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WTB Warden Article

  • dimensional
    dimensional
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    CaiWenji wrote: »
    Also why does the winter's embrace have a heal when they already have an entire skill line with literally nothing but heals? This is extremely stupid:

    Arctic Wind – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds.

    You forgot this part, "Enemies in the area will take Frost Damage every 2 seconds over 10 seconds." it heals you and damages enemies. It's still redundant I'll agree.

    It's kinda like Mal Damba in Paladins. Skill called Gourd- He throws snake juice as an AoE on the floor. That juice hurts enemies at the same time as healing friends.

    Doesn't matter, extremely redundant when they have a literal entire skill line full of heals. If they didn't have that, then it would be fine.

    Which btw, I think having an entire skill line with nothing but heals is a problem in itself. Even the templar's healing line has a few non-heal skills. It's just ridiculous, no one needs that many different heal skills even if they have extremely minor differences. Disappointed with that skill line in general.
    Because the Gods forbid there be choices of Skills to use as a Healer.

    Nope, this guy thinks that cookie-cutter builds with everyone running the same exact Skill loadouts is the only way to go...

    Sheesh...
    The hell are you even talking about? This reply isn't relevant to any single point I brought up.
  • dimensional
    dimensional
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    CaiWenji wrote: »
    CaiWenji wrote: »
    Also why does the winter's embrace have a heal when they already have an entire skill line with literally nothing but heals? This is extremely stupid:

    Arctic Wind – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds.

    You forgot this part, "Enemies in the area will take Frost Damage every 2 seconds over 10 seconds." it heals you and damages enemies. It's still redundant I'll agree.

    It's kinda like Mal Damba in Paladins. Skill called Gourd- He throws snake juice as an AoE on the floor. That juice hurts enemies at the same time as healing friends.

    Doesn't matter, extremely redundant when they have a literal entire skill line full of heals. If they didn't have that, then it would be fine.

    Which btw, I think having an entire skill line with nothing but heals is a problem in itself. Even the templar's healing line has a few non-heal skills. It's just ridiculous, no one needs that many different heal skills even if they have extremely minor differences. Disappointed with that skill line in general.

    Templars Restoring life is mainly heals or buffs, haven't played in a bit on my for combat but I am sure it is like that. And with that there are resto staff heals. Call me old fashion but I like to give (and take all the healing I can)! The big healing circle templar skill(that also purifies), the hand clapping one where you can now run fast, the Breath of Life(now i replace with healing ward) The rune that gives def and ups my healing, and its ulti I now replace with resto staff ulti. For resto staff so many here too! Regen -mutagem and rapid regen both great! Combat Prayer is super awesome and i never not have it. Springs is a given and healing ward too and on my sorc healer ised the one too that instant casts health steal.


    So redundant? Maybe, but it is heals! Don't you want to live? Like Savos Aren said, "What you learn here will last you a lifetime. Several, if you're talented."

    I'd rather have a lot of different skills than 6 heals with minor variations or buffs, but that's just me. It seems like a tragic waste of skill line real estate to have all of your active skills be essentially a heal with something extra added.
  • CaiWenji
    CaiWenji
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    CaiWenji wrote: »
    CaiWenji wrote: »
    Also why does the winter's embrace have a heal when they already have an entire skill line with literally nothing but heals? This is extremely stupid:

    Arctic Wind – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds.

    You forgot this part, "Enemies in the area will take Frost Damage every 2 seconds over 10 seconds." it heals you and damages enemies. It's still redundant I'll agree.

    It's kinda like Mal Damba in Paladins. Skill called Gourd- He throws snake juice as an AoE on the floor. That juice hurts enemies at the same time as healing friends.

    Doesn't matter, extremely redundant when they have a literal entire skill line full of heals. If they didn't have that, then it would be fine.

    Which btw, I think having an entire skill line with nothing but heals is a problem in itself. Even the templar's healing line has a few non-heal skills. It's just ridiculous, no one needs that many different heal skills even if they have extremely minor differences. Disappointed with that skill line in general.

    Templars Restoring life is mainly heals or buffs, haven't played in a bit on my for combat but I am sure it is like that. And with that there are resto staff heals. Call me old fashion but I like to give (and take all the healing I can)! The big healing circle templar skill(that also purifies), the hand clapping one where you can now run fast, the Breath of Life(now i replace with healing ward) The rune that gives def and ups my healing, and its ulti I now replace with resto staff ulti. For resto staff so many here too! Regen -mutagem and rapid regen both great! Combat Prayer is super awesome and i never not have it. Springs is a given and healing ward too and on my sorc healer ised the one too that instant casts health steal.


    So redundant? Maybe, but it is heals! Don't you want to live? Like Savos Aren said, "What you learn here will last you a lifetime. Several, if you're talented."

    I'd rather have a lot of different skills than 6 heals with minor variations or buffs, but that's just me. It seems like a tragic waste of skill line real estate to have all of your active skills be essentially a heal with something extra added.

