YandereGirlfriend wrote: »No way, this skill has already been messed with enough.
This is the best skill in the entire Warden toolkit.
Urzigurumash wrote: »YandereGirlfriend wrote: »No way, this skill has already been messed with enough.
This is the best skill in the entire Warden toolkit.
Best skill in the game in my opinion, makes Warden the best class
HoffmannTheBest wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »No way, this skill has already been messed with enough.
This is the best skill in the entire Warden toolkit.
Best skill in the game in my opinion, makes Warden the best class
I consider this skill the most disgusting in the arsenal, after Sleet Storm.
The damage is just as situational and easy to avoid, plus it is incredibly tiny compared to the ultimates of other classes and weapon abilities. The same Nightblade's ultimate deals a mind-boggling 20k damage per hit, while Sleet Storm deals only 10k damage over 8 seconds. This is catastrophically little, especially if you are against a fat tank with 40k+ HP.
Stafford197 wrote: »Overall functionality is fine, but the theme is weird. The original ability “Subterranean Assault” used to summon a Haj Mota to attack just like the archer adds do in Falkreath Hold. Only reason the Warden ability was changed into shalks and renamed to “Scorch” is to be more Vvardenfell-themed
IMO, Scorch should be Frost and Bleed focused like this:
Subterranean Tremors (Base: Stamina)
Stir a Haj Mota to dig toward your enemies after 3 seconds, dealing 2509 Bleed Damage as the Haj Mota’s shell slices enemies in front of you.
Each hit deals an additional 126 Bleed Damage and afflicts enemies with Major and Minor Breach, reducing their Physical and Spell Resistance by 5948 and 2974 for 8 seconds.
Subterranean Assault (Morph 1: Stamina)
Stir a Haj Mota to dig toward your enemies after 3 seconds, dealing 2591 Bleed Damage as the Haj Mota’s shell slices enemies in front of you. It then burrows underground for 3 seconds before repeating the attack, dealing 2591 Bleed Damage.
Each hit deals an additional 390 Bleed Damage and afflicts enemies with Major and Minor Breach, reducing their Physical and Spell Resistance by 5948 and 2974 for 8 seconds. Enemies struck take up to 10% more Bleed Damage for 8 seconds, based on your Weapon Damage.
New Effect: Increases additional hit damage and the Haj Mota strikes a second time. Enemies struck receive more Bleed Damage from all sources.
Glacial Fissure (Morph 2: Magicka)
Stir an Ice Wraith to pierce enemies with ice spikes after 3 seconds, dealing 2591 Frost Damage to enemies in front of you. The ice spikes linger in the area for 8 seconds, dealing 1296 Frost Damage every 2 seconds to enemies within.
Each hit deals an additional 130 Bleed Damage and afflicts enemies with Major and Minor Breach, reducing their Physical and Spell Resistance by 5948 and 2974 for 8 seconds. Enemies struck take up to 10% more Frost Damage for 8 seconds, based on your Spell Damage.
New Effect: Increases size and instead calls an Ice Wraith to rise lingering ice spikes. Enemies struck receive more Frost Damage from all sources.
Yeah, and while we're at it Polar Wind is really weak too! It needs at least a 100% buff. And make it heal all people in front of you instead of just one person!
AcadianPaladin wrote: »Thematically, I'd much rather see this skill called Field of Thorns and have it summon throrny vines that come up from the ground to damage foes. This would make the class a little more RP flexible for a druid or ranger type instead of some weird class that summons Morrowind beetles.
YandereGirlfriend wrote: »AcadianPaladin wrote: »Thematically, I'd much rather see this skill called Field of Thorns and have it summon throrny vines that come up from the ground to damage foes. This would make the class a little more RP flexible for a druid or ranger type instead of some weird class that summons Morrowind beetles.
This is an awesome re-work idea for Corrupting Pollen.