I'm happy with warden. I don't consider anything my main necessarily I play everything except templar and Necro, all types.
Wardens in a good spot obviously but ignoring that and on to your question... I consider warden to be, from a small-scale perspective, an AoE brawler who does damage and ccs. It suits them to be tanky, suits them to have AoE stuns and immobilizes and ultimates. Now they lack an execute AND a super good spammable but with decent teammates your penetration debuffs ccs and pressure will be rewarded with lots of assists and the occasional kill. I like it a lot and it seems fitting.
I'm happy with warden. I don't consider anything my main necessarily I play everything except templar and Necro, all types.
Wardens in a good spot obviously but ignoring that and on to your question... I consider warden to be, from a small-scale perspective, an AoE brawler who does damage and ccs. It suits them to be tanky, suits them to have AoE stuns and immobilizes and ultimates. Now they lack an execute AND a super good spammable but with decent teammates your penetration debuffs ccs and pressure will be rewarded with lots of assists and the occasional kill. I like it a lot and it seems fitting.
You very clearly are not playing the warden well at all, I am watching single wardens take on 15+ players and instantly deleting people with no threat to their life bar, yes instantly killing them. To state they lack an execute and a spammable… they don’t need one, holy crap. Wardens are dominating PVP in a huge way right now followed closely by Dragon knights. I am seeing groups of 5 or less just avoid wardens altogether now they are so jacked, I guarantee you if the templar was performing even just somewhat close to how the warden is in PVP they would have brought the servers down for an emergency destruction patch to the templar.
Wardens are not in a good spot, they are just beyond stupid overpowered followed closely by the dragon knight and right now it’s just about all you see are Wardens\Dragon Knights followed by Necromancers.
Techmaybehic if you dont want to play a warden you can take a step down and play the dragon knight, the new fun build with this class is also using Dark convergence and using their AOE attacks they can almost instant kill 5, 10, 15 players just like Necros are doing.
TechMaybeHic wrote: »Right off the bat, with power ratings among the classes completely aside in what's OP or UP; I want to know if anyone is happy with how their class functions in PvP.
As an example; as templar took hits to really the burning light passive, it hurt; but what really was the nail in the coffin for me was the destruction of Prophecy of The Light cornering Templar to focus on Radiant Glory/oppression. It's worse than jabs as people who just spammed jabs were what they were but really you could just use it as a softener with the burst of POTL into an execute. Now, RO is pretty much the single thing. I just don't like the play style.
So I go play some other classes. NB I was using as a group build but really realized I want an AOEer, so I go to Necro. It's cool and all getting that DC pull, building into harmony; but then you realize that someone's not stealing your synergy but rather it's buggy. Sometimes you are in it and gave to step out then back in to use it. Sometimes if you run in it after it's down it doesn't show up. Sometimes it just doesn't hit what's supposedly in the circle because I guess position desync.
I could go on about every class; but the point is the question. DK, NB, and Warden are often considered top 3 but I've played those, and power level does not necessarily mean you're happy with it so I'd like to hear from those mains as well.
TechMaybeHic wrote: »Thanks for the write up @cuddles_with_wroble
I have been sticking with Necro as a group build myself. Harmony of course. I do use stam blast bones for major defile and stam scyth for a AOE spammmable with hemorrhage and off balance to accent in CP Cyrodiil. Spin to win to finish off.
You are pretty spot on about not a lot of solo options. Blast bones does not track well and is slow to fire. You can skip avid boneyard under a group, but alone with less chaos, probably not. Scythe is obviously way outpaced on individual targets, and sustain is mostly tied to other dieing or having a corpse to absorb. CC is then left for Dark Convergence or a heavy attack after scythe
To some extent; I'm ok with it being good in group damage, but not as solo as a trade off, but it doesn't seem everyone has to trade that off. And the niche, self synergy with Harmony is kind of lost if you're better off in a group anyway and a DK with corrosive up impacts synergy damage, and synergy activation is 8ften bugged and does not show
TechMaybeHic wrote: »@Dekrypted
I feel this as a templar main, and even playing it in beta. People used to say Templar can "just jab and win" while I'd laugh not even having to break a sweat if I saw another Templar do that." Then jabs was nerfed but really; it's just ugly and fine. Burning light changes hurt, yet still, you could do ok as a decent Templar. Then POTL/PL got wrecked under battle spirit. Ironically they really shifted the power to Templar's that just spam Radiant Oppression/Glory from range over the jab spammers which at least had to be in melee out in front of the crowd rather than behind it.
There's still tanky Templar healers if course; but a legitimate brawler is dead
I'd like to add/continue as I have been since Firesong dropped that the "rework" to backlash and it's respective morphs shouldn't have gone live in its current state when it comes to pvp. There were countless threads in the PTS section showing the problem that templars are facing now in pvp.
