Skullstachio wrote: »My current 2 pain points with Warden and how it could be tuned:Just to be specific.
- Feral Guardian and its Morphs.
- Piercing Cold.
Problem: as piercing cold gives the eternal guardian extra damage to the point regardless of armor sets, CP Allocations, etc. that Eternal guardian is the clear winner since it has a little more damage than wild guardian which has, quote/unquote, increased damage as well as the physical damage conversion. Not only does this extra magic damage put eternal guardian just above wild guardian, but coupled with the ability to Resurrect once per minute when killed?
- Feral Guardian/Morphs: Currently, it is perfect the way it is to me. No doubt about it, but Include Piercing cold in it’s current condition and suddenly, the Wild Guardian Morph faces a certain degree of Obsoletion. Namely it is described further when Piercing cold is taken into account.
- Piercing Cold Passive: the 10% increase to Frost Damage is nice and is alright, the 10% increase to magic damage however, is not. The 10% magic damage buff renders the wild guardian morph obsolete and makes eternal guardian the clear cut winner in almost every situation.
There is a somewhat easy way to solve this predicament without touching the ultimate in its entirety. Change Piercing Cold to increase “Direct Damage Done” and Frost Damage by 5/10% changing magic damage to direct damage will allow equal damage increase to both morphs of feral guardian, making eternal guardian extra strong without completely overshadowing the Wild Guardian Morph which also benefits from the Extra Direct Damage Done, allowing Wild guardian to retain the identity of Having Greater Damage than Eternal guardian.
Changing the Magic Damage to Direct Damage would also benefit Frost builds since some frost based Skills are Direct Damage. Just to name a few: Force Shock/Morphs, Destructive Touch/Morphs, Impulse/Morphs and Ice Comet. Not to mention a Direct Damage buff would open new proverbial doors in a Warden’s Build Diversity.
Greek_Hellspawn wrote: »Skullstachio wrote: »My current 2 pain points with Warden and how it could be tuned:Just to be specific.
- Feral Guardian and its Morphs.
- Piercing Cold.
Problem: as piercing cold gives the eternal guardian extra damage to the point regardless of armor sets, CP Allocations, etc. that Eternal guardian is the clear winner since it has a little more damage than wild guardian which has, quote/unquote, increased damage as well as the physical damage conversion. Not only does this extra magic damage put eternal guardian just above wild guardian, but coupled with the ability to Resurrect once per minute when killed?
- Feral Guardian/Morphs: Currently, it is perfect the way it is to me. No doubt about it, but Include Piercing cold in it’s current condition and suddenly, the Wild Guardian Morph faces a certain degree of Obsoletion. Namely it is described further when Piercing cold is taken into account.
- Piercing Cold Passive: the 10% increase to Frost Damage is nice and is alright, the 10% increase to magic damage however, is not. The 10% magic damage buff renders the wild guardian morph obsolete and makes eternal guardian the clear cut winner in almost every situation.
There is a somewhat easy way to solve this predicament without touching the ultimate in its entirety. Change Piercing Cold to increase “Direct Damage Done” and Frost Damage by 5/10% changing magic damage to direct damage will allow equal damage increase to both morphs of feral guardian, making eternal guardian extra strong without completely overshadowing the Wild Guardian Morph which also benefits from the Extra Direct Damage Done, allowing Wild guardian to retain the identity of Having Greater Damage than Eternal guardian.
Changing the Magic Damage to Direct Damage would also benefit Frost builds since some frost based Skills are Direct Damage. Just to name a few: Force Shock/Morphs, Destructive Touch/Morphs, Impulse/Morphs and Ice Comet. Not to mention a Direct Damage buff would open new proverbial doors in a Warden’s Build Diversity.
But it would make stamden even more powerful in pvp, would buff their shalks spin2win swing executioner dbos by 10% in already hard hitting abilities.
Skullstachio wrote: »Greek_Hellspawn wrote: »Skullstachio wrote: »My current 2 pain points with Warden and how it could be tuned:Just to be specific.
- Feral Guardian and its Morphs.
- Piercing Cold.
Problem: as piercing cold gives the eternal guardian extra damage to the point regardless of armor sets, CP Allocations, etc. that Eternal guardian is the clear winner since it has a little more damage than wild guardian which has, quote/unquote, increased damage as well as the physical damage conversion. Not only does this extra magic damage put eternal guardian just above wild guardian, but coupled with the ability to Resurrect once per minute when killed?
- Feral Guardian/Morphs: Currently, it is perfect the way it is to me. No doubt about it, but Include Piercing cold in it’s current condition and suddenly, the Wild Guardian Morph faces a certain degree of Obsoletion. Namely it is described further when Piercing cold is taken into account.
- Piercing Cold Passive: the 10% increase to Frost Damage is nice and is alright, the 10% increase to magic damage however, is not. The 10% magic damage buff renders the wild guardian morph obsolete and makes eternal guardian the clear cut winner in almost every situation.