    Yeah whatever floats your boat really! So many combinations, anyone can play how they like!
  • dimensional
    dimensional
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    CaiWenji wrote: »
    CaiWenji wrote: »
    CaiWenji wrote: »
    Also why does the winter's embrace have a heal when they already have an entire skill line with literally nothing but heals? This is extremely stupid:

    Arctic Wind – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds.

    You forgot this part, "Enemies in the area will take Frost Damage every 2 seconds over 10 seconds." it heals you and damages enemies. It's still redundant I'll agree.

    It's kinda like Mal Damba in Paladins. Skill called Gourd- He throws snake juice as an AoE on the floor. That juice hurts enemies at the same time as healing friends.

    Doesn't matter, extremely redundant when they have a literal entire skill line full of heals. If they didn't have that, then it would be fine.

    Which btw, I think having an entire skill line with nothing but heals is a problem in itself. Even the templar's healing line has a few non-heal skills. It's just ridiculous, no one needs that many different heal skills even if they have extremely minor differences. Disappointed with that skill line in general.

    Templars Restoring life is mainly heals or buffs, haven't played in a bit on my for combat but I am sure it is like that. And with that there are resto staff heals. Call me old fashion but I like to give (and take all the healing I can)! The big healing circle templar skill(that also purifies), the hand clapping one where you can now run fast, the Breath of Life(now i replace with healing ward) The rune that gives def and ups my healing, and its ulti I now replace with resto staff ulti. For resto staff so many here too! Regen -mutagem and rapid regen both great! Combat Prayer is super awesome and i never not have it. Springs is a given and healing ward too and on my sorc healer ised the one too that instant casts health steal.


    So redundant? Maybe, but it is heals! Don't you want to live? Like Savos Aren said, "What you learn here will last you a lifetime. Several, if you're talented."

    I'd rather have a lot of different skills than 6 heals with minor variations or buffs, but that's just me. It seems like a tragic waste of skill line real estate to have all of your active skills be essentially a heal with something extra added.

    Yeah whatever floats your boat really! So many combinations, anyone can play how they like!

    But that's my point, the green balance skill line is literally nothing but heals with a secondary effect as an afterthought. Why not open up the class to more playstyle combination options and have just 2 or 3 heals in that skill line with a couple other non-heal abilities? Even the templar has non-heals in their healing skill line (I define these based on the *base* ability, not a morph).
  • Uriel_Nocturne
    Uriel_Nocturne
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    CaiWenji wrote: »
    Also why does the winter's embrace have a heal when they already have an entire skill line with literally nothing but heals? This is extremely stupid:

    Arctic Wind – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds.

    You forgot this part, "Enemies in the area will take Frost Damage every 2 seconds over 10 seconds." it heals you and damages enemies. It's still redundant I'll agree.

    It's kinda like Mal Damba in Paladins. Skill called Gourd- He throws snake juice as an AoE on the floor. That juice hurts enemies at the same time as healing friends.

    Doesn't matter, extremely redundant when they have a literal entire skill line full of heals. If they didn't have that, then it would be fine.

    Which btw, I think having an entire skill line with nothing but heals is a problem in itself. Even the templar's healing line has a few non-heal skills. It's just ridiculous, no one needs that many different heal skills even if they have extremely minor differences. Disappointed with that skill line in general.
    Because the Gods forbid there be choices of Skills to use as a Healer.

    Nope, this guy thinks that cookie-cutter builds with everyone running the same exact Skill loadouts is the only way to go...

    Sheesh...
    The hell are you even talking about? This reply isn't relevant to any single point I brought up.
    Sure I did. You don't even know what you responded to.

    Your comment is that you feel that Healing is redundant, that there's too many pure Healing Skills and should be more damage dealing Skills.

    As a guy who runs a pure Healer Templar, there can never be enough "pure Healing Skills" that gives a player build diversity. If you limit the number of available methods of Healing for your group, all you wind up with is a game where every Healer is running the exact same cookie-cutter builds and using all of the exact same Skills with no variation.

    I don't know about you, but that seems very boring to me.

    As far as the tanky Winter's Embrace skill line: Just reading it leads me to believe that it will mix quite nicely with the Sword & Board skills. After taunting the enemies, while you're blocking and keeping the aggro, you're doing damage and Healing yourself just a bit. It's not redundant in any way, as it wont heal the tank near as well as the Healer could, but it does take some of the load off of the Healer in the group, who may be able to do other things to keep the rest of the group healthier.

    Again, that's much more build diversity.

    The fact that you think this redundant and cannot see the various ways that this will add a myriad of depth to not only combat in general, but to character and Group builds and load outs says quite a bit.

    twitch.tv/vampire_nox
    PAWS (Positively Against Wrip-off Stuff) - Say no to Crown Crates!


