Mettaricana wrote: »Stam warden needs a lotta love to give the bird an actual stamina effect like a small heal from the skill that can stack with the pet heal passive give stam isers some survival and bow users a long range self heal
Make lotus heal on dmg dealt like the original surge did this current version relies too much on weaving and is just not fun... also half the animation time on everything the entire class is clunky and slow...
As far as heals go the class is hurting bad in the uncancellable animations in a pinch and need a heal? Well too bad your a warden not the other 4 classes they can spam heal breath repentence blood etc insta heals woth short or cancellable animations warden better make a sandwich that heal taking all night.
Also the bird of prey morphs the crit bonus needs to be a slotted like dk and magelight skills.
Mushroom stamina morph give it a 20% heal buff it kinda sucls even at 40k stam or add a heal then a HoT after the initial cast
Bear needs to have a pull aggro tank morph and i feel it should be the stam version the non respawning one buff its health tighten up its ai and attack speeds and give it a taunt like clanfear.
Netches neat and all needs a faster summon more akin to like casting surge or molten armaments the long animation that if canceled stops it from summoning which is stupid given every other class can pop a biff no issue.
Buff the dmg of frost skills they all lack kinda hard.
Passives bump the recovery passives to up another 3%.
Up the pet skill dmg buff per slotted animal
Just turn up the dial on everything sorry pvp if you hate wardens but pve needs love and its only gonna come if it hurts you guys
WuffyCerulei wrote: »WuffyCerulei wrote: »Dive and morphs still need to made dodgeable for pvp's sake.
No
I feel the only way you get kills in pvp is endless spam one skill while hanging around a zerg. If it were dodgeable, then maybe you'll learn some skill.
I don't think you've ever played as a warden lol. Takes a lot of skill, not just spamming birds. Honestly if you die to straight birds it's really just a learn to play issue.
WuffyCerulei wrote: »WuffyCerulei wrote: »WuffyCerulei wrote: »Dive and morphs still need to made dodgeable for pvp's sake.
No
I feel the only way you get kills in pvp is endless spam one skill while hanging around a zerg. If it were dodgeable, then maybe you'll learn some skill.
I don't think you've ever played as a warden lol. Takes a lot of skill, not just spamming birds. Honestly if you die to straight birds it's really just a learn to play issue.
That's only when half the enemy players don't render in and I can't see what the heck is hitting me. Easy enough to shield from birds if I know there's a warden. Dumb to try to dodge them.
Mettaricana wrote: »Stam warden needs a lotta love to give the bird an actual stamina effect like a small heal from the skill that can stack with the pet heal passive give stam isers some survival and bow users a long range self heal
Make lotus heal on dmg dealt like the original surge did this current version relies too much on weaving and is just not fun... also half the animation time on everything the entire class is clunky and slow...
As far as heals go the class is hurting bad in the uncancellable animations in a pinch and need a heal? Well too bad your a warden not the other 4 classes they can spam heal breath repentence blood etc insta heals woth short or cancellable animations warden better make a sandwich that heal taking all night.
Also the bird of prey morphs the crit bonus needs to be a slotted like dk and magelight skills.
Mushroom stamina morph give it a 20% heal buff it kinda sucls even at 40k stam or add a heal then a HoT after the initial cast
Bear needs to have a pull aggro tank morph and i feel it should be the stam version the non respawning one buff its health tighten up its ai and attack speeds and give it a taunt like clanfear.
Netches neat and all needs a faster summon more akin to like casting surge or molten armaments the long animation that if canceled stops it from summoning which is stupid given every other class can pop a biff no issue.
Buff the dmg of frost skills they all lack kinda hard.
Passives bump the recovery passives to up another 3%.
Up the pet skill dmg buff per slotted animal
Just turn up the dial on everything sorry pvp if you hate wardens but pve needs love and its only gonna come if it hurts you guys
Agree with everything, but the main thing pvp wardens are annoyed with is the lack of response when it comes to the netch in stealth. It gives you away and puts a huge target on your head. We are pretty much forced to use major brutality potions, because unlike every other class, we cant have our major brutality ability active during sneaking.
Mettaricana wrote: »Stam warden needs a lotta love to give the bird an actual stamina effect like a small heal from the skill that can stack with the pet heal passive give stam isers some survival and bow users a long range self heal
Make lotus heal on dmg dealt like the original surge did this current version relies too much on weaving and is just not fun... also half the animation time on everything the entire class is clunky and slow...
As far as heals go the class is hurting bad in the uncancellable animations in a pinch and need a heal? Well too bad your a warden not the other 4 classes they can spam heal breath repentence blood etc insta heals woth short or cancellable animations warden better make a sandwich that heal taking all night.
