With the Empower changes, ZOS should add Empower to the magicka Cliff Racer morph. This would give magwardens a significant PVE DPS boost without introducing anything uncounterable in PVP.
With the Empower changes, ZOS should add Empower to the magicka Cliff Racer morph. This would give magwardens a significant PVE DPS boost without introducing anything uncounterable in PVP.
But what about the stam morph? Am I still the only one pissed that the stamina morphs for bear and cliff racer add absolutely NOTHING to the ability, other than changing the damage type and resource cost?
I'm all for buffs to the magicka side of things but having abilities labelled as 'stamina morphs' that give nothing beyond the base ability is a kick to the nuts for stamina characters, and that goes for all classes that have the same issue with abilities/morphs.
As far as giving buffs to magwardens to make them more necessary for groups, why not give them a group minor force buff? Everyone in trials is trying to stack aggressive warhorns just for that one buff, when it'd ease things up for the tanks and healers alike if a DPS could consistently provide minor force to the group.
Waffennacht wrote: »If there's an open PTS make sure to post your opinions and tests
MLGProPlayer wrote: »Another suggestion to fix the bear ult is to get rid of the re-summon animations and have the bear re-summon on its own with the passibe. In content where the bear keeps dying, like dungeons, trials, and PvP (so pretty much all content other than overland...), having your rotations interrupted by a 2-second long re-summon animation every 5-10 seconds is annoying.
Ron_Burgundy_79 wrote: »MLGProPlayer wrote: »Another suggestion to fix the bear ult is to get rid of the re-summon animations and have the bear re-summon on its own with the passibe. In content where the bear keeps dying, like dungeons, trials, and PvP (so pretty much all content other than overland...), having your rotations interrupted by a 2-second long re-summon animation every 5-10 seconds is annoying.
Agreed. At the very least, the free re-summoning of the bear should come free of animation. It's a guaranteed death if you're caught in this animation in pvp by someone that's somewhat competent.
Stam wardens need some love, period.
Swarm not having a stam morph is seriously hindering to dps.
The bear being required for any build makes us a terrible choice.
3 Second count down on sub assault makes it not even a consideration for a dps build, yet you take away the one good thing it had? 10 second breach/fracture to a 5 second fracture? Useless.
I just don't understand how these changes could even be considered good.
No, just no. A stamina damage skill that cost magic? Especially on a Warden, who like NB already use most of there magic. I really don’t get why I keep hearing people want to remove the heal. If your Player eneny is dumb enough to stay in Corrupting Pollen, that’s on them. If you wasn’t to keep Defile up-time, you are going to move it and the heal won’t happen.Here's what I would really like to see happen to bring up all aspects of the warden class to where they need to be:
Green Balance
Healing Seed & Morphs: Make healing seed (initial ability) a 8 second heal over time, restoring health every 2 seconds and having the large burst heal at the end of the duration. Make budding seeds increase the duration to 16 seconds, and allow the user to trigger the ability again to instantly grant the burst heal. Remove the heal from corrupting pollen and make it deal disease damage over 8 seconds and apply major defile to enemies in the area.
This gives tanks a burst heal option via budding seeds, where the tank can lay down a 16 second effect and then use the burst heal when it's needed, while providing healing over time to melee dps. Stamina or magicka characters can use corrupting pollen as an aoe DPS supplemental ability (costs magicka and scales with spell damage/max magicka, but gains benefits from disease damage boosts via champion points, allowing it to be moderately useful for both roles).
This would make it OP Wardens already have better sustain than DK. It’s already the best sustain choice, though your proposed Budding Seed would be better.Living Vines - Leeching Vines Morph: Make this morph self-cast only (not on an ally), remove the minor lifesteal, and cause it to restore magicka and stamina whenever you take damage (in addition to the health restore). This would make it a more useful sustain tool for tank wardens, where often times the ability casts on someone who isnt actively taking damage instead of yourself. Also synergizes with nature's gift better for tanks.
