As much as magdens want buffs, keep in mind that you aren't that only build. I've seen too many suggestions here that would negatively impact warden tanks just to throw magicka wardens a bone.
Aside from more healing, no changes are needed for arctic blast. It doesn't need to scale from magicka or be turned into a single target dot - it currently serves an important role in crowd control and debuffing for tanks.
Shimmering shield is also a very important tool for warden tanks that does not need further nerfs or changes. If you want to make one morph better for non tanks, make adjustments to Crystal slab.
The warden trees are pretty clearly outlined: animal companions is meant to be your damage tree, not winters embrace. Start your changes there by focusing on cliff racer, swarm, and shalks. Zos had made it abundantly clear by now that frost is for tanking and defensive utility, not damage
Arctic Blast is very weak in damage (even on Max Health builds), and Minor Maim should already be applied to important targets anyway. Warden tanks use the other morph, and regardless it's pointless for there to be two morphs that function this way. Also judging by your reference to a cold-based single target Direct Damage+DoT effect, you're probably referring to my own suggestion. I said for the original Arctic Blast to become part of the base skill, alongside a buff to Polar Wind. It'd be a buff to Warden tank no matter how you look at it.
Shimmering Shield isn't useful to tanks because of the sheer damage mitigation (even though it's nice to have), but rather because of the Ult gen. Plus any PvP or PvE Warden tank should have a lot more Max Magicka than a Stam Warden PvP build. The intention of scaling Shimmering Shield from Max Magicka in a similar way to damage shields like Annulment would be to nerf the effectiveness of it on currently overperforming Stam Wardens, while keeping it relatively the same on Mag Wardens.
The Warden skill trees have been outlined by ZOS to fit one role each, yes. But maybe it was a mistake? Because as of a few days ago here were the PS4 NA trial leaderboards class makeup (all Trials and DSA):
DK: 21.95%
Sorc: 24.35%
NB: 28.64%
Templar: 23.32%
Warden: 1.740%
Full post:PS4 NA
Here are the percentages of each class representation per trial:
Hel Ra Citadel:
DK: 23.12%
Sorc: 26.30%
NB: 26.01%
Templar: 22.68%
Warden: 1.878%
Aetherian Archive
DK: 18.95%
Sorc: 24.18%
NB: 30.74%
Templar: 24.42%
Warden: 0.895%
Sanctum Ophidia
DK: 3.72%
Sorc: 25.74%
NB: 23.32%
Templar: 24.66%
Warden: 2.560%
Dragonstar Arena
DK: 29.59%
Sorc: 31.39%
NB: 21.07%
Templar: 15.24%
Warden: 2.690%
Maw of Lorkhaj
DK: 24.38%
Sorc: 20.08%
NB: 30.94%
Templar: 31.76%
Warden: 1.024%
Halls of Fabrication
DK: 22.24%
Sorc: 21.56%
NB: 31.65%
Templar: 23.85%
Warden: 0.688%
Asylum Sanctorium
DK: 11.98%
Sorc: 22.71%
NB: 40.06%
Templar: 22.08%
Warden: 3.154%
TOTAL
DK: 21.95%
Sorc: 24.35%
NB: 28.64%
Templar: 23.32%
Warden: 1.740%
Here are the raw numbers, including the total entries per trial.Using a similar template to what GaelicCat made.
Hel Ra Citadel:
Total entries: 692
DK: 160
Sorc: 182
NB: 180
Templar: 157
Warden: 13
Aetherian Archive
Total entries: 670
DK: 127
Sorc: 162
NB: 206
Templar: 169
Warden: 6 .... fun fact: 3 entries were the same person, 1 was me because I was really bored during and did the weekly .....
