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PTS Update 18 - Feedback Thread for Warden Balance

  • _Ahala_
    _Ahala_
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    Fetcher infection should execute like poison injection, crystal slab should auto fire it’s projectiles, and something class based should stun... fissure change needs to be reverted or an easy to use hard cc needs to be added to winters embrace...

    And no, having ultimates that can stun or execute is not sufficient we need abilities for these tactical necessities... proof is in the fact that magdens are practically non existent...
  • Spurius_Lucilius
    Spurius_Lucilius
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    I tried Crystal slab before, one thing I noticed is that the travel speed of the ice belts are super slow, they shot up high and hit the target with quite low damage. I suggest increase the speed and damage for a bit.
    PC NA Casual/PVP
  • _Ahala_
    _Ahala_
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    ^^^ yes
    We need a reason to use this over shimmering
    Edited by _Ahala_ on May 2, 2018 9:32PM
  • Thorstienn
    Thorstienn
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    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?
    Edited by Thorstienn on May 2, 2018 9:36PM
  • Ralamil
    Ralamil
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    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?

    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.
    Karn Wild-Blood - PC NA AD Nord Warden
  • Ralamil
    Ralamil
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    - 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.
    Karn Wild-Blood - PC NA AD Nord Warden
  • Thorstienn
    Thorstienn
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    Ralamil wrote: »

    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 can see what you're saying, and obviously in an organised group you can get others to apply Major fracture and/or breach through skills or even NMG/sunder. But I like to be able to apply those as a tank myself (as is commonly expected from snb tanks)

    I'm not saying I'm giving up on my frost tank, but it's was a great synergy with the warden that has been lost.
  • _Ahala_
    _Ahala_
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    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
  • LeHarrt91
    LeHarrt91
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    I would like to see the Animal Companion Passives improved.

    Bond with Nature
    This passive just gives you a small amount of health... thats it 1260 health, when we have a whole skill tree for healing. For a stam warden this is only every 3 seconds with Sub Assault or when Netch is reapplied, vigor/ Leeching is better than this.

    A damage effect should be added, or even merge Bond with Nature and Savage Beast and then give a damage effect to Savage Beast.

    Advanced Species
    This passive restricts damage output as to get the most out of it your forced to slot only animal skills. You need to slot 1 destro skill to get the 8% bonus, so this either eliminates bear ulti or screaming cliff racer.

    I think the Animal Companion Ability requirement should be removed as most only have 2-3 skills on their bar at a time. This will mainly help Magicka as they also slot Winters Revenge, Northern Storm and often Lotus.

    While i understand each tree was designed solely for each role, Winters Embrace = Tanking, Green Balance = Healing, Animal Companions = Damage. Why is there a damage passive in the tanking tree that effects magic damage when there are no magic abilities in Winters Embrace.

    The Warden Passives need to be re assessed (plus many skills), as at the moment few passives help other skill trees but we have clearly outlined skill trees for each roles.

    I dont know if these would be good changes or even enough but something needs to happen as the way Wardens are going, ill most likely gear up my Magicka Sorcerer or Nightblade.
    PS NA
    Have played all classes.
    Warden Main
  • Lynx7386
    Lynx7386
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    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.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Anti_Virus
    Anti_Virus
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    Lynx7386 wrote: »
    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.

    Now this is a good suggestion.
    Power Wealth And Influence.
  • RouDeR
    RouDeR
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    By the way Gripling Shards last only 8 seconds instead of 12 like the tooltip says ^^
    This is on Live and PTS also .
  • LeHarrt91
    LeHarrt91
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    RouDeR wrote: »
    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
    PS NA
    Have played all classes.
    Warden Main
  • _Ahala_
    _Ahala_
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    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?
    Edited by _Ahala_ on May 3, 2018 7:02AM
  • MLGProPlayer
    MLGProPlayer
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    ✭✭✭✭✭
    _Ahala_ wrote: »
    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?

    I really like the Fetcher Infection suggestion (turning it into an execute).

    I feel Bird of Prey needs a buff to minor berserk duration to be useful though. Right now, it's a very expensive skill, with a limited payoff. There is really no room for it in any DPS build.
    Edited by MLGProPlayer on May 3, 2018 8:31AM
  • xbobx
    xbobx
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    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.
  • tinythinker
    tinythinker
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    Wow, I had this whole thing typed a few weeks ago and never posted it apparently. So, uhhh... what did I write?

