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Massive hidden nerf to Stamina Wardens that people need to see

  • Stamden
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    Queo wrote: »
    Not that it matters to me... but didnt they say in the last eso live they were going to buff the magic warden, becasue it was so under power?

    Yes and they did, but why nerf stamina warden.

    The magicka cliff racer morph now does 21% more dmg than the stamina one if you compared a stam vs mag warden with the same stats, 15% from the magicka morph bonus where as stamina doesn't get any morph bonus

    and now 6% from the passive where as stamina lost it's 6%.

    Zos changed dk's passive to both fire and poison because of the dk's stamina posions skills so why would they take thet diversity away from warden and have a passive useless for stam wardens as it only buffs the magicka skills. Ice + magicka?

    Seriously it's gotten to the point where even Stamina Wardens are better off getting the Magika morph of Cliff Racer. The actual amount of weapon damage/stam you need to out damage the raw 21% damage bonus is tremendous.

    I am still doing the complete math on it but I know as I am leveling a stamina-based tank Warden I am getting bigger numbers with the Magika morph and have been sticking with it instead, despite not having any stats for spell damage/magika.

    It's really a shame that it has come to this..
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Elusiin
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    I'm sorry, but even with this, Magicka Warden has like no dps. Stamina Warden is still much better.
  • Saturn
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    casparian wrote: »
    Do you feel somehow forced to use that as a stamina build?

    It's a passive. It used to be like sorcerers' Energized passive, and this change affects stam wardens about as negatively as changing Energized to not buff physical damage would affect stam sorcs. It's not a question of whether or not stam wardens are forced to use a passive, it's that a big benefit to them was removed.

    To be fair, stam sorcs in PvE aren't doing amazingly either since the One Tamriel / Homestead nerfs.
    "Madness is a bitter mercy, perhaps, but a mercy nonetheless."

    Fire and Ice
  • LadyLavina
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    Neighbor wrote: »
    Zenimax, I would really like to see these changes reverted and hope you can find ways to help Magika Warden without completely butchering Stamina Warden.

    Zenimax reverts nothing.

    We get nothing.

    We lose.

    Good day sir.
    PC - NA @LadyLavina 1800+ CP PvP Tank and PvP Healer
  • Vosital
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    Saturn wrote: »
    casparian wrote: »
    Do you feel somehow forced to use that as a stamina build?

    It's a passive. It used to be like sorcerers' Energized passive, and this change affects stam wardens about as negatively as changing Energized to not buff physical damage would affect stam sorcs. It's not a question of whether or not stam wardens are forced to use a passive, it's that a big benefit to them was removed.

    To be fair, stam sorcs in PvE aren't doing amazingly either since the One Tamriel / Homestead nerfs.

    In comparison to most magika setups, yeah stamina just isn't really competing right now. However, in terms of comparing stamina setups to other stamina setups, Stam Sorc and Stam DK are significantly ahead of the the rest.

    Funny how those are also the two classes with passives that boost physical and poison damage. It's almost like passives like those are really important for making a stamina setup viable...
  • theher0not
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    Stamima hardly get anything out of passives or class skills(at least nothing that mag doesn't get too) while magicka get many things stam don't.

    So why remove one of the few passives that stamina has over mag?

    Also loking at the stamina morphs for warden, not only will they have no aditional benefit while the mag ones do, they will also be weaker due to this passive.

    This is exactly why I have completley given up on stamina.

    Edited by theher0not on May 25, 2017 2:01PM
  • Savos_Saren
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    While we're arguing about passives that boost raw damage, let's look at what each classes passive does:

    Templar, Balanced Warrior: Increases Weapon Damage by 6%

    Dragonknight, World In Ruin: Increases Fire and Poison AOE Damage by 6%.

    Sorcerer, Energized: Increases Physical and Shock Damage by 5%.
    Expert Mage: Increases Weapons and Spell Damage by 2% for each Sorc ability slotted.

    Nightblade, Pressure Points: Increases your Weapon and Spell Critical ratings by ### for each assassin ability slotted.
    Hemorrhage: Increases Damage dealt by Critical Strikes by 10% with an assassin ability slotted.

    Warden, Piercing Cold: Increases your Magic and Cold damage by 6%.

    As you see- they're all pretty diverse. Warden's passive being somewhat close to a DK's passive while Templar is comparable to a Sorcerer. Nightblade's is just way the hell out there- so, maybe they'll come up with a class that's somewhat comparable one day?

    And, as you know, each class gives some sort of secondary effect to allies. (ie: Minor sorcery, minor toughness, minor savagery, minor prophecy, minor brutality)

    So, each class does get it's own boost in raw damage- but each has limited effects (and sometimes certain requirements for the damage). While Templars get a flat increase to weapon damage from Balanced Warrior- they don't get any increase in magic, elemental, or poison damage. DKs only get the increase in AOE Fire and Poison damage... but they don't get any other physical, magic, or elemental direct/AOE damage. Sorcs are probably the luckiest because they get a pure increase in weapon/physical and spell/shock damage... but I hate Sorcs (so I'm bias) :D Nightblades have pretty strict requirements for their increase- but, man, when they stick with the requirements- it hits hard! Finally, Wardens get an overall increase in Magic and Cold damage... but don't really benefit from physical or poison.


