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Let's talk about Warden (Summerset edition)

  • casparian
    casparian
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    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.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Lynx7386
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    casparian wrote: »
    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.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • casparian
    casparian
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    Lynx7386 wrote: »
    casparian wrote: »
    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.

    Stamina warden is one of the best DPS classes in the game. They're fine and don't need help in order to do endgame-relevant DPS, which is why I didn't say anything about them. But I do agree with you that making morphs do nothing but change the skill into a stamina version is lame.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Waffennacht
    Waffennacht
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    If there's an open PTS make sure to post your opinions and tests
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Ron_Burgundy_79
    Ron_Burgundy_79
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    If there's an open PTS make sure to post your opinions and tests

    I really want to run the bear ulti in pvp but it's a real pain to keep it alive. I've noticed that it can only be healed with aoe heals. They could buff the magwarden by allowing the bear to be a targetable ally for all green balance abilities. This would give magwarden's access to their strongest hot (natures embrace) while also helping the eternal guardian's survivability.
  • JXNwarrior
    JXNwarrior
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    ^ this pls
    PC NA 300 CP
    PS4 NA 1200+ CP
  • MLGProPlayer
    MLGProPlayer
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    Another suggestion to fix the bear ult is to get rid of the re-summon animation and have the bear re-summon on its own with the passive. In content where the bear keeps dying, like dungeons, trials, and PvP (so pretty much all content other than overland...), having your rotation interrupted by a 2-second long re-summon animation every 5-10 seconds is annoying.
    Edited by MLGProPlayer on April 11, 2018 7:47PM
  • Ron_Burgundy_79
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    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.
  • Maura_Neysa
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    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.

    While I agree with removing the animations from the Eternal Guardian, You can cancel out of it. So I would hardly call it a guaranteed death.
    Still, the ONLY difference between the 2 morphs is Magic/Physical Damage. The Stam bear does not do more damage since its harder to stack stam/weapon damage than magic/spell damage. And the Bear does not re-summon automatically, because it still cost you the animation, and its bugged out and doesn't always actually summon.
    Funny Eternal Guardian implies he is always there, but in reality you still have to recast him, how is that worth anything?
    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.


  • MLGProPlayer
    MLGProPlayer
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    They should just replace the current magicka morph of the bear by making it a single bar ability (get rid of the automatic re-summon nonsense). This would instantly make magicka warden more viable. Their DPS would be respectable (around the same level as templar and DK) while they would gain access to an AOE ult.

    There is literally no drawback to this solution. I know sorcs complain about their pets being double barred, but this is an ultimate. It can be special. It's also a mandatory skill in the warden's kit (sorc pets are optional as sorcs can deal competitive DPS without them).
    Edited by MLGProPlayer on April 14, 2018 12:03AM
  • Remee
    Remee
    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.
  • Maura_Neysa
    Maura_Neysa
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    Remee wrote: »
    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.

    Good gawd man. Its the second highest sole DPS. With Sub Assualt the strongest skill. Do you know how the Warden at all?
    You're going to cast Sub every 3 seconds. 2 second gap on the back bar on my build. So who cares if its 10 sec or 5.
    The Bear aspect is the only semi valid point you made. Even then Dawn Breaker and Ballista isnt really that much worse
    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.


  • Lynx7386
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    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).
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Maura_Neysa
    Maura_Neysa
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    Lynx7386 wrote: »
    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).
    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.
    Lynx7386 wrote: »
    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.
    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.
    Lynx7386 wrote: »
    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.
    Warden already has a chains, and it’s better, they don’t need another.
    Lynx7386 wrote: »
    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).
    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 help
    Lynx7386 wrote: »
    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.
    This will just be a useless skill if this happens.
    Lynx7386 wrote: »
    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.
    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.
    Lynx7386 wrote: »
    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.
    28 meters is too far, maybe 15 meters. Otherwise I like these change ideas
    Lynx7386 wrote: »
    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.
    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.



    As for the rest... I think only actually trying them would answer those questions. I do love the of skins and versions of pets. Though I doubt they will come. I am a fan of variety in character both in combat and in cosmetic.
    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.


  • Skander
    Skander
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    Can someone screenshot how much dmg the Warden Rune does now?
    I meme, but my memes are so truthful they hurt
    -Elder Nightblades Online
    Want competitive pvp while being outnumbered? Tough luck, the devs clearly said you have to die in those situations
  • Maura_Neysa
    Maura_Neysa
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    Skander wrote: »
    Can someone screenshot how much dmg the Warden Rune does now?

    Frozen Gate? Currently doesn’t do any damage
    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.


  • Skander
    Skander
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    Skander wrote: »
    Can someone screenshot how much dmg the Warden Rune does now?

