miguelcura wrote: »Update 41 coming. I still don't see Warden DPS in HM vet trials.
https://www.esologs.com/zone/rankings/17#class=Warden&spec=MagickaDPS
https://www.esologs.com/zone/rankings/17#class=Warden&spec=StaminaDPS
https://www.esologs.com/zone/rankings/16#class=Warden&spec=MagickaDPS
https://www.esologs.com/zone/rankings/16#class=Warden&spec=StaminaDPS
If you don't realize that "all classes, all roles" doesn't work here it's sad.
I wanna cry and play wow with my hunter. (against my will, lol)
Skullstachio wrote: »ESO_Nightingale wrote: »Lancer1602 wrote: »ESO_Nightingale wrote: »Alright, we'll see pts notes in less than 24 hours. Here's hoping.
Where do you get your hopium from? I ran out long time ago
Man i dunno anymore
Hope is the one thing in the universe that can never be snuffed out (hopium too.)
Side note: I did my homework on a good warden build and thought our bear huggers out there could use something semi-new.
https://forums.elderscrollsonline.com/en/discussion/643126/warden-pve-build-the-barbearian
I even outlined a few possible weaknesses in the build (but there is always more insight to behold.)
On another side note, I reckon one/two handed axes should have the bleed effects returned to them (since it was removed back in patch V6.3.5 prior to update 29.) but I may have a better Idea…
Heavy Weapons II: Direct Damage done from non-ultimate Two-Handed Abilities applies a non-refreshable bleed effect, dealing an additional [X] bleed damage over 20 seconds and Granting a bonus based on the type of weapon used against them:The Bleed Effect from Heavy Weapons II would only be Half as strong as the Flame DoT from a Tri Focus inferno Staff as it would be incorporating the bonuses based on the weapon used against targets affected by the non-refreshable bleed from the partly-new Heavy Weapons passive.
- Greatswords increase your Weapon and Spell Damage by 258.
- Greataxes increase your Critical Damage done by 12%.
- Two-handed Mauls increase your Armor Penetration by 2974.
And regarding the current iteration of Piercing Cold: I reckon it ought to be 10% instead of 12% when wielding a frost staff, but also it could include Two-Handed Weapons as well.
Piercing Cold II: Increases your damage done by 2%, which increases to 10% when wielding an Ice Staff or Two Handed Weapon.
Including two-handed weapons in piercing cold makes the "piercing" implication more clearer and it opens one of many stamina based doors that may have been closed to wardens before. But I can imagine these thoughts not sitting well with some.
Araneae6537 wrote: »I enjoy playing my warden primarily as a frost dps and have also played them as a healer. I like most of the animal skill line alright except the bear because it doesn’t fit the Morrowind theme, but the delay on scorch! I suppose it would be useful on a long stationary boss fight, but the part 2 generally happens well after the fight has ended and I feared I would unintentionally engage new enemies with it so removed it from my bar.