    Edited by Savos_Saren on May 25, 2017 2:53PM
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Saturn
    Saturn
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    Vosital wrote: »
    Saturn wrote: »
    casparian wrote: »
    Do you feel somehow forced to use that as a stamina build?

    It's a passive. It used to be like sorcerers' Energized passive, and this change affects stam wardens about as negatively as changing Energized to not buff physical damage would affect stam sorcs. It's not a question of whether or not stam wardens are forced to use a passive, it's that a big benefit to them was removed.

    To be fair, stam sorcs in PvE aren't doing amazingly either since the One Tamriel / Homestead nerfs.

    In comparison to most magika setups, yeah stamina just isn't really competing right now. However, in terms of comparing stamina setups to other stamina setups, Stam Sorc and Stam DK are significantly ahead of the the rest.

    Funny how those are also the two classes with passives that boost physical and poison damage. It's almost like passives like those are really important for making a stamina setup viable...

    Stamina DK is pretty competent still, and while stam sorc might be ahead of templar and nightblade (although I have seen a few really high dps nbs), they are not as good as DKs.
    I think a big problem is the lack of good ultimates. If you are a magicka build you have two really powerful classless ultimates in Meteor and Eye of the Storm, but if you are a stam build your best classless ultimates are Ballista and Dawnbreaker, both of which are significantly worse. Stam DK can make use of Banner, which is ridiculously strong, and stam NB can use incap which is a massive dps boost, but templar and sorcerer both have class ultimates that aren't worth anything for dps.

    It's also kind of ironic that the sustain changes seem to hit stamina a lot harder than magicka. I mean we all know that ZOS f**king hates stam builds, but they could be more subtle about it instead of touting "balance achieved!" all the damn time, which even new players know is utter bs.
    "Madness is a bitter mercy, perhaps, but a mercy nonetheless."

    Fire and Ice
  • IcyDeadPeople
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    They are still pretty tough in PVP, or at least their bears are tough. I got hit a couple times by 10k Bear attacks.
  • SilverWF
    SilverWF
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    Stam sucks, told you...
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  • leepalmer95
    leepalmer95
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    jaburns wrote: »
    While we're arguing about passives that boost raw damage, let's look at what each classes passive does:

    Templar, Balanced Warrior: Increases Weapon Damage by 6%

    Dragonknight, World In Ruin: Increases Fire and Poison AOE Damage by 6%.

    Sorcerer, Energized: Increases Physical and Shock Damage by 5%.
    Expert Mage: Increases Weapons and Spell Damage by 2% for each Sorc ability slotted.

    Nightblade, Pressure Points: Increases your Weapon and Spell Critical ratings by ### for each assassin ability slotted.
    Hemorrhage: Increases Damage dealt by Critical Strikes by 10% with an assassin ability slotted.

    Warden, Piercing Cold: Increases your Magic and Cold damage by 6%.

    As you see- they're all pretty diverse. Warden's passive being somewhat close to a DK's passive while Templar is comparable to a Sorcerer. Nightblade's is just way the hell out there- so, maybe they'll come up with a class that's somewhat comparable one day?

    And, as you know, each class gives some sort of secondary effect to allies. (ie: Minor sorcery, minor toughness, minor savagery, minor prophecy, minor brutality)

    So, each class does get it's own boost in raw damage- but each has limited effects (and sometimes certain requirements for the damage). While Templars get a flat increase to weapon damage from Balanced Warrior- they don't get any increase in magic, elemental, or poison damage. DKs only get the increase in AOE Fire and Poison damage... but they don't get any other physical, magic, or elemental direct/AOE damage. Sorcs are probably the luckiest because they get a pure increase in weapon/physical and spell/shock damage... but I hate Sorcs (so I'm bias) :D Nightblades have pretty strict requirements for their increase- but, man, when they stick with the requirements- it hits hard! Finally, Wardens get an overall increase in Magic and Cold damage... but don't really benefit from physical or poison.


    Yet everyone of those classes get some benefit from having those passive being either magicka or stam. Balanced warriors gives some spell resist.

    Stam warden gains no benefit from piercing cold passive, that passive should boost either poison or stamina because warden has stam morphs too....
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Joy_Division
    Joy_Division
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    Can we at least see how this change plays out?

    You know, like so many of you insisted I do for all these Morrowind nerfs before passing judgement.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • SodanTok
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    Can we at least see how this change plays out?

    You know, like so many of you insisted I do for all these Morrowind nerfs before passing judgement.

