Thorstienn wrote: »Well the changes to sub assault makes my dual frost staff, mag tank sad. Guess I'll still stick with it and use magicka steal (if that's the right name) for breach.
I don't PVP warden so not sure why they made the change, all I know is it's another nail for Frost staff tanking; maybe nightblade is the best class for it now?
Maura_Neysa wrote: »- AoE 30% slow around you
- Proc Chilled (Minor Maim) and root
- Any heal proc's Minor Toughness, even Vigor. You are thinking of proc'ing Nature's Gift passive (250 of your lowest resource when you heal and alley when using a Nature skill). You're wasting your time trying to proc this with anything beside Vines, Grasp, or Forest.
I wouldn't say this change is a nail in the coffin for frost staff tanking.
Maybe it's just me, but I typically run with stamdks or stamblades who are applying Major Fracture on their own, and apply Major Breach myself via Elemental Drain (which frees my healer from having to run it). So I wouldn't see the change to Subterranean Assault as a loss to frost staff tanking at all, tbh. And since the damage must be pretty bad on a frost staff tank, I'd say you'd be better off using your stamina to cast, say, Bone Surge to provide massive damage shields/healing taken buffs to your team. Then it's just a matter of switching some skills around (probably) from one bar to another so that you keep your stam/magicka regen passive buff (for having an animal companion skill slotted) on both bars.
I'd like to see crystal slab changed to work something like inferno for DK's: while the shield is active, it will 'spit' high damage frost projectiles at nearby enemies every second. Give it a longer duration, make it scale with magicka/spell damage, and make it damaging enough to actually be a significant threat/dps boost.
This would help magdens in pve, by giving them something they can throw up for both defense while also boosting dps. In PvP, it's something an enemy can shut down by hitting you with several projectiles (using up the shield stops the frost spit and forces the warden to recast it).
At the same time, remove the magicka return from the base ability and both morphs, and make shimmering shield cheaper as it's primarily used by tanks. This makes shimmering a moderate cost defensive and ultimate utility spell, and crystal slab a high cost offensive damage and defensive utility spell.
By the way Gripling Shards last only 8 seconds instead of 12 like the tooltip says ^^
This is on Live and PTS also .
I'm starting to feel as if we could find something seriously wrong with every ability and an easy solution. Speaking from an experienced Magden perspective for both pve and pvp... I apologize if its a bit long but this needs to be said
Animal Companions
Passives: All Good
*Eternal Guardian: Gets lost randomly, gets stuck on terrain, if it is stunned before ult activation it wastes ult, if target cloaks it wastes ult, if target out runs it for a few seconds it wastes ult, morphed form is undesirable because of forced resummon animation (solution: give us a new effect for mag morph and/or give it a gap closer on activation)
*Screaming Cliffracer: really difficult to time with fissure and has a secondary effect (15% damage at range) that synergizes poorly with class... if wardens are to be the range class why don't we have ranged roots, snares, and stuns to kite with? (solution: something to allow us to kite better as our available "stuns" permafrost which is melee and arctic gate which pulls targets into melee range to not promote this playstyle
*Fetcher Infection: Damage recast makes dot really expensive as far as resources and global cooldowns and only increases its damage (Solution: give it 100% execute damage scaling starting at 50% instead of 50% more damage every other cast to increase pve damage and pve viability)
*Growing Swarm: Takes too much time to spread to targets (Infect 2 nearby targets every 3s instead of 6 after 10s, maybe also give it 50% execute scaling at 50% health as well to promote the spread out in cyrodil agenda and give magden an unique aoe dot execute)
*Deep Fissure: Difficult to land when snared or rooted and after summerset, not rewarding enough for effort of landing it on a moving target in pvp and provides a redundant buff in pve (Solution: have it proc off balance for group utility in pve and tactical opportunities in pvp) (Note: while breach is appreciated in pvp it doesn't really offset the nerf of losing the stun, off balance would allow stun to remain but with more thought on part of the warden and more counterplay with dodging or blocking the heavy)
*Blue Betty: Good
*Bird of Prey & Deceptive Predator: Good but Deceptive Predator stills needs buffs to be considered over Bird of Prey
Winters Embrace
Passives: All Good except Frozen Armor is really quite weak and Glacial Presence is underwhelming... maybe buff Frozen Armor outright and give Glacial Presence a secondary condition that helps dps?
