I short they need:
20-25% Increase in damage and healing.
Arctic wind and morphs need to be about double it's current strength.
Delayed effect spells need to have a shorter duration.
Frost damage needs some love.
Stun needs to be put back on Shalks.
I understand if the intention was for wardens to use Frost to CC, but the status effect even with Charged staff rarely procs and it's frost so damage is a joke.
It feels like Warden was 'punished' for being too fun.
The class is a really neat bag of tricks. I have 3 of them, all leveling. It plays very well there. A great tank, a great healer, and a really cool DPS at a level where I can't really tell if I'm actually useless...
But The class also feels like 3 different classes in one.
The three skill lines have about as much thematically in common with each other as Coffee and the planet Pluto... It's like... Oh this is neat... but what is that?
I'll agree with those who wonder why there is a heal in the Winter line.
Winter feels like it was meant as a tanking line. So Arctic Wind should be an AoE damage mitigation ability...
- cut enemy damage done by X% when inside of it or attacking someone inside of it.
- In other words Arctic Wind and Crystalized Shield should be 'merged' into a defensive barrier around the Warden - a small AoE, like 2-5 meters. And a new ability is then needed to fill out the skill line.
The bear shouldn't be an Ultimate. Like the Sorcerer's pets, it should be a regular skill, and of power for such. The Animal Companion Ultimate should be Swarm, boosted up to be of the right potency for an Ultimate.
- In 'thematic concept' Swarn just reads like an Ultimate ability... and it's a perfect opposite of the Green Line healing Ultimate... It should be that powerful, but as an AoE instead.
- In theme, the Bear reads like the Sorcerer's pet... and should be that powerful as well... Maybe it should be a Dog, that you Morph into either a Wolf or a Bear... for Damage or 'Pet Tank' just like the two options Sorcerer has.
Greetings reps:
1.) More Max HP morphs/ scales off skills; E.G. The damage from Arctic Blast should deal damage based off max HP
2.) Increase the range of gripping shards
So many negative opinions about frost damage being too low on warden but it's not entirely true now after latest changes (3 full sets with frost staff). While having 5 pcs. Julianos + 5 pcs. Ysgramor plus some damaging monster set, the frost warden can play a true aoe supporting role. Lower damage in comparison to mag sorc is compensated by an awesome immobilization effect applied with every cast of Elemental Blockade, followed by Winter's Revenge and Crystallized Slab as defence-offence for ranged mobs.
While doing dungeons with lower level quishy players or without super power over levelled sorcerers, this immobilization on every cast helps a lot. I think much more power plus immobilization effect on each cast, could be a bit too OP.
Frozen Device also helps creating some unique tactics, while in a same time allowing to troll other players by stealing enemies especially from low lvl melee players.
Amdar_Godkiller wrote: »1. Too many skills that don't deal damage, making any nerf to our current damage dealing toolkit catastrophic.
2. No hard CC. (This should be the bird, not the shalk)
Amdar_Godkiller wrote: »The bird would need a damage reduction for that morph, but it is still the most viable option for a stun. Mag builds have no need for a spammable anyway, as that is basically every other destro skills functions. The reduced travel time change already ruins the skills burst potential.
Amdar_Godkiller wrote: »The bird would need a damage reduction for that morph, but it is still the most viable option for a stun. Mag builds have no need for a spammable anyway, as that is basically every other destro skills functions. The reduced travel time change already ruins the skills burst potential.
But the reduced travel time helps PVE dps though, where timing burst is not the playstyle.
I wonder if changing a natures grasp morph to a stun would work, like the vines burst out of the ground and stun the enemy. As i haven't seen this skill used much outside of pvp, and even then Bursting Vines grants ultimate when below 60% and in PVP thats basically execute range anyway.
I don't think they will add a stun to the animal companion tree (even tho the bears heavy attack stuns) as they want each tree to focus on one thing, tanking/ controlling the fight, healing, damage. Which in the current state of the game isn't working for the warden
Amdar_Godkiller wrote: »Amdar_Godkiller wrote: »The bird would need a damage reduction for that morph, but it is still the most viable option for a stun. Mag builds have no need for a spammable anyway, as that is basically every other destro skills functions. The reduced travel time change already ruins the skills burst potential.
But the reduced travel time helps PVE dps though, where timing burst is not the playstyle.
I wonder if changing a natures grasp morph to a stun would work, like the vines burst out of the ground and stun the enemy. As i haven't seen this skill used much outside of pvp, and even then Bursting Vines grants ultimate when below 60% and in PVP thats basically execute range anyway.
I don't think they will add a stun to the animal companion tree (even tho the bears heavy attack stuns) as they want each tree to focus on one thing, tanking/ controlling the fight, healing, damage. Which in the current state of the game isn't working for the warden
Yeah I don't like that approach (one skill line per role). That would ruin most classes.
1. give magwarden a CC. /stun.
2. remove stamina based spamable heals.