I have been playing Warden again lately because I like how the class performs in Endless Archive, and I am reminded of why I don't like it in other content, so I thought I would make a post and see if anyone else agrees with me as a fun thought experiment, since I doubt any of these changes will be considered.
My suggested changes are as follows:
1. Cutting Dive can remain a cliff racer, but I would like it if Screaming Cliff Racer was changed to an Ice Wraith, did frost damage, and was renamed appropriately.
2. I would also like it if all morphs of Scorch were changed to a burrowing Haj Moto like some of the NPC enemies can cast. Make one that does frost damage and one that does bleed damage. I always thought that 3 beetles that suddenly appear and disappear was boring aesthetically.
3. I have no complaints for Swarm, Netch, or Falcon, other than the magic version of swarm (Fetcher Infection) should do frost damage.
4. Wild Guardian is fine as is, but Eternal Guardian should be a Polar Bear and do frost damage.
5. Warden needs a good class personal heal over time. I like Living Vines ok, but the only skill that heals a target over time is Natures Grasp which requires an Ally, and pulls you around. It means that the only skill that allows you to heal and be mobile is Vigor. Maybe "Bond with Nature" could be buffed a little and turned into a heal over time? This is a more minor complaint as Vigor is good, but I would prefer something that fit the flavor of the class.
My biggest complaint about the Warden is the spread of damage types. Some skills do "magic" damage, some do frost, some do bleed, one does poison... I would like it if all the skills that cost magic did frost and all the ones that cost stamina did bleed damage. This would mean that Warden could either have a "track" as a frost mage that focused on chill and brittle, or a warrior that focused on bleeding and hemorrhaging. We could focus in on sets that work well with those damage types and have more of a class identity.
I can appreciate your desire for more frost damage on the Warden, but you have to understand that some warden players aren't going to do ice, so having a split of damage types allows them to play however they want, like a bleed or poison stam build, or a generalized magicka build.
ItsNotLiving wrote: »I play warden for the animal companions and plant heals all I want is the frost staff passive changed to 6/6% so I can run my lightning staff again. I’m not a fan of pushing ice on every magicka warden but I understand that people like it I just don’t want it to be forced on everyone.
ItsNotLiving wrote: »I play warden for the animal companions and plant heals all I want is the frost staff passive changed to 6/6% so I can run my lightning staff again. I’m not a fan of pushing ice on every magicka warden but I understand that people like it I just don’t want it to be forced on everyone.
The passive isn't forcing you to run a frost staff, if you want to run a shock staff just run a shock staff...
I like that it is 12% as it makes up for the fact that the Frost Staff doesn't have a damage boosting passive in the destruction staff skill line, so it makes it a viable offensive weapon for the Warden.
Nope. Nope nope nope. If the frost staff feels weak without Warden's 12% buff, that's a frost staff issue and not a Warden class issue. That buff should be applied to the frost staff's passives.I like that it is 12% as it makes up for the fact that the Frost Staff doesn't have a damage boosting passive in the destruction staff skill line, so it makes it a viable offensive weapon for the Warden.
Cries in stam warden main.
Ik everyone loves ice warden, but stam warden has really gotten the short end of the stick for a long time. They've nerfed bleeding a ton over the last few years, removing sources of bleed from areas of the game... Not Warden, but other areas like dual wield and sets. The less sources of bleed that exist = the less relevant stam warden is for damage. My suggestion is to turn all physical damage skills in warden into Bleed damage, make one of the Impaling Shards morphs into bleed damage and use Stamina. Then make one of the Green Balance skills into a bleed damage ability, like one of its morphs.
Necrotech_Master wrote: »for point 2, while i agree with that, i also want to add that i hate the delay on it, especially the 6 second one for the mag morph, 3 sec is alright, 6 is too long
On this one, I have the (probably) unpopular opinion that I prefer the old timing where it just hit one time after 3 seconds and not when they updated it to hit a second time.
I was used to doing a Scorch, Skill 1, Skill 2, Scorch rotation, and having Scorch be a "long skill" (One 3 second burst and one 6 second burst) took away some of the fun IMO, as it felt good to get into the rhythm and see things get obliterated when Scorch hit. It feels like most of the time everything is dead by the time the 6 second burst hits and it is a waste. Also it lowered the amount of healing I got from the Bond With Nature passive, since it now only hits once every 9 seconds with that skill.
Zodiarkslayer wrote: »The only way I have come to enjoy MagDen in content is a Lightning Staff HA setup.
With everything else you have to, at some point, deal with so much trouble. And MagDen becomes such a bother.
Darkstorne wrote: »Nope. Nope nope nope. If the frost staff feels weak without Warden's 12% buff, that's a frost staff issue and not a Warden class issue. That buff should be applied to the frost staff's passives.I like that it is 12% as it makes up for the fact that the Frost Staff doesn't have a damage boosting passive in the destruction staff skill line, so it makes it a viable offensive weapon for the Warden.
