I will try my best to keep this as constructive as i can.
The Warden is my favourite class by far, i have a Magicka and Stamina version of every class but i also go back to the warden. Unfortunately there are a lot of issues at the moment, Im not going to waffle on, ill just get straight into it but this will mainly be about Magicka DPS.
Class Stun:
The only class stuns the Warden has are Ultimates, a 200 cost Ultimate Permafrost which only stuns if the target is hit by the damage 3 times or a Pet Ultimate that sometimes stuns. Lets compare this to other classes.
Sorcerer: Has a stun in each tree.
Storm Atronach - AoE stun when summoned
Volatile Familiar - AoE stun after 8 secs
Rune Prison - Undodgeable and Unblockable
Crystl Blast - Single Target stun (tho with cast time)
Bolt Escaspe - AoE stun
Honorable mention to Negate that Stun NPCs and Silences players
Templar:
Piercing Javelin - Stun and Knock Back
Focused Charge - Stun and Interrupt
Nova - Synergy activation stuns
Dragonknight:
Dragonleap - Knockback and Stun
Deep Breath - Casting enemies are interrupted and stunned
Stonefist - Single Target Stun
Petrify - Undodgable and Unblockable
Nightblade:
Incap - Stun (PTS changes noted) Defile + 20% extra damge
Teleport Strike - Stun
Veiled Strike - When invisible it stuns
Aspect of Terror - Not a stun but a Hard CC
Soul Tether - AoE Stun
Master Assassin - extends stun duration
The Warden is forced to use Weapon skills to get their on demand stun. Giving them an on demand stun is vital, and its been suggested on the Warden Feedback thread that either Arctic Blast, Frozen Device, Natures Grasp etc get a stun, as they have removed it off of Deep Fissure, because they do not want high damage skills to also have powerful effects.
Comparable DPS:
At the moment to get comparable DPS we have to use the Feral Guardian Ultimate with either War Machine or Master Architect. As the Bear makes up for so much damage and also gives a high up time of Major Slayer and is also the class Execute. Without the Bear and WM/ MA they fall behind, and besides ultimates they only have 4 class damage skills.
Our skills just deal damage without added effects, Screaming Cliff Racer deals extra damage at range, Swarm either goes AoE or Deals more damage every second cast, Deep Fissure has Major Breach with is applied by Ransack or Elemental Drain. Winters Revenge does maim and snare though. We use Elemental Weapon over Cliff Racer so that we can have a chance to apply status effects. There have been many suggestions in Warden Threads since their release but alas.... nothing.
Also Passives like Advanced Species gives benefit for each Animal Companion skill slotted but you will never get max benefit as you cannot have a bar full of Animal Companion skills as you need at least 1 Destro skill to get the Ancient Knowledge passive (if magicka) which at level 2 requires a Destruction skill to be slotted to get the 8% damage boost. Removing this requirement will also bring build diversity.
Tanking and Healing:
They are good in both aspects at the moment, an on demand stun will help tanking and a HoT on Budding Seeds will help healing. Also updating some of the Green Balance and Winters Embrace passives will help both as Minor Toughness (in regards to endgame PVE) in given by War Horn. These issues have been talked about in Warden Threads since their release over a year ago.
I believe that the Class design its actually one of its flaws. The Warden has clear skill trees for Tanking, Healing and DPS without any/many passives that cross over and help the other skill tress. And its been pointed out by a few players that their use across all Platforms for End Game use is at or below 4%
We Wardens are in dire need of positive adjustments and essential skills.
PS NA
Have played all classes.
Warden Main