ESO_Nightingale wrote: »Seraphayel wrote: »Maura_Neysa wrote: »ESO_Nightingale wrote: »NoMoreChillies wrote: »ESO_Nightingale wrote: »NoMoreChillies wrote: »ESO_Nightingale wrote: »NoMoreChillies wrote: »1. Please can we have a ranged execute? Something like Icicles or shards of ice from the roof.
2. Please can we have an ice spammable skill?.
We had an idea very similar to this. It's a rework of Crystallised slab. there are 2 versions of it. i'll give you v2. but v1 doesn't have the minor courage.
Crystallized Swords:
Embrace Atmora's Power giving you and nearby allies minor courage for 21 seconds. While active, Applying chilled on an enemy summons an ice sword around you. This can occur once every 3 seconds. You can have up to 3 swords at a time.
At any time after 1 sword is summoned, you can fire the swords to bombard an enemy. The first sword deals 230 frost damage. The second sword deals 330 frost damage. The final sword deals 410 frost damage and up to +150% more damage to targets below 50% health
The idea is a delayed burst skill similar to deep fissure and nightblade's grim focus skill. it's a proc skill. It works in rotation with warden's other skills. Essentially you have to build it up after minimum 9 seconds(max damage) to release the damage and then time it with your fissure burst. the execute isn't very big and neither is the individual sword's damage, it deals a decent amount of damage in a burst if all projectiles hit. Courage was placed there to give group utility to magden and to have it do something while you build it up. it's duration fits with other magden skills and is on the 3 second timer.
these base numbers are perhaps a little too low. but they are a reference point. and this skill will absolutely work better in pve. but it may see use in pvp, that is. if it was ever implemented.
seems like a lot of hoops to jump through just for an execute, and then it only works once until you jump through more hoops to build it again.
we don't want to make warden #1 dps. we just want to give them more skills to play around with while making chilled actually useful to a DD. this skill is there to activate around every 10 seconds for a nice bit of burst damage. and it should give magden just a little more juice in the damage dealing tank along with group viability to make magden worth using. if you're using Elemental weapon, or other frost skills which we are trying to make more appealing, it won't really be too bad of a hoop to jump through like you say.
no other class has conditions to their execute, why gimp warden?
a simple ice spammable and any kind of execute. 2 skills that would make magdens worthwhile. no conditions on using certain skills/buffs, just plain skills like other classes have.
Because we have another execute. Granted it has a condition too. Its an ultimate. But it might be a little much if we had bear and another really easy to acess execute. This way it's unique and not overpowered. We are trying to make it fair for other classes while boosting warden's performance. This skill idea would be different if bear didn't have an execute.
Stamblade get Killers Blade and Poison Injection, Sorc Poison Injection and Implosion... just saying.
Sorcs are losing Implosion and the reverse execute it turns into is no execute anymore.
Magicka DPS just should have a weapon execute like Bow, DW and 2h all have. I don't get it why Destruction Staff hasn't one. MagDK is missing an execute as well (I hardly consider the Warden execute as that).
I don't know which skill they could rework, maybe Destructive Reach morphs.
true, i think we could use some form of execute on the destro staff. maybe impulse? i have no idea if that would even be remotely balanced.
that sounds horrible to me, basically an area execute on top of minor mangle, that really would not work, but in the case of mag there really is no execute.
Why not use the useless swarm (my opinion) and make that into some sort of execute, it's a completely redundant skill in pvp, and without a stam morph you don't need to worry about stamden using that skill instead of a weapon skill line execute.
Northern Strom is a perfectly fine ult and it needs to stay the way it is. Most class ultimates suck for DPS anyways so I don't understand why some people here think every single ult in this game needs to be balanced around endgame PvE.
Grianasteri wrote: »Loads I could comment on.
- Id like to see the Warden get a group "purge" ability, that's the main area I feel Templar healers excel above a Warden, so giving the Warden a rough equivalence would be ideal. One of the existing heal powers should have a purge synergy added to it for the group to activate.
Just to say, I love my two Warden characters, a healer and a tank. I especially like my healer. I can see that trying to use a Warden for DPS, or PVP specifically, may present more "pain points".
A lot of mention of CC... but wardens get Impaling shards morph and Arctic wind morph, both of which (from memory) can stun. I guess for folk who play PVP a ranged reliable stun is a must so I get that.