Sanctum Ophidia
Total entries: 742
DK: 176
Sorc: 191
NB: 173
Templar: 183
Warden: 19
Dragonstar Arena
Total entries: 223
DK: 66
Sorc: 70
NB: 47
Templar: 34
Warden: 6
Maw of Lorkhaj
Total entries: 488
DK: 119
Sorc: 98
NB: 151
Templar: 115
Warden: 5
Halls of Fabrication
Total entries: 436
DK: 97
Sorc: 94
NB: 138
Templar: 104
Warden: 3
Asylum Sanctorium
Total entries: 317
DK: 38
Sorc: 72
NB: 127
Templar: 70
Warden: 10
TOTAL
Total entries: 3568
DK: 783
Sorc: 869
NB: 1022
Templar: 832
Warden: 62
EDITED to make sure this is all correct.
As of April 21st, 2018 at 2:01am est, this is exactly what the PS4 NA trial leaderboards look like.
Judging by the numbers that players from PC EU and other servers have posted, this is pretty much consistent across all servers.
So whatever they were trying to do with Wardens hasn't worked very well. The other classes aren't built in the same weird way as Warden, so maybe they should actually get to buffing this class and breaking out of this "one skill line per role" mess? Thats the general consensus at least. Also Winter's Revenge, which is the Magicka Warden's class-based AOE DoT originally did not scale off of Maximum Magicka+Spell Damage when the class was being tested before Morriwnd launch. They recognized the issue and changed it, meaning Winter's Embrace is *not* exclusively meant for tanking. They just need to make logical changes and not base balance off of fitting within the arbitrary roles they want each skill line to be used for.
I'm a warden tank, and I use arctic blast. So you're wrong right off the bat there.
I would much rather have arctic blast's chance to chill nearby enemies every 2 seconds over a minor single target heal with abysmal range. I think most other warden tanks would agree. Without arctic blast (on top of blockade and shards), maintaining near to 100% uptime on chilled (and thus root and minor maim) on mob packs would be significantly harder.
That utility is far more valuable than healing one ally within 5 meters for 4k health.
As much as magdens want buffs, keep in mind that you aren't that only build. I've seen too many suggestions here that would negatively impact warden tanks just to throw magicka wardens a bone.
Aside from more healing, no changes are needed for arctic blast. It doesn't need to scale from magicka or be turned into a single target dot - it currently serves an important role in crowd control and debuffing for tanks.
Shimmering shield is also a very important tool for warden tanks that does not need further nerfs or changes. If you want to make one morph better for non tanks, make adjustments to Crystal slab.
The warden trees are pretty clearly outlined: animal companions is meant to be your damage tree, not winters embrace. Start your changes there by focusing on cliff racer, swarm, and shalks. Zos had made it abundantly clear by now that frost is for tanking and defensive utility, not damage
Joy_Division wrote: »@BrokenGameMechanics (ironic name)
You are looking at things in isolation, in a vacuum, and doing so is preventing you from seeing how it is a confluence of factors, many of which come from outside Warden mechanics, that make PvP Stam Wardens really strong and PvP Magicka Wardens find it *really* hard to be competitive at anything besides healer-support tank.
My stam Warden doesn't care that Sub Assault has no stun because my cheap burst ultimate Dawnbreaker does just this (as does a strong accessible spammable Dizzying Swing). My magicka Warden does care because my Dawnbreaker will hit like a wet noodle and Flame reach does not nearly hit as hard as Dizzying Swing.
My stam Waden doesn't care that the stam bird skill does less damage than magicka's because my stam Warden doesn't even use that skill (because more versatile skills are offered in the weapon lines, something not available to magicka Wardens).
My stam warden isn't much concerned about not to having a DoT since I can get those from poisons or by using a very strong skill in Rending Slashes. My magicka Warden is very much concerned with only have DPS skills that do damage because I can't get useful secondary effects and debuffs like snare, defile, healing, speed, executes, crit chance, hit dodge rollers, etc., that other classes have access to.
My stam Warden could give diddly squat how many stamina morphs there are because I only need Sub Assualt and I'd rather have buffs drawn from my useless magicka pool.
The warden skillline is not better, not even close, for mag wardens because stam can get all the stuff missing in Warden skill line elsewhere. Magicka can't. So stam wardens have options to be versatile and strong at whatever they do, whereas magicka Wardens have too many holes that get exposed in competitive settings. No execute, no CC, no secondary effects, too few damage skills (all easily avoidable), what exactly are they supposed to do to kill a good player?
