Well, it should be not only buffed, but reworked.
A lot of skills are useless, gimmicky or poorly thought out. Also, some animations are flashy, but irritating as hell. For example shalks. I'm so fed up with that lazy, amature and low-effort animation.
MLGProPlayer wrote: »Noobody has ever gotten 50k from magwarden on a dummy. That would make them the strongest DPS class in the game.
This is the highest magden parse ever recorded (39k):https://youtu.be/egWpIV6aFjA
Alcast gets similar numbers on his parses.
The parse you saw was from a trial boss.
https://www.youtube.com/watch?v=RMoR1e4wKw4Screaming cliff racer is garbage in pvp since the undodgable nerf. The issue is you can only line your burst up once every 3 to 4 seconds because of no execute. That means if the enemy dodges an attack, you will be unable to kill them without going through another 4 second burst window. If they dodge again, it's just the same thing over and over. In essence, if you wanna beat a mag warden, just dodge roll sideways once during their burst rotation. You roll out of the shalks and dodge the cliff racer. Its really a joke. They need something, but not sure what that something is. PVE dps is laughable with mag wardens. I just use mine as a healer (which they are very strong at).
NoTimeToWait wrote: »Imo, people concentrate too much on a solo single target dps. I think AoE Major Defile and Major Fracture compensate for that lack of single target DPS. Though, even with this argument its hard to convince people that 20-25k DPS on stamden is enough for trials
MLGProPlayer wrote: »Yes. They have been the weakest DPS class in the game by a country mile ever since they launched.
The argument by PvP whiners was always that they deserve to be weak in PvE because cliff racer is OP in PvP. Well, guess what. Cliff racer was nerfed in PvP. It's time to buff the *** out of them in PvE ZOS. We paid real money for this class. I don't expect them to be OP just because I paid for the class, but I do expect them to not be a steaming pile of garbage.
MLGProPlayer wrote: »Nemesis7884 wrote: »maybe give the bear an aoe dot (but make it a bleed) similar to dawnbreaker....give the bird minor fracture...make one of the netch flyes a stamina dot and give them back the physical damage passive
for magicka maybe make more skilld do frost damage to allow for more synergy there
The biggest buff the bear needs is to not have a summon animation.
The animation currently takes 2 seconds, cannot be cancelled, and interrupts YOU every time the bear dies and automatically re-spawns.
During boss battles with AOE, the bear is dying every few seconds, so you are literally being interrupted to re-summon every few seconds too. The design of this skill is beyond awful.
ANGEL_BtVS wrote: »I'm with the crowd that would like to see ZOS make ice mage DDs a thing. There are probably enough skills to make it feasible, they just need a buff and maybe a little reworking (Northern Storm, Winter' Revenge, Arctic Blast, Crystallized Slab plus Ice Comet from the Mage's Guild and destro skills). Remove taunt from the destro passive and make it a morph for one of the skills. As an added bonus I'd like to see one race get a +7% bonus to frost damage as a balance to the Dunmer's +7% flame damage - I'd personally like to see Nords reworked to accommodate this but I know some have issues with making Nords viable mages.
NoTimeToWait wrote: »Imo, people concentrate too much on a solo single target dps. I think AoE Major Defile and Major Fracture compensate for that lack of single target DPS. Though, even with this argument its hard to convince people that 20-25k DPS on stamden is enough for trials
It is enough but who would bring a warden into a raid when they could just take their old sorc and deal 10K more dps and have the best survivality in game or MagBlade and do 15K more DPS and heal the group while doing so. This is a problem especially on end game raid guilds that try to minmax their team setup, Wardens are not welcome as DDs. Defile has no purpose on PvE and the fracture is already coming from tank and stamDKs. Those are nice for solo play but they are unnecessary for team content.
MLGProPlayer wrote: »Seraphayel wrote: »I recently saw a DPS parse of 50k from a MagWarden. So I don't know if that's the exception or can be achieved when you have the proper gear and skill.
A parse on what? And that's irrelevant since NB or Sorc would hit 10k+ over that. DK and Templar would also hit 5K+.
