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Warden - Arctic Wind morph suggestion

Nerouyn
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Love wardens. They're awesome.

That said this a class with a dedicated healing line and they're handicapped in the healing department. Dungeon content in particular has infrequent but inevitable big hits which reduce players to almost dead. Healers are expected to fix that. For this wardens only have Bursting Vines, but that has to be targeted - which can be insanely hard with you both running around madly avoiding telegraphs, attackers etc. - and it drags to their location. Which is likely a dangerous location and a bad place for the healer to be.

I understand that Vines may have some utility in PvP so rather than changing that I'd suggest changing one of the Arctic Wind morphs. Since both morphs of this ability scale to health and other heals scale to magicka, naturally I'm heavily invested in magicka. Between that and AW being a self-heal I see this ability as pointless and haven't even learnt it yet on any of my wardens.

So my suggestion is this - as with Impaling Shards, make one of the morphs magicka based. Make it an emergency heal which auto-targets the lowest health ally. A straight up direct heal would be fine but it seems like the devs don't like replicating heals across different skill lines so ice lends itself nicely to an alternative. A healing cocoon. Make it a rapid (3 second) heal over time with a big armor / resistance buff to mitigate incoming damage. Give it a high magicka cost so it can't be spammed.
  • exeeter702
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    Or just slot healing ward ;)
    Edited by exeeter702 on December 30, 2017 10:21PM
  • Tremors
    Tremors
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    Realistically it’s from the tanking tree and it’s even *** for tanking. It just needs to scale like dragons blood. One from Max Magicka and one from max health (at a greater rate).
    Passionfruit GM - PC NA
    Godslayer | Dawnbringer
  • Nerouyn
    Nerouyn
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    exeeter702 wrote: »
    Or just slot healing ward ;)

    It's functional but not wardeny.

    Templars, Sorcerers and now Nightblades now have insta-heals. DKs and Wardens have an insta-heal but they're not really functional.
    Realistically it’s from the tanking tree and it’s even *** for tanking. It just needs to scale like dragons blood. One from Max Magicka and one from max health (at a greater rate).

    You say it's a tanking tree but have you tried healing with heals from the healing tree? Two of them are obviously intended for tanks.

    Living Vines is a reactive heal over time. The target has to be being hit constantly. It's good pop on yourself for solo content and it'd be great for a tank to use on themself but in group content for a healer it's generally useless. Most of the heals you need to dish out aren't for constant little hits, they're for enormous mega-hits. And it's directional so you have to be facing the target which is next to impossible when dungeon design has players running around in every which direction. For a healer LV is garbage compared to resto staff's Regeneration.

    Lotus Flower heals you or an ally within 12 metres. An ally within 12 metres of the healer is typically no-one. Good for self-healing as a tank though.
  • exeeter702
    exeeter702
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    Nerouyn wrote: »
    exeeter702 wrote: »
    Or just slot healing ward ;)

    It's functional but not wardeny.

    Templars, Sorcerers and now Nightblades now have insta-heals. DKs and Wardens have an insta-heal but they're not really functional.

    Thematically your right. Every class is weighted appropriately with the universal skill lines in mind in regards to all the roles. A templar has little use for a single target emergency heal offered by the resto staff since they have bol. A warden may not rely on springs as heavy since they have analgolous aoe alternatives. A NB healer gets infinitely more mileage out of mutagen than other healers etc etc.

    Every class doesnt require a class based version of every tool for any given role. Thematically it can be jarring for sure, but that is a compromise of the intended design.
  • Nerouyn
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    exeeter702 wrote: »
    Every class doesnt require a class based version of every tool for any given role. Thematically it can be jarring for sure, but that is a compromise of the intended design.

    That's idiotic design. Pure and simple.

    Players enjoying themselves. That's what makes a good and dare I say it, profitable game.
  • exeeter702
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    Nerouyn wrote: »
    exeeter702 wrote: »
    Every class doesnt require a class based version of every tool for any given role. Thematically it can be jarring for sure, but that is a compromise of the intended design.

    That's idiotic design. Pure and simple.

    Players enjoying themselves. That's what makes a good and dare I say it, profitable game.

    What is idiotic? The fact that theme is sacrificed for the sake of player choice and flexibility in a game that gives players a certain digree of choice? Or that each class is intentionally not given via class skill lines, every tool necessary for every role, thus removing the need for any type of skill lines not attached to a class such as guild skills and weapon skills? Is it equally idiotic for the dk tank to use puncture from sword and board instead of some dragon esque firey slash that taunts?. Is templar the only healer that should use the resto staff because their skills fit in line with the holy esque nature of the resto staff skills?

    Plain and simple? Lol...
    Edited by exeeter702 on December 31, 2017 10:20PM
  • Nerouyn
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    Yes. It's all idiotic.
  • exeeter702
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    Nerouyn wrote: »
    Yes. It's all idiotic.

    Ok
  • Nerouyn
    Nerouyn
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    exeeter702 wrote: »
    Thematically your right.

    This right here is what matters.

    ZO's developers made the questionable decision to have classes. On top of that they've thrown in a sprinkling of other skill lines with vastly different visuals.

    Having committed players to playing a class which has a particular theme, forcing them to use a few abilities with different and in same cases wildly discordant visuals is plainly idiotic.
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