Alliance war rankings mostly measure time played, not campaign effectiveness so that's a meaningless measurement.
As much as magdens want buffs, keep in mind that you aren't that only build. I've seen too many suggestions here that would negatively impact warden tanks just to throw magicka wardens a bone.
Aside from more healing, no changes are needed for arctic blast. It doesn't need to scale from magicka or be turned into a single target dot - it currently serves an important role in crowd control and debuffing for tanks.
Shimmering shield is also a very important tool for warden tanks that does not need further nerfs or changes. If you want to make one morph better for non tanks, make adjustments to Crystal slab.
The warden trees are pretty clearly outlined: animal companions is meant to be your damage tree, not winters embrace. Start your changes there by focusing on cliff racer, swarm, and shalks. Zos had made it abundantly clear by now that frost is for tanking and defensive utility, not damage
Arctic Blast is very weak in damage (even on Max Health builds), and Minor Maim should already be applied to important targets anyway. Warden tanks use the other morph, and regardless it's pointless for there to be two morphs that function this way. Also judging by your reference to a cold-based single target Direct Damage+DoT effect, you're probably referring to my own suggestion. I said for the original Arctic Blast to become part of the base skill, alongside a buff to Polar Wind. It'd be a buff to Warden tank no matter how you look at it.
Shimmering Shield isn't useful to tanks because of the sheer damage mitigation (even though it's nice to have), but rather because of the Ult gen. Plus any PvP or PvE Warden tank should have a lot more Max Magicka than a Stam Warden PvP build. The intention of scaling Shimmering Shield from Max Magicka in a similar way to damage shields like Annulment would be to nerf the effectiveness of it on currently overperforming Stam Wardens, while keeping it relatively the same on Mag Wardens.
The Warden skill trees have been outlined by ZOS to fit one role each, yes. But maybe it was a mistake? Because as of a few days ago here were the PS4 NA trial leaderboards class makeup (all Trials and DSA):
DK: 21.95%
Sorc: 24.35%
NB: 28.64%
Templar: 23.32%
Warden: 1.740%
Full post:PS4 NA
Here are the percentages of each class representation per trial:
Hel Ra Citadel:
DK: 23.12%
Sorc: 26.30%
NB: 26.01%
Templar: 22.68%
Warden: 1.878%
Aetherian Archive
DK: 18.95%
Sorc: 24.18%
NB: 30.74%
Templar: 24.42%
Warden: 0.895%
Sanctum Ophidia
DK: 3.72%
Sorc: 25.74%
NB: 23.32%
Templar: 24.66%
Warden: 2.560%
Dragonstar Arena
DK: 29.59%
Sorc: 31.39%
NB: 21.07%
Templar: 15.24%
Warden: 2.690%
Maw of Lorkhaj
DK: 24.38%
Sorc: 20.08%
NB: 30.94%
Templar: 31.76%
Warden: 1.024%
Halls of Fabrication
DK: 22.24%
Sorc: 21.56%
NB: 31.65%
Templar: 23.85%
Warden: 0.688%
Asylum Sanctorium
DK: 11.98%
Sorc: 22.71%
NB: 40.06%
Templar: 22.08%
Warden: 3.154%
TOTAL
DK: 21.95%
Sorc: 24.35%
NB: 28.64%
Templar: 23.32%
Warden: 1.740%
Here are the raw numbers, including the total entries per trial.Using a similar template to what GaelicCat made.
Hel Ra Citadel:
Total entries: 692
DK: 160
Sorc: 182
NB: 180
Templar: 157
Warden: 13
Aetherian Archive
Total entries: 670
DK: 127
Sorc: 162
NB: 206
Templar: 169
Warden: 6 .... fun fact: 3 entries were the same person, 1 was me because I was really bored during and did the weekly .....