Warden already has a chains, and it’s better, they don’t need another.Winter's Embrace
Arctic Wind & Morphs: Remove the healing effect from this skill entirely. Tank wardens can get their burst heal with the budding seeds change listed above. Instead, this ability now does the following:
Arctic Wind: Envelop yourself in a windstorm, Periodically pulling enemies within 15 meters to you over 10 seconds. This makes the ability a gathering skill for tanks - you pop it and it sucks enemies in, like an automatic chains for close range enemies. Probably at a rate of 1 enemy every 1 or 2 seconds.
Where is the originality? Why do you just want to give them another classes skill? I at least like the increased frost damage part though, Magdens do need helpPolar Wind: Enemies pulled toward you by the wind are afflicted by minor vulnerability, increasing the damage they take by 8% for 10 seconds. This would be the primary tank morph, causing your group to deal additional damage, and giving wardens something on-par with engulfing flames as a unique debuff that cant really be obtained elsewhere (except through sets).
Arctic Blast: No longer pulls enemies towards you. Instead deals frost damage in an area around you every second for 10 seconds. This is the DPS morph, essentially functioning in a similar fashion to hurricane/boundless storm (but no ramp up).
This will just be a useless skill if this happens.Crystallized Shield & Morphs: Remove this as a damage shield, and instead have these abilities create a wall of ice on the ground in front of you (just like NPCs use). While you are within 5 meters of the wall, it absorbs projectiles directed at you. This creates a stationary gameplay mechanic, making the shield less powerful in pvp situations. Revert the cost changes.
Again you just want to give Warden some other classes skill. A niche skill at that, that’s only used in PvP. On top of that, Gate is more powerful, it pulls bigger enemies and it isn’t completely shut down one big fat enemy in front of you. In vSO while the DK is running around in Mantakora pull, I don’t move and place these ads right in the group, not the fringe.Frozen Gate & Morphs Get rid of this ground-placed pull idea. As useful as it can be at times, it just pales in comparison to DK chains or the new silver leash for pulling purposes. I would propose a new ability in it's place:
Frozen Shard: Throw a javelin of ice to impale an enemy, knocking the target down and dealing frost damage.
Morph 1: Frozen Grip: Yanks impaled enemies back to your location and afflicts them with major maim for 4 seconds. This is the new version of the ability as a tank pull.
Morph 2: Coldsnap: Frozen shard now deals 50% additional damage to chilled enemies, and 100% additional damage to frozen enemies (Frozen, in this case, would count as any enemy rooted by gripping shards or wall of frost). The dps morph, obviously.
28 meters is too far, maybe 15 meters. Otherwise I like these change ideasAnimal Companions
Feral Guardian & Morphs: Aside from combat changes, we would really like to see other animal skins made available for this ability. It's clear that was the intention when it was designed and released with a gray war bear skin option. I'd like to see senche, direwolf, etc. as options.
That said, on to the changes:
Eternal Guardian is obviously bugged and not working as intended with the animation on revival, so I suggest removing that effect entirely. Instead, change eternal guardian to Winter Guardian: Activating the guardian's attack creates a blizzard, dealing frost damage every second for 10 seconds to enemies around it (in addition to the current execute-claw attack). This gives it an aoe option.
Wild Guardian also needs improvements, as it currently offers nothing over the base ability. Suggested change: When activating the attack of the guardian, it will charge at the target up to 28 meters away and snares them for 1 second.
Maybe the ne light attack only version of Empower. However given that StamDen is the second hardest hitting DPS, I think a DPS buff is the wrong addition. I defensive or utility buff would be much better.Cutting Dive: As with the wild guardian, this ability gives no real benefit over the base ability. Cutting Dive should grant you empower for 5 seconds.
Can someone screenshot how much dmg the Warden Rune does now?
Maura_Neysa wrote: »
Waffennacht wrote: »If there's an open PTS make sure to post your opinions and tests
@Maura_Neysa
Wardens certainly do not have better sustain than DK, especially on the PTS where DK sustain has gotten even better with the combustion changes. As much as I like nature's gift and bull netch for getting my stamina back while blocking, it just doesnt match up to the huge chunk of health, magicka, and stamina returned whenever a DK uses an ultimate.
The biggest issue here is that a warden has to constantly manage and be extremely careful with his resources, or he risks running dry. A dragonknight can make some mistakes or spam a little more than needed, and never have to worry about resources because he can get back to 100% with the press of a button.
