Araneae6537 wrote: »Might applying brittle be good for a damage morph of ice wall?
thadjarvis wrote: »Fissure's purpose is the AOE minor breach. Isn't this change essentially removing a Warden debuff as supports run frost staffs.
thadjarvis wrote: »Fissure's purpose is the AOE minor breach. Isn't this change essentially removing a Warden debuff as supports run frost staffs.
I quite liked the immobilize, I’ll miss it. But I understand the usefulness in the slow.
I quite liked the immobilize, I’ll miss it. But I understand the usefulness in the slow.
From what I understand they are just trying to destroy the frost warden tank in pvp. Previously, it was possible to make a big status chance and control the area, because permanent immobilization is a problem for melee characters. At the same time, you defended well against ranged combat with an ice shield. Now it's literally all pointless, but tanks save their soft control in pve.
ESO_Nightingale wrote: »I quite liked the immobilize, I’ll miss it. But I understand the usefulness in the slow.
From what I understand they are just trying to destroy the frost warden tank in pvp. Previously, it was possible to make a big status chance and control the area, because permanent immobilization is a problem for melee characters. At the same time, you defended well against ranged combat with an ice shield. Now it's literally all pointless, but tanks save their soft control in pve.
destroy is a strong word, but they're definitely trying to rein it back. builds focused on mass aoe cc are notoriously annoying to fight against so i understand why they're doing it.
ESO_Nightingale wrote: »I quite liked the immobilize, I’ll miss it. But I understand the usefulness in the slow.
From what I understand they are just trying to destroy the frost warden tank in pvp. Previously, it was possible to make a big status chance and control the area, because permanent immobilization is a problem for melee characters. At the same time, you defended well against ranged combat with an ice shield. Now it's literally all pointless, but tanks save their soft control in pve.
destroy is a strong word, but they're definitely trying to rein it back. builds focused on mass aoe cc are notoriously annoying to fight against so i understand why they're doing it.
Well it's destroued for me. Slow is still useful and as far as I remember they can be combined, but I'm not interested in that. Perhaps if it also slowed down actions for players and non-bosses, it would be interesting even at the 30% level. But I think people will hate it more than rooting, because it means you hit slower, your opponents block more often, you end up with less damage, and you may not have time to use a certain ability.
I'll just reorient myself to a healer and try to catch all the projectiles to generate an ult for the life giver, since zos wants it)
Whiskey_JG wrote: »That cutting dive change - OMG finally!!!
I spent 2 years trying out every single spammable out there, just to avoid using cutting dive. It was nearly impossible to keep track of off-balance in trials/dungeons. You could say that it was definitely not beginner friendly, so this was a much needed change.
Although I understand that wall of elements is still not a good option for Frost DPS, but this change is a good one. the ability to apply minor breach in AOE is significant. Honestly this mini change is getting me excited to play warden tank again.
It's a step in the right direction that was sorely needed.
Let's see how things develop
ESO_Nightingale wrote: »Whiskey_JG wrote: »That cutting dive change - OMG finally!!!
I spent 2 years trying out every single spammable out there, just to avoid using cutting dive. It was nearly impossible to keep track of off-balance in trials/dungeons. You could say that it was definitely not beginner friendly, so this was a much needed change.
Although I understand that wall of elements is still not a good option for Frost DPS, but this change is a good one. the ability to apply minor breach in AOE is significant. Honestly this mini change is getting me excited to play warden tank again.
It's a step in the right direction that was sorely needed.
Let's see how things develop
Yeah the cutting dive change is awesome. My argument for frost wall is that having both morphs do minor breach is kinda redundant when there could be a dps and support morph in unstable wall and blockade respectively.
@Mr_Stach Well I have one major disagreement with you and it's about two things you said. Number one... Wall of Frost is not a Warden skill. So whatever was done to it really doesn't matter much in a Warden discussion.
Now I'm not trying to be oblivious-- I'm aware a TON of wardens used it. But not only wardens use it. Ice staves has become a lot more popular for everyone (this is from a pvp perspective btw,) as a back bar weapon. Because of elemental susceptibility, really, but Wall of Elements just happens to be a way to keep your back bar weapon enchant proccing even when you're on front bar.
That's why people were complaining about being immobilized constantly. If wardens ONLY wanted an AoE immobilize well guess what they already have one. It's called gripping shards and it's what I was using on my warden.
But so... Getting to my ACTUAL point. Since Wall isn't a Warden skill, there is absolutely no reason to remove minor breach from the warden toolkit just because it got added to some weapon ability. Having major and minor breach on their delayed burst skill IS a Warden thing. What could you possibly add to be "more warden"??