The warden class is a sick joke that ZOS is playing on its paying customers.Seraphayel wrote: »MLGProPlayer wrote: »Seraphayel wrote: »I recently saw a DPS parse of 50k from a MagWarden. So I don't know if that's the exception or can be achieved when you have the proper gear and skill.
A parse on what? And that's irrelevant since NB or Sorc would hit 10k+ over that. DK and Templar would also hit 5K+.
The warden class is a sick joke that ZOS is playing on its paying customers.
Dummy parse. Isn't 50k for a dummy parse exceptional?
Noobody has ever gotten 50k from magwarden on a dummy. That would make them the strongest DPS class in the game.
This is the highest magden parse ever recorded (39k):https://youtu.be/egWpIV6aFjA
Alcast gets similar numbers on his parses.
The parse you saw was from a trial boss.
Stamina Wardens
While not my primary or main toon, I have played on my warden a fair amount. The class is clumsy and somewhat irritating when it comes to a sustained damage rotation (pve). That being said, there are some aspects of the Warden that make it OP, even in pve .
Warden in PVE
What I have come to realize is that the warden is the only class in the game that comes with a set of built-in training wheels, making it a great choice for many new players. The problem with training wheels is that the longer you use them, the more dependent on them you become. One of the bigger problems for newer players playing the warden, is that the class is not set up to teach or encourage newer players to 'stand on their own two feet' in a dps role. It doesn't offer skills/passives that newer players can use to learn meaningful (direct damage) melee combat skills, nor does it offer the skills/passives needed for meaningful AOE combat. Let's face it, you are kinda gimped when it comes to a pve-dps rotation when your main damage skills consist of a bird, a bear, and a few under-ground shalks.
Suggestion: Change the shalks from a 3-second delay to a 1-second delay as well as reducing damage done 'per cast' to compensate for the increased uptime. Also, get rid of the flying mosquitos and replace that skill with an effective melee damage skill ... one that is reasonable to use in a pve-dps rotation.
Warden in PVP
Then there were the players who understood many of the game mechanics before playing a warden. Putting the warden in their hands was like putting the key to the candy store in the hands of a kid. The way they used the warden wasn't just OP ... it was more like 'OP on steroids'. Once that warden OP-PVP-Zerg train started, there was no turning back. Even relatively under-experienced pvp'ers are now being taught how to achieve OP results with the warden.
Suggestion: Change corrupting pollen from inflicting major defile to inflicting minor defile AND get rid of the healing component of that morph. The player needs to make a choice ... they either choose the morph that heals the player/allies OR they choose the morph that de-buffs enemies. Given everything else that occurs in Cyrodiil, having 1 skill that acts as both an AOE heal to allies while at the same time an AOE heal-debuff to enemies is OP.
Sorcs aren't the only shield stackers ... the warden class can do that too (leaching vines + frost cloak + crystallized shield). Yea, yea, leaching vines ... lowest health ally in front of you. The problem is the 'in front of you' part - it is too easy to get around that when you want the vines to apply to yourself.
Suggestion: Get rid of the 'in front of you' language. Have leaching vines be cast on the lowest health ally within 8 meters of the player. While this suggestion won't stop shield stacking, it should make it more difficult for wardens to stack all 3 shields. (note: the problem isn't a stray warden who has wondered away from their group ... it's the shield-stacking wardens who are with their group doing their non-stop healing/debuffing that is more of a problem).
Looking at all the posts here, I agree. MagWarden needs a buff in terms of re-working the Ice skill line into DPS line instead of having one useful ability. What happened to the trailer warden's ability to shoot an ice projectile that knocks enemy back? Can we have that instead of polar wind or literally any other skill in that skill line?
Saying that. Warden has ONLY been nerfed since release by a little with EVERY major patch, so watch out. Soon warden will be a Pay2Loose class
(if it isn't already)
MLGProPlayer wrote: »Nemesis7884 wrote: »maybe give the bear an aoe dot (but make it a bleed) similar to dawnbreaker....give the bird minor fracture...make one of the netch flyes a stamina dot and give them back the physical damage passive
for magicka maybe make more skilld do frost damage to allow for more synergy there
The biggest buff the bear needs is to not have a summon animation.