  • CaiWenji
    CaiWenji
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    And some are HoT- healing over time while others have effects too that boost other things. Combat Prayer I used for 8% more dmg to the group. In dungeons thats 32% more output to all attacking. It also gives a little defense. Healing ward is break glass scenarios. 300% more it they are almost dead so perfect time to use it, near then. Mutagem good as back heal, because it can be instantly used if they get low but rapid regen morph ticks faster but has no back up.(both those are HoT) Ilustrious springs lasts really long and its aoe.

    For templar I cast the purify big circle so often. It heals and putifies 5 debuffs! And its cheap on mana, well way cheaper than the alliance war purify(but that one is aoe friendly purify big circle has friendly tooo but they got to use synergy. which many dont) I use that regen one a lot. Many people use the version that sucks outve corpses but i like the other one more. Then Rune was great before too because would use it right before Templar ultimate so I am super buffed in defense and Super healed. But now use resto ulti cause you can dps or heal more with heal skills while its going off. Don't use the hand clappy one but I do on a new alt char.


    I have any race any alliance now so I plan on making my Warden Argonian and fighting for my queen. I cannot wait too! Already reserved a name with a temporary char. :smiley:
  • Rustyfish101
    Rustyfish101
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    Also why does the winter's embrace have a heal when they already have an entire skill line with literally nothing but heals? This is extremely stupid:

    Arctic Wind – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds.

    It's called self sustain... for a tank. It's a tanking ability meant to heal yourself, not others like the Green Balance tree.
    Tanks:
    Fishando - Dragonknight Tank - Master Crafter
    Healers:
    Rustyfish - Templar Healer
    Rozykinz - Warden Healer - Godslayer
    Bellafish - Dragonknight Healer
    Heals-With-Fish - Nightblade Healer
    Fishromancer - Necromancer Healer
    DPS:
    Rusted Rose - Magicka Sorcerer
    Unifish - Magicka Dragonknight
    Fishy Cakes - Magicka Templar
    Rosy Bell - Magicka Nightblade
    Rosyfish - Stamina Templar
    Rosy Fish - Stamina Warden
    Llamafish - Stamina Nightblade

    PC/NA
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  • magictucktuck
    magictucktuck
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    Also why does the winter's embrace have a heal when they already have an entire skill line with literally nothing but heals? This is extremely stupid:

    Arctic Wind – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds.

    For tanks since it's health %
    PC-NA

    Necromancer

    Flawless Conqueror

    https://www.magictucktuck.com for my builds and guides!
  • CaiWenji
    CaiWenji
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    Also templar ulti is crap now too because they shorten it by a whooooole lot. I forgot how long the longer morph was before. Now it is 6 seconds and you do get defense and it heals more people but resto is a million times better imo now. Resto is 5 seconds. But one morph also casts healing ward rapid regen and combat prayer all at the same time. and the other morph boosts dmg by a crap ton. So you lose a second but unlike templar one where you can't do anything whiles its happening for 6 seconds. Resto you can beat the crap out of the enemy in this little "invincible" window(or heal other teamates even more!) :smiley:
  • Stamden
    Stamden
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    I really, really hope they give Swarm a stam morph and give Cutting Dive an actual effect.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    Hey guys, just a heads up that we made a couple edits to the article. Two minor typos, which were called out earlier (fwiw it's flowers, not flows ;)) and some fixes to incorrect descriptions:

    Bull Netch got Major Sorcery, Feral Guardian now shows max rank numbers for additional damage, and Soothing Spores heal was changed to 15% stronger. In addition, Emerald Moss increases Healing Done by 2% for each Green Balance ability. We missed the percentage symbol originally; it's not an increase by just 2.
    Gina Bruno
    Principal Creator Engagement Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • Inig0
    Inig0
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    Hey guys, just a heads up that we made a couple edits to the article. Two minor typos, which were called out earlier (fwiw it's flowers, not flows ;)) and some fixes to incorrect descriptions:

    Bull Netch got Major Sorcery, Feral Guardian now shows max rank numbers for additional damage, and Soothing Spores heal was changed to 15% stronger. In addition, Emerald Moss increases Healing Done by 2% for each Green Balance ability. We missed the percentage symbol originally; it's not an increase by just 2.

    thanks gina for the update! :>
    GM: Mechanically Challenged
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    Warden - Help I Made a Warden
    PC NA
    Youtube Stuffs
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  • Peekachu99
    Peekachu99
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    Um it's no different than Templars having a jabs (which heals and dpses). I quite like that skill as is. Now as to why there are two abilities that grant minor protection, which no one seems to have picked up on, I've no idea.

    Unless I read that wrong. That's definitely redundant if I didn't.
  • Peekachu99
    Peekachu99
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    @ZOS_JessicaFolsom @ZOS_GinaBruno Is it a typo in the Winter's Embrace skill line that there are TWO separate skills that offer minor protection? I've never seent that kind of redundancy in a class line before.