Seraphayel wrote: »Maura_Neysa wrote: »ESO_Nightingale wrote: »NoMoreChillies wrote: »ESO_Nightingale wrote: »NoMoreChillies wrote: »ESO_Nightingale wrote: »NoMoreChillies wrote: »1. Please can we have a ranged execute? Something like Icicles or shards of ice from the roof.
2. Please can we have an ice spammable skill?.
We had an idea very similar to this. It's a rework of Crystallised slab. there are 2 versions of it. i'll give you v2. but v1 doesn't have the minor courage.
Crystallized Swords:
Embrace Atmora's Power giving you and nearby allies minor courage for 21 seconds. While active, Applying chilled on an enemy summons an ice sword around you. This can occur once every 3 seconds. You can have up to 3 swords at a time.
At any time after 1 sword is summoned, you can fire the swords to bombard an enemy. The first sword deals 230 frost damage. The second sword deals 330 frost damage. The final sword deals 410 frost damage and up to +150% more damage to targets below 50% health
The idea is a delayed burst skill similar to deep fissure and nightblade's grim focus skill. it's a proc skill. It works in rotation with warden's other skills. Essentially you have to build it up after minimum 9 seconds(max damage) to release the damage and then time it with your fissure burst. the execute isn't very big and neither is the individual sword's damage, it deals a decent amount of damage in a burst if all projectiles hit. Courage was placed there to give group utility to magden and to have it do something while you build it up. it's duration fits with other magden skills and is on the 3 second timer.
these base numbers are perhaps a little too low. but they are a reference point. and this skill will absolutely work better in pve. but it may see use in pvp, that is. if it was ever implemented.
seems like a lot of hoops to jump through just for an execute, and then it only works once until you jump through more hoops to build it again.
we don't want to make warden #1 dps. we just want to give them more skills to play around with while making chilled actually useful to a DD. this skill is there to activate around every 10 seconds for a nice bit of burst damage. and it should give magden just a little more juice in the damage dealing tank along with group viability to make magden worth using. if you're using Elemental weapon, or other frost skills which we are trying to make more appealing, it won't really be too bad of a hoop to jump through like you say.
no other class has conditions to their execute, why gimp warden?
a simple ice spammable and any kind of execute. 2 skills that would make magdens worthwhile. no conditions on using certain skills/buffs, just plain skills like other classes have.
Because we have another execute. Granted it has a condition too. Its an ultimate. But it might be a little much if we had bear and another really easy to acess execute. This way it's unique and not overpowered. We are trying to make it fair for other classes while boosting warden's performance. This skill idea would be different if bear didn't have an execute.
Stamblade get Killers Blade and Poison Injection, Sorc Poison Injection and Implosion... just saying.
Sorcs are losing Implosion and the reverse execute it turns into is no execute anymore.
Magicka DPS just should have a weapon execute like Bow, DW and 2h all have. I don't get it why Destruction Staff hasn't one. MagDK is missing an execute as well (I hardly consider the Warden execute as that).
I don't know which skill they could rework, maybe Destructive Reach morphs.
Grianasteri wrote: »Loads I could comment on.
- Id like to see the Warden get a group "purge" ability, that's the main area I feel Templar healers excel above a Warden, so giving the Warden a rough equivalence would be ideal. One of the existing heal powers should have a purge synergy added to it for the group to activate.
Northern Strom is a perfectly fine ult and it needs to stay the way it is. Most class ultimates suck for DPS anyways so I don't understand why some people here think every single ult in this game needs to be balanced around endgame PvE.
Grianasteri wrote: »Loads I could comment on.
- Id like to see the Warden get a group "purge" ability, that's the main area I feel Templar healers excel above a Warden, so giving the Warden a rough equivalence would be ideal. One of the existing heal powers should have a purge synergy added to it for the group to activate.
Frozen Retreat could be reconfigured for that purpose:
- Rename to Frozen Blessing
- No longer pulls targets
- Provides a synergy for an ally standing in the rune that removes a limited (5?) amount of negative effects
- Also restores a bit of Magicka or Stamina, depending on the ally's highest stat
- Would have to share a cooldown with Templar Shards and Undaunted Orbs then
Thoughts?Northern Strom is a perfectly fine ult and it needs to stay the way it is. Most class ultimates suck for DPS anyways so I don't understand why some people here think every single ult in this game needs to be balanced around endgame PvE.
Yeah, Northern Storm is really strong but it is rather clunky because of the 8% Max Magicka increase on 1 bar only. It would feel a lot better if that increase got moved to a passive (or the Bear since that's double barred, but that wouldn't be interesting PvP-wise) and the Ultimate itself made more flexible for MagDens that don't stack their Magicka.