Sanctum Ophidia
Total entries: 742
DK: 176
Sorc: 191
NB: 173
Templar: 183
Warden: 19
Dragonstar Arena
Total entries: 223
DK: 66
Sorc: 70
NB: 47
Templar: 34
Warden: 6
Maw of Lorkhaj
Total entries: 488
DK: 119
Sorc: 98
NB: 151
Templar: 115
Warden: 5
Halls of Fabrication
Total entries: 436
DK: 97
Sorc: 94
NB: 138
Templar: 104
Warden: 3
Asylum Sanctorium
Total entries: 317
DK: 38
Sorc: 72
NB: 127
Templar: 70
Warden: 10
TOTAL
Total entries: 3568
DK: 783
Sorc: 869
NB: 1022
Templar: 832
Warden: 62
EDITED to make sure this is all correct.
As of April 21st, 2018 at 2:01am est, this is exactly what the PS4 NA trial leaderboards look like.
Judging by the numbers that players from PC EU and other servers have posted, this is pretty much consistent across all servers.
So whatever they were trying to do with Wardens hasn't worked very well. The other classes aren't built in the same weird way as Warden, so maybe they should actually get to buffing this class and breaking out of this "one skill line per role" mess? Thats the general consensus at least. Also Winter's Revenge, which is the Magicka Warden's class-based AOE DoT originally did not scale off of Maximum Magicka+Spell Damage when the class was being tested before Morriwnd launch. They recognized the issue and changed it, meaning Winter's Embrace is *not* exclusively meant for tanking. They just need to make logical changes and not base balance off of fitting within the arbitrary roles they want each skill line to be used for.
I'm a warden tank, and I use arctic blast. So you're wrong right off the bat there.
I would much rather have arctic blast's chance to chill nearby enemies every 2 seconds over a minor single target heal with abysmal range. I think most other warden tanks would agree. Without arctic blast (on top of blockade and shards), maintaining near to 100% uptime on chilled (and thus root and minor maim) on mob packs would be significantly harder.
That utility is far more valuable than healing one ally within 5 meters for 4k health.
- Swarm, buff to both morphs. Probably in the form of a buff as the damage is actually pretty strong. Though making it into a full AoE would be another option
- Swarm, buff to both morphs. Probably in the form of a buff as the damage is actually pretty strong. Though making it into a full AoE would be another option
I would disagree here. Swarm deals less than 1k per second compared to 2k+ from most ground placed aoes.
Growing swarm should be made a true aoe, I would still like to see it made like a placed hurricane effect (gains radius and damage over time) ad that would fit the name and usage of the ability.
BrokenGameMechanics wrote: »I have a simple solution for you, find a good player on your server first duel then on your stam warden then duel them on your mag warden. Once you see how much easier it is on your stam character come back to help us ask zos for a magden fix.
Bonus:
And while you are at it try dueling them on a stam dk then on a stam warden afterwards come tell me if you see any reason to play stam warden over that class
That is only going to give a subjective experience of me vs X or you vs X. I still think the most simple and clearest evidence is the Ranking boards which reflect 100s of players over 1000s of hours. The fact is that that for Trial rankings there are very few Wardens of any type. It only takes 3 mins to look at the Vivic rankings. No Wardens in the Top 10 (when I wrote my first post) and only 12 total Wardens in the All Alliance Rankings Top 100. And I doubt all of them are Stamdens, but hey, who knows.
And not saying Stamden is not any better than Magden at all. Cause I do not believe that. Just saying since the Warden skill line as a whole is better for Mag Wardens than the Stamden Warden any advantage must be mostly due to the general advantage of Stam toons vs Magica toons in general from the common skill lines plus some of the nice heal passives.
Forget the Stam Warden vs Magica Warden ... not the issue I was really trying to make a point about. The main point is are Stamden's truly THE OP class of PVP that you see claimed here so often on the boards.
Question: If Stamdens are super powered OP PVP killing machines then where are they in the PVP rankings? I'm open to alternative explanations, "the most OP class in PVP is not reflected in the PVP campaign rankings because ....".
Again not saying they are trash at all. They are pretty solid, but less so then say 6-8 months ago with the nerf tweaks. But they are not OP PVP god toons. I'd agree with that in a second if 3-4 of the Top 10 were Wardens or 35 of the Top 100 or whatever but anyone here can go look at the leader boards and count.
