phaneub17_ESO wrote: »1. I'm going to get a lot of hate for this, but I like to see one of the first two Animal Companion abilities to become a permanent pet. I like something other than the Bear to follow me around, just 1 extra combat pet would be nice. Dive could be a Cliff Racer that follows you around attacking on its own with the Activation Ability being its Dive attack at your target. Scorch could be a Fire Shalk that follows you around with a short ranged breath attack, its morph could either be a Thunderbug or a Poison Shalk and the Activation Ability causes it to exhale the line attack it does now. At least one of these abilities become a normal combat pet, not both.
2. I personally don't see the point to Gripping Shards morph, I have a magicka warden tank and find Winter's Revenge far more useful as it gives you a direct target range ability to pull targets to me. The damage for Winter's Revenge scales far better than Gripping Shards, you need a 50,000 health pool to gain any substantial damage with it and it's still lower than a 20,000 Max Magicka pool Winter's Revenge. The Immobilize bonus is dumb when most are already pairing their Chilled bonuses with Wall of Elements.
JohnOfMarkarth wrote: »two points? two points then. One of which is not even a problem of the class
1) the biggest one... ICE MAGE? pls yes... ICE MAGIC = Tanking? What the pinkbunnies?! Is it a Destruction staff for fook sake? Or alteration staff? If you want magtanking make a line for it, alteration staff for instance... Dont make a DESTRUCTION (You get what that word even means?) staff into tanking tool thats not even crazy... thats just... childishly silly
2) You have to use so many abilities just for buffs before you even get to use those un-amusing dots, and an underwhelming winter's revenge (which should deal higher dmg)... So many buff abilites so few damagers, even fewer ICE abilites, clanky ultimate based execute (please make an ice spike spell execute or something)
this point is not multiple ones, its simply skill line missmanagement. Move properties around or move them to passives and get an execute
@erlewine You actually got that backwards.If Ice Staff tanking is going to consume Magicka, then Wardens need to be pretty much rebuilt, which I'm fine with. It feels like their original design philosophy was basically "Look at what makes other classes good, and give Wardens a weaker version" - look at the Warden tank, in comparison to DK. They have a worse version of Chains (frozen circle), worse version of self-sustain with Natures Gift and Netch, worse version of Reflect, worse version of root, worse versions of self-heals, etc. None of their abilities are unique, and ultimately you end up asking the question "What does Warden bring over DK?," and if theres no good answer, why wouldn't you just log on DK instead?
They could've been a completely unique class. Ice Staff tanking could be a real thing if they actually reduced cost or gave them an inverted mechanic to DK sustain, like trading stam or health for magicka, as well as spending health/stam for essential tanking abilities, so that Wardens can maintain the delicate resource balance that DKs are so good at. They could bring different group utility than a DK, like being able to heal the group effectively, or buff party members damage or regen or defense or anything. Or debuff enemies effectively. Just anything that isn't a worse version of an ability already in the game.
I short they need:
20-25% Increase in damage and healing.
Arctic wind and morphs need to be about double it's current strength.
Delayed effect spells need to have a shorter duration.
Frost damage needs some love.
Stun needs to be put back on Shalks.
I understand if the intention was for wardens to use Frost to CC, but the status effect even with Charged staff rarely procs and it's frost so damage is a joke.
Maura_Neysa wrote: »
Because of Engulfing and the fact that the MagDK have been utterly useless in PvE.Maura_Neysa wrote: »
so many words and yet Warden tanks are not even used anywhere remotely as often as DKs. Could you be wrong, or everyone else?
Okay lets do just that...Most of what you said was just silly. If you really believe Wardens self sustain or self heal better than DKs, I'm guessing you haven't even looked at their ability list, or have never tanked anything hard enough to push yourself to that limit. Not to mention it's simply a statistical fact that DK sustain is vastly superior. You don't need to give anyone your opinion, you can just do the math yourself.
Thats because StamDKs are relevent with a rediculously easy rotation. Where as StamDen are good in the right hands but come with an undesirable petYes, it's well established that any class can tank normal trials and other easy content. Most of it can be soloed. Yet, when we look at the absolute hardest content in the game, Wardens are sometimes represented on the leaderboards at under one percent. Not a typo. Less than one percent of the characters in the top 200 of most newer trials are Wardens.
