I don't hear too much feedback on Warden Healer, so I guess I don't know what it needs
I actually really liked what they did with Refreshing Path, I would love if Zos did some tweaks like that for Warden. Maybe some CC Morphs in the Green Balance Tree would be a breath of fresh air
ESO_Nightingale wrote: »I actually really liked what they did with Refreshing Path, I would love if Zos did some tweaks like that for Warden. Maybe some CC Morphs in the Green Balance Tree would be a breath of fresh air
I think more of warden healer specific major and minor buffs should be shared around to more classes. Especially dk healer.
ESO_Nightingale wrote: »I actually really liked what they did with Refreshing Path, I would love if Zos did some tweaks like that for Warden. Maybe some CC Morphs in the Green Balance Tree would be a breath of fresh air
I think more of warden healer specific major and minor buffs should be shared around to more classes. Especially dk healer.
Definitely, I think it's nice that classes have access to unique buffs but there should be much more universal buffs for healers to dish out
If I could change the guardian morphs, I'd keep the different damage types (mag/phys) but change the effects of the morphs to make it so that whenever the bear attacks it restores resources to the player depending on the morph, magika for magic morph and stamina for physical morph. This would make both morphs viable depending on the build.
Not sure how balanced something like this would be though.
ESO_Nightingale wrote: »If I could change the guardian morphs, I'd keep the different damage types (mag/phys) but change the effects of the morphs to make it so that whenever the bear attacks it restores resources to the player depending on the morph, magika for magic morph and stamina for physical morph. This would make both morphs viable depending on the build.
Not sure how balanced something like this would be though.
We need better sustain in pvp as well. Tbh I'd make it so that nature's gift's proc condition can work on self so we can sustain by healing ourselves with it.
ESO_Nightingale wrote: »If I could change the guardian morphs, I'd keep the different damage types (mag/phys) but change the effects of the morphs to make it so that whenever the bear attacks it restores resources to the player depending on the morph, magika for magic morph and stamina for physical morph. This would make both morphs viable depending on the build.
Not sure how balanced something like this would be though.
We need better sustain in pvp as well. Tbh I'd make it so that nature's gift's proc condition can work on self so we can sustain by healing ourselves with it.
That would be pretty Rad. Also wouldn't mind if Betty Netch returned just a bit more as well.
I definitely think that the Nature's Gift applying to ourselves would be fantastic, these days I'm always running Lotus so just that would probably help sustain a bunch.
Also updating that I'm currently not using netch because of how prevalent PB is right now and no other class has to make a choice between running a skill that gives an arguably required buff for all the game's content, some much needed sustain, but also purges a random effect on a time frame that is impossible to plan for.
Warden is the only class who can bomb themselves, through no control of their own (except for dropping a class defining skill), simply because someone light attacked them and the warden was too close to too many people when their netch pulls the unlucky number.
Plars can choose to drop their purify or not on the fly, depending on the situation and can heads up move away from a group to drop it. Teammates can choose to not use the synergy.
Necros can make the same decision on the fly and purge on their terms.
Wardens have 0 control over this and can sometimes suffer upwards of 6-10k damage with no opponent nearby, simply from an opponent light attacking them and their netch cleansing the effect during a moment when their team was stacked near them.
If magdens aren't allowed to be near their team because of this set, then we need some better direction and more tools that actually help the class stay alive on their own. There's a reason why most of the 1vx'ers are on dks, plars, or stamblades at the moment.
After maining stamden most of last patch, I'd argue that this one experience is not as prevalent on that flavor of warden. Stamdens are typically near the front of the battle, actually making some use out of their only good class stun (or dswinging for the bleachers) and are in a pretty good spot in this meta.
Does this need to be addressed immediately? No. This isn't some rage quit complaint or anything. I'm more than content to remove it and run pots to do almost what netch does, but without that one draw back. Yet, it just seems to add to this very extensive list of things that make magden seem so wrong and consistently fighting this uphill battle against the ZOS combat development team.
We're getting left behind and it's so tragic.
ESO_Nightingale wrote: »Also updating that I'm currently not using netch because of how prevalent PB is right now and no other class has to make a choice between running a skill that gives an arguably required buff for all the game's content, some much needed sustain, but also purges a random effect on a time frame that is impossible to plan for.
Warden is the only class who can bomb themselves, through no control of their own (except for dropping a class defining skill), simply because someone light attacked them and the warden was too close to too many people when their netch pulls the unlucky number.
Plars can choose to drop their purify or not on the fly, depending on the situation and can heads up move away from a group to drop it. Teammates can choose to not use the synergy.
Necros can make the same decision on the fly and purge on their terms.
Wardens have 0 control over this and can sometimes suffer upwards of 6-10k damage with no opponent nearby, simply from an opponent light attacking them and their netch cleansing the effect during a moment when their team was stacked near them.