I get that the breach might not be very useful for PvE (if you're not a tank,) but so don't they use the other morph instead? Minor breach (without sacrificing an existing bar space for it,) is very useful in PvP. Wardens don't exactly need help in PvP, but their damage isn't as good as their survivability. Don't remove minor breach. It will be a nerf.
ESO_Nightingale wrote: »Hi everyone! It's me again with another post, (though this time quite short) regarding changes for frost wardens. As always it's directed towards @ZOS_BrianWheeler and @ZOS_GinaBruno.
We've received 1 small change to wall of frost this patch (in addition to seeing a lovely change to cutting dive to see it drop it's silly off-balance condition).
Wall of Frost and its morphs will now apply Minor Breach and reduce the movement speed of enemies by 40% for 4 seconds when damaging a Chilled target, rather than Immobilized them for 4 seconds.
Developer Comment:In efforts to help reduce the amount of passive crowd control in the game, we’re shifting the power of Wall of Frost’s control to a snare, rather than an immobilize, while helping it gain some more use cases in PvE parts of the game.
I think this change is certainly nice for players playing against the skill in pvp environments and for tanks and supports in pve environments, but i still feel that damage dealers would be better off with a different chilled based effect on unstable wall of elements, one that is more effective for damage dealing directly. As is, an increased cost for so many supportive based effects on our wall is relatively unhelpful when focused on being a damage dealer. I think it would be more beneficial to split up blockade and unstable wall of frost to each have a different focus. I believe that Blockade of Frost should retain these buffs, while Unstable Wall of Frost should have it's damage shields removed and cost reverted to match the other wall of element variations, while having it's chilled based effect swapped to deal more damage in some way. This way you could choose to either be more supportive, or to deal as much damage as possible. We have seen the massive success with having frost skill morphs focusing on either damage dealing or tanking/support. As this way, both types of players can get to have their cake and enjoy it too!
Thanks everyone. Enjoy the patch cycle.
ESO_Nightingale wrote: »Hi everyone! It's me again with another post, (though this time quite short) regarding changes for frost wardens. As always it's directed towards @ZOS_BrianWheeler and @ZOS_GinaBruno.
We've received 1 small change to wall of frost this patch (in addition to seeing a lovely change to cutting dive to see it drop it's silly off-balance condition).
Wall of Frost and its morphs will now apply Minor Breach and reduce the movement speed of enemies by 40% for 4 seconds when damaging a Chilled target, rather than Immobilized them for 4 seconds.
Developer Comment:In efforts to help reduce the amount of passive crowd control in the game, we’re shifting the power of Wall of Frost’s control to a snare, rather than an immobilize, while helping it gain some more use cases in PvE parts of the game.
I think this change is certainly nice for players playing against the skill in pvp environments and for tanks and supports in pve environments, but i still feel that damage dealers would be better off with a different chilled based effect on unstable wall of elements, one that is more effective for damage dealing directly. As is, an increased cost for so many supportive based effects on our wall is relatively unhelpful when focused on being a damage dealer. I think it would be more beneficial to split up blockade and unstable wall of frost to each have a different focus. I believe that Blockade of Frost should retain these buffs, while Unstable Wall of Frost should have it's damage shields removed and cost reverted to match the other wall of element variations, while having it's chilled based effect swapped to deal more damage in some way. This way you could choose to either be more supportive, or to deal as much damage as possible. We have seen the massive success with having frost skill morphs focusing on either damage dealing or tanking/support. As this way, both types of players can get to have their cake and enjoy it too!
Thanks everyone. Enjoy the patch cycle.
I can't complain anymore finally ice warden can have a ice breach skill.
MashmalloMan wrote: »I concur!
ESO_Nightingale wrote: »MashmalloMan wrote: »I concur!
yep. the changes are good, but there are still some underlying problems with frost dps skills.
ESO_Nightingale wrote: »Whiskey_JG wrote: »That cutting dive change - OMG finally!!!
I spent 2 years trying out every single spammable out there, just to avoid using cutting dive. It was nearly impossible to keep track of off-balance in trials/dungeons. You could say that it was definitely not beginner friendly, so this was a much needed change.
Although I understand that wall of elements is still not a good option for Frost DPS, but this change is a good one. the ability to apply minor breach in AOE is significant. Honestly this mini change is getting me excited to play warden tank again.
It's a step in the right direction that was sorely needed.
Let's see how things develop
Yeah the cutting dive change is awesome. My argument for frost wall is that having both morphs do minor breach is kinda redundant when there could be a dps and support morph in unstable wall and blockade respectively.
I think having morphs really differentiate what Wall of Elements do would be a good step forward. Breach is great for Barricade as a Utility skill for a Tanky/Healer for Brittle/Slow/Breach, it's great. But Unstable could really have a different spice, maybe enemies hit by the unstable explosion are knocked off balance or are dealt more damage if they are chilled.