As it stands, the only viable way to play a DPS ice warden is with a frost staff equipped (Winter's Revenge, a class frost DPS skill, also gets a ludicrous 30% damage buff if you have a staff equipped), and the only viable way to use a frost staff as DPS is to be a Warden. It's so out of touch with their own stated design goals it's like ZOS needs to read their own ELI5 combat design message they sent out in place of the promised Q&A when we all got concerned about their combat design approach.
1) I hate the delay on cliff racer and think that needs to go entirely, though I like the ice wraith idea for trying to weave in a bit more frost option (though I'd also say to just use the destro staff spammable to get frost procs)
2) I hate scorch. It sucks to use, it sucks to wait, it sucks to miss. Doesn't feel good to use at all, and even if the damage is "worth it", I tend to avoid the skill entirely because of how bad it FEELS to use. Replace this with a bar pet or scrap it entirely IMO
Darkstorne wrote: »Nope. Nope nope nope. If the frost staff feels weak without Warden's 12% buff, that's a frost staff issue and not a Warden class issue. That buff should be applied to the frost staff's passives.I like that it is 12% as it makes up for the fact that the Frost Staff doesn't have a damage boosting passive in the destruction staff skill line, so it makes it a viable offensive weapon for the Warden.
As it stands, the only viable way to play a DPS ice warden is with a frost staff equipped (Winter's Revenge, a class frost DPS skill, also gets a ludicrous 30% damage buff if you have a staff equipped), and the only viable way to use a frost staff as DPS is to be a Warden. It's so out of touch with their own stated design goals it's like ZOS needs to read their own ELI5 combat design message they sent out in place of the promised Q&A when we all got concerned about their combat design approach.
I like the Ice Staff better than the other staves anyway. It is easier to weave than shock, and Warden isn't DoT heavy, so Flame wouldn't be that great. NM, that I am still generally sore about the Destro Passive changes that were made previously, but taking the Wardens affinity to frost staff doesn't help the destruction staff line as a whole, but it does give Warden something extra and unique.
And just for clarification the text for Winter's Revenge reads:
Conjure icy shards at the target location to skewer enemies in the area, dealing 294 Frost Damage every 1 second for 12 seconds. This damage increases by 30% if cast with a *Destruction Staff* equipped. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. This ability has a higher chance to apply the Chilled status effect.
So you could totally run whatever destruction staff you want for that skill, and you wouldn't even lose damage if you wanted to use a flame staff as it would still buff it by 12% since Winter's revenge is a DoT. The Wardens passive just gives you one more choice, instead of being required to use a flame staff.
ItsNotLiving wrote: »Darkstorne wrote: »Nope. Nope nope nope. If the frost staff feels weak without Warden's 12% buff, that's a frost staff issue and not a Warden class issue. That buff should be applied to the frost staff's passives.I like that it is 12% as it makes up for the fact that the Frost Staff doesn't have a damage boosting passive in the destruction staff skill line, so it makes it a viable offensive weapon for the Warden.
As it stands, the only viable way to play a DPS ice warden is with a frost staff equipped (Winter's Revenge, a class frost DPS skill, also gets a ludicrous 30% damage buff if you have a staff equipped), and the only viable way to use a frost staff as DPS is to be a Warden. It's so out of touch with their own stated design goals it's like ZOS needs to read their own ELI5 combat design message they sent out in place of the promised Q&A when we all got concerned about their combat design approach.
I like the Ice Staff better than the other staves anyway. It is easier to weave than shock, and Warden isn't DoT heavy, so Flame wouldn't be that great. NM, that I am still generally sore about the Destro Passive changes that were made previously, but taking the Wardens affinity to frost staff doesn't help the destruction staff line as a whole, but it does give Warden something extra and unique.
And just for clarification the text for Winter's Revenge reads:
Conjure icy shards at the target location to skewer enemies in the area, dealing 294 Frost Damage every 1 second for 12 seconds. This damage increases by 30% if cast with a *Destruction Staff* equipped. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. This ability has a higher chance to apply the Chilled status effect.
So you could totally run whatever destruction staff you want for that skill, and you wouldn't even lose damage if you wanted to use a flame staff as it would still buff it by 12% since Winter's revenge is a DoT. The Wardens passive just gives you one more choice, instead of being required to use a flame staff.
