
Hi,
The nerf to artic blast is unjustified and is a massive step back where wardens are already struggling. To solves these issues and gives warden entire tool kit a viability, I think you can just rework Artic Wind and its morph and Frozen Retreat.
The main use of artic blast currently is
- To heal as a tank in pve
- To cc someone (no, you don't use it as a burst heal ...) in pvp
It's unusable as pve dps since it cost a lot, does very little damage since it last only 5 secondes and gives cc immunity to adds, so the tank can't pull them.
There is also another skill that needs some love in the warden skill kit : Frozen retreat.
So here are my suggestions :
Artic Blast changes
This skill should be usable as a PVE DPS, and a viable solution to have some ongoing protections while applying some dot pressure in PVP (like hurrican for example).
For this, I propose :
- To remove the stun and the healing from this skill
- Make it last 10 seconds
- Make it gives 2000 shield damage that refresh every second
- Your spell and physical resistances become the highest of the 2 values
It would be useful in pve to dps as it a good dot that follows you and give you some survivability without messing the pull of your tank.
It would be useful in pvp to give you some damage ticks to synergize with sets and some survivability on the course of the fight.
If the 2 defensive bonus are too strong, maybe go with one. But for a skill that needs to be recasted every 10 second and its cost, I think it's reasonable.
Polar Wind
This skill should be the tank burst heal. The heals has been nerfed way to much and the damage is irrelevant. So I propose :
- To remove the damage it provide
- Switch back to the previous heal value of the skill : 25% of the max health
- Of course, this skill should continue to heal an ally
The main problem in pvp we faced when this heal was to strong was artic blast also stunned peoples. It was like a zoal on a 1 skill but also with a burst heal on it. If it only heals, it's not really a problem, especially with this value (9k tooltip for 35k health isn't problematic if you compare it to honor of the dead or resistant flesh tooltip.)
Frozen Retreat
This skill should be the stun Warden needs so much. I propose :
- To remove it pull effect and synergy
- To make it stun peoples in the area for 3 seconds
- To make it deal damage in the aoe (same as streak, I think it's a standard value)
- To limit it range to 15 meters
Also, these changes doesn't require any new crazy new animations. So I suppose they doesn't require too much work to implement (maybe for the armor value becoming the highest of the 2 ?).
What do you think of these changes ?
SEINTDARKNES wrote: »I think trying to stun someone with portals will be awful maybe if the stun be like petrify (direct dmg) that will be better and i think the animation need to be shorter because it's really slow.
SEINTDARKNES wrote: »I think trying to stun someone with portals will be awful maybe if the stun be like petrify (direct dmg) that will be better and i think the animation need to be shorter because it's really slow.
SEINTDARKNES wrote: »I think trying to stun someone with portals will be awful maybe if the stun be like petrify (direct dmg) that will be better and i think the animation need to be shorter because it's really slow.
I forgot to mention that the delay must be remove. Thank you for pointing that.
Streak does damage, stuns through block and dodge, tp you out of danger
Fossilize is unblockable, undodgeable, does damage, immobilize
Javelin does damage that ignore armor, has a very long range and is also unblockable and undodgeable
Nb spammable stuns, reduce armor, and does massive damage.
I don't think this change is too powerful to be honest. Maybe the range can be reduce then. At this point, I wouldn't even care if it was melee like the fighter's guild skill but with damage so it's useful. Just give us a valid CC skill ...
I think the Frozen Gate Skill as a whole just needs to be scrapped. Tanks don't use it, PvPers don't use it. Keeping the skill is just pointless.
https://youtu.be/HvVOLgFNcO8 I think the Frozen Gate Skill as a whole just needs to be scrapped. Tanks don't use it, PvPers don't use it. Keeping the skill is just pointless.
:'(https://youtu.be/HvVOLgFNcO8
One of the bear morphs to be a charge gap closer>stun similar to WoW's beast master.