*Permafrost and Northern Storm: Good (A bit strong as an uncapped aoe stun but fine on an underperforming class)
*Expansive Frost Cloak: Still effects only six targets and does not have a smart targeting system (Solution: smart targeting system so that its not entirely redundant with ice fortress in raids)
*Ice Fortress: Good (Unique ability that give true identity to wardens)
*Winters Revenge: Does nothing to improve group dps so its weak for an ability with a lower tooltip than liquid lighting/twisting path (Solution: Give it a synergy or more damage to compensate... chance to proc minor main is useless in pve groups with tank and useless in pvp against people who walk out of aoe)
*Gripping Shards: Damage does not last for full 12s as tooltip indicates (Solution: fix it)
*Shimmering Sheild: Health scaling makes it too powerful on stamden and major heroism makes it too powerful on pvp dps (Solution: Make shimmering shield scale more exponentially with health with a cap on size so it remains useful for tanks but doesn't offer same considerable defense for pvp dps)
*Crystal Slab: Weak against range, useless against melee, and undesirable in contrast to shimmering (Solution: Quote from Lynx cause their idea is awesome "'I'd like to see crystal slab changed to work something like inferno for DK's: while the shield is active, it will 'spit' high damage frost projectiles at nearby enemies every second. Give it a longer duration, make it scale with magicka/spell damage, and make it damaging enough to actually be a significant threat/dps boost... Also remove mag return from both morphs... no defense should be free"
*Frozen Retreat: Pulling of enemies to you interferes with utility of pulling allies and is frankly really bad for support/healer setups that want to get an ally out instead of pulling the whole zerg to them by RNG (solution: make this ability only pull allies to you with an aoe ice explosion / root or stun as they jump from their position to reward synergizing and give a real opportunity to escape
*Frozen Device: Good ability for tanks and pvp ice blockade builds, thank you for buffing this!!!
*Arctic Wind: Meh ability for tanks, could stand to proc chilled a bit more reliably or give a unique dps buff to promote warden tanks in competitive pve and to heal for a bit more to be comparable with other class health based heals
*Polar Wind: Quite useless (Solution: Should be reworked into a ranged ice ability (like the one from the Morrowind trailer) which can stun and give warden, specifically magden, the reliable class stun we want / need... maybe also give it a small ice dot to better proc chilled in a single target situation and give magden some class pvp ice damage)
Green Balance
Passives: ALL WONDERFUL
*Healing Thicket: Good and balanced for being so cheap
*Enchanted Forest: Cant think of a reason to ever use this over Thicket (Solution: I really have no idea... Maybe it should give a damage shield or major mending or the new major courage buff to low health allies after the burst heal instead of ult return? Never really used this much as it seems like the underwhelming morph so someone pls tell me if I'm missing something here)
*Enchanted Growth: A bit pricy for such a moderately healing ability... but I supposed that's justified by the minor resource recovery buffs, price should still be reconsidered however.
*Corrupting Pollen: love this skill, very nice for punishing mindless healing ball zergs in pvp and gives magden a nice "Templar house" in small scale pvp encounters, also synergy is absolutely beautiful for the class in terms of utility on both morphs
*Budding Seeds: Nice heal, patience theme works well with the class (Maybe make this morph have unlimited harvest synergies, not one for one person per cast but rather one for each person per cast, so that this morph specifically will have more utility for healers)
*Leaching Vines: love this ability, no complaints
*Living Trellis: love this ability, no complaints
*Lotus Blossom: love this ability except for one rather extremely insignificant petty detail... why doesn't this have a weapon effect like green lotus?
*Natures Embrace: ABSOLUTELY LOVE THIS THING!!!!!! (But could we pls cast this on our bear to keep it and ourself alive in solo instances and proc natures gift passive in cyrodil, duels, or vMA... that would be super nice) Ult gen next patch is appreciated
*Bursting Vines: Ummm why cant this heal us... I suppose its really good for its ally burst heal and huge ult gen next... but that is not really as rewarding as the symbiotic glory known as Natures Embrace... It is really not compensation enough for the risk healers take in pulling themselves to in danger allies
What do you guys/gals/hopefully lurking zos employees think?
By the way Gripling Shards last only 8 seconds instead of 12 like the tooltip says ^^
This is on Live and PTS also .
By the way Gripling Shards last only 8 seconds instead of 12 like the tooltip says ^^
This is on Live and PTS also .
I had noticed the visual effects of Winters Revenge lasted as long as Elemental Blockade, but i has assumed it still ticked damage as the ice was disappearing.
Another thing to add to the list.... great
https://www.youtube.com/watch?v=0qgPXRXR_bAstileanima wrote: »By the way Gripling Shards last only 8 seconds instead of 12 like the tooltip says ^^
This is on Live and PTS also .By the way Gripling Shards last only 8 seconds instead of 12 like the tooltip says ^^
This is on Live and PTS also .
I had noticed the visual effects of Winters Revenge lasted as long as Elemental Blockade, but i has assumed it still ticked damage as the ice was disappearing.
Another thing to add to the list.... great
Just tested on both PTS and Live and Winter's Revenge is ticking for the full 12 seconds as it should, though the visual does fade after 10.
Here's a video:https://www.youtube.com/watch?v=0qgPXRXR_bA
EDIT: Just tested the other morph, Gripping Shards, and it's the same story-- ticking for 12, disappearing visually after 10.
I respect the fact that you guys spend the time to come up with ideas, but as long as you know you will be ignored by Zos. They can't even bother to answer simple questions.
Worst group when it comes to communication.