    Plays out? Contrary to to the many many many Morrowind changes all over the board this is pretty simple calculus. Stam warden will deal less damage than it dealt on PTS and all unmorphed (and magicka morphed) skills deal more damage than the stamina morphs.
    Edited by SodanTok on May 25, 2017 4:55PM
  • Galwylin
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    Still playing a stamina warden. At no point in this game will I ever expect stamina to have anything over magicka. In fact, if they just go ahead and convert the weapons over to magicka and stamina, I'd never play another stamina character. Its just a mountain you climb only to reach the top and find another mountain. I just don't get why they bothered adding stamina anything into this game. Its the last to get buffed and the first to get nerfed every single time it seems.
  • Dreyloch
    Dreyloch
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    Ya know what's the weirdest thing about this "chapter"? You have a volcanic landmass, and yet decide to release a toon that is partially cold based!?!? When there is nothing to do with cold in the enviroment AT ALL. Warden prolly should have come with Wrothgar rofl. Yes I know there are volcanoes in Iceland in RL, but still doesn't make sense. Plus the lack of any reasonably good cold based gear sets. All the other elements and physical are totally covered. /boggle

    Back to the subject. Yeah, so far not an issue for my Stam warden. Least not yet. But I'm still leveling him.
    "The fear of Death, is often worse than death itself"
  • Stamden
    Stamden
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    jaburns wrote: »
    While we're arguing about passives that boost raw damage, let's look at what each classes passive does:

    Templar, Balanced Warrior: Increases Weapon Damage by 6%

    Dragonknight, World In Ruin: Increases Fire and Poison AOE Damage by 6%.

    Sorcerer, Energized: Increases Physical and Shock Damage by 5%.
    Expert Mage: Increases Weapons and Spell Damage by 2% for each Sorc ability slotted.

    Nightblade, Pressure Points: Increases your Weapon and Spell Critical ratings by ### for each assassin ability slotted.
    Hemorrhage: Increases Damage dealt by Critical Strikes by 10% with an assassin ability slotted.

    Warden, Piercing Cold: Increases your Magic and Cold damage by 6%.

    As you see- they're all pretty diverse. Warden's passive being somewhat close to a DK's passive while Templar is comparable to a Sorcerer. Nightblade's is just way the hell out there- so, maybe they'll come up with a class that's somewhat comparable one day?

    And, as you know, each class gives some sort of secondary effect to allies. (ie: Minor sorcery, minor toughness, minor savagery, minor prophecy, minor brutality)

    So, each class does get it's own boost in raw damage- but each has limited effects (and sometimes certain requirements for the damage). While Templars get a flat increase to weapon damage from Balanced Warrior- they don't get any increase in magic, elemental, or poison damage. DKs only get the increase in AOE Fire and Poison damage... but they don't get any other physical, magic, or elemental direct/AOE damage. Sorcs are probably the luckiest because they get a pure increase in weapon/physical and spell/shock damage... but I hate Sorcs (so I'm bias) :D Nightblades have pretty strict requirements for their increase- but, man, when they stick with the requirements- it hits hard! Finally, Wardens get an overall increase in Magic and Cold damage... but don't really benefit from physical or poison.


    Wow when you list it out like this, it really shows just how ill-suited the Warden is for stamina now. Those passives really do make or break what is competitive DPS or not. It is really no wonder everyone prefers Stam Sorc over every other stamina setup.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Vosital
    Vosital
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    Lexxypwns wrote: »
    Stop nerfing Stam to buff magika. Don't need magika to buff stamina either. This is why there is such a divide between the community in this game. ZoS puts stamina and magika players against each other for ???? Then wonders why they've got such a toxic playerbase

    I've actually got this theory. It sounds kinda wild but the more you think about it the more it makes sense. Bear with me here.

    The company, Zenimax (and any company for that matter), would not sacrifice not balancing their game if it lowered they profit margins. Even if the amount of sales they lose on Morrowind for having a scenario like Stamina Warden in it's current state is minimal, it would still be less if they actually just took the time to release a class that wasn't incomplete with stamina. Likewise, the amount of playerbase that has left (and thus stopped paying money) due to simple, fixable balancing issues like Sorcs mean that profit margins drop over time.

    I used to think it was favoritism or just really incompetent developers, but at this point, neither of those are logical solutions. I believe there is some large organization that has bought into Zenimax and is using them to experiment with human physiology. Doing things like pitting Stamina players vs. Magika players, and neglecting to make obvious balancing decisions to see how far humans will put up with neglect. This amount of money they are getting from the organization is greater then the amount lost from players leaving or not buying new content.

    It's really the only thing that makes sense.
  • Galwylin
    Galwylin
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    My god, you make them sound like soulless life sucking aliens or something.... I'm sure they have a soul.
  • CaptainBeerDude
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    Koolio wrote: »
    Acrolas wrote: »
    It's an intelligent change. Winter's Embrace is a magicka skill line so the passive should benefit the people actually using it, instead of people who will arbitrarily level it for one passive.

    Like stam sorcs only leveling summoning tree for reduced ultimate cost?

    @Koolio stam sorcs can also slot bound armaments and use the passive for extra health. Just FYI...
  • Stamden
    Stamden
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    Vosital wrote: »
    Lexxypwns wrote: »
    Stop nerfing Stam to buff magika. Don't need magika to buff stamina either. This is why there is such a divide between the community in this game. ZoS puts stamina and magika players against each other for ???? Then wonders why they've got such a toxic playerbase

    I've actually got this theory. It sounds kinda wild but the more you think about it the more it makes sense. Bear with me here.

    The company, Zenimax (and any company for that matter), would not sacrifice not balancing their game if it lowered they profit margins. Even if the amount of sales they lose on Morrowind for having a scenario like Stamina Warden in it's current state is minimal, it would still be less if they actually just took the time to release a class that wasn't incomplete with stamina. Likewise, the amount of playerbase that has left (and thus stopped paying money) due to simple, fixable balancing issues like Sorcs mean that profit margins drop over time.

