Joy_Division wrote: »The stun is the least annoying aspect of the skill. Wardens will want to use the CC of dizzy or Dawnbreaker to set up a kill.
To be fair, this is a problem across PvP, way too easy for anyone to quickly heal from execute to full, makes your efforts and entire battles feel like a pointless waste of time. That said, ban warden and necro from PvP.relentless_turnip wrote: »They are basically out healing your execute and then you get stunned and their health bar is back to 100%.
relentless_turnip wrote: »It's the heal that mainly overperforms which may be more due to warden passives. The stun is only annoying when you are trying to execute a warden. They are basically out healing your execute and then you get stunned and their health bar is back to 100%.
ESO_Nightingale wrote: »it's really iritiating to try to use this to stun. but we don't have many actually good options as a magicka warden. the only other one that is close to viable is flame clench which knocks enemies away from our fissure or sometimes behind us for no reason, while also locking us out of weapon options. Blast is inconsistent stun and only good defensively which is annoying to fight against. what we needed was an offensive based stun that went to the enemy with a decent burst damage component on it, not a defensive based stun that also made us outheal everything when we stacked 40k hp. both AB2.0 and 3.0 missed the mark horribly on this. here's hoping to AB4.0 to get it right, droping the healing completely this time since we never needed a high healing HP based heal on our class stun for pvp.
relentless_turnip wrote: »It's the heal that mainly overperforms which may be more due to warden passives. The stun is only annoying when you are trying to execute a warden. They are basically out healing your execute and then you get stunned and their health bar is back to 100%.
relentless_turnip wrote: »It's the heal that mainly overperforms which may be more due to warden passives. The stun is only annoying when you are trying to execute a warden. They are basically out healing your execute and then you get stunned and their health bar is back to 100%.
Like warden's healing is nothing compared to necromancer and templar, but the artic wind makes up for that giving them a brief moment to get off an extra heal or roll away from a melee spammer. Heck, even a DK can just cast leap to full heal (though their normal abilities are horrible and need addressed too).
If anything the warden class could use a buff as a lot of their abilities are weaker versions of other classes like ice fortress giving major resolve and minor protection... That's literally it, while the templar's focus rune gives % health over time, magicka restoration, and major resolve (yeah other classes have "overloaded" abilities too).
ESO_Nightingale wrote: »it's really iritiating to try to use this to stun.
ResidentContrarian wrote: »ESO_Nightingale wrote: »it's really iritiating to try to use this to stun.
How, when one skill provides absolute defense on the class exactly when you would want or need it, when a melee player gets in range?
On a ranged build you can slot crystalized, and if you don't like rolling, simply slot SnB reflect ult and keep it on constantly thanks to crystalized.
Then simply use artic when players get close, and they all do, even sorcs have to get close to attempt to finish you off.
I have a warden (2 mag, 1 stam), wait three wardens, and it is the easiest skill in the game for me to use and makes PvP quite trivial.
I estimate PvP to be even more trivial on a mag warden with the return of proc sets. Wait, I don't estimate it, I know so...
ESO_Nightingale wrote: »ResidentContrarian wrote: »ESO_Nightingale wrote: »it's really iritiating to try to use this to stun.
How, when one skill provides absolute defense on the class exactly when you would want or need it, when a melee player gets in range?
On a ranged build you can slot crystalized, and if you don't like rolling, simply slot SnB reflect ult and keep it on constantly thanks to crystalized.
Then simply use artic when players get close, and they all do, even sorcs have to get close to attempt to finish you off.
I have a warden (2 mag, 1 stam), wait three wardens, and it is the easiest skill in the game for me to use and makes PvP quite trivial.
I estimate PvP to be even more trivial on a mag warden with the return of proc sets. Wait, I don't estimate it, I know so...