I think that, with the exception of Permafrost, the Warden's Ultimates are in need of an upgrade
FrancisCrawford wrote: »Whatever else is done for Magdens, Winter's Revenge should be buffed. I presume it's a PvE-only skill, in which case buffing it shouldn't have much in the way of adverse side effects.
Seraphayel wrote: »Because we have another execute. Granted it has a condition too. Its an ultimate. But it might be a little much if we had bear and another really easy to acess execute. This way it's unique and not overpowered. We are trying to make it fair for other classes while boosting warden's performance. This skill idea would be different if bear didn't have an execute.
Stamblade get Killers Blade and Poison Injection, Sorc Poison Injection and Implosion... just saying.
Sorcs are losing Implosion and the reverse execute it turns into is no execute anymore.
Magicka DPS just should have a weapon execute like Bow, DW and 2h all have. I don't get it why Destruction Staff hasn't one. MagDK is missing an execute as well (I hardly consider the Warden execute as that).
I don't know which skill they could rework, maybe Destructive Reach morphs.
Tornado is an AoE execute, and you can give it to Ele Ring only. However since Minor Mangle has been buggy as ***, then there is really no problem there either.that sounds horrible to me, basically an area execute on top of minor mangle, that really would not work, but in the case of mag there really is no execute.
Why not use the useless swarm (my opinion) and make that into some sort of execute, it's a completely redundant skill in pvp, and without a stam morph you don't need to worry about stamden using that skill instead of a weapon skill line execute.
Grianasteri wrote: »Loads I could comment on.
- Id like to see the Warden get a group "purge" ability, that's the main area I feel Templar healers excel above a Warden, so giving the Warden a rough equivalence would be ideal. One of the existing heal powers should have a purge synergy added to it for the group to activate.
Just to say, I love my two Warden characters, a healer and a tank. I especially like my healer. I can see that trying to use a Warden for DPS, or PVP specifically, may present more "pain points".
A lot of mention of CC... but wardens get Impaling shards morph and Arctic wind morph, both of which (from memory) can stun. I guess for folk who play PVP a ranged reliable stun is a must so I get that.
NoMoreChillies wrote: »Destro execute would be good option, helps DK as well as Warden. If only Ice staff didnt have stupid taunt ability and changed to execute instead.
Maura_Neysa wrote: »Seraphayel wrote: »Because we have another execute. Granted it has a condition too. Its an ultimate. But it might be a little much if we had bear and another really easy to acess execute. This way it's unique and not overpowered. We are trying to make it fair for other classes while boosting warden's performance. This skill idea would be different if bear didn't have an execute.
Stamblade get Killers Blade and Poison Injection, Sorc Poison Injection and Implosion... just saying.
Sorcs are losing Implosion and the reverse execute it turns into is no execute anymore.
Magicka DPS just should have a weapon execute like Bow, DW and 2h all have. I don't get it why Destruction Staff hasn't one. MagDK is missing an execute as well (I hardly consider the Warden execute as that).
I don't know which skill they could rework, maybe Destructive Reach morphs.
Impulse or Elemental Susceptibility (Though Ele Sus is where the Taunt should go)Tornado is an AoE execute, and you can give it to Ele Ring only. However since Minor Mangle has been buggy as ***, then there is really no problem there either.that sounds horrible to me, basically an area execute on top of minor mangle, that really would not work, but in the case of mag there really is no execute.
Why not use the useless swarm (my opinion) and make that into some sort of execute, it's a completely redundant skill in pvp, and without a stam morph you don't need to worry about stamden using that skill instead of a weapon skill line execute.
Swarm is a good option, but that would be only for MagDen, when the topic was a Weapon Execute like all Stam have access to.
nado mehh sorry its weak as hell to me. Impulse gets a tooltip of over 10k unbuffed, so if that is the skill to use for execute then it's damage needs serious reduction like 30% or more. I have not experienced impulse being buggy, is it just not applying the mangle for you or something?
And yep, all stam have access to execute which is why i don't believe stam needs any work whatsoever.
Mag needs the execute, because they simply don't have 1
Maura_Neysa wrote: »Netch is frigging amazing dont change it.
Maura_Neysa wrote: »Falcon WAS good until ZoS nerfed it
Maura_Neysa wrote: »Arctic Wind, is the HP based defensive skill, that every class has.
