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WARDEN SKILLS: SUGGESTIONS AND IDEAS- or how to not make warden skills suck

MakoFore
MakoFore
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As many would agree warden class skills- alot of them NEED alot of help- and some actually flipped out and changed completely. This is simply a post to have people post suggestions for ZOS to see and maybe implement ideas. as of now- i have a lot of criticisms and only a couple of ideas, but here they are.
ISSUES
Dive- needs to be dodgeable or have a counter for non stam classes.
Nature's Grasp – complete crap- useless in pvp and pve
Secluded Grove - too strong and too cheap in pvp- with ulti builds- bascially allows wardens to live forever
Arctic Wind – redundant- other skills within the same class do the same thing- but better
Crystallized Shield - way too effective in pvp- needs to be a chance to go thru the shields- or increase the cost - in a duel against other mag classes- this skill is really unbalanced.
frozen gate - completely inpractical in pve as a tanking tool. meant to be like chains- but is way to slow and clunky- the port needs to be instant for it to make the class be effective as a tank for serious tanking.
Sleet Storm - literally a shitter version of destro ulti- why anyone would choose this instead of a destro ulti is beyond me- and for stam classes just not scaling well.

I feel like ZOS will stil be open to exploring and changing those skills to make them viable- and the class interesting , whereas the other classes- ZOS would be reticent to change anything at all now- other than tweaking. Some of those skills need to be comepletely removed and replaced with something else- the class still has potential.

IDEA(S)
for example-
ARCTIC TUNDRA
there is an NPC that casts a frozen wall- and shoots behind it- this is interesting- imagine a class skill that allowed the player to cast a 8 x 1 metre wall- that is 2 meteres tall- and it lasts for 10 seconds.
morph 1: tcast one wall of 10 x 2
morph 2: stack two walls at once- two walls of 5x1 metres.
so you could make a longer wall or carve out right angles with them, etc-
the wall could be used as a defensvie wall for allies to hide behind- it can be broken down - but melts to flame damage. in pvp it would allow players to cut ball zergs in half- block of trailing enemies- maybe at a breach - at a keep- put up a wall temporarily to slow the hordes! or as a solo player throwing up a wall would give players an instant line of sight tool- like a tree that players could duck behind and use line of sight. of course it wouldnt be invulnerable- and have a high cost to dissuade abuse.
in pve you could perhaps go with the multi wall morph- which with another warden in the group - really allow you to carve and control the battlefield- making walls that would funnel enemies into tunnels - and allow allies to focus them down choke points. or perhaps put up a wall to protect an ally as they are rezzing another ally. or maybe a wall that would give the tank a brief reprieve from the boss. I mean the NPCs have a *** version of this skill- i dont see why they didnt see it and apply it for the warden themsevles.

COLD SLIDE
A corridor of artic blast 8 metres long and 2 metres wide. similar to the NB refreshing path. this skill allows all allies on it to slide forward at +50% movement speed, all enemies who are on the path are knocked off balance for 1.5 seconds.
Morph 1: allies are given arctic momentum- a 2k damage shield and all minor brutality and sorcery for 3 seconds after sliding on the ice path.
this
Morph 2: enemies are knocked off balance for a further 1.5 seconds and take minor maim

in pve- could be a useful tanking tool - in conjunction with the above skill, once enemies are funneled into a space with the tundra skill- as oposed to taloning all enemies in place- this would have them "slip" off balance for 1.5s seconds for dps to mow them down. so a warden tank would essentially cast this in their area of effect .
in pvp=- it would allow allies to make a hasty escape, perhaps with a wall as well to block enemies from chasing. or in offence- allow for allies to "slide" into a keep- into the inner flags with momentum.

the point is- there are alot of opportunities STILL for them to adjust some classes- and give them real utility - make them disrupt and aid in the battlefield to really make the wars dynamic and interesting rather than the basic- hit, heal , tank- meta that is taking over this game. all skills do one of those 3 things- to the degree that now these idiot developers want ALL the classes to have skils that fall along those lines. not saying this would save the warden- but its just an idea that suggests how much potential the game has for creativity and orgiinality that are outside the holy trinity of tank, dps and heal- but utlity , crowd control and dynamics.

anybody else- feel free to contribute ideas to make the warden skills that arent used suck less .
  • Taleof2Cities
    Taleof2Cities
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    MakoFore wrote: »
    ... the point is- there are alot of opportunities STILL for them to adjust some classes- and give them real utility - make them disrupt and aid in the battlefield to really make the wars dynamic and interesting ...