While I can understand that PvP as a whole for sure takes a back seat when comparing it to PvE, this rework has 100% thrown Templars into a role that isn't enjoyable or engaging at all. I run a Templar focused guild and personally have over 18,000 hours played on templar, majority of it in PvP. I've never in all my years playing this game (since launch) seen fellow templar mains this demoralized when it comes to playing the class they love.
We've been told in the past "Play how you want", yet are clearly not being allowed to do so. The adjustments to templar in this year alone have followed the "Sledgehammer" approach to adjusting skills for the game compared to a light touch with high quality testing that could easily ease Chamge fatigue among the myriad of other complaints.
There are currently 2 threads that have alot of information in them about the problems with the skill. In my circles, we've surmised that the problem has something to do with how Battle Spirit is interacting with the skill. It's completely inexcusable to run 10k spell damage, 100% armor penetration and literally hit 3k from the ability. With the way this class has been "adjusted" over the many years of its existence, these recent changes, especially to backlash and it's respective morphs has been the most disappointing. There has been no acknowledgment from the devs on if they're aware of this and their silence at this point speaks volumes.
Here are the threads:
https://forums.elderscrollsonline.com/en/discussion/621581/purify-power-of-the-light-u36/p1
https://forums.elderscrollsonline.com/en/discussion/621126/templar-underperforming/p1
I know that @ZOS_Kevin probably gets a million pings, but I'm shooting my shot here. What's going on with the skill?
I'd leave the pen and look for another passive, necro doesn't have much to help its damage already but yeah major brutality/sorcery from a passive would help a lot, NBs get major resolve like that already.cuddles_with_wroble wrote: »A) first id change the dismember passive (currently gives 1500 pen) to give major sorc and brutality on the cast of a grave lord skill and throw the 1500 pen somewhere else or remove it entirely (could put it on skull as a "while slotted" idrk)
Snares do nothing, the solution for Glacial colossus (a completely outclassed and useless morph since hybridization) is simple, put the stun on the first tick instead of last, it would have been too strong back when major vuln was 30% but now that it's a paltry 10% it should be fine.cuddles_with_wroble wrote: »D) Glacial colossus suffers from the same issues as many other cro abilites do( useless compared to the other morph) and to fix this i would just remove the stun and instead make it snare targets for 30 -40% on hit for 3 seconds, thus still having the effect of keeping people in the area to get hit but updated to be more useful in the current patch.
I'd leave the pen and look for another passive, necro doesn't have much to help its damage already but yeah major brutality/sorcery from a passive would help a lot, NBs get major resolve like that already.cuddles_with_wroble wrote: »A) first id change the dismember passive (currently gives 1500 pen) to give major sorc and brutality on the cast of a grave lord skill and throw the 1500 pen somewhere else or remove it entirely (could put it on skull as a "while slotted" idrk)
The best proposition I've seen came from @katorga to make it grant the buff every time a summoning ability is used (blastbones, mender, skeleton).
cuddles_with_wroble wrote: »D) Glacial colossus suffers from the same issues as many other cro abilites do( useless compared to the other morph) and to fix this i would just remove the stun and instead make it snare targets for 30 -40% on hit for 3 seconds, thus still having the effect of keeping people in the area to get hit but updated to be more useful in the current patch.
Snares do nothing, the solution for Glacial colossus (a completely outclassed and useless morph since hybridization) is simple, put the stun on the first tick instead of last, it would have been too strong back when major vuln was 30% but now that it's a paltry 10% it should be fine.
I would add: make Grave grasp a useable stun, it's too cool looking to be so useless.
Make Animate blastbones an offensive ult by removing the resurrection part, cutting the ult cost in half (but keeping the corpse cost) and toning the damage down if necessary.
And finally, delete Dark Convergence.
Shove it in any of the numerous necro useless passives, and why should it give up something when the class received lots of nerfs, some justified and some not, with no compensation?cuddles_with_wroble wrote: »Yea but what passive are you saying we should rework/ remove to get that buff from a passive? You would have to give up something and I think the pen is the best spot to have that buff.
No I don't underestimate it, dude Dark convergence already comes with a 60% snare and what happens when you try to do an harmony combo on a cc immune target? They dodge roll out of it or pop Race against time and sprint out of the AoE because the snare does nothing.cuddles_with_wroble wrote: »You underestimate how strong a 40 - 50% snare would be on that ulti for pulling off your burst combo large scale. Giving it just a straight stun just makes it a worse dawnbreaker no? I think with the snare option it would open you up to more burst combos and still not proc the cc immunity for dark convergence (the only time you use this ult) so you can still use your bomb combo. If you just give it a stun I don’t see people using it over the higher damage morph when harmony bombing is the main part of necros kit.
I know that, I've used it. I want the resurrection part removed because it's clearly part of its power budget and the main reason why it's so expensive.cuddles_with_wroble wrote: »Animate blast bones will still summon the blast bones off corpses with no actual resurrections. And I think touching it is a mistake as it already 1 shots people if all 4 or 5 hit you