Arjuna1696 wrote: »Controversial opinion - I'm really jazzed to play both of my wardens after this patch. Winter's Revenge buff, fetcher infection / cutting dive functionality changes, netch buff, piercing cold passive buff...it's all good and class-identity building. I'm even down with the Northern Storm change, because I think that equipping too many skills (especially ults) just for passive effects is flaccid and stupid - other than falcon's swiftness, because casting wings is fun! Anyone else excited to play their wardens? (And - to the frustrated stamDKs...I'm sorry for this post, and I hope you get all your hearts desire eventually)
Luckylancer wrote: »Stamden will be more fun, additions are nice. Magden is still way weaker than stamden. Sleet storm nerf is bad and I wont play my magden in this patch too.
So what is our identity?
Arjuna1696 wrote: »So what is our identity?
Is it really so unclear? Nature / Creatures / Ice (which, that third one, somewhat random, but I dig it). All of the animal companion skills are viable, there are some some really fun and/or viable green balance skills, and the winter's embrace line needs some work for sure, but the class in general feels as advertised to me.
YandereGirlfriend wrote: »I've only done a handful of dungeons so far but I am liking the changes (my magSorc though... not so much!).
My magWarden is more of a "fun" character, so I'm not as concerned with full end-game optimization, and have been using a double Frost staff setup. Being able to put Winter's Revenge back on my bar and use it along with Wall of Frost really enjoyably locks down enemies and makes them easy to AoE.
I actually use Cliff Racer as my spammable and the thing still hits for like a 24k Crit against a debuffed target. Having Minor Vulnerability on the Fletcher just feels so easy and OP compared to what other classes have to do to inflict that status and having the unbuffed tooltip greater than 2k DPS compared to the wasteland of the other ~1k DoTs feels good.
Goes without saying that I love the 10% Frost and Magic Damage bonus and think that they should go this route for every class.
I do wish that they'd change Arctic Blast to be like a Warden version of Hurricane or something, e.g. giving you like a character-centered Frost Damage AoE that did no healing and was purely offensive. Like a stronger Iceheart effect and with a much larger radius.
Either that or change it into like a single-target Frost DoT. Either choice would help round-out Frost as a legitimate damage element and enhance the Frost Mage "power fantasy" that the devs seem so keen on.
Or just scrap Frozen Gate because that seems like just a wasted meme skill for getting on top of the Wayshrine in Craglorn.
ESO_Nightingale wrote: »Arjuna1696 wrote: »So what is our identity?
Is it really so unclear? Nature / Creatures / Ice (which, that third one, somewhat random, but I dig it). All of the animal companion skills are viable, there are some some really fun and/or viable green balance skills, and the winter's embrace line needs some work for sure, but the class in general feels as advertised to me.
Dive is not viable. It's actually quite bad because it forces you to create distance in order to proc it's off balance, unlike every other skill in this game. Most fights are melee and the rest of our kit incentivises a close quarters playstyle as that is what is most comfortable.
It's increased travel speed from summerset knocked it out of it's combo with deep fissure, yet it's still not fast enough to be an effective spammable being in an awkward middleground.
Don't forget that it's cost was increased and it's damage reduced by a whole 10%.
Arjuna1696 wrote: »ESO_Nightingale wrote: »Arjuna1696 wrote: »So what is our identity?
Is it really so unclear? Nature / Creatures / Ice (which, that third one, somewhat random, but I dig it). All of the animal companion skills are viable, there are some some really fun and/or viable green balance skills, and the winter's embrace line needs some work for sure, but the class in general feels as advertised to me.
Dive is not viable. It's actually quite bad because it forces you to create distance in order to proc it's off balance, unlike every other skill in this game. Most fights are melee and the rest of our kit incentivises a close quarters playstyle as that is what is most comfortable.
It's increased travel speed from summerset knocked it out of it's combo with deep fissure, yet it's still not fast enough to be an effective spammable being in an awkward middleground.
Don't forget that it's cost was increased and it's damage reduced by a whole 10%.
I think it's fair to say that dive is not the "meta" skill for endgame trials, and that it can have awkward timing for pvp, but those venues alone do not determine overall "viability." The skill is very much viable - for mag wardens and bow/bow stamwardens especially, in all other content, and it's not -useless- in pvp either. I'm generally not interested in what is best-of-the-best-meta, because exclusively following that is boring and will inherently inhibit build variety. I'm more interested in what is effective AND fun/useful, and this fits those criteria for my bow/bow and mag wardens.
Ragnarock41 wrote: »As that frustrated stamDk, I must say cutting dive shares a lot of pain points that stonefist seems to have.(bad animation that doesn't fit class theme at all, slow travel time, clunky animation making it hard to weave properly..) However comparing netch to igneous weapons I can easily say warden got the better deal out of that one.
Though warden has a lot more stamina morphs than stamDk so they can make do with slotting uppercut. It even synergizes very well with their sub assault-dbos combo, the off-balance adds a lot of damage to that and they can heavy attack to get a stun mid-combo.
I'm glad you're having fun with it, Stamina classes should not feel like cheap knock-off builds. They should be fully functional and I'm glad stamden got those buffs.