    P.S. That ice shield is probably the weakest skill of the bunch. Strange utility and no reason to use it when harness magika is a hundred times better (and blocks everything, not just three projectiles).
  • MissBizz
    MissBizz
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    WTB free (no cost) Major Sorcery skill that also returns me magicka on my templar.

    And not having to stand in a circle for it.
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • Whatelse73b14_ESO
    Whatelse73b14_ESO
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    Alpheu5 wrote: »
    Summon a field of flows which blooms after 6 seconds...

    Is this supposed to say flowers or am I not familiar with what a flow is?

    Summons a sick rap beat, you then challenge the enemy to a dance off for 6s, loser dies.

    So, Wardens will be the best break-dance fighters in all of Tamriel? I look forward to the videos from PTS on that.
  • Lynx7386
    Lynx7386
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    Peekachu99 wrote: »

    P.S. That ice shield is probably the weakest skill of the bunch. Strange utility and no reason to use it when harness magika is a hundred times better (and blocks everything, not just three projectiles).

    I think it's going to function more like reflective scales from the description, completely negating damage from 3 projectiles.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Vanthras79
    Vanthras79
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    Hey guys, just a heads up that we made a couple edits to the article. Two minor typos, which were called out earlier (fwiw it's flowers, not flows ;)) and some fixes to incorrect descriptions:

    Bull Netch got Major Sorcery, Feral Guardian now shows max rank numbers for additional damage, and Soothing Spores heal was changed to 15% stronger. In addition, Emerald Moss increases Healing Done by 2% for each Green Balance ability. We missed the percentage symbol originally; it's not an increase by just 2.

    Natches had another typo :wink:
    Norion Germain - Telvanni Wizard, Covenant Battle Mage, Mage's Guild Magister, Resident of Daggerfall Overlook, Lord of Tel Galen, Psijic Monk, Antiquarian, Breton Scholar, and Traveler.

  • Integral1900
    Integral1900
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    Never though I'd say this about an eso class but, having seen this article, I'm still stuck feeling meh about it :/

    Really hope someone can convince me otherwise.....
  • Thal
    Thal
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    Anyone else disappointed that Swarm doesn't have a stamina morph to work with maelstrom weapons?
  • dimensional
    dimensional
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    Also why does the winter's embrace have a heal when they already have an entire skill line with literally nothing but heals? This is extremely stupid:

    Arctic Wind – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds.

    It's called self sustain... for a tank. It's a tanking ability meant to heal yourself, not others like the Green Balance tree.

    Doesn't matter, should have been put in the green balance tree in the first place. We don't need a heal in a skill line that's not meant for heals when you already have an entire skill line full of heals. That, plus the fact that there is a skill line full of heals (couldn't come up with two different non-heal abilities?), is disappointing.
  • michaelarryn
    michaelarryn
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    Also why does the winter's embrace have a heal when they already have an entire skill line with literally nothing but heals? This is extremely stupid:

    Arctic Wind – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds.

    Have you forgotten the redundancy in the Templar class? So much double dipping.

    I will say that I am somewhat pleased with the Stamina morphs but until it's almost a 50/50 split in the class skills, there's going to keep being more options in the magic department and limited options for the Stan users.
  • Anhedonie
    Anhedonie
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    Thal wrote: »
    Anyone else disappointed that Swarm doesn't have a stamina morph to work with maelstrom weapons?

    The warden would outdps all other dk's dots combined with that single skill.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • clocksstoppe
    clocksstoppe
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    Are the traps visible to enemies?
  • Skullstachio
    Skullstachio
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    @ZOS_GinaBruno

    Just a heads up, I know shalk do fire damage which is aligned to magic to a certain "Degree" but if subterranean assault deals poison damage, wouldn't it make more sense to make them look like assassin beetles since they do poison damage in a logical sense of thought...
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • Turelus
    Turelus
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    Hey guys, just a heads up that we made a couple edits to the article. Two minor typos, which were called out earlier (fwiw it's flowers, not flows ;))
    Karma Gina Bruno, Karma.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • NBrookus
    NBrookus
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    I will say that I am somewhat pleased with the Stamina morphs but until it's almost a 50/50 split in the class skills, there's going to keep being more options in the magic department and limited options for the Stan users.

    But stam has a lot more weapon skills to draw from. I do think it's odd stam doesn't get a fletcher fly morph since stam is a little shortchanged in the AOE department.
  • D0ntevenL1ft
    D0ntevenL1ft
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    This class really looks like a stand back out of the fight and let other things do everything for you. Not that interested TBH.
  • Inig0
    Inig0
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    Here some of my personal impression after just reading through these abilities

    ANIMAL COMPANIONS
    Active Abilities

    Dive – Command a Cliff Racer to dive bomb the enemy, dealing Magic Damage.
    Cutting Dive - Command a Cliff Racer to dive bomb the enemy, dealing Physical Damage. Costs Stamina instead of Magicka.
    Screaming Cliff Racer - Command a Cliff Racer to dive bomb the enemy, dealing Magic Damage. Deal up to 15% increased damage to enemies at longer range.
    I would like to see this skill become a spammable for both spec mag and stam the only issue i see is the animation being clunky to use. At least from the ESO live a few weeks ago. One of the things im worried about is how this skill is un-dodgable which I feel is going in the wrong direction for more satisfying pvp. People should be rewarded more for actively dodging things with roll dodge (maybe identify that as a different type of dodge that dodges more things) I understand that passive dodge created a real problem in the game; with the nerfs to evasion that seems to be handle. We are left with a lack of mitigation for medium armor(medium armors main source of mitigation is dodge). The more skills that go through dodge the less useful medium become. In pvp that is.