The stun is obnoxious to try and get working on a ranged build. "Just use crystallised shield"? That doesn't stun? Blast requires 3 ticks in melee range, that is very annoying to achieve since a lot can happen in those 3 seconds to stop it, it can also give enemies cc immunity for when i am trying to combo them with flame clench which is the only conceivable offensive stun option i have left even though it knocks enemies out of my fissure and restricts me to only be able to use a fire staff in order to have a "Reliable" stun. I have literally tried every stun but flame clench is the only one that can work.
I don't want an overtuned hp based healing defensive stun skill with some extra damage as an afterthought that gets people so mad they want the entire class deleted, the design works best for tanky hold your ground builds, which magicka warden never was, and for stamina warden which always plays in melee range, but stamina wardens have access to a ton of stuns and better skills magicka warden would kill for to have a magic variant of. On the class, We need an offensive ranged stun with a bursty magic scaling damage component on it and I'm not the only one who thinks this.
As permafrost, it served as an obnoxious but effective morph effect for locking down large groups because it had the range, but on blast it's purpose has changed. 6 meters is far shorter than permafrost and so it's effect is a lot more limited. Restricting it to melee and defensive melee applications strictly.
Lughlongarm wrote: »ESO_Nightingale wrote: »ResidentContrarian wrote: »ESO_Nightingale wrote: »it's really iritiating to try to use this to stun.
How, when one skill provides absolute defense on the class exactly when you would want or need it, when a melee player gets in range?
On a ranged build you can slot crystalized, and if you don't like rolling, simply slot SnB reflect ult and keep it on constantly thanks to crystalized.
Then simply use artic when players get close, and they all do, even sorcs have to get close to attempt to finish you off.
I have a warden (2 mag, 1 stam), wait three wardens, and it is the easiest skill in the game for me to use and makes PvP quite trivial.
I estimate PvP to be even more trivial on a mag warden with the return of proc sets. Wait, I don't estimate it, I know so...
The stun is obnoxious to try and get working on a ranged build. "Just use crystallised shield"? That doesn't stun? Blast requires 3 ticks in melee range, that is very annoying to achieve since a lot can happen in those 3 seconds to stop it, it can also give enemies cc immunity for when i am trying to combo them with flame clench which is the only conceivable offensive stun option i have left even though it knocks enemies out of my fissure and restricts me to only be able to use a fire staff in order to have a "Reliable" stun. I have literally tried every stun but flame clench is the only one that can work.
I don't want an overtuned hp based healing defensive stun skill with some extra damage as an afterthought that gets people so mad they want the entire class deleted, the design works best for tanky hold your ground builds, which magicka warden never was, and for stamina warden which always plays in melee range, but stamina wardens have access to a ton of stuns and better skills magicka warden would kill for to have a magic variant of. On the class, We need an offensive ranged stun with a bursty magic scaling damage component on it and I'm not the only one who thinks this.
As permafrost, it served as an obnoxious but effective morph effect for locking down large groups because it had the range, but on blast it's purpose has changed. 6 meters is far shorter than permafrost and so it's effect is a lot more limited. Restricting it to melee and defensive melee applications strictly.
Like @Vaoh design, but 4 radius is extremely small. we also have to remember that taking both the healing and the CC from the Artic blast will result in the need of adding 2 additional skills to Warden's bar, one for CC and for healing. I dont think Warden' have room for 2 additional skills on top of Artic blast.
Changes to Artic blast should also include changes to:
-Living trellis - each time you recast this skill while active, during 3 sec duration, that burst healing effect increase by X% and cost also increase by X%.
-Bursting Vines - You can now target an enemy target, the vines will pull you to target, CC the target(cool entangled animation) and heal the caster(scales with Maicka+DS no ulti regen).
Marcus_Aurelius wrote: »Seeing the continuous request to nerf Arctic blast (my warden pve tank thanks you) I thought of doing a little experiment, I decided for 20h hours of actual play in Cyro to write down how many times, always fighting in melee range, I was stunned by Arctic Blast.
To my surprise the total number of times I've been stunned by Arctic Blast is zero.
Now I'm really wondering if the people who always complain about this skill are doing so based on its tooltip or real game experience.
So , what's stunning you in Cyro?