Tyrant_Tim wrote: »Yes, Warden has a passive that increases the damage of the chilled status effect, so it’s safe to assume that when we have the ability to add more Frost-based skills, Warden will begin to reach comparable numbers.
Tyrant_Tim wrote: »Yes, Warden has a passive that increases the damage of the chilled status effect, so it’s safe to assume that when we have the ability to add more Frost-based skills, Warden will begin to reach comparable numbers.
IncultaWolf wrote: »Warden is very strong in pvp right now, so probably no buffs without it breaking pvp more. I'd also like to see werewolf dps viable again, and necromancer dps without crutching on one dlc dungeon proc set (elemental catalyst) to be relevant.
zombievalen wrote: »They still don't understand the game. They made an "unexpected" change to the necro to play mele (the skill with the most damage). The Warden's damage was increased by the Chill effect. He seems good but what the warden needs is to be desirable on a roster. Each DPS Class needs to have a unique buff so that it is necessary to have all the classes on the roster.
As always, organized groups will already have their healing guardian and the DPS will be easily replaceable.
My biggest question is whether the developers play endgame or just do dungeons with companions.
Skjaldbjorn wrote: »IncultaWolf wrote: »Warden is very strong in pvp right now, so probably no buffs without it breaking pvp more. I'd also like to see werewolf dps viable again, and necromancer dps without crutching on one dlc dungeon proc set (elemental catalyst) to be relevant.
Simple fix: Revert all the incredibly stupid changes to Advanced Species, return it to a flat % damage gain for each AC ability, but like the mythic necklace, have it only apply to monsters.
Done.