Scion_of_Yggdrasil wrote: »Does it bother anyone else that Lotus Flower forces you to choose between spell OR weapon critical? The netch supports hybrids and offers weapon AND spell damage. I would love to see Green Lotus offer both criticals, and Lotus Blossom offer something different entirely (such as healing 2 targets but for less hp, or granting minor resolve/ward to healed targets).
I agree that none of the class burst heals for MagDen are enough for pvp in the current state of the game, when compared to some of the other classes.
And we are still in need of an instant cast stun, that doesn’t knock the target out of range of our Shalk.
Pretty please:
1.) Grey Bear skin --> expand to other skills.
- Cliffracer --> Small Gryphon
- Shalk --> Snakes or Roots (think Mazzatun final boss)
- Betty Netch --> Imp or Nyxad or Ice Wraith
Would pay for individual skins. I really dislike Morrowind themed creatures for my summons. I love druid style characters, but I'll never use anything beyond the Bear Ult or Fetcherflies because it doesn't go with my aesthetic. *Fashion scrolls online* lol
2.) Make more sets for stamina healers if you're going to keep stamina morphs for Green Balance skills.
Edit: clarification.
Greek_Hellspawn wrote: »1. Give magden a reliable burst self heal that needs 1 gcd costs magicka and scales from max magicka and spell damage, i mean come on even night blade who is meant to have cloak instead of burst heal got one.
2. Make arctic blast a totally different skill, the other morph should be the defensive morph which offers heals and make this morph have no heal nor hot, reduced cost, increased damage, increased duration and damaging enemy they get stunned every 2 times instead of 3.
Imo this would be enough to make magden viable in pvp.
I've been thinking about the bear problem since there was another little thread created about it, especially the comment that there's really no point to the stam morph because the mag morph does more damage from the Piercing Cold passive. Additionally, using the bear can be rather clunky in a variety of situations: from stunning mobs at the wrong time (though I've found the stun to be clutch on multiple occasions), to the derpy pathing as it chases adds around during a boss fight or stays fighting an immune boss during a multi-stage fight. All that being said, it does good passive damage and overall I don't think the mag morph should be reworked because it does come in very handy and is one of warden's core class skills.
Here's some notes on my idea for a rework of the stam morph:
First, rather than being a double slot pet, I think it should be a short term summon like a necro pet. I think the ultimate to summon should remain on the cheap side though, with a possible second tier if more ultimate is used (like with Incap). Because it's cheap, it should only last a short time, and be stationary so the time isn't wasted derpily chasing random targets. I'm also leaning toward having it do bleed damage from a bite attack, as this will stay more in line with it being the "stam" morph, for people who care about the rp aspect, though I know the lines between "stam" and "mag" specs are becoming ever blurrier. Also, the idea for this comes from discussions about warden needing a better burst ultimate, including elements of the Selene's monster set (though I think this should be a corporeal bear, just like the pet but short duration), NB's Incap, Sorc's Atro, and Werewolf skills.
Here's a rough write-up:
Call Wild Guardian
Cost: 75 Ultimate or so
Cast Time: Instant (and I mean a REAL instant cast )
Range: 28 meters
Radius: 5 meters or so
Duration: 10-20 seconds, somewhere in there
Call a wild grizzly to fight by your side for a short time. The grizzly bites at a nearby enemy, dealing [X] bleeding damage per bite, and up to 100% more damage to enemies below 50% health. While standing near the grizzly, you gain [X] weapon and spell damage.
If cast with 150 or more ultimate, the grizzly instead does up to 300% more damage to enemies below 50% health.
I've been thinking about the bear problem since there was another little thread created about it, especially the comment that there's really no point to the stam morph because the mag morph does more damage from the Piercing Cold passive. Additionally, using the bear can be rather clunky in a variety of situations: from stunning mobs at the wrong time (though I've found the stun to be clutch on multiple occasions), to the derpy pathing as it chases adds around during a boss fight or stays fighting an immune boss during a multi-stage fight. All that being said, it does good passive damage and overall I don't think the mag morph should be reworked because it does come in very handy and is one of warden's core class skills.
