bar_boss_A wrote: »Skullstachio wrote: »..., and yes, I do use cutting dive as a spammable, agree to disagree on it all you want,...
sorry I forgot - yes cutting dive is also one of the few bleed damage spammables which should be utilized to make bleed builds viable. As you mentioned Dro Zakar: I was wondering, but too lazy to test, how it interacts whith the multiple stacks of hemorrhage. Do three stacks of hemorrhage count as three stacks of bleeds?
Cheers
bar_boss_A wrote: »Skullstachio wrote: »..., and yes, I do use cutting dive as a spammable, agree to disagree on it all you want,...
sorry I forgot - yes cutting dive is also one of the few bleed damage spammables which should be utilized to make bleed builds viable. As you mentioned Dro Zakar: I was wondering, but too lazy to test, how it interacts whith the multiple stacks of hemorrhage. Do three stacks of hemorrhage count as three stacks of bleeds?
Cheers
From what I saw from cmx no it just buffs the current bleed status and refreshes it
wolf parse Hemo DPS went up around ~2k with the pounce and stack changes much more consistent.
ESO_Nightingale wrote: »Interesting to see. Still not particularly amazing though as far as ww dmg percentage goes.
Skjaldbjorn wrote: »I don't really believe Zos has any interest in further developing Warden, at least not seriously. I feel like the general idea is to relegate them to a PVP class that exclusively heals in PVE. When they do manage to give them something valuable (such as Minor Brittle) that kind of forces them into groups to some extent, they almost immediately add something to circumvent that and Warden goes back to being a heal-only meaningful PVE class. Sucks, but hey, we all get to spam hentai now, so whatever.
On a more serious note, bird is absolute dog. It's effectively a 10s dot. Anyone who thinks it's even a decent spammable is fooling themselves. Shalks feels so bad. Bugs is awful. Nothing in Warden's kit outside of the bear from a stam perspective makes any sense together or synergizes well. It's easily the most poorly designed, poorly maintained, poorly structured DPS class and Necro exists, so that's effing wild.
ESO_Nightingale wrote: »Interesting to see. Still not particularly amazing though as far as ww dmg percentage goes.
Yeah, as the pounce is only every 5-6 seconds it's not consistent enough with all the other damage being DoT and having a super low status proc chance.
I don't have the CMX on me but I messed around with the DW Ultimate Rend a bit and it seemed quite decent now compared to shooting star. Kind of funny though, the other morph thrive in chaos is actually garbage now because so much of the DPS is loaded into the Hemorrhaging ticks and because Rend lasts twice as long, its... twice as good lol.
Skullstachio wrote: »I have at least two ideas that come to mind.
First one: The wardens base feral guardian ability and its morphs: While this Ultimate Ability is slotted on either bar, The feral/eternal/wild guardian remains until unsummoned or killed.
This would allow it to be slotted only on either front or back bar (and given it's already lengthy cast time if having to recast it upon its defeat.) and allow for a different ultimate to be slotted on either bar, only caveat would be that the guardians wrath/savagery can only be activated on that slotted bar, and to curb its strength a little, maybe just slightly reduce its heightened chance to apply haemorrhaging with it.
Second one: Savage Beast Passive: Give it a touchup and make it so it passively increases your chance to apply status effects with animal companion abilities by 50/100%. Additionally, Applying Overcharged restores a small amount of your highest maximum resource and Applying Haemorrhaging Generates 1/2 ultimate. These effects can occur once every 4 seconds, individually of each other.
This here helps a bit with sustainability and ultimate generation while tapping into the overcharged/haemorrhaging status effects (seeing as winters embrace does a good enough job with enhancing the chilled toolkit.) while also making it easier to apply status effects with animal companion skills including the ultimate (hence calling for the reduction in the bears heightened chance to apply haemorrhaging before.)
Twohothardware wrote: »Skjaldbjorn wrote: »I don't really believe Zos has any interest in further developing Warden, at least not seriously. I feel like the general idea is to relegate them to a PVP class that exclusively heals in PVE. When they do manage to give them something valuable (such as Minor Brittle) that kind of forces them into groups to some extent, they almost immediately add something to circumvent that and Warden goes back to being a heal-only meaningful PVE class. Sucks, but hey, we all get to spam hentai now, so whatever.
On a more serious note, bird is absolute dog. It's effectively a 10s dot. Anyone who thinks it's even a decent spammable is fooling themselves. Shalks feels so bad. Bugs is awful. Nothing in Warden's kit outside of the bear from a stam perspective makes any sense together or synergizes well. It's easily the most poorly designed, poorly maintained, poorly structured DPS class and Necro exists, so that's effing wild.