    That’s just it. Wardens are exceptional already in utility, disruption ... and fun to play at the same time.

    Honestly not trolling here, but what kind of roles have you actually played on a Warden in both PvP and PvE ... to arrive at the conclusion that the skills “suck”?

    Be prepared for a lot of constructive criticism from other forum-goers on your list of ideas ... because a lot of these skills are, in fact, used.

    Edited by Taleof2Cities on December 8, 2017 6:20AM
  • Morgul667
    Morgul667
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    frozen gate - completely inpractical in pve as a tanking tool. meant to be like chains- but is way to slow and clunky- the port needs to be instant for it to make the class be effective as a tank for serious tanking.

    It is actually OK once you get the hang of it.



    I do find artic wind and the shalk to be OK though. Shalk can be anticipated and arrtic wind is usefull but not game breaking at all

    I think an easy way to make warden in line with other class is simple, either one seem OK :

    - give them a set a suit their playstyle very well and provides a good buff to the class
    - add DOTS to their skills for PVE improvements
    - reduce slightly PVP survability (by a little not a lot)
    Edited by Morgul667 on December 8, 2017 6:29AM
  • Arobain
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    oh man you are ***, sleet storm gives major protection to you and all nearby allies, does slightly less damage than destro ult, cost 50 less ult to cast, slows enemies down by 70% AND its ults either give you 8% max mag or stuns enemies? i just want to say so much to you, but the comment would just get removed
  • Mojmir
    Mojmir
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    I honestly wanted an ice wall like npcs have, some of wardens skills feel too slow in casting with their animations, even bar swapping.
    I'd like to see frozen gate sped up in casting most of all.
  • Betsararie
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    In endgame, their skills do not suck....

    The stamina configuration, is at the moment the best class in PVP.
  • Toast_STS
    Toast_STS
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    Just make trees work on the first cast! I hate when my character will do the animation and it will play the sound but it doesn't actually go off
    VR14 DK Leaps-in-keeps
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    @Arobain the major protection is only up to six allies, including yourself, so really only five allies get the damage reduction. I only have it on my bar for the 8% max magic but my warden is a healer so.

    All the complaints in the op are really from a PvP propective, something I don't really see as a problem, this is a MMO first and will never have a balanced pvp, there is just too much stuff in the game for that to ever happen.

    I suppose the only thing I would want added is a second animal companion skill that is worth something to healers, I mean I already have the netch on my main healing bar but I either put subass or fetcher infection on my back bar. Subass is okay but generally not needed and infection is not a lot of damage, I would like something like purifying light, that heals your team and damages your enemy. This is of course for the extra 12% regen from the passive.
    Edited by Lightspeedflashb14_ESO on December 8, 2017 10:00AM
  • Jade1986
    Jade1986
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    The oly things I see need fixing up atm are the Winters Embrace abilites. ALL of the offensive abilities / morphs are absolute trash.
    • Northern Storm - the 8 % magicka increase needs to be across the board with it slotted to one ultimate slot
    • Winters Revenge - This abiliy needs to be changed to a target based AOE, kind of like Acid Spray for the Bow, as it stands now, its ground based AOE size is FAR too small and it is so weak it is laughable.
    • Arctic wind - Needs to cost less and heal for more.
    • Arctic Blast Morph - Frost damage needs to be based off of magicka levels, NOT health levels, and needs to be stronger, it is just a feather duster atm.
    • Frozen Gate - Needs to be instant, the delay gives too much time for enemies to just dodge out or walk out of the aoe.
    • Frozen Device - The maim debuff needs to be applied regardless of if an enemy teleports to you or not, this is especially important in pve vet content, it does not function on enemies if they do not teleport, and of course bosses do not teleport.
  • Arobain
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    @Lightspeedflashb14_ESO the game is perfectly fine, and perhaps not completely, but still really well balanced, honestly you guys act like this is legit the only mmo yall have ever played, i hear complaints in EVERY EVERY EVERY mmo i have EVER played about the *** that i hear in this game, yet here is the only difference, for some reason, the ESO community seems to think that ONLY ESO has these problems, like jesus christ man, the pvp is fine, the reason it seems unbalanced, is because unlike other MMOS, you can literally spend hours or days creating a completely unique build, and you know what unique builds mean? there isnt as much knowledge to a counter...... every single build has a counter, you people just dont go far enough, and creative enough to get to it
  • ak_pvp
    ak_pvp
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    Only the dive nerf of those proposed need to happen. Grove is fine, shield needs changes.