    Scorch – Stir a group of Shalk that attack after 3 seconds. Dealing Magic Damage to up to 6 enemies in an area 20x7 meters in front of you.
    Deep Fissure – Stir a group of Shalk that attack after 3 seconds. Dealing Magic Damage to up to 6 enemies in an area 20x7 meters in front of you. An eruption stuns one enemy for 3 seconds.
    Subterranean Assault - Stir a group of Shalk that attack after 3 seconds. Dealing Poison Damage to up to 6 enemies in an area 20x7 meters in front of you. Enemies damaged are afflicted with Major Breach and Major Fracture, reducing their Spell Resistance and Physical Resistance for 10 seconds. Costs Stamina instead of Magicka.
    I was really intrigued when I saw the stam morph because from what ive interpreted it casts an AoE major breach/fracture. Which doesnt exist in live. The main role i could see using this morph is obviously a stam dps but also an off-tank. How i expect this skill to be used is similar to curse where you cast it to line up burst. I just hope that its damage is competitive enough to warrant its use.

    Swarm – Unleash a swarm of Fetcherflies to relentlessly attack an enemy, dealing Magic Damage over 10 seconds.
    Fletcher Infection – Unleash a swarm of Fetcherflies to relentlessly attack an enemy, dealing Magic Damage over 10 seconds. Every other cast deals 75% additional damage.
    Growing Swarm – Unleash a swarm of Fetcherflies to relentlessly attack an enemy, dealing Magic Damage over 10 seconds. When ability ends, fetcherflies infect up to 6 new targets within 10 meters.
    This ability seems like its going to be very strong. Both morphs from my perspective seem to have high damage potential. I would really like to see a stam morph of one of these because stam usually lacks good damage over time and aoe. Maybe the aoe morph would fit nicely as a stam morph to make stam warden a competitive dps.

    Betty Netch - Call a Betty Netch that restores Magicka over 22 seconds. Gain Major Sorcery, increasing Spell Damage by 20% over 24 seconds. This ability has no cost.
    Blue Betty - Call a Betty Netch that restores Magicka over 25 seconds. Gain Major Sorcery, increasing Spell Damage by 20% over 27 seconds. When activated, removes 1 negative effect. This ability has no cost.
    Bull Netch – Call a Bull Netch that restores Stamina over 25 seconds. Grants Major Brutality, increasing weapon damage by 20% over 27 seconds, and Major Sorcery, increasing Spell Damage by 20% over 27 seconds. This ability has no cost.
    Without knowing the mag/ stam restoration of this skill I cant really comment much on it. I would just like to say that a ZERO cost purge might not fit well with this game. I would also really have liked to see some group synergy with this skill maybe give group members the option for a synergy that restores their resources as well.

    Falcon's Swiftness – Invoke the spirit of agility to gain Major Expedition, increasing movement speed by 30% for 10 seconds an Major Endurance, increasing stamina recovery by 20% for 10 seconds.
    Bird of Prey – Invoke the spirit of agility to gain Major Expedition, increasing movement speed by 30% for 10 seconds an Major Endurance, increasing stamina recovery by 20% for 10 seconds. Gain minor Berserk, increasing damage done by 8% over 10 seconds.
    Deceptive Predator - Invoke the spirit of agility to gain Major Expedition, increasing movement speed by 30% for 10 seconds an Major Endurance, increasing stamina recovery by 20% for 10 seconds. Gain Minor Evasion, increasing dodge chance by 5% for 10 seconds.
    I dont really understand why this class need access to so many buffs. Expedition (major), Berserk (minor), Protection(Minor and Major), Sorcery/ Brutality (major), Prophecy/ Savagery (major), Mending (major), Fracture/ Breach (major), Defile (major), Endurance (major), Resolve/ Ward (major), Heroism (MAJOR), Maim (MAJOR), Evasion (minor), Intellect (Minor), Lifesteal (minor), and Toughness (minor). Thats a little bit excessive. This particular skill though seems to be the most excessive. While its nice to have class expedition i dont think this class needs it with how tanky it can be