    Frozen Gate? Currently doesn’t do any damage

    in the pts, it does
    I meme, but my memes are so truthful they hurt
    -Elder Nightblades Online
    Want competitive pvp while being outnumbered? Tough luck, the devs clearly said you have to die in those situations
  • xbobx
    xbobx
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    If there's an open PTS make sure to post your opinions and tests

    Do you really think they listen? Its fan service at best.

    How many bugs are reported in PTS that just get ignored and they go live.
  • Lynx7386
    Lynx7386
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    @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.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Maura_Neysa
    Maura_Neysa
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    Lynx7386 wrote: »
    @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.

    Obviously the changes to the combustion passive will change thing. You do realize that is just giving DKS what Wardens already have.
    However pre-Summerset, if you actually compare DK Ulti gen rate at 1 War Horn every 60sec and 1 lgineous Shield every 4 second to Warden Netch plus 100% Nature's Gift stamina return up time. Then Warden out [/i] stamina [/i] regen Dk. Obviously this is a very unlikely situation for both. However it is far easier (especially as a tank) to maintain 100% uptime on 2 skills than it is to manage Ulti and a Every (x)sec cast.
    However, in general I agree. The cost of the Warden is that everything is on delay. More powerful, but delayed.

    Gate's clunkyness is mostly uneven ground bull. Where for some reason it lands off of where it was targeted. It is a trap though and really should be place where the enemy will be, not where it currently is. My point with Gate though, was it is already better and different than Chains. Do NOT turn Wardens into DKs. Neither Warden or DK wants their class identity lost in the other. Bad enough that Chains just lost its identity to Silver Leash.
    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.


  • werzui
    werzui
    ✭✭
    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 :smile:

    tell me what u think about that idea "even if it may never happen :neutral: ...... pls ZoS prove me wrong on that one :"
    Edited by werzui on August 9, 2018 9:58AM
    ! . . .
    I once dreamed to be a powerful Cryomancer, then i woke up and a bear was licking my face ...
    ...
    "WTB Cryomancy, a Spellsword, intelligent Pets maybe?!"
    . . . ?

    *About me:
    PC/EU Deutsch/German
    CP 830+
    Crafter master;
    Magblade main;
    Cryomancer wannabe;
    Spellsword wip;
  • Xerge
    Xerge
    ✭✭✭
    new player 330cp+

    I'm im so jealous of execute skills I have to bar whirling blades.

    Swarms is a cool cosmetic effect. That what is it, right? Here I thought i was going to sting em to death executioner style (hint, hint ZoS stam morph, 7%crit dmg/50more dmg below 50% health=tired of clunky ass beartrap skill FFsakes. ALSO moprh shorten duration and increase dmg/50%more dmg below 50% for MAGDEN)

    ZoS I'd like to share my breed of fast cliff racers with you, theyre actually fun. animation issue. Feels right at range and midrange. Feels awkward in melee range.

    turn artic winds into class CC

    All done.

  • ccmedaddy
    ccmedaddy
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    ✭✭
    werzui wrote: »
    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 :smile:

    tell me what u think about that idea "even if it may never happen :neutral: ...... pls ZoS prove me wrong on that one :"
    Ew no. I shouldn't have to sacrifice 50% of my main burst just to have a working CC lol.
  • Mojomonkeyman
    Mojomonkeyman
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    Lynx7386 wrote: »
    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).

    You don't PvP much, ha? As a pure PvP Mag Warden I disagree heavily with almost every single point you made (except frost gate, that one could be nice). Your suggestions would break the class beyond repair in PvP. Game over.
    Koma Grey, Chocolate Thunder, Little Mojo, Dagoth Mojo & Mojomancy
  • md3788
    md3788
    ✭✭✭
    Kanar 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?
    vFG1 HM
  • Xerge
    Xerge
    ✭✭✭
    Honestly bear is just too good and doesn't leave other options; don't deny it wardens.

    Bear can sneak around through delves and my sorc friend's pets will fly off attacking ***. He can tank a mob for you; hell you can go afk in overland content and he'll rip the mob apart for you. Bear just got your back. I just hope they dont nerf the poor bear. I think he's great.

    My only gripe is he doesn't taunt. Where's your growl at bud.

    Edit;

    in all seriousness the bear should be baked into the class with better scaling. Would still be optional to use just shouldn't demand both Ult slots.
    Edited by Xerge on August 11, 2018 12:07AM
  • MLGProPlayer
    MLGProPlayer
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    ✭✭✭✭✭
    md3788 wrote: »
    Kanar 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?

    The bear is responsible for about 15% of the warden's DPS.

    NB/DK/templar/sorc can all hit 48k+ DPS with destro ult equipped

    A magden can only hit around 41k DPS with the destro ult.

    Even with the bear ultimate, they still parse lower than all the other classes, but at least they're a bit closer.
    Edited by MLGProPlayer on August 11, 2018 5:14AM
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