    It should be 3 projectiles per target, (a buff) but return no mag. This way it's less cancer against a single person, having the ability to spam it. But it isn't rip against groups if used smartly.

    Gate needs a fix, ice Wall is a cool idea. (heh) But I doubt it'd be changed.
    Edited by ak_pvp on December 8, 2017 2:55PM
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Hecker777
    Hecker777
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    MakoFore wrote: »
    As many would agree warden class skills- alot of them NEED alot of help- and some actually flipped out and changed completely. This is simply a post to have people post suggestions for ZOS to see and maybe implement ideas. as of now- i have a lot of criticisms and only a couple of ideas, but here they are.
    ISSUES
    Dive- needs to be dodgeable or have a counter for non stam classes.
    Nature's Grasp – complete crap- useless in pvp and pve
    Secluded Grove - too strong and too cheap in pvp- with ulti builds- bascially allows wardens to live forever
    Arctic Wind – redundant- other skills within the same class do the same thing- but better
    Crystallized Shield - way too effective in pvp- needs to be a chance to go thru the shields- or increase the cost - in a duel against other mag classes- this skill is really unbalanced.
    frozen gate - completely inpractical in pve as a tanking tool. meant to be like chains- but is way to slow and clunky- the port needs to be instant for it to make the class be effective as a tank for serious tanking.
    Sleet Storm - literally a (explicative) version of destro ulti- why anyone would choose this instead of a destro ulti is beyond me- and for stam classes just not scaling well.

    I feel like ZOS will stil be open to exploring and changing those skills to make them viable- and the class interesting , whereas the other classes- ZOS would be reticent to change anything at all now- other than tweaking. Some of those skills need to be comepletely removed and replaced with something else- the class still has potential.

    Dive-totally agree as long as this comes with a projectile speed increase
    Nature's grasp-agree
    Secluded Grove- NO, The heal has been reduced to the point that while standing in at a well executed burst can still kill me. The nerf you want has already happened.
    Arctic wind-agree
    Shield- Unlike DK wings, we take splash damage. The slabs can only absorb x damage meaning anything over x gets through. Also, after 3 projectiles the ability is over regardless of time. Run me out of mag, you can do it, my stam warden only has 10k for f**** sake.
    Frozen Gate- mostly agree, however a few of the tanks in my guild have actually made it work
    Sleet Storm- I think the AOE CC and Minor Protection for every ally it touches makes it worth it, and stam classes can run it without having to run a staff. In an organized group it is common to pop a destro ult in combo with a permafrost to combine the effects.
    No class CC and I don't run a gap closer...so yeah if you streak away from me I'll probably bird spam you WHAT ELSE AM I SUPPOSED TO DO??
    Outrider of Vokundein-Vice PvP Officer- Member of Legend Gaming
    Officer- Eastmarch Trade Company
    Officer- Order of the Bear
    Core- Fear is Failure

    DK Tank - Stam Sorc DPS - Stam Warden PvP DPS- Mag DK PvP DPS
    690+ CP PC NA
  • Waffennacht
    Waffennacht
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    So...

    Just ruin warden for PvP?

    Nah
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Defilted
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    - Perma-frost on my stam Warden is awesome... What are you talking about? Perma-frost used in a coordinated group is deadly to another group. Not that great in a 1v1 because the enemy can dodge roll out of it quickly and it has a short duration. If you are going to 1VX with a Warden Perma-frost again is a great ultimate as it stuns all those inside it and I have killed many people once their health is low. Perma-frost is also a fantastic destro Ulti counter
    - Northern storm gives 8% more magika and is a fantastic Destro Ulto counter.

    Neither of these ults are used as the destro ult is used. The Warden version when used in a well coordinated group combined with barrier will quickly turn that offensive destro ulti train to your advantage. Not only are you reducing your allies damage by 30% you are also causing damage in the process and stunning the destro train. Also leading the charge into a an apposing group with perma-frost on you can get deep into a zerg and split them down the middle and cause them to be come super disorganized and decimate them becasue you group behind you is mopping up players that were to slow to get out of the way and are stunned and they are also again taking 30% less damage.

    Why would ZOS change the Warden ult to be more like the destro ult when we have the destro ult already?
    XBOX NA
    XBOX Series X

    #NightmareBear
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