The animation currently takes 2 seconds, cannot be cancelled, and interrupts YOU every time the bear dies and automatically re-spawns.
During boss battles with AOE, the bear is dying every few seconds, so you are literally being interrupted to re-summon every few seconds too. The design of this skill is beyond awful.
Every other game solved this problem by making pets immune to aoe damage and I don't see why zos won't implement the same thing. If you build a class around a pet, the pet needs to be just as durable as you are.
Stamina Wardens
While not my primary or main toon, I have played on my warden a fair amount. The class is clumsy and somewhat irritating when it comes to a sustained damage rotation (pve). That being said, there are some aspects of the Warden that make it OP, even in pve .
Warden in PVE
What I have come to realize is that the warden is the only class in the game that comes with a set of built-in training wheels, making it a great choice for many new players. The problem with training wheels is that the longer you use them, the more dependent on them you become. One of the bigger problems for newer players playing the warden, is that the class is not set up to teach or encourage newer players to 'stand on their own two feet' in a dps role. It doesn't offer skills/passives that newer players can use to learn meaningful (direct damage) melee combat skills, nor does it offer the skills/passives needed for meaningful AOE combat. Let's face it, you are kinda gimped when it comes to a pve-dps rotation when your main damage skills consist of a bird, a bear, and a few under-ground shalks.
Suggestion: Change the shalks from a 3-second delay to a 1-second delay as well as reducing damage done 'per cast' to compensate for the increased uptime. Also, get rid of the flying mosquitos and replace that skill with an effective melee damage skill ... one that is reasonable to use in a pve-dps rotation.
Warden in PVP
Then there were the players who understood many of the game mechanics before playing a warden. Putting the warden in their hands was like putting the key to the candy store in the hands of a kid. The way they used the warden wasn't just OP ... it was more like 'OP on steroids'. Once that warden OP-PVP-Zerg train started, there was no turning back. Even relatively under-experienced pvp'ers are now being taught how to achieve OP results with the warden.
Suggestion: Change corrupting pollen from inflicting major defile to inflicting minor defile AND get rid of the healing component of that morph. The player needs to make a choice ... they either choose the morph that heals the player/allies OR they choose the morph that de-buffs enemies. Given everything else that occurs in Cyrodiil, having 1 skill that acts as both an AOE heal to allies while at the same time an AOE heal-debuff to enemies is OP.
Sorcs aren't the only shield stackers ... the warden class can do that too (leaching vines + frost cloak + crystallized shield). Yea, yea, leaching vines ... lowest health ally in front of you. The problem is the 'in front of you' part - it is too easy to get around that when you want the vines to apply to yourself.
Suggestion: Get rid of the 'in front of you' language. Have leaching vines be cast on the lowest health ally within 8 meters of the player. While this suggestion won't stop shield stacking, it should make it more difficult for wardens to stack all 3 shields. (note: the problem isn't a stray warden who has wondered away from their group ... it's the shield-stacking wardens who are with their group doing their non-stop healing/debuffing that is more of a problem).
So you want to nerf the warden in PvP even further. Let me guess... you main a StamBlade or StamDK Tank in PvP?
Nelson_Rebel wrote: »MLGProPlayer wrote: »Nemesis7884 wrote: »maybe give the bear an aoe dot (but make it a bleed) similar to dawnbreaker....give the bird minor fracture...make one of the netch flyes a stamina dot and give them back the physical damage passive
for magicka maybe make more skilld do frost damage to allow for more synergy there
The biggest buff the bear needs is to not have a summon animation.
The animation currently takes 2 seconds, cannot be cancelled, and interrupts YOU every time the bear dies and automatically re-spawns.
During boss battles with AOE, the bear is dying every few seconds, so you are literally being interrupted to re-summon every few seconds too. The design of this skill is beyond awful.
Every other game solved this problem by making pets immune to aoe damage and I don't see why zos won't implement the same thing. If you build a class around a pet, the pet needs to be just as durable as you are.
lol no
Making pets immune to damage "just because I says so" is a *** poor attitude lol
Pets don't get to ignore ingame mechanics here. And zos has already started going to lengths to improve pets I.E. The recent changes making pets have your active buffs, allowing them to scale off of your max resource for damage.