Frost damage preferred
Enraged Guardian
Cast Time: 2500
Range: 22m (charge)
(Damage type can be changed, just using Wild Guardian tooltip)
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 778 Physical Damage, and sometimes swipes all enemies in front of it, dealing 3120 Physical Damage. Once summoned you can activate Guardian's Savagery for 75 Ultimate, granting the grizzly immunity from knockback and disabling effects & charging enemies for 3528 Physical Damage and stunning them for 2 seconds. Deals 100% more damage to enemies below 25% Health.
something like that @ESO_Nightingale
Enraged Guardian
Cast Time: 2500
Range: 22m (charge)
(Damage type can be changed, just using Wild Guardian tooltip)
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 778 Physical Damage, and sometimes swipes all enemies in front of it, dealing 3120 Physical Damage. Once summoned you can activate Guardian's Savagery for 75 Ultimate, granting the grizzly immunity from knockback and disabling effects & charging enemies for 3528 Physical Damage and stunning them for 2 seconds. Deals 100% more damage to enemies below 25% Health.
something like that @ESO_Nightingale
ESO_Nightingale wrote: »Enraged Guardian
Cast Time: 2500
Range: 22m (charge)
(Damage type can be changed, just using Wild Guardian tooltip)
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 778 Physical Damage, and sometimes swipes all enemies in front of it, dealing 3120 Physical Damage. Once summoned you can activate Guardian's Savagery for 75 Ultimate, granting the grizzly immunity from knockback and disabling effects & charging enemies for 3528 Physical Damage and stunning them for 2 seconds. Deals 100% more damage to enemies below 25% Health.
something like that @ESO_Nightingale
it'd be much easier to have it teleport as that would allow it to be a lot more consistent. because it currently does actually run towards the enemy, however due to pathing it can often be confused or randomly interrupted making it a lot harder for it to be timed correctly and as we all know. sometimes it can't be bothered actually using the execute because of that.
Enraged Guardian
Cast Time: 2500
Range: 22m (charge)
(Damage type can be changed, just using Wild Guardian tooltip)
Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 778 Physical Damage, and sometimes swipes all enemies in front of it, dealing 3120 Physical Damage. Once summoned you can activate Guardian's Savagery for 75 Ultimate, granting the grizzly immunity from knockback and disabling effects & charging enemies for 3528 Physical Damage and stunning them for 2 seconds. Deals 100% more damage to enemies below 25% Health.
something like that @ESO_Nightingale
Also, the main issue with bear in pvp is that it's targetable. It's a problem in 1v1 since its hitbox is so big and because of the ESO targeting (and don't tell me to tab the guy ...). And it's a problem in group or 1vX play since it dies all the time. Making it untargetable would make it usable in pvp I think.
However, I really would like one of the morph to be completly changed. Like an instant AOE burst that deal similar damage to crescent swipe or dawnbreaker, stun, give a buff like "increase your damage by 30% function of the target current health for 6 secondes".
I'm going to push back hard on the non-targetable player pets idea. Pets are invaluable in PvP simply because they are targetable and create dynamic strategies.
Sorc birds are much too powerful to not be able to targeted and killed. Bears make for great meat shields.
What I don't understand with pets though are the special pets or set sourced ones and how many different rules exist for them.
Engine Guardian spawns a pet. It's targetable, has hp, but can't die, only interrupted.
Maw of the Infernal spawns a pet. It's not targetable.
Chokethorn spawns a pet. It's targetable, has hp, but can't die, only interrupted.
Necro blastbones are a pet. It's targetable, has hp, but can't die.
Necro skeletal mage/archer are a pet. It's not targetable (I think?), has no hp (I think?), and cannot die (I think?).
Player sourced pets should be the only pets that are targetable, have hp, can be healed, and can die. Set spawned pets should not operate this way. Engine Guardian is mostly used because it serves as such a great meatshield, especially when you're running from someone.
Allowing set spawned to do this is wrong. Only player sourced pets should operate in such a way.
I'm going to push back hard on the non-targetable player pets idea. Pets are invaluable in PvP simply because they are targetable and create dynamic strategies.
Sorc birds are much too powerful to not be able to targeted and killed. Bears make for great meat shields.
What I don't understand with pets though are the special pets or set sourced ones and how many different rules exist for them.
Engine Guardian spawns a pet. It's targetable, has hp, but can't die, only interrupted.
Maw of the Infernal spawns a pet. It's not targetable.
Chokethorn spawns a pet. It's targetable, has hp, but can't die, only interrupted.
Necro blastbones are a pet. It's targetable, has hp, but can't die.
Necro skeletal mage/archer are a pet. It's not targetable (I think?), has no hp (I think?), and cannot die (I think?).
Player sourced pets should be the only pets that are targetable, have hp, can be healed, and can die. Set spawned pets should not operate this way. Engine Guardian is mostly used because it serves as such a great meatshield, especially when you're running from someone.
Allowing set spawned to do this is wrong. Only player sourced pets should operate in such a way.
What values does the Bear even have for mitigation, max health etc? Maybe if the bear copied the users stats more, it wouldnt die so much.
Update: Nothing happened and it will still probably go Live. Or Zos might address things next week, but I highly HIGHLY Doubt it.