If magdens aren't allowed to be near their team because of this set, then we need some better direction and more tools that actually help the class stay alive on their own. There's a reason why most of the 1vx'ers are on dks, plars, or stamblades at the moment.
After maining stamden most of last patch, I'd argue that this one experience is not as prevalent on that flavor of warden. Stamdens are typically near the front of the battle, actually making some use out of their only good class stun (or dswinging for the bleachers) and are in a pretty good spot in this meta.
Does this need to be addressed immediately? No. This isn't some rage quit complaint or anything. I'm more than content to remove it and run pots to do almost what netch does, but without that one draw back. Yet, it just seems to add to this very extensive list of things that make magden seem so wrong and consistently fighting this uphill battle against the ZOS combat development team.
We're getting left behind and it's so tragic.
I'd like to see autopurge removed too in order to see more resource return or something.
ESO_Nightingale wrote: »Also updating that I'm currently not using netch because of how prevalent PB is right now and no other class has to make a choice between running a skill that gives an arguably required buff for all the game's content, some much needed sustain, but also purges a random effect on a time frame that is impossible to plan for.
Warden is the only class who can bomb themselves, through no control of their own (except for dropping a class defining skill), simply because someone light attacked them and the warden was too close to too many people when their netch pulls the unlucky number.
Plars can choose to drop their purify or not on the fly, depending on the situation and can heads up move away from a group to drop it. Teammates can choose to not use the synergy.
Necros can make the same decision on the fly and purge on their terms.
Wardens have 0 control over this and can sometimes suffer upwards of 6-10k damage with no opponent nearby, simply from an opponent light attacking them and their netch cleansing the effect during a moment when their team was stacked near them.
If magdens aren't allowed to be near their team because of this set, then we need some better direction and more tools that actually help the class stay alive on their own. There's a reason why most of the 1vx'ers are on dks, plars, or stamblades at the moment.
After maining stamden most of last patch, I'd argue that this one experience is not as prevalent on that flavor of warden. Stamdens are typically near the front of the battle, actually making some use out of their only good class stun (or dswinging for the bleachers) and are in a pretty good spot in this meta.
Does this need to be addressed immediately? No. This isn't some rage quit complaint or anything. I'm more than content to remove it and run pots to do almost what netch does, but without that one draw back. Yet, it just seems to add to this very extensive list of things that make magden seem so wrong and consistently fighting this uphill battle against the ZOS combat development team.
We're getting left behind and it's so tragic.
I'd like to see autopurge removed too in order to see more resource return or something.
Yup. Exactly. If plaguebreak was going to be nerfed, they'd have done it by now. Plaguebreak is here to stay as is and, as is, it literally nullifies a magden and turns them into a ticking time bomb.
No other set in the game can do this to an entire class.
ZOS claimed this patch was going to be about skill updates and the refreshing of unused morphs. What we got was a buff to a skill no one asked for, a sideways move to bear, a shadow nerf to storm, arctic getting deleted, another reactive stun, and corrupting still being worse than budding.
These are tweaks. These updates are a new paint job on a car whose transmission needs to be replaced. Magden is laughably bad.
I think that the PvP vs PvE morph should be a more regular design choice, maybe that's how Zos finally gets actually good balance between pve and pvp.
Now granted that would extremely limit build variety, but I think balance would be preferable.
McTaterskins wrote: »Have not had time to read through this whole thread but it interests me.
In recent testing, I find the warden to be lacking in burst heal capability vs. other classes unless dumping the majority of their resources and slots into max hp. (Which is fine if you're a PvE tank doing an HP build, but..)
Green balance tree isn't doing so hot.
I have no real feelings on the bear changes etc. - I'm either tanking or pvp'ing on my wardens. I tried healer for a bit but just defaulted back to templar and/or necro (cuz its fun), as they're more equipped in general nowadays.
Anti_Virus wrote: »Well for self healing fungal growth works well for me but yeah as a healer in a group it sucks for the most part.
ESO_Nightingale wrote: »Anti_Virus wrote: »Well for self healing fungal growth works well for me but yeah as a healer in a group it sucks for the most part.
I'm surprised you think it works fine as a self heal. Because it's akin to trying to spam self heal yourself with necro's enduring undeath which isn't hugely effective.
Anti_Virus wrote: »ESO_Nightingale wrote: »Anti_Virus wrote: »Well for self healing fungal growth works well for me but yeah as a healer in a group it sucks for the most part.
I'm surprised you think it works fine as a self heal. Because it's akin to trying to spam self heal yourself with necro's enduring undeath which isn't hugely effective.
My tooltip heals are usually 14K not including crits, idk what you guys are doing to get low heal power from the skill but it can be effective