Nature's Gift
When you heal an ally with a Green Balance ability, you gain 250 Magicka or 250 Stamina, whichever resource pool is lower. This effect can occur once every 1 second.
Nature's Gift
When you heal yourself or an ally with a Green Balance ability, you gain 250 Magicka or 250 Stamina, whichever resource pool is lower. This effect can occur once every 1 second.
Flourish:
Increases your Magicka and Stamina recovery by 12% if an Animal Companion ability is slotted.
Flourish:
Increases your Magicka and Stamina recovery by 12% if an Animal Companion ability is slotted. After getting a Chilled or Hemorrhaging Status Effect on an enemy this bonus is insreased to 15% for 10 seconds.
The natures gift passive is actually pretty good. I can see how its not very helpful in pve for a DPS but in PvP I use the morph of living vines to give my allies minor lifesteal whenever they hit somebody that hit me.
Honestly I think it would make it too powerful. Recovery happens every two seconds right? So you gotta double the passive in your head to compare. Say I'm a stam warden... So I get magic back. Essentially raising my magic recovery by 500. Or, in other terms, giving me 1000 magic every time I cast vigor.
At least the way it is now you have to use a skill slot for support to make use of it. Making it 'selfish' would just make already tanky wardens even stronger. The last thing PvP needs at this exact moment is tanky wardens casting polar wind or arctic blast as much as they want.
This is from a PvP perspective of course so... Yknow, take it with a grain of salt I know I'm a little out of place in this conversation. But its worth considering. 1000 magic every time I cast vigor?? No.
Honestly wardens have lots of recovery passives/skills, as you yourself pointed out. If they struggle with sustain (and I'm not so sure they do tbh, never heard this brought up before,) maybe we could just simply make some of their skills cheaper.
Honestly I think it would make it too powerful. Recovery happens every two seconds right? So you gotta double the passive in your head to compare. Say I'm a stam warden... So I get magic back. Essentially raising my magic recovery by 500. Or, in other terms, giving me 1000 magic every time I cast vigor.
At least the way it is now you have to use a skill slot for support to make use of it. Making it 'selfish' would just make already tanky wardens even stronger. The last thing PvP needs at this exact moment is tanky wardens casting polar wind or arctic blast as much as they want.
This is from a PvP perspective of course so... Yknow, take it with a grain of salt I know I'm a little out of place in this conversation. But its worth considering. 1000 magic every time I cast vigor?? No.
Honestly wardens have lots of recovery passives/skills, as you yourself pointed out. If they struggle with sustain (and I'm not so sure they do tbh, never heard this brought up before,) maybe we could just simply make some of their skills cheaper.
@Mr_Stach oh jeez I misread the passive. Still, a lot of people use living trellis and it heals 'passively' once a second for 10 seconds I think so your magic restore would be almost constant. Yes, maybe increase the cool down. I'd say 2 seconds would be fine.
The only reason I'm hesitant is because, like the above comment, I'm just not so sure sustain is a problem for wardens anyway. Mine is also a hybrid, making use of the magic beetles and bird but with a stam spammable and execute.
I'm curious, what spammable do pve wardens use? This is perhaps part of the problem?
@Mr_Stach oh jeez I misread the passive. Still, a lot of people use living trellis and it heals 'passively' once a second for 10 seconds I think so your magic restore would be almost constant. Yes, maybe increase the cool down. I'd say 2 seconds would be fine.
The only reason I'm hesitant is because, like the above comment, I'm just not so sure sustain is a problem for wardens anyway. Mine is also a hybrid, making use of the magic beetles and bird but with a stam spammable and execute.
I'm curious, what spammable do pve wardens use? This is perhaps part of the problem?
Aren't melee weapons out parsing staves this patch? Changing to dual wield and using a stam spammable might help the sustain problem and increase DPS?