    I used to think it was favoritism or just really incompetent developers, but at this point, neither of those are logical solutions. I believe there is some large organization that has bought into Zenimax and is using them to experiment with human physiology. Doing things like pitting Stamina players vs. Magika players, and neglecting to make obvious balancing decisions to see how far humans will put up with neglect. This amount of money they are getting from the organization is greater then the amount lost from players leaving or not buying new content.

    It's really the only thing that makes sense.

    This should really sound crazier then it does..
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Stamden
    Stamden
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    Galwylin wrote: »
    My god, you make them sound like soulless life sucking aliens or something.... I'm sure they have a soul.

    How sure? :p
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Vosital
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    Galwylin wrote: »
    My god, you make them sound like soulless life sucking aliens or something.... I'm sure they have a soul.

    Brother, I am telling you this is the only thing that makes sense lol. Money over everything, and that's the only scenario where they would actually make more money by doing the crazy goon *** that they do.
  • Nemesis7884
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    jaburns wrote: »
    While we're arguing about passives that boost raw damage, let's look at what each classes passive does:

    Templar, Balanced Warrior: Increases Weapon Damage by 6%

    Dragonknight, World In Ruin: Increases Fire and Poison AOE Damage by 6%.

    Sorcerer, Energized: Increases Physical and Shock Damage by 5%.
    Expert Mage: Increases Weapons and Spell Damage by 2% for each Sorc ability slotted.

    Nightblade, Pressure Points: Increases your Weapon and Spell Critical ratings by ### for each assassin ability slotted.
    Hemorrhage: Increases Damage dealt by Critical Strikes by 10% with an assassin ability slotted.

    Warden, Piercing Cold: Increases your Magic and Cold damage by 6%.

    As you see- they're all pretty diverse. Warden's passive being somewhat close to a DK's passive while Templar is comparable to a Sorcerer. Nightblade's is just way the hell out there- so, maybe they'll come up with a class that's somewhat comparable one day?

    And, as you know, each class gives some sort of secondary effect to allies. (ie: Minor sorcery, minor toughness, minor savagery, minor prophecy, minor brutality)

    So, each class does get it's own boost in raw damage- but each has limited effects (and sometimes certain requirements for the damage). While Templars get a flat increase to weapon damage from Balanced Warrior- they don't get any increase in magic, elemental, or poison damage. DKs only get the increase in AOE Fire and Poison damage... but they don't get any other physical, magic, or elemental direct/AOE damage. Sorcs are probably the luckiest because they get a pure increase in weapon/physical and spell/shock damage... but I hate Sorcs (so I'm bias) :D Nightblades have pretty strict requirements for their increase- but, man, when they stick with the requirements- it hits hard! Finally, Wardens get an overall increase in Magic and Cold damage... but don't really benefit from physical or poison.


    youre leaving some out for example disintegration for sorc...besides, warden is the only one that isnt diverse / dual applicable...and there is now reason for it since its worse of than any other class....it is simply 0 fun leveling a stamina class if you end up MAYBE being able to use 3 passives and 3 skills from your class tree...
  • Toc de Malsvi
    Toc de Malsvi
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    jaburns wrote: »
    While we're arguing about passives that boost raw damage, let's look at what each classes passive does:

    Templar, Balanced Warrior: Increases Weapon Damage by 6%

    Dragonknight, World In Ruin: Increases Fire and Poison AOE Damage by 6%.

    Sorcerer, Energized: Increases Physical and Shock Damage by 5%.
    Expert Mage: Increases Weapons and Spell Damage by 2% for each Sorc ability slotted.

    Nightblade, Pressure Points: Increases your Weapon and Spell Critical ratings by ### for each assassin ability slotted.
    Hemorrhage: Increases Damage dealt by Critical Strikes by 10% with an assassin ability slotted.

    Warden, Piercing Cold: Increases your Magic and Cold damage by 6%.

    As you see- they're all pretty diverse. Warden's passive being somewhat close to a DK's passive while Templar is comparable to a Sorcerer. Nightblade's is just way the hell out there- so, maybe they'll come up with a class that's somewhat comparable one day?

    And, as you know, each class gives some sort of secondary effect to allies. (ie: Minor sorcery, minor toughness, minor savagery, minor prophecy, minor brutality)

    So, each class does get it's own boost in raw damage- but each has limited effects (and sometimes certain requirements for the damage). While Templars get a flat increase to weapon damage from Balanced Warrior- they don't get any increase in magic, elemental, or poison damage. DKs only get the increase in AOE Fire and Poison damage... but they don't get any other physical, magic, or elemental direct/AOE damage. Sorcs are probably the luckiest because they get a pure increase in weapon/physical and spell/shock damage... but I hate Sorcs (so I'm bias) :D Nightblades have pretty strict requirements for their increase- but, man, when they stick with the requirements- it hits hard! Finally, Wardens get an overall increase in Magic and Cold damage... but don't really benefit from physical or poison.


    Templars also get Crit Damage bonus passive.

    Really there is a host of passive benefits as well as skill buffs not really covered by simply looking at damage passives.


    Sorcerers do have the best all around spread for stamina support despite having no direct damage stamina skill. With strong support passives and strong healing and resource management they extend the capabilities of the weapon lines.