    Well, by now these things may all have already been suggested in the 15 pages of feedback, so sorry for any redundancy :relaxed:

    As near as I can recall, these were the major proposed changes, listed in the order of whatever logic I am using. I am focused on magicka dps (broadly) and magicka PvP and trying not to step on other roles:

    Winter's Revenge (morph of Impaling Shards): Increase the snare's strength by 3% every 0.5 seconds that a target is in the AoE. Starting at 28% any target staying for the full twelve seconds reaches 100% snare for a tick (28+72), then is released as the spell ends. For PvE, more help with CC/damage on mobs. For PvP forces target(s) to roll dodge, streak, etc. with each cast or settle in with defensives. Yes it forces opponents to stay mobile/spend resources but it's only a 6 meter radius and if you just spam this you will get gap-closed/cc'd to death. Those that get caught are prime targets for the now stunless Deep Fissure. Damage could scale up over time as well (though not as much).

    Swarm (and its morphs):

    I was going to suggest a snare for this to everyone with the ability's range, especially since it would make it easier for the Growing Swarm to spread. If Winter's Revenge doesn't get the above buff it could still work. So I was looking instead at the target being silenced for 2 seconds (caster loses a global cool down) and other enemies in the 10 meter radius being put off-balance. Silence doesn't get CC immunity and there is no % chance for silence each gcd (like a miss chance only for spells) so that would be OP even if you could cleanse Swarm (thought: Would be interesting if there was a stamina version of silence that disabled stamina abilities called Distraction).

    Thus I settled on putting the target off balance. Now a heavy attack can knock them down, even one from range, opening up chances for a Deep Fissure combo, especially when combined with the pressure from the Winter's Revenge above in PvP. Even easier to hit in PvE.

    Have the Growing Swarm morph still last 10 seconds but spread the infection to up to six nearby targets at 5 seconds, making it more useful. If trash is still alive after 5 seconds great, more AoE to help burn it down for PvE. For PvP more denial-of-space and scattering clumps and balls. Have the damage increase each tick.

    **edit**: As per the last previous sentence I like the idea I've seen for Swarm and morphs growing stronger over time, not sure what the rate should be. The suggestion of boosting that even more at a certain percentage of the target's health like an execute is great.

    Dive (and its morphs):

    Make it a bomb that locks in to a spot when it gets within 4 meters of the target and explodes when it reaches the spot. The center radius should be.. uhh, however many meters you do in a roll-dodge wide. To get fancy a second ring could be added around the core AoE area that does half damage. Either way you get caught at ground zero you get knocked back.

    Alternates:

    A larger AoE would do (less) damage but also apply some kind of status effect, debuff, light cc, or whatever. For example, the stamina morph could create a disease or poison cloud. This way even though people can dodge it's still effective. One morph could just do more damage and no effect if that is desired. For PvE another ranged AoE, for PvP another denial-of-space attack for dense clusters of players.



    Don't recall the other stuff right now, may be obsolete by the time I do.
    Edited by tinythinker on May 3, 2018 7:02PM
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  • stileanima
    stileanima
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    RouDeR wrote: »
    By the way Gripling Shards last only 8 seconds instead of 12 like the tooltip says ^^
    This is on Live and PTS also .
    LeHarrt91 wrote: »
    RouDeR wrote: »
    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.
    Edited by stileanima on May 3, 2018 10:20PM
    Platform: PC/NA
    Guild: Calamity
    Role: Healer/Damage Dealer

    YouTube | Twitch
  • LeHarrt91
    LeHarrt91
    ✭✭✭✭✭
    stileanima wrote: »
    RouDeR wrote: »
    By the way Gripling Shards last only 8 seconds instead of 12 like the tooltip says ^^
    This is on Live and PTS also .
    LeHarrt91 wrote: »
    RouDeR wrote: »
    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.

    Lol yeah I tested this morning and counted 12 damage ticks.
    PS NA
    Have played all classes.
    Warden Main
  • Zardayne
    Zardayne
    ✭✭✭✭✭
    xbobx wrote: »
    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.

    I agree and it's starting to really *** me off. I mean you ask for people's feedback and then ignore the hell out of them. How hard would it be to just come here and give us an update or a counter argument to something many people have brought up.
  • Zardayne
    Zardayne
    ✭✭✭✭✭
    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
  • LeHarrt91
    LeHarrt91
    ✭✭✭✭✭
    Zardayne wrote: »
    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

    Hmm true, I agree with the not liking the shalk, but each skill tree has a theme, ice, plants and animals. The stun needs to be added to another skill somewhere.
    PS NA
    Have played all classes.
    Warden Main
  • Ralamil
    Ralamil
    ✭✭✭✭
    Zardayne wrote: »
    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

    Removing the delay from the skill completely neuters its burst potential, which is the very reason the skill is even worthwhile. Particularly now with the changes made to it. Won't hear me complain about you wanting different visuals, though. Maybe one day ZOS will take advantage of what they've already done with the Bear ult and provide us with ways to change the visual effects of our skills!