Yeah Dive needs overhauled just like Necro's Skulls does as well. They're horrible class spammables. They're clunky to weave and they have too long of travel time when cast which makes them one of the easiest skills to dodge in PvP and the damage is just not there either. Being ranged is not an excuse to make a Classes spammable severely weaker than others like DK's Molten Whip and Nightblades Concealed Weapon.
ESO_Nightingale wrote: »Interestingly now we have arterial burst for magdps to apply hemo.
bar_boss_A wrote: »ESO_Nightingale wrote: »Interestingly now we have arterial burst for magdps to apply hemo.
Yeah I am quite eager to test this but I have a fundamental problem with it: as it is a guaranteed proc it does not support building into status effects. It is probably stronger on a nirn/precise setup...
Skullstachio wrote: »I have at least two ideas that come to mind.
First one: The wardens base feral guardian ability and its morphs: While this Ultimate Ability is slotted on either bar, The feral/eternal/wild guardian remains until unsummoned or killed.
This would allow it to be slotted only on either front or back bar (and given it's already lengthy cast time if having to recast it upon its defeat.) and allow for a different ultimate to be slotted on either bar, only caveat would be that the guardians wrath/savagery can only be activated on that slotted bar, and to curb its strength a little, maybe just slightly reduce its heightened chance to apply haemorrhaging with it.
Skullstachio wrote: »Second one: Savage Beast Passive: Give it a touchup and make it so it passively increases your chance to apply status effects with animal companion abilities by 50/100%. Additionally, Applying Overcharged restores a small amount of your highest maximum resource and Applying Haemorrhaging Generates 1/2 ultimate. These effects can occur once every 4 seconds, individually of each other.
This here helps a bit with sustainability and ultimate generation while tapping into the overcharged/haemorrhaging status effects (seeing as winters embrace does a good enough job with enhancing the chilled toolkit.) while also making it easier to apply status effects with animal companion skills including the ultimate (hence calling for the reduction in the bears heightened chance to apply haemorrhaging before.)
ESO_Nightingale wrote: »Twohothardware wrote: »Skjaldbjorn wrote: »I don't really believe Zos has any interest in further developing Warden, at least not seriously. I feel like the general idea is to relegate them to a PVP class that exclusively heals in PVE. When they do manage to give them something valuable (such as Minor Brittle) that kind of forces them into groups to some extent, they almost immediately add something to circumvent that and Warden goes back to being a heal-only meaningful PVE class. Sucks, but hey, we all get to spam hentai now, so whatever.
On a more serious note, bird is absolute dog. It's effectively a 10s dot. Anyone who thinks it's even a decent spammable is fooling themselves. Shalks feels so bad. Bugs is awful. Nothing in Warden's kit outside of the bear from a stam perspective makes any sense together or synergizes well. It's easily the most poorly designed, poorly maintained, poorly structured DPS class and Necro exists, so that's effing wild.
Yeah Dive needs overhauled just like Necro's Skulls does as well. They're horrible class spammables. They're clunky to weave and they have too long of travel time when cast which makes them one of the easiest skills to dodge in PvP and the damage is just not there either. Being ranged is not an excuse to make a Classes spammable severely weaker than others like DK's Molten Whip and Nightblades Concealed Weapon.
True. They are extremely clunky. Dive has the issue of always taking roughly the same amount of time to hit a target regardless of the amount of distance you are from that target. This is horrendous in melee range. In my opinion, i think dive should have 2 different forms based on your range from the target. I think it should be a melee spammable within 7 meters and deal slightly more damage and it should turn into current dive when you're further than 7 meters and give off balance.
MashmalloMan wrote: »ESO_Nightingale wrote: »Twohothardware wrote: »Skjaldbjorn wrote: »I don't really believe Zos has any interest in further developing Warden, at least not seriously. I feel like the general idea is to relegate them to a PVP class that exclusively heals in PVE. When they do manage to give them something valuable (such as Minor Brittle) that kind of forces them into groups to some extent, they almost immediately add something to circumvent that and Warden goes back to being a heal-only meaningful PVE class. Sucks, but hey, we all get to spam hentai now, so whatever.
On a more serious note, bird is absolute dog. It's effectively a 10s dot. Anyone who thinks it's even a decent spammable is fooling themselves. Shalks feels so bad. Bugs is awful. Nothing in Warden's kit outside of the bear from a stam perspective makes any sense together or synergizes well. It's easily the most poorly designed, poorly maintained, poorly structured DPS class and Necro exists, so that's effing wild.
Yeah Dive needs overhauled just like Necro's Skulls does as well. They're horrible class spammables. They're clunky to weave and they have too long of travel time when cast which makes them one of the easiest skills to dodge in PvP and the damage is just not there either. Being ranged is not an excuse to make a Classes spammable severely weaker than others like DK's Molten Whip and Nightblades Concealed Weapon.
