the problem lies - read or delete as you chose but as @Tryxus said most people put their input on the warden feedback thread for class balancing
Im going to give my views purely from a PVP perspective on the Mag Warden as i don't do trials or much more than vet dungeons and i think Magden is ok for me for PVE apart from the clunky weird timing rotation.
I have been playing Magden solo and in small groups in PVP since its early release and im not far from rank 50 now and im not alone in thinking this class has certain short comings that punish you for choosing Magden as a solo pvp class.
The cliff racer is still way to slow for it to be a reliable spam-able and its to fast now to line up with timed burst combos ie - Fissure - cliffracer - force pulse. and the deals more damage based on how far away you are isnt great either as you're using deep fissure.
Fetcher isn't a great dot for pvp and its another skill with no secondary status effects and having to cast it twice you soon get confused and have no idea if your casting the 50% stronger one or not. i know your hands glow but that's not a very good indication in a high octane fight.
Betty netch is a good skill but it removing one negative status effect is a bit of a gimmick with everyone and their grandma running sloads and defile you have to spam betty netch 20 times in a row which you just cant do in a small scale or solo or 1vx fight. i would prefer this skill to have a charge and actually have a usable purge attached to it.
Fungal growth - its to dam hard to target people, needs a bigger effective area or a circle around you instead of a cone.
Passives are good apart from there is nothing that benefits being a werewolf and nothing that deals damage, as the warden lacks a lot of damage on tap skills it would be nice to have some damaging passives like implosion - only that adds the chilled status effect.
My summery is Magden in PVP has to much utility and not enough combat skills, some of the utility could be bunched together.
I would like to see the class be given a usable execute or a CC attached to cliff racer or fetcher (similar to javelin or cripple) or make fetcher like poison injection so its actually a decent dot that dose damage.
The class has a lot of recovery and some cheep skills so i wouldn't mind if some skills got more expensive if they got some decent secondary effects.
The animations need ironing out, there is some hidden cast times on most skills that put me at a disadvantage.
A few side notes - i know that cliff racer in pvp when undogable was over performing but the second that was taken away and with the very high dodge chance in this game this skill has been broken ever since and its just a wasted space on the bar as now i run a CC from the destro tree.
Why are other classes aloud undodgable skills ?? (Rhetorical question)
Its confusing how the warden is a support class - but doesn't offer the best support.
If we magdens are doomed to be support forever then at leased make us the best at healing ect.
( breath of life im looking at you )
agree
Starlight_Knight wrote: »
I would like to see the green balance line do more than just heal. There’s so many exotic plants from murkmire that could be incorporated into it to do damage and other things. I love plant magic but the skill line is just not that great
I would like to see the green balance line do more than just heal. There’s so many exotic plants from murkmire that could be incorporated into it to do damage and other things. I love plant magic but the skill line is just not that great
I'd love to have those explosive plants in maelstrom arena. Kind of reminded me of the animist in Dark Age of Camelot.
ESO_Nightingale wrote: »I would like to see the green balance line do more than just heal. There’s so many exotic plants from murkmire that could be incorporated into it to do damage and other things. I love plant magic but the skill line is just not that great
I'd love to have those explosive plants in maelstrom arena. Kind of reminded me of the animist in Dark Age of Camelot.
I don't directly think it should directly damage, rather have effects like adding a small amount of bonus light and heavy attack execute damage on lotus flower and morphs. We kinda see this with corrupting pollen
SilverIce58 wrote: »ESO_Nightingale wrote: »I would like to see the green balance line do more than just heal. There’s so many exotic plants from murkmire that could be incorporated into it to do damage and other things. I love plant magic but the skill line is just not that great
I'd love to have those explosive plants in maelstrom arena. Kind of reminded me of the animist in Dark Age of Camelot.
I don't directly think it should directly damage, rather have effects like adding a small amount of bonus light and heavy attack execute damage on lotus flower and morphs. We kinda see this with corrupting pollen
Speaking of Corrupting Pollen, I'd much prefer for it to do a little damage as well. Preferably poison damage.
SilverIce58 wrote: »ESO_Nightingale wrote: »I would like to see the green balance line do more than just heal. There’s so many exotic plants from murkmire that could be incorporated into it to do damage and other things. I love plant magic but the skill line is just not that great
I'd love to have those explosive plants in maelstrom arena. Kind of reminded me of the animist in Dark Age of Camelot.
I don't directly think it should directly damage, rather have effects like adding a small amount of bonus light and heavy attack execute damage on lotus flower and morphs. We kinda see this with corrupting pollen
Speaking of Corrupting Pollen, I'd much prefer for it to do a little damage as well. Preferably poison damage.
I think they should start by increasing the size of the Healing Seed field (+morphs):
- It would make Budding Seeds less clunky and more reliable against certain trial bosses (the big ones)
- And it would be a nice compensation for the upcoming COrrupting Pollen nerf, the Defile no longer sticks to players upon leaving the field.
That would be a nice QoL improvement for the skill imo. Though they may need to increase the cost somewhat with this change...
Interesting, but the execute on Fetcher Infection paired with the bear execute at below 25% health seems like a lot. What if its damage increased up to 200% the lower the targets health. (so maybe every 10% health it deals 20% more damage)
Interesting, but the execute on Fetcher Infection paired with the bear execute at below 25% health seems like a lot. What if its damage increased up to 200% the lower the targets health. (so maybe every 10% health it deals 20% more damage)
Sounds good. I obviously don't have the data zos has, numbers given kinda placeholders X damage.
I like your idea though. Not sure their plan for eternal guardian down the road....really hoping single bar slot.