As for me in PvP land... The birds are clunky and I don't much like them. The passives for slotting and using them are really good for PvP though and mostly due to the wardens increased magic damage the tooltip is higher than most alternatives too. I don't love it. Hardly ever make use of the 400 extra weapon damage because my targets are right next to me.
@Mr_Stach oh jeez I misread the passive. Still, a lot of people use living trellis and it heals 'passively' once a second for 10 seconds I think so your magic restore would be almost constant. Yes, maybe increase the cool down. I'd say 2 seconds would be fine.
The only reason I'm hesitant is because, like the above comment, I'm just not so sure sustain is a problem for wardens anyway. Mine is also a hybrid, making use of the magic beetles and bird but with a stam spammable and execute.
I'm curious, what spammable do pve wardens use? This is perhaps part of the problem?
I can only speak for myself but I usually use Frost Reach, and sometimes Crushing Shock/Force Pulse depending on the scenario. I haven't really run a mag setup since U35 hit so I don't know how the new SCR bonuses actually perform. I also don't run into sustain problems, especially with hybridization.
One thing I do want to clarify is the passive Nature's Gift restores the resource which is currently lower, not which maximum is lower. I don't know specifically if it's based off of which one is lower as a percentage or raw number but it will restore either resource depending on need. It was a few patches ago, but I've tested it.
@luchtt you're only casting shalks once every 9 seconds I doubt this is the cause of your problem. I see why you want to use a staff, and yes I'm aware that soon we'll all have to. One last suggestion... I still think your sustain issue could be made better by using your off-stat more often. Perhaps the fighters guild ability silver shards would work as a spammable for you. It could be used from range, would also do cleave damage, and slotting a fighters guild ability isn't the worst thing as far as passives go.
Out of curiosity how much recovery do you folks run? There's a blue drink called clarified cloudrest coffee that I use in PvP it gives roughly 475 stam and mag recovery for 1 hour. With it my guy has like 1700 recovery in both. I run the stam recovery mundus and the blue Betty netch. All my buffs and heals (except vigor,) are magic and all my attacks (except spin to win execute,) are magic also.
I use tripots. I find that my resources mostly run out at the same speed, because even though I use magic more I also do a lot of blocking, rolling, and sprinting. I feel like in pve you don't do much of that at all... And so I really really encourage you to find a way to use your stamina to help give your magic a break. I really really think that's the answer.
There's currently a thread going about how netch is OP because it does to much and costs nothing to cast. While I don't agree with them, I do think a buff is unnecessary.
Why not just reduce the cost of a key skill or two? Why make it more complicated than it has to be?
Okay you know what here's the best idea I've had yet you pve people should like this. The advanced species penetration passive is garbage for pve because you're over-penning anyway, right? And the suggested change to crit damage is garbage for the same reason right? Change it to increase your highest max stat recovery by 5%(or whatever number is fair,) per skill slotted.
I concede the point, I've given up the debate and have just been trying to help for several posts now.
I understand that building for recovery will be to the detriment of your damage but it is possible that 90% damage 100% of the time will be better than 100% damage 80% of the time. I'm not tricking myself into thinking I know more than you, I'm just trying to exhaust every possibility to help.
Another idea you have perhaps already thought of... Use a mages guild ability to gain empower so that your necessary heavy attacking isn't such a damage loss?
Also... Perhaps a reduce cost jewelry glyph? Since it can be of use once every gcd instead of once every 2s it is sometimes way better than classic recovery.
Personally I think it's because:
- Warden has poor synergy between their skills and passives.
- You really only have good sustain when healing others.
- The free sustain we get as a skill is weaker than any other classes sustain skills
If we need Betty to have a cost to get a buff. so be it.
If we need to increase the CD on Nature's Gift to let it include self-healing. so be it.
If we need to break Warden down to it's base concepts to build them up to synergize and make Warden a better class. So be it.
People want Warden to be better but they don't want it to change, I think people need to accept that Warden needs to change to improve.