    Ultimate Ability

    Feral Guardian – Rouse a loyal grizzly to fight at your side. The grizzly's swipe deals Magic Damage. Once summoned, you can activate Guardian's Wrath for 75 ultimate. Causes Magic Damage and deals 100% additional damage to targets under 25% health. The grizzly's attacks do an additional 12% damage.
    Wild Guardian - Rouse a loyal grizzly to fight at your side. The grizzly's swipe deals Physical Damage. Once summoned, you can activate Guardian's Savagery for 75 ultimate. Causes Physical Damage and deals 100% additional damage to targets under 25% health. The grizzly's attacks do an additional 21% damage.
    Eternal Guardian - Rouse a loyal grizzly to fight at your side. The grizzly's swipe deals Magic Damage. When killed the bear will automatically respawn, with a cooldown of 1 minute. Once summoned, you can activate Guardian's Wrath for 75 ultimate. Causes Magic Damage and deals 100% additional damage to targets under 25% health. The grizzly's attacks do an additional 21% damage.
    Damage looks very good on both morphs. I dont have very much to say about this ult except that i wish you didnt need it on both bars.

    Passive Abilities

    Bond With Nature – When one of your animal companions is killed or unsummoned, you are restored Health.
    I think they said something like cliff racers are technically summoned and un-summoned when you cast them. I fear this passive plus some of the other healing capabilities will make this class a little OP

    Savage Beast – Damaging an enemy with an Animal Companions ability grants 4 Ultimate. This effect has a cooldown of 8 seconds.
    I feel this passive is balanced well considering the lack of ult synergy and other strengths of this class.

    Flourish – Increases your Magicka and Stamina recovery by 12% if an Animal Companions ability is slotted.
    Recovery is very meh atm though it might become more useful next patch. That remains to be seen.

    Advanced Species – Increases your damage of Animal Companions abilities by 2% for each Animal Companion ability slotted.
    Ive always hated passives like this that increase the damage based on the amount of skills you had on that particular bar because sometimes class skills are pretty trash. That being said, im sure most builds will get around 6-8% bonus with this on their main bar.

    GREEN BALANCE
    Active Abilities

    Fungal Growth – Seed a large area of mushrooms that heals you and six allies in your frontal cone with a 20-meter radius and 60-degree angle.
    Enchanted Growth – Seed a large area of mushrooms that heals you and six allies in your frontal cone with a 20-meter radius and 60-degree angle. Allies affected gain Minor Intellect and Minor Endurance, increasing Magicka and Stamina regeneration by 10% for 20 seconds.
    Soothing Spores – Seed a large area of mushrooms that heals you and six allies in your frontal cone with a 20-meter radius and 60-degree angle. If healing an ally less than 8m away, it is 15% stronger. Ability Scales off max Stamina and Weapon Damage. Costs Stamina instead of Magicka.
    Im not sure this heal will replace healing springs. It might be used just to keep up the intellect at least from a pve standpoint. The stam morph however im sure will be used heavily in pvp. Stam warden is going to be extremely tanky just because of its access to healing.

    Healing Seed – Summon a field of flowers which blooms after 6 seconds, healing 6 targets in the area with an 8-meter radius and 28-meter range. Only 1 field may be active at a time. Allies may activate the Healing Seed synergy to heal over 5 seconds.
    Corrupting Pollen – Summon a field of flowers which blooms after 6 seconds, healing 6 targets in the area with an 8-meter radius and 28-meter range. Only 1 field may be active at a time. Afflict enemies who enter the field with Major Defile, reducing healing received by 37% for 4 seconds. Allies may activate the synergy to heal over 5 seconds.
    Budding Seeds – Summon a field of flowers which blooms after 6 seconds, healing 6 targets in the area with an 8-meter radius and 28-meter range. Only 1 field may be active at a time. While the field grows, you can activate this ability to make the bloom instant. Allies may activate the synergy to heal over 5 seconds.
    I really feel mixed about this skill. I really dont like casting something then having to wait for it to heal or having to cast it twice to get its use. Until we get to use im not sure how useful it will be. I feel that this class needs a ground HoT that heals instantly for x amount of time. All this 'after x seconds then this happens' seems really clunky and ultimately could hold warden healers. If you want this skill to be useful it needs a reason to wait 6 seconds for OR it needs to be a good HoT. Maybe it applies minor berserk to allies in the area after 6 seconds and lasts 6 seconds and only heals from using the synergy. That way its purpose is to buff your group because as it stands I dont see a reason to use this skill.

    Living Vines – Grow vines to embrace you or the lowest health ally in front of you within a 28x12-meter radius for 10 seconds. The vines heal the target each time they take damage. This effect can occur once every 1 second.
    Leeching Vines – Grow vines to embrace you or the lowest health ally in front of you within a 28x12-meter radius for 10 seconds. The vines heal the target each time they take damage. This effect can occur once every 1 second. The vines apply Minor Lifesteal to enemies that damage the target for 10 seconds, healing you and your allies every 1 second when damaging that enemy.
    Living Trellis – Grow vines to embrace you or the lowest health ally in front of you within a 28x12-meter radius for 10 seconds. The vines heal the target each time they take damage. This effect can occur once every 1 second. When the vines expire, they heal the target an additional amount.
    This seems like a pseudo 'oh sh*t' heal that uses 'smart healing' i guess. I could for sure see this skill being used in a raid environment it is definitely competitive as a heal.