From a PvP perspective, I really don’t want deep fissure to lose minor breach. The 9 second delay and reduced damage at the 3 sec make it a Very Mediocre burst skill (hello NB/DK toolkit), and for me the major/minor breach is 90% of its usefulness. I almost always just use the weak 3 second shot and recast in PvP, which isnt a very cost effective skill.
WrathOfInnos wrote: »From a PvP perspective, I really don’t want deep fissure to lose minor breach. The 9 second delay and reduced damage at the 3 sec make it a Very Mediocre burst skill (hello NB/DK toolkit), and for me the major/minor breach is 90% of its usefulness. I almost always just use the weak 3 second shot and recast in PvP, which isnt a very cost effective skill.
I'd like to see Deep Fissure returned to a good damage skill. Maybe removing Minor Breach would allow for the raw power to be increased. It also needs a much shorter duration. I don't understand why this class
defining skill was sucked into the DoT extending patch. Shalks are not a DoT, they are a semi-spammable delayed direct damage skill, much like blastbones, and set the rhythm of the class.
At the very least the 2 ticks should be swapped so the large one is at 3s and we're not punished for recasting early and skipping the 9s tick. Ideally the damage would also be increased by ~10% to bring it closer to Stalking Blastbones (which gets a damage boost for range as well as Encratis + Engulfing Flames bonus).
As for the Minor Breach on Frost Wall, I think that is a good change for tanks. It effectively adds Minor Breach to Frost Clench given the guaranteed proc, as long as the enemy is within the area of Wall. This allows Clench to be a truly viable Pierce Armor replacement. Even if it is run on a DPS warden build that is beneficial, and can be combined with Frost Reach for single target or winter's revenge + pulsar for AoE breach.
I mean if PvE wardens want beetles that pop more frequently and don't apply breach they already have exactly that, don't they?
I'm not strictly against the idea of replacing minor breach with something else, but just raising the tooltip would ultimately be the same. Either your beetles hit harder or, due to breach, whatever you combo it with hits harder. Not worth changing IMO. In a PvP scenario the minor breach is arguably even more useful because your target may be taking damage from other people as well.
Penetration is a big deal in PvP you cant really get enough. Wardens having it so readily available to them is sortve an identity trait. Because they come with major+minor, and perhaps run balorghs, they really need no further investment. And this is a massive boon when choosing gear sets.
ESO_Nightingale wrote: »I mean if PvE wardens want beetles that pop more frequently and don't apply breach they already have exactly that, don't they?
I'm not strictly against the idea of replacing minor breach with something else, but just raising the tooltip would ultimately be the same. Either your beetles hit harder or, due to breach, whatever you combo it with hits harder. Not worth changing IMO. In a PvP scenario the minor breach is arguably even more useful because your target may be taking damage from other people as well.
Penetration is a big deal in PvP you cant really get enough. Wardens having it so readily available to them is sortve an identity trait. Because they come with major+minor, and perhaps run balorghs, they really need no further investment. And this is a massive boon when choosing gear sets.
i think one of the animal companions passives should be updated to also increase penetration against bleeding targets instead of pumping us with every named buff in the game. as the frost and bleed class, i think at least one of our passives should have a bonus against bleeding enemies.
ESO_Nightingale wrote: »I mean if PvE wardens want beetles that pop more frequently and don't apply breach they already have exactly that, don't they?
I'm not strictly against the idea of replacing minor breach with something else, but just raising the tooltip would ultimately be the same. Either your beetles hit harder or, due to breach, whatever you combo it with hits harder. Not worth changing IMO. In a PvP scenario the minor breach is arguably even more useful because your target may be taking damage from other people as well.
Penetration is a big deal in PvP you cant really get enough. Wardens having it so readily available to them is sortve an identity trait. Because they come with major+minor, and perhaps run balorghs, they really need no further investment. And this is a massive boon when choosing gear sets.
i think one of the animal companions passives should be updated to also increase penetration against bleeding targets instead of pumping us with every named buff in the game. as the frost and bleed class, i think at least one of our passives should have a bonus against bleeding enemies.
Hmm. Not sure how I feel about that. Obviously we both remember the very short stint where slotting animal companion abilities granted penetration instead of crit damage. THAT was nice, imo, but was apparently bad for PvE.
There is also a CP star that increases penetration per status effect. Not exclusive to bleeds, I know, but applicable.
Also, since the magic morph of beetles has the minor breach, but bleed is on stam abilities, I don't think putting it there makes much sense either.
Maybe you have a recommendation on how to implement it?