There is a somewhat easy way to solve this predicament without touching the ultimate in its entirety. Change Piercing Cold to increase “Direct Damage Done” and Frost Damage by 5/10% changing magic damage to direct damage will allow equal damage increase to both morphs of feral guardian, making eternal guardian extra strong without completely overshadowing the Wild Guardian Morph which also benefits from the Extra Direct Damage Done, allowing Wild guardian to retain the identity of Having Greater Damage than Eternal guardian.
Changing the Magic Damage to Direct Damage would also benefit Frost builds since some frost based Skills are Direct Damage. Just to name a few: Force Shock/Morphs, Destructive Touch/Morphs, Impulse/Morphs and Ice Comet. Not to mention a Direct Damage buff would open new proverbial doors in a Warden’s Build Diversity.
But it would make stamden even more powerful in pvp, would buff their shalks spin2win swing executioner dbos by 10% in already hard hitting abilities.
Not everything has to be catered to PvP because when a nerf happens just for the sake of PvP’ers, PvE’ers start voicing genuine concern. If certain classes become a problem in PvP, they should simply make those changes in a certain PvP buff? (*cough battle Spirit cough.)
Point is, PvP Should Be Completely Seperate from PvE and have no detrimental drops in PvE power because of PvP’ers! and do trust in yourself when I say it is still very much a topical thing to talk about on the forums. (just not here in its conceptive entirety when crucial info about wardens is needed here.)
Skullstachio wrote: »Greek_Hellspawn wrote: »Skullstachio wrote: »My current 2 pain points with Warden and how it could be tuned:Just to be specific.
- Feral Guardian and its Morphs.
- Piercing Cold.
Problem: as piercing cold gives the eternal guardian extra damage to the point regardless of armor sets, CP Allocations, etc. that Eternal guardian is the clear winner since it has a little more damage than wild guardian which has, quote/unquote, increased damage as well as the physical damage conversion. Not only does this extra magic damage put eternal guardian just above wild guardian, but coupled with the ability to Resurrect once per minute when killed?
- Feral Guardian/Morphs: Currently, it is perfect the way it is to me. No doubt about it, but Include Piercing cold in it’s current condition and suddenly, the Wild Guardian Morph faces a certain degree of Obsoletion. Namely it is described further when Piercing cold is taken into account.
- Piercing Cold Passive: the 10% increase to Frost Damage is nice and is alright, the 10% increase to magic damage however, is not. The 10% magic damage buff renders the wild guardian morph obsolete and makes eternal guardian the clear cut winner in almost every situation.
There is a somewhat easy way to solve this predicament without touching the ultimate in its entirety. Change Piercing Cold to increase “Direct Damage Done” and Frost Damage by 5/10% changing magic damage to direct damage will allow equal damage increase to both morphs of feral guardian, making eternal guardian extra strong without completely overshadowing the Wild Guardian Morph which also benefits from the Extra Direct Damage Done, allowing Wild guardian to retain the identity of Having Greater Damage than Eternal guardian.
Changing the Magic Damage to Direct Damage would also benefit Frost builds since some frost based Skills are Direct Damage. Just to name a few: Force Shock/Morphs, Destructive Touch/Morphs, Impulse/Morphs and Ice Comet. Not to mention a Direct Damage buff would open new proverbial doors in a Warden’s Build Diversity.
But it would make stamden even more powerful in pvp, would buff their shalks spin2win swing executioner dbos by 10% in already hard hitting abilities.
Not everything has to be catered to PvP because when a nerf happens just for the sake of PvP’ers, PvE’ers start voicing genuine concern. If certain classes become a problem in PvP, they should simply make those changes in a certain PvP buff? (*cough battle Spirit cough.)
Point is, PvP Should Be Completely Seperate from PvE and have no detrimental drops in PvE power because of PvP’ers! and do trust in yourself when I say it is still very much a topical thing to talk about on the forums. (just not here in its conceptive entirety when crucial info about wardens is needed here.)
Since the Mayhem event is on again, just popping in here to say that Magden still needs a good single target heal and single target stun.
Plus with the hybridization of skills its only made StamDen better.
miguelcura wrote: »PVE:
1. Warden is not wanted as a DPS because of his buffs. He is typecast as a healer.
2. In endgame there are no solid builds to maintain DPS without the bear.
Regards,
I have some more suggestions regarding some skills that despite not being part of the Warden Class skill lines could give the class more options regarding gameplay.
These are from the Destruction Staff skill line and involve the passive Destruction Expert and the ability Impulse, which have barely been touched or adjusted since launch and are in dire need of both since I believe that they dont quite have a place in todays gameplay specially with todays hibradization, when compared with other stamina/magicka abilities.
My suggestions are as following:
Destruction Expert
When you kill an enemy with a Destruction Staff ability, you restore 2000 Magicka. When you absorb damage using a Destruction Staff Damage Shield, you restore 1800 Magicka. This effect can occur once every 4 seconds.
Note: Reduced the cooldown to 5 seconds, from 10 seconds and the magicka restored from kills with Destruction Staff abilities to 2600, from 3600.