    The three heals seem to all be burst heals to me. Fungal Growth - conical burst heal. Healing Seed - essential a 6 second heal which heals once. Living Vines - ground single target burst heal.

    Again i feel really mixed things about most of these heals and until they are tested idk man. Some of them are trash.


    Lotus Flower – Embrace the lotus blessing, causing Light Attack to restore Health and your Heavy Attack to restore Health to you or a nearby ally within 12 meters for 17 seconds.
    Green Lotus – Embrace the lotus blessing, causing Light Attack to restore Health and your Heavy Attack to restore Health to you or a nearby ally within 12 meters for 20 seconds. Caster gains Major Savagery, increasing Weapon Critical for 20 seconds.
    Lotus Blossom – Embrace the lotus blessing, causing Light Attack to restore Health and your Heavy Attack to restore Health to you or a nearby ally within 12 meters for 20 seconds. Caster gains Major Prophecy, increasing Spell Critical for 20 seconds.
    This looks like a pvp heal to me and it seems like its going to be really f**king good (for stam and mag). That remains to be seen however.

    Nature's Grasp – Swing up to 22 meters to targeted ally, healing them over 10 seconds.
    Nature's Embrace – Swing up to 22 meters to targeted ally, healing you and them over 10 seconds.
    Bursting Vines – Swing up to 22 meters to targeted ally, instantly healing them.
    Im not quite sure where ZOS was going with this one. Im extremely interested to see how the animation looks for this one. With the targeting system on friendly player this skill might be actual aids to use. It seems to me to be a good escape for pvp maybe? Not sure. Probably going to be one of the least used skills or the most cancerous. Time will tell.

    Ultimate Ability

    Secluded Grove – Instantly swell a healing forest around you or an ally within an 8-meter radius and 28 meter range, restoring health to 6 targets. The forest continues to heal you and all allies in the area every 1 second over 6 seconds.
    Healing Thicket – Instantly swell a healing forest around you or an ally within an 8-meter radius and 28 meter range, restoring health to 6 targets. The forest continues to heal you and all allies in the area every 1 second over 6 seconds. When effect ends, allies continue to receive healing over 4 seconds.
    Enchanted Forest – Instantly swell a healing forest around you or an ally within an 8-meter radius and 28 meter range, restoring health to 6 targets. The forest continues to heal you and all allies in the area every 1 second over 6 seconds. Gain 20 Ultimate if healing an ally under 50% Health.
    Unless an ult gives major force for 9+ seconds it wont get used on a support role in endgame pve.

    Passive Abilities

    Accelerated Growth – When healing you or an ally under 50% Health with a Green Balance ability gain Major Mending, increasing your healing done by 25% for 6 seconds.
    I would say make this longer if it stays at 50% to proc it (maybe 8s). Or up that 50% to 75%

    Nature's Gift – When healing with a Green Balance ability, gain Magicka or Stamina. Restores your lowest resource pool.
    This seems good. Im interested to see the values though.

    Emerald Moss – Increase Healing Done for Green Balance abilities by 2% for each Green Balance ability slotted.
    Not a fan of % increase like this based on # of skills. I would like to see a 'if you have a skill from this line then you get this' sort of passive.

    Maturation – When healing you or an ally with a Green Balance ability, grant them Minor Toughness, which increases Max Health by 10% for 20 seconds.
    Wow. I heard that toughness would be consolidated with the health buff from war horn so pve wont be affected much but wow. This is gonna be so good in pvp.

    WINTERS EMBRACE
    Active Abilities

    Frost Cloak – Wrap a thick cloak of ice around you and nearby allies within a 28-meter radius. 6 targets gain Major Resolve, increasing Physical Resistance, and Major Ward, increasing Spell Resistance for 21 seconds.
    Expansive Frost Cloak – Wrap a thick cloak of ice around you and nearby allies within a 28-meter radius. 6 targets gain Major Resolve, increasing Physical Resistance, and Major Ward, increasing Spell Resistance for 24 seconds. Lower Magicka cost.
    Ice Fortress – Wrap a thick cloak of ice around you and nearby allies within a 28-meter radius. 6 targets gain Major Resolve, increasing Physical Resistance, and Major Ward, increasing Spell Resistance for 24 seconds. You gain Minor Protection, reducing incoming damage by 8% for 24 seconds.
    I love this skill but im worried that its not good enough. It absolutely needs to hit 12 group members.

    Arctic Wind – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds.
    Polar Wind – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds. Heals a nearby ally within 8 meters for 10% of your Max Health.
    Arctic Blast – Envelop yourself in winter winds, healing for 10% of max Health instantly and an additional 2% Health every 2 seconds over 10 seconds. Enemies in the area will take Frost Damage every 2 seconds over 10 seconds.
    This is very meh. Im sure that the Green Balance Tree will be enough class healing. Health based healing has been proven to be very troublesome especially in pvp. Pve wise idk GB skills would just be better to slot.