The worst enemy of the Warden class, is other Wardens. It utterly blows my mind how people will come here and see overwhelming proof that Wardens are vastly, vastly underrepresented and barely even exist endgame. Yet they decide to work against their own interests by commenting on things that they aren't familiar with. What arrogance it must take to think that all the top players in the game are wrong and just don't know how to play Warden properly. If only you could get in vAS+2 on your MagDen, you'd show em all.
Part of it is probably that most Wardens are just alts, so they don't really care about the actual longterm health of the class. They just know they can totally solo world bosses and clear normal trials so they've gotta go after the end game raiders who are trying to achieve class balance. Maybe just lay off a bit so we can get Warden bumped to like, 5% of raiders?
Maura_Neysa wrote: »Because of Engulfing and the fact that the MagDK have been utterly useless in PvE.
Also Paygate.
No its if only MagDK werent crap, which I hear isn't true as of Summerset.Maura_Neysa wrote: »Because of Engulfing and the fact that the MagDK have been utterly useless in PvE.
Also Paygate.
So if only DKs didnt have an ability that they do have, Wardens would be as good? But they do have it. Thanks, I guess.
Except you have to learn how to Warden tank which is still paygate. AND most of the popular Build publishers keep trying to apply DK builds to Wardens. I referenced Loifa's video because IMO he is one of the ones playing a Warden tank as a Warden and not a DKPaygate argument almost sounds logical until you realize that vHOF requires Morrowind and last patch on PC EU, there was exactly One Warden in the top 100 Leaderboards. One. Of the 290 on PC NA currently, there is 8 Wardens.
I listed both numbers. Looking a stamina only Warden does marginally better, Yes it requires Leeching to go to a group member, but that will happen 100% of the time when you cast it at full health. So most of of the time it will be on someone else and procing Nature's Gift. Yes it gives Magicka or Stamina, but when my stamina is high I dont care about it, and when my stamina is low its going where it needs to. And because the Netch restores every 0.5sec then even when I'm out of stamina I can still block.The problem (well, one of them anyway) with your sustain theory is that you are only counting Stamina. The main advantage DKs have in the sustain department is that they can convert Magicka to Stamina passively (which also gives damage shield to the group, as well as Minor buff) and War Horn gives back both Stam and Magicka.
Okay, will use 55 second War HornsWith Minor Heroism and Akaviri Dragonguard set, you can War Horn around every 55 seconds, 70 without Dragonguard.
I did leave out Combustion Passive, and I also left out the Warden Advanced Species Passive which also gives you even more free MagickaYou also completely left out the COmbusion passive, which gives even more free Magicka. You can also cast Igneous more than once every 6 seconds.
Yes Forest Ulti when being purely selfish, but that higher stamina restore happens no matter what Ulti either class runs.And you are using Warden healer ult in your theory, therefore now your raid group loses a war horn, grats. You also lose Engulfing Flames, which is a MASSIVE buff. And Minor Savagery. And now you've got a tank who' needs more Healer attention, since you're losing Embers/Dragon Blood healing.
Nature's Gift does give either, and honestly its usually Magicka, because my Stamina really doesn't go low often. It takes 6 Axes before I even start needing Shards. However it works far better giving me which ever resource I need more, stamina when I'm in trouble, magicka most of the time. And I only need to re-cast every 10 seconds.You're also counting Natures Gift as giving 250 Stamina every second, which is humorous. Gift only works if you're healing other people, not yourself, and it gives back the resource that is lower at the moment. You're assuming your Magicka will always be higher than Stamina. Plus you've gotta be healing the group to proc it. And it has to be with a Green Balance ability, so can't cheese it with Altar. Also in your theory you are apparently activating Netch every 8 seconds to proc the Ult Passive. I like how your best cast scenario still performs considerably worse than DK.
DK - 374 Stam/sec vs Warden - 399 Stam/sec or DK - 792 Resources/sec vs Warden - 1745 resources/secAll so you can end up with worse Sustain tank. I can think of like 5 more things you left out, but I think you get the picture. Sounds like a great idea for top tier groups already trying to defeat a boss that will take potentially weeks, might as well go ahead and just make it harder on everyone! Maybe you really aren't smarter than 99% of competitive endgame leaderboard groups, and there really is a problem.
Maura_Neysa wrote: »Instead of questioning my intelligence, especially when I'm posting the math, maybe trying making your own build instead of just following the crowd.