True. They are extremely clunky. Dive has the issue of always taking roughly the same amount of time to hit a target regardless of the amount of distance you are from that target. This is horrendous in melee range. In my opinion, i think dive should have 2 different forms based on your range from the target. I think it should be a melee spammable within 7 meters and deal slightly more damage and it should turn into current dive when you're further than 7 meters and give off balance.
Thats how all class ranged spammables should behave.
The only melee spammable since launch added to the game has been from Vampire.
In general order we got Warden's Cliff Racer, Psijic Order's Ele Weapon, Necro's Skull, DK's Poop Fist, Sorc's Crystal Weapon, Fighter's Guild Silver Shards, and Arcanists' Runeblades/Tentacle.
The best class spammables in the game are all melee. Templar Jabs, DK's Whip, and NB's Surprise Attack. They're instant, powerful, bread and butter for these classes.
I guarantee you, the new spammables available from Scribing will be mostly, if not all ranged as well sadly. This isn't a coincidence. They began making them ranged after launch because it's less work and keeps the class inclusive of all playstyles, melee or ranged.
Ranged spammables (if not cast time) have 10% less damage and projectile travel time. In the case of Skulls and Cliff Racer, a ridiculously high amount making them unusable in pvp due to how players have a brain and dodging is extremely forgiving in this game.
The middle ground they tried was Ele Weapon and Crystal Weapon, but these are attached to your weaving making them punishing and delayed instead of instant. It's much harder to land a LA than it is an instant cast melee skill. Some players hate the feel of this.
Your idea would fix so much.
ESO_Nightingale wrote: »Twohothardware wrote: »Skjaldbjorn wrote: »I don't really believe Zos has any interest in further developing Warden, at least not seriously. I feel like the general idea is to relegate them to a PVP class that exclusively heals in PVE. When they do manage to give them something valuable (such as Minor Brittle) that kind of forces them into groups to some extent, they almost immediately add something to circumvent that and Warden goes back to being a heal-only meaningful PVE class. Sucks, but hey, we all get to spam hentai now, so whatever.
On a more serious note, bird is absolute dog. It's effectively a 10s dot. Anyone who thinks it's even a decent spammable is fooling themselves. Shalks feels so bad. Bugs is awful. Nothing in Warden's kit outside of the bear from a stam perspective makes any sense together or synergizes well. It's easily the most poorly designed, poorly maintained, poorly structured DPS class and Necro exists, so that's effing wild.
Yeah Dive needs overhauled just like Necro's Skulls does as well. They're horrible class spammables. They're clunky to weave and they have too long of travel time when cast which makes them one of the easiest skills to dodge in PvP and the damage is just not there either. Being ranged is not an excuse to make a Classes spammable severely weaker than others like DK's Molten Whip and Nightblades Concealed Weapon.
True. They are extremely clunky. Dive has the issue of always taking roughly the same amount of time to hit a target regardless of the amount of distance you are from that target. This is horrendous in melee range. In my opinion, i think dive should have 2 different forms based on your range from the target. I think it should be a melee spammable within 7 meters and deal slightly more damage and it should turn into current dive when you're further than 7 meters and give off balance.
ESO_Nightingale wrote: »bar_boss_A wrote: »
Yeah I am quite eager to test this but I have a fundamental problem with it: as it is a guaranteed proc it does not support building into status effects. It is probably stronger on a nirn/precise setup...
that's actually not accurate. arterial burst does magic damage. it applies overcharged too at a lesser rate.
bar_boss_A wrote: »Why would anyone run melee skills if your ranged skills do the same damage in melee? You would then have to add ranged variants to the melee skills to keep it balanced...
bar_boss_A wrote: »ESO_Nightingale wrote: »bar_boss_A wrote: »
Yeah I am quite eager to test this but I have a fundamental problem with it: as it is a guaranteed proc it does not support building into status effects. It is probably stronger on a nirn/precise setup...
that's actually not accurate. arterial burst does magic damage. it applies overcharged too at a lesser rate.
Yeah overcharged the game changer - weakest status effect by margins
MashmalloMan wrote: »bar_boss_A wrote: »Why would anyone run melee skills if your ranged skills do the same damage in melee? You would then have to add ranged variants to the melee skills to keep it balanced...
Ranged skills already scale 10% weaker and/or cost 15% more at base.
Ranged cast time spammables can be interrupted. Melee cast time spammables can not.
In this theoretical universe where a melee version works when you're close, it just fixes the projectile travel time issue which makes most ranged spammables in PVP next to useless in melee range without giving the benefits of melee only spammables.
So no, melee skills wouldn't need ranged variants or they would need to be nerfed.