Sometimes I wish they would have used roots bursting from the ground instantly instead of shalks (I hate the shalk look) and as an additional ability added a snare. Since as magden we're supposed to be ranged like someone posted before, we need to be able to kite effectively. Losing the stun is gonna be painful
Sometimes I wish they would have used roots bursting from the ground instantly instead of shalks (I hate the shalk look) and as an additional ability added a snare. Since as magden we're supposed to be ranged like someone posted before, we need to be able to kite effectively. Losing the stun is gonna be painful
LanceFoxMcCloud wrote: »So many Stamdens chiming in, yet so very few Magdens.... speaks volumes about the current dismal state of this class.
Maura_Neysa wrote: »- AoE 30% slow around you
- Proc Chilled (Minor Maim) and root
- Any heal proc's Minor Toughness, even Vigor. You are thinking of proc'ing Nature's Gift passive (250 of your lowest resource when you heal and alley when using a Nature skill). You're wasting your time trying to proc this with anything beside Vines, Grasp, or Forest.
I do stand corrected on the Minor Toughness passive, my bad! I was, as you said, mixing the two passives. Thanks for setting me straight, lol.
That being said, the ostensibly tank-oriented morph of Arctic Wind, Polar Wind, doesn't deal damage, so it won't give you the AoE slow/proc chilled/root. And even then, unless I am mistaken, the chance to actually proc chilled on AoE DoT damage (which is what Arctic Blast almost certainly qualifies as) is abysmally low. I think it's something like... a 1% chance. So sure, it's there, but in reality it won't apply with any consistency. And, truth be told, on my frost staff tank I get around the lack of minor maim (from heroic slash) by wearing 2-piece Thurvokun.
Arctic blast doesn’t snare or root and neither does the chilled status effect... that’s all from blockade of frost which is not a class based skill... blast just adds an extra chance to proc chill (a 9% chance per tick iirc) which only gives minor maim for 4s which most tanks get in addition to minor heroism for 12s from heroic slash anyways
Maura_Neysa wrote: »Considering Arctic Blast does 1000 damage eoecy 2 sec even on my MagDen DPS than neither morph of that skill is anything but a Tank morph.
Also considering Mushroom and Flower both heal for as much and proc Nature's Gift than running Polar Wind is a waste of time.
Lastly Arctic Blast is an Area of Effect ability, but not a DoT so it proc's at 5% plus the Warden passive 200%. With Arctic, Gripping and Blockade of Frost I easily maintain 100% up time on Chilled and Deep Freeze on cooldown.
I'm not theory crafting here. I'm telling you results of my Warden tank with 1300 hours of practices. Since Morrowind lunch.
Maura_Neysa wrote: »Considering Arctic Blast does 1000 damage eoecy 2 sec even on my MagDen DPS than neither morph of that skill is anything but a Tank morph.
Also considering Mushroom and Flower both heal for as much and proc Nature's Gift than running Polar Wind is a waste of time.
Lastly Arctic Blast is an Area of Effect ability, but not a DoT so it proc's at 5% plus the Warden passive 200%. With Arctic, Gripping and Blockade of Frost I easily maintain 100% up time on Chilled and Deep Freeze on cooldown.
I'm not theory crafting here. I'm telling you results of my Warden tank with 1300 hours of practices. Since Morrowind lunch.
Fair point on them both being tank morphs, and on the heal comment.
I remain skeptical on the last point, however. It is an AoE that does periodic damage, which seems to be treated like a DoT in this game. Does Wall of Elements not count as a DoT? Then again, proxy det is considered a DoT based on CP interaction, despite the fact that the damage only occurs once. Some things still seem to categorized arbitrarily. But hey, if it does have a 5% base chance, then yeah I guess it would be a little more useful.
Lightspeedflashb14_ESO wrote: »@Maura_Neysa i have spent a couple hours at a dummy, we are both right and we are both wrong. take a look at this
wall of elements is clearly an "Area-of-effect damage-over-time ability"
see here with a stam sorc with no destro passives unlocked and nothing into magic at all-
chilled is easy to track because it is only one damage tick, so in the picture you can see that wall of frost hit 751 times and chilled only procs 6 times, making that a chance of .7%, which is close enough to 1%
the fact that wall is an "Area-of-effect damage-over-time ability", i did the same on my warden with all the destro passives unlocked, results here-
you will see that blockade hits for 788 times but only procs chilled 30 times. making that a 3.8% chance, close enough to the 2% it ought to be. or the 4 maybe if the warden's "Glacial Presence" was applying to it as well, though it should not be as it says, specifically "winters embrace" in the description, see here, "Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%"
so i was right about wall.
now you were right about gripping shards, it is procing chilled like an "Area-of-effect ability" ie 5%, see here-
as you can see, out of 778 damage ticks, chilled proced 98 times, which is 12.5% of the time. closer to 15% then the 3 or 4% that it would be if the game classified as an "Area-of-effect damage-over-time ability". you were correct with this skill, so good job.
then there is arctic blast. this skill is counting as a "Single-target direct attack ability" as you can see here-out of 592 ticks of damage, chilled proced a staggering 179 times, meaning a proc rate of 30%. without the wardens passive, that would go down to 10%. so we were both wrong about this ability.
both arctic blast and gripping shards were tested with no destro staff equipped, only s/b. so add 10% chance to arctic blast and 5% chance to gripping shards if you have a destro staff equipped .