Maura_Neysa wrote: »Mushrooms and Forest are both great in group content. You can use Forest and Architect to boost group DPS. And Enchanted is no Different than Combat Prayer or Blockade. Its a buff skill, not a Healing skill, only cast it to refresh the Minor Intellect/Endurance/Toughness
Maura_Neysa wrote: »I wouldn't say thats what Wardens most need. I wouldnt even say that is what Warden Healers most most need. For one Trellis a Single Target, Smart Heal, just like Resto Ward, So is the Lotus HA Heal.
Maura_Neysa wrote: »Netch is frigging amazing dont change it.
No, it's a super boring BUFF. Of which we have FAR too many.
Changing it to a pet which does damage would make it and the class far more interesting.Maura_Neysa wrote: »Falcon WAS good until ZoS nerfed it
No, it's a super boring BUFF. Of which we have FAR too many.
Changing it to a pet which does damage would make it and the class far more interesting.Maura_Neysa wrote: »Arctic Wind, is the HP based defensive skill, that every class has.
Most other classes don't have an entire skill line dedicated to healing. Wardens do.
Three of those five healing abilities are already tailored for tanks - living vines, lotus flower, nature's grasp.
LV may as well be self-only. Trying to target a team member with everyone running around madly evading red circles just doesn't work.
LF's heal component is self or "nearby ally". So that's a tank one.
NG again has the problem of trying to target players who are running around madly evading red circles. Even if you can manage that, pulling yourself to someone desperately in need of healing often puts you somewhere you risk imminent death. Obviously a bad thing for a healer to do. So this is ANOTHER tank one.
Then there's this single healing ability sucking up a space in the ice skill line. I'll have that as a damage ability thank you very much!Maura_Neysa wrote: »Mushrooms and Forest are both great in group content. You can use Forest and Architect to boost group DPS. And Enchanted is no Different than Combat Prayer or Blockade. Its a buff skill, not a Healing skill, only cast it to refresh the Minor Intellect/Endurance/Toughness
I said absolutely nothing about the forest / grove / thicket ultimate so I have no idea why you're trying to argue about that.
No, mushrooms isn't great in group content.
With a very narrow cone and with players running around madly evading red circles, your chances of actually hitting people with is rarely great. Except for maybe the tank and if anyone is melee'ing near them.
But budding seeds does that job more effectively so shrooms is just a waste of space on the bar. I scoff (loudly) at minor intellect/endurance and remind you that toughness applies to all warden heals, so can get that from budding seeds.Maura_Neysa wrote: »I wouldn't say thats what Wardens most need. I wouldnt even say that is what Warden Healers most most need. For one Trellis a Single Target, Smart Heal, just like Resto Ward, So is the Lotus HA Heal.
It's like you've never, ever, ever, ever played a warden healer. Or even read their ability descriptions.
Trellis has to be pinpoint targeted. You often need to have the mouse cursor directly over the player you want to heal since you frequently have multiple players in close proximity to each other. Even just getting yourself pointed in their general direction and hoping it auto-targets the right player isn't easy. With group content designed to have players - including healers - moving nearly constantly, that's just not viable.
Healers have to heal when players are hurt. They can't ask their team and its opponents to please take a time out so they can target them for a heal.
Even if you can get it on someone it's fairly garbage. As a reactive heal it's great but that's only useful on the tank. Other members aren't likely to be taking lots of small hits. What they are likely to take are occasional big hits.
For that wardens have nothing.
Resto staff heals are vastly superior to warden ones. Especially healing ward. I wouldn't even consider doing group content without my healing bar mostly filled with them.
Budding seeds is the only warden heal worth slotting.
Templars Do. DK Tanking tree only has one less tank skill in it than WardensMaura_Neysa wrote: »Arctic Wind, is the HP based defensive skill, that every class has.
Most other classes don't have an entire skill line dedicated to healing. Wardens do.
LMAO Living, Lotus, or Grasp being a Tank heal.
Three of those five healing abilities are already tailored for tanks - living vines, lotus flower, nature's grasp.
Living Vines is a smart Heal, It. Will. Go. To. The. Lowest. Health. No targeting needed at all unless you want to heal someone in less need of it
LV may as well be self-only. Trying to target a team member with everyone running around madly evading red circles just doesn't work.
No its not, because Tanks aren't Light/Heavy Attacking often at all.
LF's heal component is self or "nearby ally". So that's a tank one.