    NB's have the best stamina utility morphs, gap closer, execute, direct damage single target, AOE+buff, self buff+ranged damage, cheap single target ult. They lack healing support and most of the debuffs and buffs they can provide themselves are provided by group support in PVE situations, which make them a slightly weaker option for group play.

    DK's have the best sustained PVE dps and strong survival, the dps is a function of both a strong buff ultimate and super strong single target DOT. They lack stamina utility and passive support, but strong DOT's and healing buffs make them very strong in very specific builds.

    Templar's have lesser utility than NB's, with ranged knock down and ranged debuff, but have better survivability with cheap purge and Minor Mending, they are more of a medium ground between the previous three.


    Warden appears to be a sort of medium between a DK and a Templar. As stamina Templars have suffered in the past from being not very good at anything in particular, so also Wardens will likely suffer from being mediocre at everything.

    Of the classes Warden will have the easiest access to Major Mending, and is the only one with a class based stamina heal. They should be quite potent at group support. If they were any better at DPS then everyone would be rolling Wardens because of the group utility they offer.

    Most raids will want at least one, possibly two for Major Mending, Minor Toughness, and AOE major Resolve/Ward buffs. In PVP every ball group is going to want Wardens for the same reasons but even more so for PermaFrost, 70% snare, AOE stun, AOE damage, AOE damage reduction for allies.
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  • Stamden
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    jaburns wrote: »
    While we're arguing about passives that boost raw damage, let's look at what each classes passive does:

    Templar, Balanced Warrior: Increases Weapon Damage by 6%

    Dragonknight, World In Ruin: Increases Fire and Poison AOE Damage by 6%.

    Sorcerer, Energized: Increases Physical and Shock Damage by 5%.
    Expert Mage: Increases Weapons and Spell Damage by 2% for each Sorc ability slotted.

    Nightblade, Pressure Points: Increases your Weapon and Spell Critical ratings by ### for each assassin ability slotted.
    Hemorrhage: Increases Damage dealt by Critical Strikes by 10% with an assassin ability slotted.

    Warden, Piercing Cold: Increases your Magic and Cold damage by 6%.

    As you see- they're all pretty diverse. Warden's passive being somewhat close to a DK's passive while Templar is comparable to a Sorcerer. Nightblade's is just way the hell out there- so, maybe they'll come up with a class that's somewhat comparable one day?

    And, as you know, each class gives some sort of secondary effect to allies. (ie: Minor sorcery, minor toughness, minor savagery, minor prophecy, minor brutality)

    So, each class does get it's own boost in raw damage- but each has limited effects (and sometimes certain requirements for the damage). While Templars get a flat increase to weapon damage from Balanced Warrior- they don't get any increase in magic, elemental, or poison damage. DKs only get the increase in AOE Fire and Poison damage... but they don't get any other physical, magic, or elemental direct/AOE damage. Sorcs are probably the luckiest because they get a pure increase in weapon/physical and spell/shock damage... but I hate Sorcs (so I'm bias) :D Nightblades have pretty strict requirements for their increase- but, man, when they stick with the requirements- it hits hard! Finally, Wardens get an overall increase in Magic and Cold damage... but don't really benefit from physical or poison.


    Templars also get Crit Damage bonus passive.

    Really there is a host of passive benefits as well as skill buffs not really covered by simply looking at damage passives.


    Sorcerers do have the best all around spread for stamina support despite having no direct damage stamina skill. With strong support passives and strong healing and resource management they extend the capabilities of the weapon lines.

    NB's have the best stamina utility morphs, gap closer, execute, direct damage single target, AOE+buff, self buff+ranged damage, cheap single target ult. They lack healing support and most of the debuffs and buffs they can provide themselves are provided by group support in PVE situations, which make them a slightly weaker option for group play.

    DK's have the best sustained PVE dps and strong survival, the dps is a function of both a strong buff ultimate and super strong single target DOT. They lack stamina utility and passive support, but strong DOT's and healing buffs make them very strong in very specific builds.

    Templar's have lesser utility than NB's, with ranged knock down and ranged debuff, but have better survivability with cheap purge and Minor Mending, they are more of a medium ground between the previous three.


    Warden appears to be a sort of medium between a DK and a Templar. As stamina Templars have suffered in the past from being not very good at anything in particular, so also Wardens will likely suffer from being mediocre at everything.

    Of the classes Warden will have the easiest access to Major Mending, and is the only one with a class based stamina heal. They should be quite potent at group support. If they were any better at DPS then everyone would be rolling Wardens because of the group utility they offer.

    Most raids will want at least one, possibly two for Major Mending, Minor Toughness, and AOE major Resolve/Ward buffs. In PVP every ball group is going to want Wardens for the same reasons but even more so for PermaFrost, 70% snare, AOE stun, AOE damage, AOE damage reduction for allies.

    I see what you're saying to some extent, but really I see very little reason to every bring a Stam Warden into any kind of endgame PvE scenario. All the class utility can be brought on by a real Magika Warden healer or even a Magika DPS (but more likely a healer as that is more viable atm).