Here's some notes on my idea for a rework of the stam morph:
First, rather than being a double slot pet, I think it should be a short term summon like a necro pet. I think the ultimate to summon should remain on the cheap side though, with a possible second tier if more ultimate is used (like with Incap). Because it's cheap, it should only last a short time, and be stationary so the time isn't wasted derpily chasing random targets. I'm also leaning toward having it do bleed damage from a bite attack, as this will stay more in line with it being the "stam" morph, for people who care about the rp aspect, though I know the lines between "stam" and "mag" specs are becoming ever blurrier. Also, the idea for this comes from discussions about warden needing a better burst ultimate, including elements of the Selene's monster set (though I think this should be a corporeal bear, just like the pet but short duration), NB's Incap, Sorc's Atro, and Werewolf skills.
Here's a rough write-up:
Call Wild Guardian
Cost: 75 Ultimate or so
Cast Time: Instant (and I mean a REAL instant cast )
Range: 28 meters
Radius: 5 meters or so
Duration: 10-20 seconds, somewhere in there
Call a wild grizzly to fight by your side for a short time. The grizzly bites at a nearby enemy, dealing [X] bleeding damage per bite, and up to 100% more damage to enemies below 50% health. While standing near the grizzly, you gain [X] weapon and spell damage.
If cast with 150 or more ultimate, the grizzly instead does up to 300% more damage to enemies below 50% health.
thedoublegee_ wrote: »I have a question about my frostden, so I'm hoping this would fit here.
I'm looking at the tooltip for destructive reach vs screaming cliff racer with a frost staff equipped, and Reach still has about half of what is showing for cliff racer. Is this right? Is the recent buff not shown in the tooltip, but taken into consideration later?
thedoublegee_ wrote: »I have a question about my frostden, so I'm hoping this would fit here.
I'm looking at the tooltip for destructive reach vs screaming cliff racer with a frost staff equipped, and Reach still has about half of what is showing for cliff racer. Is this right? Is the recent buff not shown in the tooltip, but taken into consideration later?
Are you sure you have the Frost Reach morph? and not Clench or base skill? its only the Reach morph that got buffed.
thedoublegee_ wrote: »thedoublegee_ wrote: »I have a question about my frostden, so I'm hoping this would fit here.
I'm looking at the tooltip for destructive reach vs screaming cliff racer with a frost staff equipped, and Reach still has about half of what is showing for cliff racer. Is this right? Is the recent buff not shown in the tooltip, but taken into consideration later?
Are you sure you have the Frost Reach morph? and not Clench or base skill? its only the Reach morph that got buffed.
Yep. I even removed the skill and re-added it thinking that since I morphed it before the update that it hadn't received the buff, but even after doing that, it's still showing the same tooltip.
thedoublegee_ wrote: »thedoublegee_ wrote: »I have a question about my frostden, so I'm hoping this would fit here.
I'm looking at the tooltip for destructive reach vs screaming cliff racer with a frost staff equipped, and Reach still has about half of what is showing for cliff racer. Is this right? Is the recent buff not shown in the tooltip, but taken into consideration later?
Are you sure you have the Frost Reach morph? and not Clench or base skill? its only the Reach morph that got buffed.
Yep. I even removed the skill and re-added it thinking that since I morphed it before the update that it hadn't received the buff, but even after doing that, it's still showing the same tooltip.
Slotting Cliff Racer will add % more damage due to passives but it shouldn't be double Frost Reach's tooltip. Are you able to take a screenshot of the two skills. I generally have 9k+ tooltip on Reach without any buffs, (this is with Frostbite equipped tho)
thedoublegee_ wrote: »Are these showing up?
thedoublegee_ wrote: »Are these showing up?
No i cannot see anything.
thedoublegee_ wrote: »
thedoublegee_ wrote: »
Check the tooltip of the skill on your active bar with a frost staff equipped. The tooltip in the destruction skill tree often defaults to base skill.
I've been thinking about the bear problem since there was another little thread created about it, especially the comment that there's really no point to the stam morph because the mag morph does more damage from the Piercing Cold passive. Additionally, using the bear can be rather clunky in a variety of situations: from stunning mobs at the wrong time (though I've found the stun to be clutch on multiple occasions), to the derpy pathing as it chases adds around during a boss fight or stays fighting an immune boss during a multi-stage fight. All that being said, it does good passive damage and overall I don't think the mag morph should be reworked because it does come in very handy and is one of warden's core class skills.