All I want is it for it to be 6%/6% on the passives instead of 2%12% so I have the option to run other staves and it gives a nice buff if running dual wield or 2h it changes nothing about the ice staff it still has the same 12% damage buff it does now without being a dead passive unless you have an ice staff
ItsNotLiving wrote: »Darkstorne wrote: »Nope. Nope nope nope. If the frost staff feels weak without Warden's 12% buff, that's a frost staff issue and not a Warden class issue. That buff should be applied to the frost staff's passives.I like that it is 12% as it makes up for the fact that the Frost Staff doesn't have a damage boosting passive in the destruction staff skill line, so it makes it a viable offensive weapon for the Warden.
As it stands, the only viable way to play a DPS ice warden is with a frost staff equipped (Winter's Revenge, a class frost DPS skill, also gets a ludicrous 30% damage buff if you have a staff equipped), and the only viable way to use a frost staff as DPS is to be a Warden. It's so out of touch with their own stated design goals it's like ZOS needs to read their own ELI5 combat design message they sent out in place of the promised Q&A when we all got concerned about their combat design approach.
I like the Ice Staff better than the other staves anyway. It is easier to weave than shock, and Warden isn't DoT heavy, so Flame wouldn't be that great. NM, that I am still generally sore about the Destro Passive changes that were made previously, but taking the Wardens affinity to frost staff doesn't help the destruction staff line as a whole, but it does give Warden something extra and unique.
And just for clarification the text for Winter's Revenge reads:
Conjure icy shards at the target location to skewer enemies in the area, dealing 294 Frost Damage every 1 second for 12 seconds. This damage increases by 30% if cast with a *Destruction Staff* equipped. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30% for 3 seconds. This ability has a higher chance to apply the Chilled status effect.
So you could totally run whatever destruction staff you want for that skill, and you wouldn't even lose damage if you wanted to use a flame staff as it would still buff it by 12% since Winter's revenge is a DoT. The Wardens passive just gives you one more choice, instead of being required to use a flame staff.
All I want is it for it to be 6%/6% on the passives instead of 2%12% so I have the option to run other staves and it gives a nice buff if running dual wield or 2h it changes nothing about the ice staff it still has the same 12% damage buff it does now without being a dead passive unless you have an ice staff
If they want to make it specific, it shouldn't be weapon specific. It should be increase your cold and bleed damage by 12%, or a flat 6-10% damage boost. You know, like other classes. Making Warden locked to a specific weapon sucks, and has always sucked since this change came out.
eh?! bird and scorch are perfect in pvp
scorch => charge => scorch fire at the same time, switch to bird spammable. It's much easier to hit and keep constant pressure than normal melee combos, and don't even need speed bonus.
SandandStars wrote: »eh?! bird and scorch are perfect in pvp
scorch => charge => scorch fire at the same time, switch to bird spammable. It's much easier to hit and keep constant pressure than normal melee combos, and don't even need speed bonus.
@moo_2021 , how do you manage to get birds to hit people in PVP? Any insight you can offer would be greatly appreciated. I mained a Magden in PVP for almost 3 years, gave it up recently. In that time I tried several builds and playing styles to get birds to work. No matter what I did, decent players always dodged my birds. They just take forever to flap through the air and arrive at the opponent. I am in a pretty high MMR battleground on Xbox NA, so maybe the experience level of my opponents is a factor?
I have been playing Warden again lately because I like how the class performs in Endless Archive, and I am reminded of why I don't like it in other content, so I thought I would make a post and see if anyone else agrees with me as a fun thought experiment, since I doubt any of these changes will be considered.
My suggested changes are as follows:
1. Cutting Dive can remain a cliff racer, but I would like it if Screaming Cliff Racer was changed to an Ice Wraith, did frost damage, and was renamed appropriately.
2. I would also like it if all morphs of Scorch were changed to a burrowing Haj Moto like some of the NPC enemies can cast. Make one that does frost damage and one that does bleed damage. I always thought that 3 beetles that suddenly appear and disappear was boring aesthetically.
3. I have no complaints for Swarm, Netch, or Falcon, other than the magic version of swarm (Fetcher Infection) should do frost damage.
4. Wild Guardian is fine as is, but Eternal Guardian should be a Polar Bear and do frost damage.
5. Warden needs a good class personal heal over time. I like Living Vines ok, but the only skill that heals a target over time is Natures Grasp which requires an Ally, and pulls you around. It means that the only skill that allows you to heal and be mobile is Vigor. Maybe "Bond with Nature" could be buffed a little and turned into a heal over time? This is a more minor complaint as Vigor is good, but I would prefer something that fit the flavor of the class.
My biggest complaint about the Warden is the spread of damage types. Some skills do "magic" damage, some do frost, some do bleed, one does poison... I would like it if all the skills that cost magic did frost and all the ones that cost stamina did bleed damage. This would mean that Warden could either have a "track" as a frost mage that focused on chill and brittle, or a warrior that focused on bleeding and hemorrhaging. We could focus in on sets that work well with those damage types and have more of a class identity.