    In terms of DPS, the Stam Warden was significantly far behind Stam DK and Stam Sorc in terms of parses. That was before the nerf, now I would predict Stam Warden probably has the lowest DPS of all the stam setups.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Nemesis7884
    Nemesis7884
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    jaburns wrote: »
    While we're arguing about passives that boost raw damage, let's look at what each classes passive does:

    Templar, Balanced Warrior: Increases Weapon Damage by 6%

    Dragonknight, World In Ruin: Increases Fire and Poison AOE Damage by 6%.

    Sorcerer, Energized: Increases Physical and Shock Damage by 5%.
    Expert Mage: Increases Weapons and Spell Damage by 2% for each Sorc ability slotted.

    Nightblade, Pressure Points: Increases your Weapon and Spell Critical ratings by ### for each assassin ability slotted.
    Hemorrhage: Increases Damage dealt by Critical Strikes by 10% with an assassin ability slotted.

    Warden, Piercing Cold: Increases your Magic and Cold damage by 6%.

    As you see- they're all pretty diverse. Warden's passive being somewhat close to a DK's passive while Templar is comparable to a Sorcerer. Nightblade's is just way the hell out there- so, maybe they'll come up with a class that's somewhat comparable one day?

    And, as you know, each class gives some sort of secondary effect to allies. (ie: Minor sorcery, minor toughness, minor savagery, minor prophecy, minor brutality)

    So, each class does get it's own boost in raw damage- but each has limited effects (and sometimes certain requirements for the damage). While Templars get a flat increase to weapon damage from Balanced Warrior- they don't get any increase in magic, elemental, or poison damage. DKs only get the increase in AOE Fire and Poison damage... but they don't get any other physical, magic, or elemental direct/AOE damage. Sorcs are probably the luckiest because they get a pure increase in weapon/physical and spell/shock damage... but I hate Sorcs (so I'm bias) :D Nightblades have pretty strict requirements for their increase- but, man, when they stick with the requirements- it hits hard! Finally, Wardens get an overall increase in Magic and Cold damage... but don't really benefit from physical or poison.


    Templars also get Crit Damage bonus passive.

    Really there is a host of passive benefits as well as skill buffs not really covered by simply looking at damage passives.


    Sorcerers do have the best all around spread for stamina support despite having no direct damage stamina skill. With strong support passives and strong healing and resource management they extend the capabilities of the weapon lines.

    NB's have the best stamina utility morphs, gap closer, execute, direct damage single target, AOE+buff, self buff+ranged damage, cheap single target ult. They lack healing support and most of the debuffs and buffs they can provide themselves are provided by group support in PVE situations, which make them a slightly weaker option for group play.

    DK's have the best sustained PVE dps and strong survival, the dps is a function of both a strong buff ultimate and super strong single target DOT. They lack stamina utility and passive support, but strong DOT's and healing buffs make them very strong in very specific builds.

    Templar's have lesser utility than NB's, with ranged knock down and ranged debuff, but have better survivability with cheap purge and Minor Mending, they are more of a medium ground between the previous three.


    Warden appears to be a sort of medium between a DK and a Templar. As stamina Templars have suffered in the past from being not very good at anything in particular, so also Wardens will likely suffer from being mediocre at everything.

    Of the classes Warden will have the easiest access to Major Mending, and is the only one with a class based stamina heal. They should be quite potent at group support. If they were any better at DPS then everyone would be rolling Wardens because of the group utility they offer.

    Most raids will want at least one, possibly two for Major Mending, Minor Toughness, and AOE major Resolve/Ward buffs. In PVP every ball group is going to want Wardens for the same reasons but even more so for PermaFrost, 70% snare, AOE stun, AOE damage, AOE damage reduction for allies.

    That os what makes sprc the best stam class....weapon skills HAVE damage, what they need is utility, buffs and heals....so ZOS revert the change already so we can all go to bed
  • Stamden
    Stamden
    ✭✭✭✭✭
    jaburns wrote: »
    While we're arguing about passives that boost raw damage, let's look at what each classes passive does:

    Templar, Balanced Warrior: Increases Weapon Damage by 6%

    Dragonknight, World In Ruin: Increases Fire and Poison AOE Damage by 6%.

    Sorcerer, Energized: Increases Physical and Shock Damage by 5%.
    Expert Mage: Increases Weapons and Spell Damage by 2% for each Sorc ability slotted.

    Nightblade, Pressure Points: Increases your Weapon and Spell Critical ratings by ### for each assassin ability slotted.
    Hemorrhage: Increases Damage dealt by Critical Strikes by 10% with an assassin ability slotted.

    Warden, Piercing Cold: Increases your Magic and Cold damage by 6%.

    As you see- they're all pretty diverse. Warden's passive being somewhat close to a DK's passive while Templar is comparable to a Sorcerer. Nightblade's is just way the hell out there- so, maybe they'll come up with a class that's somewhat comparable one day?

    And, as you know, each class gives some sort of secondary effect to allies. (ie: Minor sorcery, minor toughness, minor savagery, minor prophecy, minor brutality)

    So, each class does get it's own boost in raw damage- but each has limited effects (and sometimes certain requirements for the damage). While Templars get a flat increase to weapon damage from Balanced Warrior- they don't get any increase in magic, elemental, or poison damage. DKs only get the increase in AOE Fire and Poison damage... but they don't get any other physical, magic, or elemental direct/AOE damage. Sorcs are probably the luckiest because they get a pure increase in weapon/physical and spell/shock damage... but I hate Sorcs (so I'm bias) :D Nightblades have pretty strict requirements for their increase- but, man, when they stick with the requirements- it hits hard! Finally, Wardens get an overall increase in Magic and Cold damage... but don't really benefit from physical or poison.