As for frozen gate vs chains: gate may have a couple of advantages, as you've noted, but in my experience it's relatively clunky, often unreliable, and definitely slower than chains for pulling distant enemies.
Ew no. I shouldn't have to sacrifice 50% of my main burst just to have a working CC lol.i have an idea to give wardens a CC:
it acts like budding seeds but on deep fissure; when u cast deep fissure it has a 3 sec, i think time to appear and deal damage so while its charging u can activate it again to CC a targed and deal only 50% of its original damage (it should be dodgeable but not blockable)with this 50% damage reduction on that cc it shouldn't be that powerful like the original deep fissure!
btw, i would add major breach back to subterran assault to give tanks that aoe penetration for the grp
tell me what u think about that idea "even if it may never happen...... pls ZoS prove me wrong on that one :"
Here's what I would really like to see happen to bring up all aspects of the warden class to where they need to be:
Green Balance
Fungal Growth & Morphs: either increase the width of the conal effect, or make this a square effect like combat prayer or Refreshing path. Right now it is simply too difficult to aim, particularly on moving targets.
Healing Seed & Morphs: Make healing seed (initial ability) a 8 second heal over time, restoring health every 2 seconds and having the large burst heal at the end of the duration. Make budding seeds increase the duration to 16 seconds, and allow the user to trigger the ability again to instantly grant the burst heal. Remove the heal from corrupting pollen and make it deal disease damage over 8 seconds and apply major defile to enemies in the area.
This gives tanks a burst heal option via budding seeds, where the tank can lay down a 16 second effect and then use the burst heal when it's needed, while providing healing over time to melee dps. Stamina or magicka characters can use corrupting pollen as an aoe DPS supplemental ability (costs magicka and scales with spell damage/max magicka, but gains benefits from disease damage boosts via champion points, allowing it to be moderately useful for both roles).
Living Vines - Leeching Vines Morph: Make this morph self-cast only (not on an ally), remove the minor lifesteal, and cause it to restore magicka and stamina whenever you take damage (in addition to the health restore). This would make it a more useful sustain tool for tank wardens, where often times the ability casts on someone who isnt actively taking damage instead of yourself. Also synergizes with nature's gift better for tanks.
Lotus Flower & Morphs: Make this ability heal you -and- a nearby ally on light and heavy attacks, rather than you -or- an ally. This is a survival tool for the user as much as it is for your team.
Nature's Grasp & Morphs: Completely overhaul this ability. The pull self to an ally and wonky targeting are, currently, terrible and render this ability unused by all but a few niche pvp builds. I would suggest the following:
Nature's Grasp: Encases an enemy with choking vines, reducing movement speed by 40% and dealing X magic damage over 10 seconds.
Morph: Bursting Vines: When the effect ends or is purged, the vines explode for X magic damage to all nearby enemies.
Morph: Nature's Embrace: Also applies minor lifesteal for 10 seconds, causing allies to heal for 600 every 1 second when dealing damage to the target.
Winter's Embrace
Arctic Wind & Morphs: Remove the healing effect from this skill entirely. Tank wardens can get their burst heal with the budding seeds change listed above. Instead, this ability now does the following:
Arctic Wind: Envelop yourself in a windstorm, Periodically pulling enemies within 15 meters to you over 10 seconds. This makes the ability a gathering skill for tanks - you pop it and it sucks enemies in, like an automatic chains for close range enemies. Probably at a rate of 1 enemy every 1 or 2 seconds.
Polar Wind: Enemies pulled toward you by the wind are afflicted by minor vulnerability, increasing the damage they take by 8% for 10 seconds. This would be the primary tank morph, causing your group to deal additional damage, and giving wardens something on-par with engulfing flames as a unique debuff that cant really be obtained elsewhere (except through sets).
Arctic Blast: No longer pulls enemies towards you. Instead deals frost damage in an area around you every second for 10 seconds. This is the DPS morph, essentially functioning in a similar fashion to hurricane/boundless storm (but no ramp up).
Crystallized Shield & Morphs: Remove this as a damage shield, and instead have these abilities create a wall of ice on the ground in front of you (just like NPCs use). While you are within 5 meters of the wall, it absorbs projectiles directed at you. This creates a stationary gameplay mechanic, making the shield less powerful in pvp situations. Revert the cost changes.
