Taleof2Cities wrote: »Taleof2Cities wrote: »The DLC sets, except for DLC Trials gear, are all BoE ... so you can buy those at the guild stores with in-game gold.
Am I missing something?Last time I checked, all DLC dungeon sets (Spell Power Cure, Scathing Mage etc.), like ALL dungeon sets, are bind-on-pickup. You can only trade them for 2 hours or so within the group that did the dungeon.
Overland sets and undaunted random rewards are BoE.
Fair point, but some of those sets are available outside of the dungeons (e.g. Wrath of the Imperium can now be found in Cyrodiil).
Wardens are in a tough balancing spot.
They're "jack of all trades" nature makes them a second-tier choice for most end-game PvE where the character roles are VERY specific.
However the same "jack of all trades" nature makes them (Stam anyway) very OP in PvP since they can easily adapt to changing situations in the very unpredictable and dynamic nature of PvP. Their healing ult isn't the best, but combined with bloodspawn they can pop it every 10s or less. Their burst isn't the best, but combined with melee abilities, those bugs and the birds delayed hits can lead to some SERIOUS burst.
No other class has the same simultaneous access to healing, mobility, burst dmg, and resource sustain that the Stam warden has.
Mag wardens have issues though. I think of them as the ranged version of a Mag DK... but the "jack of all trades" thing is just more effective as Stam because Mag wardens wouldn't have the Stam to avoid CC as easily and they stack shields rather than dmg mitigation, which lowers the value received from the warden heal ult. Mag wardens also struggle because the real long range of their birds is much harder to synergize with their beetles without making the mag warden get too close and risk getting CC locked...
What id like to see is a significant increase in the cost and nerf to the amount of healing the forest does, but I'd also like to balance that out with far more group utility - a purge would be a great addition.
Wardens are in a tough balancing spot.
They're "jack of all trades" nature makes them a second-tier choice for most end-game PvE where the character roles are VERY specific.
However the same "jack of all trades" nature makes them (Stam anyway) very OP in PvP since they can easily adapt to changing situations in the very unpredictable and dynamic nature of PvP. Their healing ult isn't the best, but combined with bloodspawn they can pop it every 10s or less. Their burst isn't the best, but combined with melee abilities, those bugs and the birds delayed hits can lead to some SERIOUS burst.
No other class has the same simultaneous access to healing, mobility, burst dmg, and resource sustain that the Stam warden has.
Mag wardens have issues though. I think of them as the ranged version of a Mag DK... but the "jack of all trades" thing is just more effective as Stam because Mag wardens wouldn't have the Stam to avoid CC as easily and they stack shields rather than dmg mitigation, which lowers the value received from the warden heal ult. Mag wardens also struggle because the real long range of their birds is much harder to synergize with their beetles without making the mag warden get too close and risk getting CC locked...
What id like to see is a significant increase in the cost and nerf to the amount of healing the forest does, but I'd also like to balance that out with far more group utility - a purge would be a great addition.
In terms of PvE, healers only use warhorn, so if they thought the little forest would make warden viable endgame PvE they were wrong, since wardens won't use it. If warhorn wasn't mandatory then maybe warden would be on par with templar, if they make enchanted growth more effective and give warden a purge.
As it stands now, templar is still superior. You can do a trial without a warden but you need atleast one templar.
Warden lack a cleanse, since it is a plant based healer I figured it would have one, you know medicinal herbs and flowers. Im talking about a AoE group clense not the betty remove 1 effect from yourself.
Warden don't have a skill like templars shards.
Warden need a rework in their enchanted growth with more range and wider spread to be closer to templars BoL.
Warden lack a major magica steal..
All I'm saying is, for a class that is meant to be able to heal, has it's own tree for it, warden is pretty underwhelming.
Sure their forest ultimate is good, but in trials you won't use it. The passive that gives 10% more health to players you heal is nice, but warhorn does the same and it does not stack.
The only thing warden have above templar is the 10% increase to magica and stamina for 20 sec, if you manage to hit players with enchanted growth that is.
And I know you can use purge and energy orb but so can all classes. Why even bother with warden over templar?
Maybe I'm missing something, but I really want to know your thoughts on this matter