But gotten off topic so I'll let it rest ...
- Swarm, buff to both morphs. Probably in the form of a buff as the damage is actually pretty strong. Though making it into a full AoE would be another option
I would disagree here. Swarm deals less than 1k per second compared to 2k+ from most ground placed aoes.
Growing swarm should be made a true aoe, I would still like to see it made like a placed hurricane effect (gains radius and damage over time) ad that would fit the name and usage of the ability.
Growing swarm: This morph casts the ability on yourself. The effect lasts 10 seconds over time and any enemy the swarm touches inflicts [X] magic damage over 10 seconds. This damage places an aoe effect on an enemy that will further spread to other enemies if they come in contact with them. Each time the effect is spread, the damage increases by 1/2/3/4% up to a maximum of 4/8/12/16%.
Radius on self: 8m
Radius on enemies: 4m
Go on. Hit agree or awesome. You know you want to.
ZOS_GinaBruno wrote: »This is the official feedback thread for the Warden combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
Cliff racer - I get the change to make it dodge-able, but why would anyone use this skill now in pve or pvp? It is now an un-impressive spam-able where most others are aoe or give some other bonus (like the heal/free cast from whip). I would always use crushing shock or force pulse instead. The way to get good dps is to stack damage over times anyways so you really don't want to be doing spamming.
ZOS_GinaBruno wrote: »This is the official feedback thread for the Warden combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
MLGProPlayer wrote: »Cliff racer - I get the change to make it dodge-able, but why would anyone use this skill now in pve or pvp? It is now an un-impressive spam-able where most others are aoe or give some other bonus (like the heal/free cast from whip). I would always use crushing shock or force pulse instead. The way to get good dps is to stack damage over times anyways so you really don't want to be doing spamming.
I was under the impression that force pulse is only better if you are using perfected asylum staff. Cliff racer does more damage and costs less otherwise (it also boosts your advanced species passive).
- Swarm, buff to both morphs. Probably in the form of a buff as the damage is actually pretty strong. Though making it into a full AoE would be another option
I would disagree here. Swarm deals less than 1k per second compared to 2k+ from most ground placed aoes.
Growing swarm should be made a true aoe, I would still like to see it made like a placed hurricane effect (gains radius and damage over time) ad that would fit the name and usage of the ability.
Growing swarm: This morph casts the ability on yourself. The effect lasts 10 seconds over time and any enemy the swarm touches inflicts [X] magic damage over 10 seconds. This damage places an aoe effect on an enemy that will further spread to other enemies if they come in contact with them. Each time the effect is spread, the damage increases by 1/2/3/4% up to a maximum of 4/8/12/16%.
Radius on self: 8m
Radius on enemies: 4m
Go on. Hit agree or awesome. You know you want to.
I was thinking more along the lines of:
Growing swarm
Summon a cloud of insects at the target location (initially 6 meters radius) for 12 seconds. Every 3 seconds the swarm grows, gaining 2m radius and 50% more damage, up to a max of 12m radius and +150% damage
ZOS_GinaBruno wrote: »This is the official feedback thread for the Warden combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
3200 is too cheap for shimmering shield. It should at least do not return magicka back with such cost.
It is same overpowered as on live until morrowind relised, because 1200 magicka cost at the end instead 700 is almost same.
3 projectiles, Major heroism without cooldown, 1200 magicka cos...it's ridiculous.
Poor as hell stamina dragonknight should manage in Summerset: dragon scale for 4k, fragmented shield for 4k, volatile armor or dragonblood for healing passive and or resists or crap heal each 4k also.
Stamina warden - hallo pay2win, only shimmering shield per 1200 magicka and Green Lotus 3k per 20 seconds for crits on both bars and healing on each light or heavy atack. U need only base magicka and mag recovery stats to absolutl.y comfortable manage everything on warden. Ridiculous.
+ he have class burst stamina heal...
Change it please, Balance...