Again NO IT IS NOT. Tanks number one job is controlling the Boss, so you moving, and dragging the Boss with you to the DPS is just about the most idiotic notion
NG again has the problem of trying to target players who are running around madly evading red circles. Even if you can manage that, pulling yourself to someone desperately in need of healing often puts you somewhere you risk imminent death. Obviously a bad thing for a healer to do. So this is ANOTHER tank one.
Every Class has a Health based Heal. Clanfear, Green Dragon Blood, Dark Cloak, Sun Shield, Arctic Wind. So take one of your listed useless heals and put it there
Then there's this single healing ability sucking up a space in the ice skill line. I'll have that as a damage ability thank you very much!
It the exact same as Combat Prayer, Blockade, Refreshing, etc. Its fine. AND its two hard to get Buffs OR, the only Stam Burst Heal in the gameMaura_Neysa wrote: »Mushrooms and Forest are both great in group content. You can use Forest and Architect to boost group DPS. And Enchanted is no Different than Combat Prayer or Blockade. Its a buff skill, not a Healing skill, only cast it to refresh the Minor Intellect/Endurance/Toughness
I said absolutely nothing about the forest / grove / thicket ultimate so I have no idea why you're trying to argue about that.
No, mushrooms isn't great in group content.
With a very narrow cone and with players running around madly evading red circles, your chances of actually hitting people with is rarely great. Except for maybe the tank and if anyone is melee'ing near them.
But budding seeds does that job more effectively so shrooms is just a waste of space on the bar. I scoff (loudly) at minor intellect/endurance and remind you that toughness applies to all warden heals, so can get that from budding seeds.
Actually I heal on s DK, so sure tell me how bad Wardens have itMaura_Neysa wrote: »I wouldn't say thats what Wardens most need. I wouldnt even say that is what Warden Healers most most need. For one Trellis a Single Target, Smart Heal, just like Resto Ward, So is the Lotus HA Heal.
It's like you've never, ever, ever, ever played a warden healer. Or even read their ability descriptions.
I wouldnt use Trellis in group content anyway, Healing Ward just does it better. Group play doesnt even need that kind of skill at all though. Just maintain your HoTs and let Earth Gore CYA. Those skill are great solo though. It doesn't change the fact that your ideas are not what Wardens need at all
Trellis has to be pinpoint targeted. You often need to have the mouse cursor directly over the player you want to heal since you frequently have multiple players in close proximity to each other. Even just getting yourself pointed in their general direction and hoping it auto-targets the right player isn't easy. With group content designed to have players - including healers - moving nearly constantly, that's just not viable.
Healers have to heal when players are hurt. They can't ask their team and its opponents to please take a time out so they can target them for a heal.
Even if you can get it on someone it's fairly garbage. As a reactive heal it's great but that's only useful on the tank. Other members aren't likely to be taking lots of small hits. What they are likely to take are occasional big hits.
For that wardens have nothing.
Resto staff heals are vastly superior to warden ones. Especially healing ward. I wouldn't even consider doing group content without my healing bar mostly filled with them.
Budding seeds is the only warden heal worth slotting.
IronWooshu wrote: »
If I could dislike or thumbs down a post I would chose this one 100 times over.
Going after Netch? Saying Stamina or Magicka return is useless and we have too many buffs?....
Is absolutely idiotic
Birds needs some love, I would love to see snare immunity on cast with it. It doesnt need to become a direct damage attack and neither does netch. You have Swarm, Bear, Cliff Racer, Shalks as damaging attacks.
Grianasteri wrote: »Loads I could comment on.
- Id like to see the Warden get a group "purge" ability, that's the main area I feel Templar healers excel above a Warden, so giving the Warden a rough equivalence would be ideal. One of the existing heal powers should have a purge synergy added to it for the group to activate.
Frozen Retreat could be reconfigured for that purpose:
- Rename to Frozen Blessing
- No longer pulls targets
- Provides a synergy for an ally standing in the rune that removes a limited (5?) amount of negative effects
- Also restores a bit of Magicka or Stamina, depending on the ally's highest stat
- Would have to share a cooldown with Templar Shards and Undaunted Orbs then
Thoughts?Northern Strom is a perfectly fine ult and it needs to stay the way it is. Most class ultimates suck for DPS anyways so I don't understand why some people here think every single ult in this game needs to be balanced around endgame PvE.
Yeah, Northern Storm is really strong but it is rather clunky because of the 8% Max Magicka increase on 1 bar only. It would feel a lot better if that increase got moved to a passive (or the Bear since that's double barred, but that wouldn't be interesting PvP-wise) and the Ultimate itself made more flexible for MagDens that don't stack their Magicka.
