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Blooddrinker set for Warden and general PVE DPS changes

JustFrog54
There is a very interesting set in the game called "Blooddrinker"

(2 items) Adds 657 Critical Chance
(3 items) Adds 129 Weapon and Spell Damage
(4 items) Adds 657 Critical Chance
(5 items) Increases your Bleed damaging attacks by 20%.

This set was released in the 2017 dungeon expansion, right after the release of the Warden class. It seems to me that the developers conceived this set specifically for Stamina Warden. There were no classes in the game with as much bleed damage as stamina Warden.I returned to the game after I left for half a year. Of course, I was very interested in what happened to the balance of classes. In general, the patch notes have changes towards balance, as in PvE content and PvP. It seemed to me that the developers are moving towards a balance in this game, separating the effects of sets and skills into PvE and PvP morphs.

But then I noticed that the main skill of the Warden’s stamina is Subterranean Assault. Now has poison damage. And after that, I immediately remembered why I lost the desire to play this game. The developers simply forget what exists in the game. You can understand them , but why don’t they want to ask old and experienced players what to change in the game? In the end, I think that the change to the Subterranean Assault skill was related to PvP and because of which a good set for stamina Warden was killed. Yes, in general, the Warden class in the role of damage dealer began to feel better. But in general, right now there is no individuality in the classes, all DDs collect the same sets in order to be effective. In general, I had plans to create a stamina Warden damage dealer in order to play from this set. But unfortunately, this doesn’t make sense now, and if I want to pump him up further, I understand that he will be dressed in the same sets as all my characters in order to be effective .

Honestly, there’s less and less desire to play this game when you have to carry a million sets with you for different situations (and the same ones on different characters) that being effective is already boring. But this does not apply to the new class "Arcanist", he can hang around in one setup and, without making any mental effort, hit well everywhere, both on Bosses and on Thrash packs.

Another thing that really annoys me and in the game is the difference in skill requirements for a class like Nightblade or Necromancer and Arcanist. On a nightblade you lose a lot of damage from a missed light attack, on an arcanist you sit and watch tiktok while casting a beam. In the latest patch they made nightblades more playable in PvE content in the DPS role. But in general, the range of complexity of NB and Arcanist is colossal. If I go on a raid on my NB, I prepare a bunch of setups, for every boss , trash packs , mini bosses , pre buff setups. At the same time, a person playing an arcanist can run through the entire raid in one setup and overDPS the NB into trash (while NB is on trash setup , which much different that boss setup), while on bosses ARC will be not so far from NB. The amount of effort and the requirement for skills and sets makes a huge difference between the Arcanist and other classes.

In general, I just wanted to express my dissatisfaction with the change in Varden beetles. But I was blown away.
  • Soarora
    Soarora
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    Blooddrinker isn't the worst, it pairs well with dro'zakar. I do think warden should have its damage types condensed though, frost should be ice and stam should be bleed perhaps.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • Alaztor91
    Alaztor91
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    Tbh I think that ZOS simply forgot that (Stam)Warden was the ''unofficial bleed dmg class''. They changed Wild Guardian/Cutting Dive/Growing Swarm to bleed dmg a while ago, but they never touched Sub Assault. They also never added support via passives like they did with frost damage.

    People ask for the magicka damage morphs from the Animal Companions skill line to be changed to frost damage all the time and ZOS also ignores them, even though the passive that boosted magic and frost damage was changed a while back.

    ZOS refuses to make Ice Staff an actual DPS weapon, so we end up in a situation with Winter's Embrace(the tanking skill line) passives really pushing Chilled and Frost damage, Winter's Revenge pushing a specific weapon type and skills having a higher chance to proc Chilled. Animal Companions(the dps skill line) has less damage boosting passives than Winter's Embrace lol.