    Templars also get Crit Damage bonus passive.

    Really there is a host of passive benefits as well as skill buffs not really covered by simply looking at damage passives.


    Sorcerers do have the best all around spread for stamina support despite having no direct damage stamina skill. With strong support passives and strong healing and resource management they extend the capabilities of the weapon lines.

    NB's have the best stamina utility morphs, gap closer, execute, direct damage single target, AOE+buff, self buff+ranged damage, cheap single target ult. They lack healing support and most of the debuffs and buffs they can provide themselves are provided by group support in PVE situations, which make them a slightly weaker option for group play.

    DK's have the best sustained PVE dps and strong survival, the dps is a function of both a strong buff ultimate and super strong single target DOT. They lack stamina utility and passive support, but strong DOT's and healing buffs make them very strong in very specific builds.

    Templar's have lesser utility than NB's, with ranged knock down and ranged debuff, but have better survivability with cheap purge and Minor Mending, they are more of a medium ground between the previous three.


    Warden appears to be a sort of medium between a DK and a Templar. As stamina Templars have suffered in the past from being not very good at anything in particular, so also Wardens will likely suffer from being mediocre at everything.

    Of the classes Warden will have the easiest access to Major Mending, and is the only one with a class based stamina heal. They should be quite potent at group support. If they were any better at DPS then everyone would be rolling Wardens because of the group utility they offer.

    Most raids will want at least one, possibly two for Major Mending, Minor Toughness, and AOE major Resolve/Ward buffs. In PVP every ball group is going to want Wardens for the same reasons but even more so for PermaFrost, 70% snare, AOE stun, AOE damage, AOE damage reduction for allies.

    That os what makes sprc the best stam class....weapon skills HAVE damage, what they need is utility, buffs and heals....so ZOS revert the change already so we can all go to bed

    ZoS never reverts changes man. And with the early release they kinda dug themselves into a hole with this one.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Vosital
    Vosital
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    Neighbor wrote: »
    jaburns wrote: »
    While we're arguing about passives that boost raw damage, let's look at what each classes passive does:

    Templar, Balanced Warrior: Increases Weapon Damage by 6%

    Dragonknight, World In Ruin: Increases Fire and Poison AOE Damage by 6%.

    Sorcerer, Energized: Increases Physical and Shock Damage by 5%.
    Expert Mage: Increases Weapons and Spell Damage by 2% for each Sorc ability slotted.

    Nightblade, Pressure Points: Increases your Weapon and Spell Critical ratings by ### for each assassin ability slotted.
    Hemorrhage: Increases Damage dealt by Critical Strikes by 10% with an assassin ability slotted.

    Warden, Piercing Cold: Increases your Magic and Cold damage by 6%.

    As you see- they're all pretty diverse. Warden's passive being somewhat close to a DK's passive while Templar is comparable to a Sorcerer. Nightblade's is just way the hell out there- so, maybe they'll come up with a class that's somewhat comparable one day?

    And, as you know, each class gives some sort of secondary effect to allies. (ie: Minor sorcery, minor toughness, minor savagery, minor prophecy, minor brutality)

    So, each class does get it's own boost in raw damage- but each has limited effects (and sometimes certain requirements for the damage). While Templars get a flat increase to weapon damage from Balanced Warrior- they don't get any increase in magic, elemental, or poison damage. DKs only get the increase in AOE Fire and Poison damage... but they don't get any other physical, magic, or elemental direct/AOE damage. Sorcs are probably the luckiest because they get a pure increase in weapon/physical and spell/shock damage... but I hate Sorcs (so I'm bias) :D Nightblades have pretty strict requirements for their increase- but, man, when they stick with the requirements- it hits hard! Finally, Wardens get an overall increase in Magic and Cold damage... but don't really benefit from physical or poison.


    Templars also get Crit Damage bonus passive.

    Really there is a host of passive benefits as well as skill buffs not really covered by simply looking at damage passives.


    Sorcerers do have the best all around spread for stamina support despite having no direct damage stamina skill. With strong support passives and strong healing and resource management they extend the capabilities of the weapon lines.

    NB's have the best stamina utility morphs, gap closer, execute, direct damage single target, AOE+buff, self buff+ranged damage, cheap single target ult. They lack healing support and most of the debuffs and buffs they can provide themselves are provided by group support in PVE situations, which make them a slightly weaker option for group play.

    DK's have the best sustained PVE dps and strong survival, the dps is a function of both a strong buff ultimate and super strong single target DOT. They lack stamina utility and passive support, but strong DOT's and healing buffs make them very strong in very specific builds.

    Templar's have lesser utility than NB's, with ranged knock down and ranged debuff, but have better survivability with cheap purge and Minor Mending, they are more of a medium ground between the previous three.


    Warden appears to be a sort of medium between a DK and a Templar. As stamina Templars have suffered in the past from being not very good at anything in particular, so also Wardens will likely suffer from being mediocre at everything.