MLGProPlayer wrote: »Cliff racer - I get the change to make it dodge-able, but why would anyone use this skill now in pve or pvp? It is now an un-impressive spam-able where most others are aoe or give some other bonus (like the heal/free cast from whip). I would always use crushing shock or force pulse instead. The way to get good dps is to stack damage over times anyways so you really don't want to be doing spamming.
I was under the impression that force pulse is only better if you are using perfected asylum staff. Cliff racer does more damage and costs less otherwise (it also boosts your advanced species passive).
Yup, it's cheaper, more damaging & you get a regen and damage increase for slotting it. The preferred choice for PvE and with the increased speed it's def better for PvP as well
But Alendrin does have a point though: both the Magicka and Stamina versions only deal damage and nothing more. It would be nice if they received secondary effects that could give the Warden more utility (hopefully something that would make Wardens more desirable to have in PvE and PvP groups)
Maura_Neysa wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Warden combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
3200 is too cheap for shimmering shield. It should at least do not return magicka back with such cost.
It is same overpowered as on live until morrowind relised, because 1200 magicka cost at the end instead 700 is almost same.
3 projectiles, Major heroism without cooldown, 1200 magicka cos...it's ridiculous.
Poor as hell stamina dragonknight should manage in Summerset: dragon scale for 4k, fragmented shield for 4k, volatile armor or dragonblood for healing passive and or resists or crap heal each 4k also.
Stamina warden - hallo pay2win, only shimmering shield per 1200 magicka and Green Lotus 3k per 20 seconds for crits on both bars and healing on each light or heavy atack. U need only base magicka and mag recovery stats to absolutl.y comfortable manage everything on warden. Ridiculous.
+ he have class burst stamina heal...
Change it please, Balance...
You heard of a skill called Harness Magicka? Cost 1000 more returns 1500 more. Oh an prtects you from all damage, not just projectiles. Maybe actually compare skills before crying "balance"
Ron_Burgundy_79 wrote: »Maura_Neysa wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Warden combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
3200 is too cheap for shimmering shield. It should at least do not return magicka back with such cost.
It is same overpowered as on live until morrowind relised, because 1200 magicka cost at the end instead 700 is almost same.
3 projectiles, Major heroism without cooldown, 1200 magicka cos...it's ridiculous.
Poor as hell stamina dragonknight should manage in Summerset: dragon scale for 4k, fragmented shield for 4k, volatile armor or dragonblood for healing passive and or resists or crap heal each 4k also.
Stamina warden - hallo pay2win, only shimmering shield per 1200 magicka and Green Lotus 3k per 20 seconds for crits on both bars and healing on each light or heavy atack. U need only base magicka and mag recovery stats to absolutl.y comfortable manage everything on warden. Ridiculous.
+ he have class burst stamina heal...
Change it please, Balance...
You heard of a skill called Harness Magicka? Cost 1000 more returns 1500 more. Oh an prtects you from all damage, not just projectiles. Maybe actually compare skills before crying "balance"
If stam builds could run harness as well as shuffle, we would definitely be crying "balance"
Maura_Neysa wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Warden combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
3200 is too cheap for shimmering shield. It should at least do not return magicka back with such cost.
It is same overpowered as on live until morrowind relised, because 1200 magicka cost at the end instead 700 is almost same.
3 projectiles, Major heroism without cooldown, 1200 magicka cos...it's ridiculous.
Poor as hell stamina dragonknight should manage in Summerset: dragon scale for 4k, fragmented shield for 4k, volatile armor or dragonblood for healing passive and or resists or crap heal each 4k also.
Stamina warden - hallo pay2win, only shimmering shield per 1200 magicka and Green Lotus 3k per 20 seconds for crits on both bars and healing on each light or heavy atack. U need only base magicka and mag recovery stats to absolutl.y comfortable manage everything on warden. Ridiculous.
+ he have class burst stamina heal...
Change it please, Balance...
You heard of a skill called Harness Magicka? Cost 1000 more returns 1500 more. Oh an prtects you from all damage, not just projectiles. Maybe actually compare skills before crying "balance"
arkansas_ESO wrote: »Maura_Neysa wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Warden combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
3200 is too cheap for shimmering shield. It should at least do not return magicka back with such cost.