There were a couple other tweaks. But the warden's pet is fine. Their AI path needs work is all
Nelson_Rebel wrote: »MLGProPlayer wrote: »Nemesis7884 wrote: »maybe give the bear an aoe dot (but make it a bleed) similar to dawnbreaker....give the bird minor fracture...make one of the netch flyes a stamina dot and give them back the physical damage passive
for magicka maybe make more skilld do frost damage to allow for more synergy there
The biggest buff the bear needs is to not have a summon animation.
The animation currently takes 2 seconds, cannot be cancelled, and interrupts YOU every time the bear dies and automatically re-spawns.
During boss battles with AOE, the bear is dying every few seconds, so you are literally being interrupted to re-summon every few seconds too. The design of this skill is beyond awful.
Every other game solved this problem by making pets immune to aoe damage and I don't see why zos won't implement the same thing. If you build a class around a pet, the pet needs to be just as durable as you are.
lol no
Making pets immune to damage "just because I says so" is a *** poor attitude lol
Pets don't get to ignore ingame mechanics here. And zos has already started going to lengths to improve pets I.E. The recent changes making pets have your active buffs, allowing them to scale off of your max resource for damage.
There were a couple other tweaks. But the warden's pet is fine. Their AI path needs work is all
haha what. a pet is just another skill, it's no different than any other skill or combination of skills besides it's appearance as a pet. just because it looks different doesn't mean it shouldn't be viable in trials.
there is a very good reason pets can stand in red in other games.
Nelson_Rebel wrote: »MLGProPlayer wrote: »Nemesis7884 wrote: »maybe give the bear an aoe dot (but make it a bleed) similar to dawnbreaker....give the bird minor fracture...make one of the netch flyes a stamina dot and give them back the physical damage passive
for magicka maybe make more skilld do frost damage to allow for more synergy there
The biggest buff the bear needs is to not have a summon animation.
The animation currently takes 2 seconds, cannot be cancelled, and interrupts YOU every time the bear dies and automatically re-spawns.
During boss battles with AOE, the bear is dying every few seconds, so you are literally being interrupted to re-summon every few seconds too. The design of this skill is beyond awful.
Every other game solved this problem by making pets immune to aoe damage and I don't see why zos won't implement the same thing. If you build a class around a pet, the pet needs to be just as durable as you are.
lol no
Making pets immune to damage "just because I says so" is a *** poor attitude lol
Pets don't get to ignore ingame mechanics here. And zos has already started going to lengths to improve pets I.E. The recent changes making pets have your active buffs, allowing them to scale off of your max resource for damage.
There were a couple other tweaks. But the warden's pet is fine. Their AI path needs work is all
haha what. a pet is just another skill, it's no different than any other skill or combination of skills besides it's appearance as a pet. just because it looks different doesn't mean it shouldn't be viable in trials.
there is a very good reason pets can stand in red in other games.
It seems as though the Warden gets shafted in all forms of PVE at the highest levels by other classes. Sure, it shines somewhat in PVP and is arguably one of the better classes for that game type. Nonetheless, shouldn't it get a little love in PVE? It pales in comparison to other magicka classes and especially to other stamina classes in terms of output.
That being said I am simply wondering where the community stands on nerfing or buffing the Warden. I am by no means saying it needs to be better than the rest but at least a little bit more competitive.
It seems as though the Warden gets shafted in all forms of PVE at the highest levels by other classes. Sure, it shines somewhat in PVP and is arguably one of the better classes for that game type. Nonetheless, shouldn't it get a little love in PVE? It pales in comparison to other magicka classes and especially to other stamina classes in terms of output.
That being said I am simply wondering where the community stands on nerfing or buffing the Warden. I am by no means saying it needs to be better than the rest but at least a little bit more competitive.
Maura_Neysa wrote: »Stam Wardens are in a good place. Capable of chasing 50k solo parse. Mag Wardens though are not nearly as well off. I think a buff tie a dot is what is needed. Not sure how, Winter's Revenge is already strong, same with swarm. I like the idea of a skill like Engulfing would buff Frost. Probably a pipe dream. Still they need something that can add 10k DPS.