What is persistent combat after combat ends supposed to mean?
Increase what damage, be on par how?
A regular pet ability option for what? For the bear ultimate? For the bird? The shulks? What is a regular pet ability option?
I'd like to help you out by answering your poll, but the way it's written makes no sense.
What is persistent combat after combat ends supposed to mean?
Increase what damage, be on par how?
A regular pet ability option for what? For the bear ultimate? For the bird? The shulks? What is a regular pet ability option?
I'd like to help you out by answering your poll, but the way it's written makes no sense.
What is persistent combat after combat ends supposed to mean?
Increase what damage, be on par how?
A regular pet ability option for what? For the bear ultimate? For the bird? The shulks? What is a regular pet ability option?
I'd like to help you out by answering your poll, but the way it's written makes no sense.
phaneub17_ESO wrote: »What is persistent combat after combat ends supposed to mean?
Increase what damage, be on par how?
A regular pet ability option for what? For the bear ultimate? For the bird? The shulks? What is a regular pet ability option?
I'd like to help you out by answering your poll, but the way it's written makes no sense.
1. It's inconsistent effect, but basically when you finish combat you're unable to interact with objects like resource nodes, locked chests, quest givers, doors, inability to mount, etc for up to an additional 60 seconds. It's especially annoying when you're in a dungeon like Tempest where each section is separated by doors, everyone else in the party can open the door and move on while the Warden can sometimes be stopped from going through because the game still thinks you're in combat. The rest of the party has to wait for you anywhere between 10 seconds to a minute because you cannot open the door. Its your Netch, don't let it die. Because of the passive that heals you, then your Netch de-spawning draws you back into combat.
2. The Warden's damage is about 5k Average lower than other classes while you have the Bear ultimate, it's worse if you choose to use anything OTHER than the Bear ultimate as its execute is quite strong and cost effective. Warden also has long term sustain issues compared to other classes.If you can actually get to 40k on your Magden even with the Bear, I'm impressed
3. Either Dive or Scorch could fit as a permanent combat pet while retaining the same ability it does now. Dive could be a summoned Cliff Racer that fights with you with its activation ability to Leap Attack your target much like the way NPC Clannfear mobs do. Scorch could summon a Shalk that fights by your side with its activation ability being a line attack, the Stamina Morph could be a Scrib or Kwama that spits corrosive poison damage that reduces Physical and Spell Resists while the Magicka Morph can be a Fire Shalk or Thunder Bug that stuns the first target in its path. For the love of Akatosh, NO. Don't screw with the 2 skills that are 80% of the Wardens combat. Warden already has a pet just like Sorcs, the Bear. They do not need to loose more slots by double barring any other skills.
SydneyGrey wrote: »I'd re-do the entire Winter's Embrace skill line. Really, Frost Cloak and the ultimate are the only good skills in that whole tree.
(In my opinion, that is.)
phaneub17_ESO wrote: »It's not just the Netch or Pet skills, I have a Mag Warden Tank that I'm leveling right now that has no pet skills slotted, has one healing spell and is using mostly the Ice Magic with 1H+SH and Ice Staff, it still happens to him after combat both in the overland and in dungeons.