Frozen Gate & Morphs Get rid of this ground-placed pull idea. As useful as it can be at times, it just pales in comparison to DK chains or the new silver leash for pulling purposes. I would propose a new ability in it's place:
Frozen Shard: Throw a javelin of ice to impale an enemy, knocking the target down and dealing frost damage.
Morph 1: Frozen Grip: Yanks impaled enemies back to your location and afflicts them with major maim for 4 seconds. This is the new version of the ability as a tank pull.
Morph 2: Coldsnap: Frozen shard now deals 50% additional damage to chilled enemies, and 100% additional damage to frozen enemies (Frozen, in this case, would count as any enemy rooted by gripping shards or wall of frost). The dps morph, obviously.
Piercing Cold (Passive): Rather than increasing all frost and magic damage by 6%, change this ability to give you a flat 6% damage bonus to any enemy that is chilled. This would allow you to get the bonus when using non-frost abilities, and also help out stamina wardens by boosting physical/poison/disease damage types against chilled enemies as well.
Animal Companions
Feral Guardian & Morphs: Aside from combat changes, we would really like to see other animal skins made available for this ability. It's clear that was the intention when it was designed and released with a gray war bear skin option. I'd like to see senche, direwolf, etc. as options.
That said, on to the changes:
Eternal Guardian is obviously bugged and not working as intended with the animation on revival, so I suggest removing that effect entirely. Instead, change eternal guardian to Winter Guardian: Activating the guardian's attack creates a blizzard, dealing frost damage every second for 10 seconds to enemies around it (in addition to the current execute-claw attack). This gives it an aoe option.
Wild Guardian also needs improvements, as it currently offers nothing over the base ability. Suggested change: When activating the attack of the guardian, it will charge at the target up to 28 meters away and snares them for 1 second.
Cutting Dive: As with the wild guardian, this ability gives no real benefit over the base ability. Cutting Dive should grant you empower for 5 seconds.
Swarm & Morphs: The base damage of swarm and both morphs should be increased by approximately 20%.
Fetcher Infection should be made into a stamina ability dealing disease damage. Rather than granting extra damage on every other cast, recasting fetcher infection on a target already afflicted by it should deal additional up-front damage. This would make it necessary to recast at the last second in order to get the most damage and efficiency out of the ability, adding some skill play.
Growing swarm should be changed to a ground placed AoE effect, spawning a cloud of swarming insects that deal damage to all enemies in the area. The cloud should grow in radius and damage every 3 seconds, with a total duration of 12 seconds, essentially acting like a placed hurricane effect.
Netch & Morphs: No combat/mechanic changes are needed, but I would really like to see the 'beam' effect removed entirely (simply make a pulsing blue or green aura around the netch to indicate it's functioning), and I would love to see skins for this ability to turn it into an owl or something instead of a floating jellyfish.
Falcon's Swiftness & Morphs: All morphs of this ability should have the 14 second duration (better yet, 20 seconds, as precedence is already set by grim focus / merciless resolve for nightblades).
MLGProPlayer wrote: »Even to get their marginal DPS, warden is forced to use the dumb bear ultimate. That's a non-starter for me cause I hate pets. I'd like to see them nerf the bear and buff other damage skills.
Even if you like pets, it's just not a good ultimate. A single target ultimate sucks on a magicka character. It also dies instantly in most boss fights.
Not to mention it isn't even strong. With the bear equipped, magden is still like 7k+ DPS behind NB/sorc (who get to use destro ultiamte).
MLGProPlayer wrote: »Even to get their marginal DPS, warden is forced to use the dumb bear ultimate. That's a non-starter for me cause I hate pets. I'd like to see them nerf the bear and buff other damage skills.
Even if you like pets, it's just not a good ultimate. A single target ultimate sucks on a magicka character. It also dies instantly in most boss fights.
Not to mention it isn't even strong. With the bear equipped, magden is still like 7k+ DPS behind NB/sorc (who get to use destro ultiamte).
Sorry if this is a dumb question, but why do Wardens feel they have to use the bear? Why can't they just equip a destro ult?