    Imo it would be better if the class had a Frost/Bleed damage focus similar to Dragon Knight's Fire/Poison or Sorcerer's Shock/Physical, but hybridization has been eroding class identity for a while now.
  • YandereGirlfriend
    YandereGirlfriend
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    Another vote for Frost + Bleed depending upon the morph!
  • moderatelyfatman
    moderatelyfatman
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    I soooo badly want my stamden back so I can take them into endgame trials.
  • Theist_VII
    Theist_VII
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    Another vote for Frost + Bleed depending upon the morph!

    When I think of nature, druids and wardens, I imagine a symbiotic relationship with plants and more pointedly, poison?

    Definitely agree that each class should be an either or for damage types, one physical, one magic.
  • YandereGirlfriend
    YandereGirlfriend
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    Theist_VII wrote: »
    Another vote for Frost + Bleed depending upon the morph!

    When I think of nature, druids and wardens, I imagine a symbiotic relationship with plants and more pointedly, poison?

    Definitely agree that each class should be an either or for damage types, one physical, one magic.

    Plants also have thorns, though!

    Green Balance cries out for like a thorns sticky DOT or at least for something like Leeching Vines to have a Bleed-damage-on-hit effect.

    Poison x plants certainly makes sense but it feels like ZOS already made the decision for Bleed to be its physical-type damage element.

    And big agree on further class elemental theming!
  • BasP
    BasP
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    Theist_VII wrote: »
    Another vote for Frost + Bleed depending upon the morph!

    When I think of nature, druids and wardens, I imagine a symbiotic relationship with plants and more pointedly, poison?

    Definitely agree that each class should be an either or for damage types, one physical, one magic.

    Plants also have thorns, though!

    Green Balance cries out for like a thorns sticky DOT or at least for something like Leeching Vines to have a Bleed-damage-on-hit effect.

    Poison x plants certainly makes sense but it feels like ZOS already made the decision for Bleed to be its physical-type damage element.

    And big agree on further class elemental theming!

    Yeah, adding Bleed Damage to a Green Balance skill or two would definitely be nice! I initially thought that Poison Damage would fit that skill line better from a thematic standpoint, for the reason Theist_VII mentioned, but Bleed would be better mechanically I suppose.

    Because I was bored, I came up with some crappy (and in some occasions OP) morphs for Green Balance skills myself. Hopefully ZOS adds something better in the future, though.

    Soothing Lethal Spores:
    Seed a large area of mushrooms in front of you, dealing 1939 Bleed Damage and applying the Hemorrhaging status effect. Affected enemies are immobilized for 3 seconds and take 8% more Bleed Damage for 20 seconds.

    * If the cost of Enchanted Growth would then be determined by your highest resource, there would still be a Stamina group heal for the rare Stamden healers.

    Bursting Vines:
    Launch a vine to swing yourself to an enemy, instantly dealing 1603 Bleed Damage to them and enemies within 6 meters. Enemies hit take an additional 2050 Bleed Damage over 5 seconds. An ally near the vines can activate the Burst synergy, dealing 2812 Bleed Damage to all effected enemies.

    Corrupting Pollen:
    Summon a field of flowers which blooms after 6 seconds, dealing 1742 Bleed Damage. Enemies who enter the field are afflicted with Major Defile and Minor Cowardice, reducing their healing received and damage shield strength by 12% and their Weapon and Spell Damage by 215. Up to three allies within the field can activate the Corrupting synergy, dealing 2698 Bleed Damage to enemies within 7 meters.

    Lotus Blossom:
    Embrace the lotus blessing, causing your Light Attacks to restore 1320 Health and your fully-charged Heavy Attacks to restore 3960 Health to you or a nearby ally for 1 minute. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629, and your Light and Heavy Attacks deal an additional 232 Bleed Damage.

    Leeching Vines:
    Grow vines to embrace you or the lowest health ally in front of you for 10 seconds. The vines heal the target for 718 Health each time they take damage. This effect can occur once every 1 second. While active, the vines deal 1 Bleed Damage to any enemy that uses a direct damage attack against the target in melee range, scaling off their highest offensive stats.
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