I think that, with the exception of Permafrost, the Warden's Ultimates are in need of an upgrade
Grianasteri wrote: »Loads I could comment on.
- Id like to see the Warden get a group "purge" ability, that's the main area I feel Templar healers excel above a Warden, so giving the Warden a rough equivalence would be ideal. One of the existing heal powers should have a purge synergy added to it for the group to activate.
Frozen Retreat could be reconfigured for that purpose:
- Rename to Frozen Blessing
- No longer pulls targets
- Provides a synergy for an ally standing in the rune that removes a limited (5?) amount of negative effects
- Also restores a bit of Magicka or Stamina, depending on the ally's highest stat
- Would have to share a cooldown with Templar Shards and Undaunted Orbs then
Thoughts?Northern Strom is a perfectly fine ult and it needs to stay the way it is. Most class ultimates suck for DPS anyways so I don't understand why some people here think every single ult in this game needs to be balanced around endgame PvE.
Yeah, Northern Storm is really strong but it is rather clunky because of the 8% Max Magicka increase on 1 bar only. It would feel a lot better if that increase got moved to a passive (or the Bear since that's double barred, but that wouldn't be interesting PvP-wise) and the Ultimate itself made more flexible for MagDens that don't stack their Magicka.
I think that, with the exception of Permafrost, the Warden's Ultimates are in need of an upgrade
I like this idea, but make it an ultimate instead, so it doesn't compete with Templar's cleanser. Maybe add it to Northern Storm. Since they are getting rid of the ability for rapid maneuver to remove snares and immobilizations, we need a cleanser for Wardens.
ESO_Nightingale wrote: »Grianasteri wrote: »Loads I could comment on.
- Id like to see the Warden get a group "purge" ability, that's the main area I feel Templar healers excel above a Warden, so giving the Warden a rough equivalence would be ideal. One of the existing heal powers should have a purge synergy added to it for the group to activate.
Frozen Retreat could be reconfigured for that purpose:
- Rename to Frozen Blessing
- No longer pulls targets
- Provides a synergy for an ally standing in the rune that removes a limited (5?) amount of negative effects
- Also restores a bit of Magicka or Stamina, depending on the ally's highest stat
- Would have to share a cooldown with Templar Shards and Undaunted Orbs then
Thoughts?Northern Strom is a perfectly fine ult and it needs to stay the way it is. Most class ultimates suck for DPS anyways so I don't understand why some people here think every single ult in this game needs to be balanced around endgame PvE.
Yeah, Northern Storm is really strong but it is rather clunky because of the 8% Max Magicka increase on 1 bar only. It would feel a lot better if that increase got moved to a passive (or the Bear since that's double barred, but that wouldn't be interesting PvP-wise) and the Ultimate itself made more flexible for MagDens that don't stack their Magicka.
I think that, with the exception of Permafrost, the Warden's Ultimates are in need of an upgrade
I'd put that new synergy on bursting vines. It's a green balance skill morph no-one uses. And thats a healer synergy. Doesnt fit on ice skills.
Maura_Neysa wrote: »Netch is frigging amazing dont change it.
No, it's a super boring BUFF. Of which we have FAR too many.
Changing it to a pet which does damage would make it and the class far more interesting.Maura_Neysa wrote: »Falcon WAS good until ZoS nerfed it
No, it's a super boring BUFF. Of which we have FAR too many.
Changing it to a pet which does damage would make it and the class far more interesting.Maura_Neysa wrote: »Arctic Wind, is the HP based defensive skill, that every class has.
Most other classes don't have an entire skill line dedicated to healing. Wardens do.
Three of those five healing abilities are already tailored for tanks - living vines, lotus flower, nature's grasp.
LV may as well be self-only. Trying to target a team member with everyone running around madly evading red circles just doesn't work.
LF's heal component is self or "nearby ally". So that's a tank one.
NG again has the problem of trying to target players who are running around madly evading red circles. Even if you can manage that, pulling yourself to someone desperately in need of healing often puts you somewhere you risk imminent death. Obviously a bad thing for a healer to do. So this is ANOTHER tank one.
Then there's this single healing ability sucking up a space in the ice skill line. I'll have that as a damage ability thank you very much!Maura_Neysa wrote: »Mushrooms and Forest are both great in group content. You can use Forest and Architect to boost group DPS. And Enchanted is no Different than Combat Prayer or Blockade. Its a buff skill, not a Healing skill, only cast it to refresh the Minor Intellect/Endurance/Toughness
I said absolutely nothing about the forest / grove / thicket ultimate so I have no idea why you're trying to argue about that.