This would make Frost Wall of Elements and its morphs more viable for mag wardens since it would give them a reliable source of sustain despite the ability high cost.
Impulse
Cost: 3100
Release a surge of elemental energy, dealing 1700 Magic Damage to nearby enemies. Fire Impulse hits Burning enemies with Impulse Afterburn, which deals more damage based on their missing Health. Frost Impulse also applies Minor Breach. Shock Impulse's damage increases based on the number of enemies hit.
Elemental Ring
Cost: 2980
Release a surge of elemental energy, dealing 1699 Magic Damage to enemies at the target location. Fire Ring hits Burning enemies with Ring Afterburn, which deals more damage based on their missing Health. Frost Ring also applies Minor Breach. Shock Ring's damage increases based on the number of enemies hit.
Pulsar
Cost: 3100
Release a surge of elemental energy, dealing 1742 Magic Damage to nearby enemies and afflicting them with Minor Mangle, reducing their Max Health by 10% for 10 seconds. Flame Pulsar hits Burning enemies with Pulsar Afterburn, which deals more damage based on their missing Health. Frost Pulsar also applies Minor Breach. Storm Pulsar's damage increases based on the number of enemies. Triples the innate chance to apply the respective status effect.
Note: Reduced the cost of Impulse na Pulsar to 3100, from 3780.
Reduced the cost of Elemental Ring to 2980 from 3780, and the damage to 1700 from 1749.
The frost variant now applies Minor Breach making this ability more reliable offensive wise for both PVE and PVP.
Reduced the cost to similar values of Whirlwind and its morphs since both abilities have the potential to be executes or aoe dmg. Despite appearing cheaper when compared with Whirlwind and its morphs the latter benefit from a 15% cost reduction from the Controlled Fury Passive.
ESO_Nightingale wrote: »minor breach is a really poor effect for frost dps, while it's better, it's still mainly a tank thing which hurts compared to how good the other 2 effects are. Tanks just use frost pulsar for aoe minor brittle where as frost dps are using it as both aoe brittle and an aoe spammable for damage. having a damage dealing effect helps a lot more.
also the entire unstable wall of elements morph should just have the flame effect but for each respective status effect. that would help a ton to cut back on the insane gap between fire wall and the other types. enough with fire destro getting everything from an execute, the only hard cc in the line, the best damage bonus on it's AoE DoT and the best passive bonus. it's absurd.
ESO_Nightingale wrote: »minor breach is a really poor effect for frost dps, while it's better, it's still mainly a tank thing which hurts compared to how good the other 2 effects are. Tanks just use frost pulsar for aoe minor brittle where as frost dps are using it as both aoe brittle and an aoe spammable for damage. having a damage dealing effect helps a lot more.
also the entire unstable wall of elements morph should just have the flame effect but for each respective status effect. that would help a ton to cut back on the insane gap between fire wall and the other types. enough with fire destro getting everything from an execute, the only hard cc in the line, the best damage bonus on it's AoE DoT and the best passive bonus. it's absurd.
I hear you, I agree that damage wise the 3 effects are not equal and the frost version got the shorter end however unfortunately thats the elemental identity they went with, frost being a debuff/tank element and I dont see them changing that.
I suppose it would be harder to balance those skills if frost got extra dmg mostly due to Piercing Cold, for example if you were to change Ancient Knowledge to also give, say, a 10% dmg buff to frost dmg with a ice staff equipped, which would be in line with Inferno and Lightning buffs, it would make Ice Staves a more viable dps option benefiting even Necromancers giving them a good spammable with clench and buffing Glacial Colossus however it would probably be overtuned for wardens which would get 10%+10% Frost Damage buff.
I believe the better solution is to give more utility to Frost skills, more usefull buffs/debuffs for both pve and pvp, if Ice staves cant get more dmg because they are a more tank/defensive oriented element at least give them better buffs and debuffs and passives.
Something like:
Have them increase the player resistances by 10% of their total Physical and Spell Resistance;
Stunning enemies for 2.5 seconds or having damage dealt when the Chilled status effect is applied;
While a Ice Staff is equiped.
PVP wise, Wardens right now have a survivability issue ever since the nerf to Arctic Blast and specially now with the recent hybridization of skills the Warden lacks a good consistent heal which most classes now have access to, they got better with the latest patch but nowhere near close to other classes like DK, templars, necromancers and even nbs.
Regarding Impulse Minor Breach is not a good effect for frost dps, however if you look at Pulsar with all the warden passives it would apply Minor Breach, Minor Mangle, almost guaranteed Chilled status effect also applying Minor Maim and Minor Brittle plus dealing 1742 dmg + 10%, which adding to a cost reduction seem like a better skill than what we have now.
Much better than the rest of the hoops we jump through already lol
Why does zos hate wardens (especially magdens)
I also think that Zos for some reason see Warden as some kind of Mega Powerhouse. Some of these changes they make they talk about lining up that perfect burst or any other number of things. But then we Got DKs and Templars that can Stun smash and outheal anything you do to them.
It's pretty crazy if you ask me