Also the bird of prey morphs the crit bonus needs to be a slotted like dk and magelight skills.
Mushroom stamina morph give it a 20% heal buff it kinda sucls even at 40k stam or add a heal then a HoT after the initial cast
Bear needs to have a pull aggro tank morph and i feel it should be the stam version the non respawning one buff its health tighten up its ai and attack speeds and give it a taunt like clanfear.
Netches neat and all needs a faster summon more akin to like casting surge or molten armaments the long animation that if canceled stops it from summoning which is stupid given every other class can pop a biff no issue.
Buff the dmg of frost skills they all lack kinda hard.
Passives bump the recovery passives to up another 3%.
Up the pet skill dmg buff per slotted animal
Just turn up the dial on everything sorry pvp if you hate wardens but pve needs love and its only gonna come if it hurts you guys
Agree with everything, but the main thing pvp wardens are annoyed with is the lack of response when it comes to the netch in stealth. It gives you away and puts a huge target on your head. We are pretty much forced to use major brutality potions, because unlike every other class, we cant have our major brutality ability active during sneaking.
That't not true, NB and templar can't gaing major brutality in stealth unlees they are using rally, and wardens can use it too.
WuffyCerulei wrote: »WuffyCerulei wrote: »WuffyCerulei wrote: »Dive and morphs still need to made dodgeable for pvp's sake.
No
I feel the only way you get kills in pvp is endless spam one skill while hanging around a zerg. If it were dodgeable, then maybe you'll learn some skill.
I don't think you've ever played as a warden lol. Takes a lot of skill, not just spamming birds. Honestly if you die to straight birds it's really just a learn to play issue.
That's only when half the enemy players don't render in and I can't see what the heck is hitting me. Easy enough to shield from birds if I know there's a warden. Dumb to try to dodge them.
WuffyCerulei wrote: »Dive and morphs still need to made dodgeable for pvp's sake.
Integral1900 wrote: »Magic warden still feels like a walking liability, as a healer it's so so, as a dps it's just a burden on the group to be honest
On live I think I'm putting mine in to park, I needed another Crafter anyway
Integral1900 wrote: »Magic warden still feels like a walking liability, as a healer it's so so, as a dps it's just a burden on the group to be honest
On live I think I'm putting mine in to park, I needed another Crafter anyway
As a healer I hold my own against any other healer in my trials guild, just because they are different than Templars does not make them inferior, in fact, we compliment each other exceptionally well.
Magwardens dps have insane magicka drains, partially cause we got to cast deep fissure a lot, but also because Nature's Gift, our only passive that helps with sustain, is tied to proccing a Green Balance heal, which we don't, nor should even have to slot to dps. This is another large issue with warden's trying to dps that should also be addressed.Bird of prey costs way too much for its short duration..Integral1900 wrote: »Magic warden still feels like a walking liability, as a healer it's so so, as a dps it's just a burden on the group to be honest
On live I think I'm putting mine in to park, I needed another Crafter anyway
As a healer I hold my own against any other healer in my trials guild, just because they are different than Templars does not make them inferior, in fact, we compliment each other exceptionally well.
Make the bird return a bit of it's cost if it critically strikes.
Magwardens dps have insane magicka drains, partially cause we got to cast deep fissure a lot, but also because Nature's Gift, our only passive that helps with sustain, is tied to proccing a Green Balance heal, which we don't, nor should even have to slot to dps. This is another large issue with warden's trying to dps that should also be addressed.Make the bird return a bit of it's cost if it critically strikes.Integral1900 wrote: »Magic warden still feels like a walking liability, as a healer it's so so, as a dps it's just a burden on the group to be honest
On live I think I'm putting mine in to park, I needed another Crafter anyway
As a healer I hold my own against any other healer in my trials guild, just because they are different than Templars does not make them inferior, in fact, we compliment each other exceptionally well.
Magwardens dps have insane magicka drains, partially cause we got to cast deep fissure a lot, but also because Nature's Gift, our only passive that helps with sustain, is tied to proccing a Green Balance heal, which we don't, nor should even have to slot to dps. This is another large issue with warden's trying to dps that should also be addressed.Make the bird return a bit of it's cost if it critically strikes.Integral1900 wrote: »Magic warden still feels like a walking liability, as a healer it's so so, as a dps it's just a burden on the group to be honest
On live I think I'm putting mine in to park, I needed another Crafter anyway
As a healer I hold my own against any other healer in my trials guild, just because they are different than Templars does not make them inferior, in fact, we compliment each other exceptionally well.