No, mushrooms isn't great in group content.
With a very narrow cone and with players running around madly evading red circles, your chances of actually hitting people with is rarely great. Except for maybe the tank and if anyone is melee'ing near them.
But budding seeds does that job more effectively so shrooms is just a waste of space on the bar. I scoff (loudly) at minor intellect/endurance and remind you that toughness applies to all warden heals, so can get that from budding seeds.Maura_Neysa wrote: »I wouldn't say thats what Wardens most need. I wouldnt even say that is what Warden Healers most most need. For one Trellis a Single Target, Smart Heal, just like Resto Ward, So is the Lotus HA Heal.
It's like you've never, ever, ever, ever played a warden healer. Or even read their ability descriptions.
Trellis has to be pinpoint targeted. You often need to have the mouse cursor directly over the player you want to heal since you frequently have multiple players in close proximity to each other. Even just getting yourself pointed in their general direction and hoping it auto-targets the right player isn't easy. With group content designed to have players - including healers - moving nearly constantly, that's just not viable.
Healers have to heal when players are hurt. They can't ask their team and its opponents to please take a time out so they can target them for a heal.
Even if you can get it on someone it's fairly garbage. As a reactive heal it's great but that's only useful on the tank. Other members aren't likely to be taking lots of small hits. What they are likely to take are occasional big hits.
For that wardens have nothing.
Resto staff heals are vastly superior to warden ones. Especially healing ward. I wouldn't even consider doing group content without my healing bar mostly filled with them.
Budding seeds is the only warden heal worth slotting.
ESO_Nightingale wrote: »Grianasteri wrote: »Loads I could comment on.
- Id like to see the Warden get a group "purge" ability, that's the main area I feel Templar healers excel above a Warden, so giving the Warden a rough equivalence would be ideal. One of the existing heal powers should have a purge synergy added to it for the group to activate.
Frozen Retreat could be reconfigured for that purpose:
- Rename to Frozen Blessing
- No longer pulls targets
- Provides a synergy for an ally standing in the rune that removes a limited (5?) amount of negative effects
- Also restores a bit of Magicka or Stamina, depending on the ally's highest stat
- Would have to share a cooldown with Templar Shards and Undaunted Orbs then
Thoughts?Northern Strom is a perfectly fine ult and it needs to stay the way it is. Most class ultimates suck for DPS anyways so I don't understand why some people here think every single ult in this game needs to be balanced around endgame PvE.
Yeah, Northern Storm is really strong but it is rather clunky because of the 8% Max Magicka increase on 1 bar only. It would feel a lot better if that increase got moved to a passive (or the Bear since that's double barred, but that wouldn't be interesting PvP-wise) and the Ultimate itself made more flexible for MagDens that don't stack their Magicka.
I think that, with the exception of Permafrost, the Warden's Ultimates are in need of an upgrade
I like this idea, but make it an ultimate instead, so it doesn't compete with Templar's cleanser. Maybe add it to Northern Storm. Since they are getting rid of the ability for rapid maneuver to remove snares and immobilizations, we need a cleanser for Wardens.
We have a free 1 effect cleanse via blue betty. I think that's pretty fair.
Northern Storm should be looked at. And changed to be less janky. Or even reworked if people feel that way, which some do. However this should take place after other real skill changes and buffs happen so we determine what is fair. But passive slotted magicka is very annoying. If it was a flat increase of like 300 spell dmg or something it would be less annoying to slot on front while keeping its actual spell damage increase or increasing it a little more than it is on live to make it fairer to mag stackers who get the most benefit out of it.
ESO_Nightingale wrote: »Grianasteri wrote: »Loads I could comment on.
- Id like to see the Warden get a group "purge" ability, that's the main area I feel Templar healers excel above a Warden, so giving the Warden a rough equivalence would be ideal. One of the existing heal powers should have a purge synergy added to it for the group to activate.
Frozen Retreat could be reconfigured for that purpose:
- Rename to Frozen Blessing
- No longer pulls targets
- Provides a synergy for an ally standing in the rune that removes a limited (5?) amount of negative effects
- Also restores a bit of Magicka or Stamina, depending on the ally's highest stat
- Would have to share a cooldown with Templar Shards and Undaunted Orbs then
Thoughts?Northern Strom is a perfectly fine ult and it needs to stay the way it is. Most class ultimates suck for DPS anyways so I don't understand why some people here think every single ult in this game needs to be balanced around endgame PvE.