Here's some notes on my idea for a rework of the stam morph:
First, rather than being a double slot pet, I think it should be a short term summon like a necro pet. I think the ultimate to summon should remain on the cheap side though, with a possible second tier if more ultimate is used (like with Incap). Because it's cheap, it should only last a short time, and be stationary so the time isn't wasted derpily chasing random targets. I'm also leaning toward having it do bleed damage from a bite attack, as this will stay more in line with it being the "stam" morph, for people who care about the rp aspect, though I know the lines between "stam" and "mag" specs are becoming ever blurrier. Also, the idea for this comes from discussions about warden needing a better burst ultimate, including elements of the Selene's monster set (though I think this should be a corporeal bear, just like the pet but short duration), NB's Incap, Sorc's Atro, and Werewolf skills.
Here's a rough write-up:
Call Wild Guardian
Cost: 75 Ultimate or so
Cast Time: Instant (and I mean a REAL instant cast )
Range: 28 meters
Radius: 5 meters or so
Duration: 10-20 seconds, somewhere in there
Call a wild grizzly to fight by your side for a short time. The grizzly bites at a nearby enemy, dealing [X] bleeding damage per bite, and up to 100% more damage to enemies below 50% health. While standing near the grizzly, you gain [X] weapon and spell damage.
If cast with 150 or more ultimate, the grizzly instead does up to 300% more damage to enemies below 50% health.
A single bar morph would be great, since in some trials AoE is preferred and you could just backbar destro ulti and still have bear on front to cast when single target is better and it could see more use in PvP since having to double bar it, you lose a defensive backbar ulti.
(big fan of the Warden heals though, albeit for coordinated play it seems Warden healers take a backseat to the other classes... Templars/Necros/NB and even sorcs are becoming the primary heal classes)
From a PvP perspective and someone who mains a Warden 90% of the time;
#1: No class CC (Imo - shards could easily be a CC, similar to the DK's talons) The slow down + minimal damage output of the current shards is pretty useless tbh)
#2: Animal Companions line could use some rework. The bird is slow, easy to dodge, and lacks power, swarm is slightly better but still isnt great unless you make a DoT build. The animal companions passive dmg bonus of 2% per A.C. ability slotted is less than the Fighter's guild 3% bonus passive - So I end up never use Bird/Swarm and instead always go with silver shards and other Fighters Guild abilities instead.
#2.1: Even the primary damage ultimate Perma/Northern storm seem somewhat lacking as opposed to Eye of the storm on the destro ult.
Long story short, the Warden's offensive abilities fall short compared to other options available via different sub-class & weapon lines (big fan of the Warden heals though, albeit for coordinated play it seems Warden healers take a backseat to the other classes... Templars/Necros/NB and even sorcs are becoming the primary heal classes)
Whiskey_JG wrote: »I'm not much of a PvPer so I will limit my comments to PVE. The warden class seems to have gone quite a journey since it's introduction in the morrowind expansion and it's identity seems to have gone the full circle, through the various changes Zos keeps doing.
To me it seems that Zos does not know exactly what to do with the class. The stam morphs of most skills seem to focus on animals/poison/physical dmg whilst the magicka morphs are a supposed to be frost related in terms of theme. However I would say that the theme the class is developed around, doesnt exactly fit within the game's logic.
Stamden: why dont the stam morphs of warden skills deal bleed damage instead of poison or physical damage? Why only cutting dive is able to stack bleeds (and why during off balance times? - i have yet to meet someone that keeps track of off-balance in actual trials). Furthermore, with the recent buffs to weapon abilities such as Carve or Stampede, Stamdens have to rely on other skills lines for decent damage as apart from Sub assault, all other skills can be easily replaced with others that do more dmg. So the Stamden identity is slowly being eroded. I would kindly urge Zos to rethink the class and focus on its core aspects.
Magden: although currently Magdens are somewhat preferred in end game than their stamina counterparts (due to ridiculous penetration restrictions) they are still a confusing class. Their skills are a mixture of animal/frost skills but neither at the same time. With the recent additions of Frostbite set and Frost reach, it seems that ZoS is finally considering Frostden a class on its own separate from other Magdens. This is something the community has been asking for however there is a mismatch between Frost damage as a concept and Frost as a whole in the game. For some reason Zos went down the route that Frost should be tank related rather than dps related. So we are now in a situation where Frostdens want to use Frostbite to be caretakers of minor brittle, but their ice staves reduce their dps, which doesnt make much sense. Furthermore Deep fissure and Cliff racer dont follow the same logic, these skills should produce frost damage.
I love this class so much but I think the identity of wardens is all over the place and it would benefit from a redesign and/OR making a purely dedicated Ice Class which would in turn have its own stam/mag morphs.