    Of the classes Warden will have the easiest access to Major Mending, and is the only one with a class based stamina heal. They should be quite potent at group support. If they were any better at DPS then everyone would be rolling Wardens because of the group utility they offer.

    Most raids will want at least one, possibly two for Major Mending, Minor Toughness, and AOE major Resolve/Ward buffs. In PVP every ball group is going to want Wardens for the same reasons but even more so for PermaFrost, 70% snare, AOE stun, AOE damage, AOE damage reduction for allies.

    That os what makes sprc the best stam class....weapon skills HAVE damage, what they need is utility, buffs and heals....so ZOS revert the change already so we can all go to bed

    ZoS never reverts changes man. And with the early release they kinda dug themselves into a hole with this one.

    Woah woah woah there ZoS reverts changes

    As long as it's reverting Sorc nerfs and turning them into buffs
  • Stamden
    Stamden
    ✭✭✭✭✭
    Vosital wrote: »
    Neighbor wrote: »
    jaburns wrote: »
    While we're arguing about passives that boost raw damage, let's look at what each classes passive does:

    Templar, Balanced Warrior: Increases Weapon Damage by 6%

    Dragonknight, World In Ruin: Increases Fire and Poison AOE Damage by 6%.

    Sorcerer, Energized: Increases Physical and Shock Damage by 5%.
    Expert Mage: Increases Weapons and Spell Damage by 2% for each Sorc ability slotted.

    Nightblade, Pressure Points: Increases your Weapon and Spell Critical ratings by ### for each assassin ability slotted.
    Hemorrhage: Increases Damage dealt by Critical Strikes by 10% with an assassin ability slotted.

    Warden, Piercing Cold: Increases your Magic and Cold damage by 6%.

    As you see- they're all pretty diverse. Warden's passive being somewhat close to a DK's passive while Templar is comparable to a Sorcerer. Nightblade's is just way the hell out there- so, maybe they'll come up with a class that's somewhat comparable one day?

    And, as you know, each class gives some sort of secondary effect to allies. (ie: Minor sorcery, minor toughness, minor savagery, minor prophecy, minor brutality)

    So, each class does get it's own boost in raw damage- but each has limited effects (and sometimes certain requirements for the damage). While Templars get a flat increase to weapon damage from Balanced Warrior- they don't get any increase in magic, elemental, or poison damage. DKs only get the increase in AOE Fire and Poison damage... but they don't get any other physical, magic, or elemental direct/AOE damage. Sorcs are probably the luckiest because they get a pure increase in weapon/physical and spell/shock damage... but I hate Sorcs (so I'm bias) :D Nightblades have pretty strict requirements for their increase- but, man, when they stick with the requirements- it hits hard! Finally, Wardens get an overall increase in Magic and Cold damage... but don't really benefit from physical or poison.


    Templars also get Crit Damage bonus passive.

    Really there is a host of passive benefits as well as skill buffs not really covered by simply looking at damage passives.


    Sorcerers do have the best all around spread for stamina support despite having no direct damage stamina skill. With strong support passives and strong healing and resource management they extend the capabilities of the weapon lines.

    NB's have the best stamina utility morphs, gap closer, execute, direct damage single target, AOE+buff, self buff+ranged damage, cheap single target ult. They lack healing support and most of the debuffs and buffs they can provide themselves are provided by group support in PVE situations, which make them a slightly weaker option for group play.

    DK's have the best sustained PVE dps and strong survival, the dps is a function of both a strong buff ultimate and super strong single target DOT. They lack stamina utility and passive support, but strong DOT's and healing buffs make them very strong in very specific builds.

    Templar's have lesser utility than NB's, with ranged knock down and ranged debuff, but have better survivability with cheap purge and Minor Mending, they are more of a medium ground between the previous three.


    Warden appears to be a sort of medium between a DK and a Templar. As stamina Templars have suffered in the past from being not very good at anything in particular, so also Wardens will likely suffer from being mediocre at everything.

    Of the classes Warden will have the easiest access to Major Mending, and is the only one with a class based stamina heal. They should be quite potent at group support. If they were any better at DPS then everyone would be rolling Wardens because of the group utility they offer.

    Most raids will want at least one, possibly two for Major Mending, Minor Toughness, and AOE major Resolve/Ward buffs. In PVP every ball group is going to want Wardens for the same reasons but even more so for PermaFrost, 70% snare, AOE stun, AOE damage, AOE damage reduction for allies.

    That os what makes sprc the best stam class....weapon skills HAVE damage, what they need is utility, buffs and heals....so ZOS revert the change already so we can all go to bed

    ZoS never reverts changes man. And with the early release they kinda dug themselves into a hole with this one.

    Woah woah woah there ZoS reverts changes

    As long as it's reverting Sorc nerfs and turning them into buffs

    True...
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Nemesis7884
    Nemesis7884
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    i still hope since we are still in iteration process that ZOS will revert their decision on this if the topic gets enough traction and enough push! BELIEVE

    They really need to stop trying to balance pve and pvp...they will just massively limit the diversity of their game because they can only adhere to the one or to the other - simply start implementing a different rule set
    Edited by Nemesis7884 on May 30, 2017 9:19AM
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