Yeah, Northern Storm is really strong but it is rather clunky because of the 8% Max Magicka increase on 1 bar only. It would feel a lot better if that increase got moved to a passive (or the Bear since that's double barred, but that wouldn't be interesting PvP-wise) and the Ultimate itself made more flexible for MagDens that don't stack their Magicka.
I think that, with the exception of Permafrost, the Warden's Ultimates are in need of an upgrade
I like this idea, but make it an ultimate instead, so it doesn't compete with Templar's cleanser. Maybe add it to Northern Storm. Since they are getting rid of the ability for rapid maneuver to remove snares and immobilizations, we need a cleanser for Wardens.
We have a free 1 effect cleanse via blue betty. I think that's pretty fair.
Northern Storm should be looked at. And changed to be less janky. Or even reworked if people feel that way, which some do. However this should take place after other real skill changes and buffs happen so we determine what is fair. But passive slotted magicka is very annoying. If it was a flat increase of like 300 spell dmg or something it would be less annoying to slot on front while keeping its actual spell damage increase or increasing it a little more than it is on live to make it fairer to mag stackers who get the most benefit out of it.
My vantage point is that of a healer - the blue betty does not heal other players. I find that the big issue with the classes and their modifications is that it's from the perspective of DPS and not the support classes. For us who live to "support other players" we look at classes and their skills differently.
When I have to explain to new healers that, "Wardens can do this too, but we get it from pvp (purge) or undaunted (resource return)" it does make Wardens seem more complicated than they are. it would be great to have a purging ability for others, especially if it's tied to an Ultimate since Wardens to be more Ultimate based.
GrumpyDuckling wrote: »It would be nice to have an OPTION to toggle certain skills/buffs -- especially on the Warden because Wardens have such an exhausting buff rotation. For example, Lotus Flower and Living Vines are perfect candidates for skills that a player might consider toggling, if they so choose. The decision to toggle comes at a cost, as a skill would need to be double barred (see: Sorcerer pets) to remain active at all times, but on certain builds, especially heavy rotation builds like Wardens often have, it would be nice to have the OPTION to make that sacrifice.
"Toggling" a skill could be as simple as pressing the "lock" button on a skill that qualifies as one that could be toggled (the same way we "lock" items that we don't want to sell or deconstruct).
asuitandtyb14_ESO wrote: »I have a suggestion that isn't balance oriented, but still relevant to a good warden change. Currently, the animal companion skill line features animals exclusive to Morrowind, with the exception of the bear. It stands out like a sore thumb. Now, my suggestion is to add a skin (mechanically the same as the slate-grey bear) to change the appearance of the bear to a kwama worker. There currently exists, in-game, npcs in Vvardenfell dungeons who summon kwama workers almost exactly like bears. It would not require a ton of time or work to use those existing assets, in order to provide a cohesive aesthetic option to the animal companions line.
ESO_Nightingale wrote: »asuitandtyb14_ESO wrote: »I have a suggestion that isn't balance oriented, but still relevant to a good warden change. Currently, the animal companion skill line features animals exclusive to Morrowind, with the exception of the bear. It stands out like a sore thumb. Now, my suggestion is to add a skin (mechanically the same as the slate-grey bear) to change the appearance of the bear to a kwama worker. There currently exists, in-game, npcs in Vvardenfell dungeons who summon kwama workers almost exactly like bears. It would not require a ton of time or work to use those existing assets, in order to provide a cohesive aesthetic option to the animal companions line.
people have wanted a polar bear skin for it. it's not too far fetched. but i think a reskin for animal companions skills would be cool.
ESO_Nightingale wrote: »GrumpyDuckling wrote: »It would be nice to have an OPTION to toggle certain skills/buffs -- especially on the Warden because Wardens have such an exhausting buff rotation. For example, Lotus Flower and Living Vines are perfect candidates for skills that a player might consider toggling, if they so choose. The decision to toggle comes at a cost, as a skill would need to be double barred (see: Sorcerer pets) to remain active at all times, but on certain builds, especially heavy rotation builds like Wardens often have, it would be nice to have the OPTION to make that sacrifice.
"Toggling" a skill could be as simple as pressing the "lock" button on a skill that qualifies as one that could be toggled (the same way we "lock" items that we don't want to sell or deconstruct).
warden doesn't need more "slotted" skills. PLEASE NO.