Exactly. So we need to have something that returns resources to us. For example:
Screaming Cliffracer:
Returns 4% of the damage done as magicka to the casting warden if the ability critically strikes.
So depending on how hard you hit, the cheaper the skill is. The return would be miniscule in PvP (let's say 4k damage: 200 Magicka and you'd have to go for a good level of critical chance to use it) and would give you a great sustain boost in PvE.
Another suggestion could be that they add a magicka gain to the animal companion passive that heals you on cast of animal companion abilities, but I'd prefer the scaled return from the cliffracer.
WuffyCerulei wrote: »Dive and morphs still need to made dodgeable for pvp's sake.
No
WuffyCerulei wrote: »WuffyCerulei wrote: »Dive and morphs still need to made dodgeable for pvp's sake.
No
I feel the only way you get kills in pvp is endless spam one skill while hanging around a zerg. If it were dodgeable, then maybe you'll learn some skill.
WuffyCerulei wrote: »Dive and morphs still need to made dodgeable for pvp's sake.
Yes, please make the birds dodgeable
Magwardens dps have insane magicka drains, partially cause we got to cast deep fissure a lot, but also because Nature's Gift, our only passive that helps with sustain, is tied to proccing a Green Balance heal, which we don't, nor should even have to slot to dps. This is another large issue with warden's trying to dps that should also be addressed.Make the bird return a bit of it's cost if it critically strikes.Integral1900 wrote: »Magic warden still feels like a walking liability, as a healer it's so so, as a dps it's just a burden on the group to be honest
On live I think I'm putting mine in to park, I needed another Crafter anyway
As a healer I hold my own against any other healer in my trials guild, just because they are different than Templars does not make them inferior, in fact, we compliment each other exceptionally well.
Exactly. So we need to have something that returns resources to us. For example:
Screaming Cliffracer:
Returns 4% of the damage done as magicka to the casting warden if the ability critically strikes.
So depending on how hard you hit, the cheaper the skill is. The return would be miniscule in PvP (let's say 4k damage: 200 Magicka and you'd have to go for a good level of critical chance to use it) and would give you a great sustain boost in PvE.
Another suggestion could be that they add a magicka gain to the animal companion passive that heals you on cast of animal companion abilities, but I'd prefer the scaled return from the cliffracer.
That healing passive should just be gone. Even with lotus and the passive I still have to slot vigor/mushrooms when soloing normal dungeons. I dont have to on sorc with surge. You could remove it and nobody would probably notice. Plus it is damage tree ffs. For a class that is supposed to be split perfectly tank/healing/dps 1:1:1 i feel more like its 0.8:1.7:0.5
This is because the actual hitbox of the skill is really small for enemies. Like you got to be exactly on the center to proc it or won't work.Cage_Lizardman wrote: »>Frozen Gate: This ability and its morphs now allow you to have up to 3 gates active at a time, up from 1. Its initial spawning visual effects are now visible to enemies.Magwardens dps have insane magicka drains, partially cause we got to cast deep fissure a lot, but also because Nature's Gift, our only passive that helps with sustain, is tied to proccing a Green Balance heal, which we don't, nor should even have to slot to dps. This is another large issue with warden's trying to dps that should also be addressed.Make the bird return a bit of it's cost if it critically strikes.Integral1900 wrote: »Magic warden still feels like a walking liability, as a healer it's so so, as a dps it's just a burden on the group to be honest
On live I think I'm putting mine in to park, I needed another Crafter anyway
As a healer I hold my own against any other healer in my trials guild, just because they are different than Templars does not make them inferior, in fact, we compliment each other exceptionally well.
Exactly. So we need to have something that returns resources to us. For example:
Screaming Cliffracer:
Returns 4% of the damage done as magicka to the casting warden if the ability critically strikes.
So depending on how hard you hit, the cheaper the skill is. The return would be miniscule in PvP (let's say 4k damage: 200 Magicka and you'd have to go for a good level of critical chance to use it) and would give you a great sustain boost in PvE.
Another suggestion could be that they add a magicka gain to the animal companion passive that heals you on cast of animal companion abilities, but I'd prefer the scaled return from the cliffracer.
That healing passive should just be gone. Even with lotus and the passive I still have to slot vigor/mushrooms when soloing normal dungeons. I dont have to on sorc with surge. You could remove it and nobody would probably notice. Plus it is damage tree ffs. For a class that is supposed to be split perfectly tank/healing/dps 1:1:1 i feel more like its 0.8:1.7:0.5
half the time I use this skill it doesn't seem to work? The circle gets placed on the ground but they don't get teleported.