    Impaling Shards – Skewer enemies with icy shards in a 6-meter radius, dealing Frost Damage in the area to 6 targets every second over 12 seconds and reducing Movement Speed by 30% for 3 seconds. Damage done is based on your Max Health.
    Gripping Shards – Skewer enemies with icy shards in a 6-meter radius, dealing Frost Damage in the area to 6 targets every second over 12 seconds and reducing Movement Speed by 30% for 3 seconds. Damage done is based on your Max Health. On cast, enemies in the area also become immobilized for 3 seconds.
    Winter's Revenge – Skewer enemies with icy shards in a 6-meter radius, dealing Frost Damage in an area within 28 meters to 6 targets every second over 12 seconds and reducing Movement Speed by 30% for 3 seconds. Damage done is based on your Max Health. Lower Magicka cost.
    love it this class has all the things that dk has that makes it a good tank which imo are the cc capabilities. This is similar to talons and Frozen Gate is comparable to chains. HOWEVER i feel like this was a missed opportunity for a ground aoe DAMAGE skill either for stam or mag. Mag would probably be more appropriate but i really think that needs to be considered. The damage being scaled off health makes it difficult to become competitive. That of coarse is dependent on the how the scaling works also we have no tool-tips but if it was scaled of max stat and weapon/ spell damage I feel it would make it more competitive.

    Crystallized Shield – Spin a shield of ice around you to absorb projectiles. Each absorb restores Magicka. Shield breaks after 3 projectiles.
    Crystallized Slab – Spin a shield of ice around you to absorb projectiles. Each absorb restores Magicka. Shield breaks after 3 projectiles. On each successful absorption, a projectile is sent back to the enemy up to 28 meters away for Frost Damage.
    Shimmering Shield – Spin a shield of ice around you to absorb projectiles. Each absorb restores Magicka. Shield breaks after 3 projectiles. On each successful absorb, you gain Major Heroism, increasing Ultimate gain by 3 every 1.5 seconds for 6 seconds.
    uh major heroism. seriously? or is that meant to be minor cause holy sh*t that would be crazy. Also im curious if theres a damage limit how much it can absorb. Looking at you rakkhat barrage.


    Frozen Gate – Summon an ancient portal up to 28 meters away with a 5-meter radius. Enemies that run over it are teleported to you and rooted for 3 seconds. You can only have 1 portal at a time and it is removed upon activation.
    Frozen Device – Summon an ancient portal up to 28 meters away with a 5-meter radius.. Enemies that run over it are teleported to you and rooted for 3 seconds. You can only have 1 portal at a time and it is removed upon activation. Teleported enemy is afflicted with Major Maim, reducing their damage by 30% for 4 seconds.
    Frozen Retreat – Summon an ancient portal up to 28 meters away with a 5-meter radius. Enemies that run over it are teleported to you and rooted for 2 seconds. You can only have 1 portal at a time and it is removed upon activation. An ally can activate the Frozen Retreat synergy to move to you.
    This looks like it has the most exploit potential than any other skill beside like streak. I see it great for endgame trials. I also see it being really clunky and weird in pvp but once we get our hands on it im not sure.

    Ultimate Ability

    Sleet Storm – Twist a violent storm around you in a 10-meter radius, causing 6 targets to take Frost Damage every 1 second for 8 seconds and have their Movement Speed reduced by 70%. Nearby allies gain Major Protection, reducing incoming Damage by 30%.
    Northern Storm – Twist a violent storm around you in a 10-meter radius, causing 6 targets to take Frost Damage every 1 second for 8 seconds and have their Movement Speed reduced by 70%. Nearby allies gain Major Protection, reducing incoming Damage by 30%. While slotted your Max Magicka is increased by 8%.
    Permafrost – Twist a violent storm around you in a 10-meter radius, causing 6 targets to take Frost Damage every 1 second for 8 seconds and have their Movement Speed reduced by 70%. Nearby allies gain Major Protection, reducing incoming Damage by 30%. Enemies damaged 3 times are stunned for 3 seconds.
    Unless an ult gives major force for 9+ seconds it wont get used on a support role in endgame pve. I could see this in pvp though surely.

    Passive Abilities

    Glacial Presence – Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%.
    okay
    Frozen Armor – Increases your Physical and Spell Resistance by 500 for each Winter's Embrace ability slotted.
    this seems very weak to me just give us 2-3k resist and call it a day
    Ice Aura – Reduce the effectiveness of snares applied to you by 15%.
    This is by far the weakest passive. Either it needs to be increased or given another affect like increase WE duration or something.
    Piercing Cold – Increases your Physical and Frost Damage by 6%.
    Im really glad this is a general damage increase instead of just warden skills lets say.
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