    I feel like the knockdown is thought of more highly than it is useful, but I can at least respect not enjoying that it was removed the skill.
    Karn Wild-Blood - PC NA AD Nord Warden
  • TheBonesXXX
    TheBonesXXX
    ✭✭✭✭✭
    So many Stamdens chiming in, yet so very few Magdens.... speaks volumes about the current dismal state of this class.

    I have no use for my Magden in its current state, my lizard is on ice till I can do something besides tank and heal.
  • TheBonesXXX
    TheBonesXXX
    ✭✭✭✭✭
    Really would like to see some of the passives work in conjunction with Werewolf.
  • Maura_Neysa
    Maura_Neysa
    ✭✭✭✭✭
    Ralamil 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.

    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.
    Maiden Maura - Xbox NA
    Warden Ice Tank (By far my favorite) -RIP #Nerfmire
    Stormproof, Shehai Shatterer, Mageslayer(solo tanked), Ophidian Overlord, Assistant Alienist, Boethiah's Scythe,Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor
    Major
    Dragon Knight Healer (Since Homestead)
    Shehai Shatterer, Mageslayer,
    Warden 2x Bow DPS
    Stormproof, Shehai Shatterer, Mageslayer, Ophidian Overlord, Assistant Alienist, Boethiah's Scythe, Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor, Sunspire Saint,
    Others
    PvP StamDen, Warden Healer, MagDen, Stamplar, StamSorc, DK Failed Attempt, NB Failed Attempt

    Playing BiS isn't impressive, playing unique at BiS lvl, THAT's impressive.


  • HalfEatenCornea
    HalfEatenCornea
    ✭✭✭
    if zos isnt going to cap offbalance in pvp like pve i think changing deep fissure to offbalance people would be a good change, if zos has really made up their mind about taking away our only class stun :(
  • Maura_Neysa
    Maura_Neysa
    ✭✭✭✭✭
    _Ahala_ wrote: »
    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

    Everything Frost damage in the game snares and roots. Frost applies Chilled, damaging a Chilled enemy with a frost skill applies Deep Freeze which roots.
    Blockade is 60% slow, Gripping is a 30% slow. All 3 of them can apply Deep Freeze.
    Its actually a 15% chance. It damages every 2 sec making it not a DoT, just an AoE (5% plus Wardens 200% increase) Sure you can get maim from Heoric, if you want to waste your stamina. Why waste your stamina when you get half of Heoric for magic and a better version of the other half for protecting yourself.
    Maiden Maura - Xbox NA
    Warden Ice Tank (By far my favorite) -RIP #Nerfmire
    Stormproof, Shehai Shatterer, Mageslayer(solo tanked), Ophidian Overlord, Assistant Alienist, Boethiah's Scythe,Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor
    Major
    Dragon Knight Healer (Since Homestead)
    Shehai Shatterer, Mageslayer,
    Warden 2x Bow DPS
    Stormproof, Shehai Shatterer, Mageslayer, Ophidian Overlord, Assistant Alienist, Boethiah's Scythe, Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor, Sunspire Saint,
    Others
    PvP StamDen, Warden Healer, MagDen, Stamplar, StamSorc, DK Failed Attempt, NB Failed Attempt

    Playing BiS isn't impressive, playing unique at BiS lvl, THAT's impressive.


  • Ralamil
    Ralamil
    ✭✭✭✭
    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.
    Karn Wild-Blood - PC NA AD Nord Warden
  • Maura_Neysa
    Maura_Neysa
    ✭✭✭✭✭
    Ralamil 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.

    See you keep saying "it seems" "has to count" i'm telling you, you are wrong

    @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-
    js3c26P.jpg

    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-
    aUkPMQL.jpg

    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-

    stCHxro.jpg

    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-
    rOzCUze.jpg
    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 .

    Maiden Maura - Xbox NA
    Warden Ice Tank (By far my favorite) -RIP #Nerfmire
    Stormproof, Shehai Shatterer, Mageslayer(solo tanked), Ophidian Overlord, Assistant Alienist, Boethiah's Scythe,Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor
    Major
    Dragon Knight Healer (Since Homestead)
    Shehai Shatterer, Mageslayer,
    Warden 2x Bow DPS
    Stormproof, Shehai Shatterer, Mageslayer, Ophidian Overlord, Assistant Alienist, Boethiah's Scythe, Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor, Sunspire Saint,
    Others
    PvP StamDen, Warden Healer, MagDen, Stamplar, StamSorc, DK Failed Attempt, NB Failed Attempt

    Playing BiS isn't impressive, playing unique at BiS lvl, THAT's impressive.


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