It is same overpowered as on live until morrowind relised, because 1200 magicka cost at the end instead 700 is almost same.
3 projectiles, Major heroism without cooldown, 1200 magicka cos...it's ridiculous.
Poor as hell stamina dragonknight should manage in Summerset: dragon scale for 4k, fragmented shield for 4k, volatile armor or dragonblood for healing passive and or resists or crap heal each 4k also.
Stamina warden - hallo pay2win, only shimmering shield per 1200 magicka and Green Lotus 3k per 20 seconds for crits on both bars and healing on each light or heavy atack. U need only base magicka and mag recovery stats to absolutl.y comfortable manage everything on warden. Ridiculous.
+ he have class burst stamina heal...
Change it please, Balance...
You heard of a skill called Harness Magicka? Cost 1000 more returns 1500 more. Oh an prtects you from all damage, not just projectiles. Maybe actually compare skills before crying "balance"
Since when did Harness give Major Heroism?
Maura_Neysa wrote: »You heard of a skill called Harness Magicka? Cost 1000 more returns 1500 more. Oh an prtects you from all damage, not just projectiles. Maybe actually compare skills before crying "balance"
Maura_Neysa wrote: »You heard of a skill called Harness Magicka? Cost 1000 more returns 1500 more. Oh an prtects you from all damage, not just projectiles. Maybe actually compare skills before crying "balance"
l2p before comparing such skills.
Note: 1506 total cost is not the same as Live’s current 455 total cost3200 is too cheap for shimmering shield. It should at least do not return magicka back with such cost.
It is same overpowered as on live until morrowind relised, because 1200 magicka cost at the end instead 700 is almost same.
- Swarm, buff to both morphs. Probably in the form of a buff as the damage is actually pretty strong. Though making it into a full AoE would be another option
I would disagree here. Swarm deals less than 1k per second compared to 2k+ from most ground placed aoes.
Growing swarm should be made a true aoe, I would still like to see it made like a placed hurricane effect (gains radius and damage over time) ad that would fit the name and usage of the ability.
Growing swarm: This morph casts the ability on yourself. The effect lasts 10 seconds over time and any enemy the swarm touches inflicts [X] magic damage over 10 seconds. This damage places an aoe effect on an enemy that will further spread to other enemies if they come in contact with them. Each time the effect is spread, the damage increases by 1/2/3/4% up to a maximum of 4/8/12/16%.
Radius on self: 8m
Radius on enemies: 4m
Go on. Hit agree or awesome. You know you want to.
I was thinking more along the lines of:
Growing swarm
Summon a cloud of insects at the target location (initially 6 meters radius) for 12 seconds. Every 3 seconds the swarm grows, gaining 2m radius and 50% more damage, up to a max of 12m radius and +150% damage
- Swarm, buff to both morphs. Probably in the form of a buff as the damage is actually pretty strong. Though making it into a full AoE would be another option
I would disagree here. Swarm deals less than 1k per second compared to 2k+ from most ground placed aoes.
Growing swarm should be made a true aoe, I would still like to see it made like a placed hurricane effect (gains radius and damage over time) ad that would fit the name and usage of the ability.
Growing swarm: This morph casts the ability on yourself. The effect lasts 10 seconds over time and any enemy the swarm touches inflicts [X] magic damage over 10 seconds. This damage places an aoe effect on an enemy that will further spread to other enemies if they come in contact with them. Each time the effect is spread, the damage increases by 1/2/3/4% up to a maximum of 4/8/12/16%.
Radius on self: 8m
Radius on enemies: 4m
Go on. Hit agree or awesome. You know you want to.
I was thinking more along the lines of:
Growing swarm
Summon a cloud of insects at the target location (initially 6 meters radius) for 12 seconds. Every 3 seconds the swarm grows, gaining 2m radius and 50% more damage, up to a max of 12m radius and +150% damage
Pve (you) v. PvP (me) mindset. Why do you want another skill like winters revenge?