SilverIce58 wrote: »Anti_Virus wrote: »SilverIce58 wrote: »Anti_Virus wrote: »SilverIce58 wrote: »Anti_Virus wrote: »ESO_Nightingale wrote: »Anti_Virus wrote: »Hyperion616 wrote: »Starlight_Knight wrote: »The difference between warden and necro is the necro knows what it is, but the warden has a serious identity crisis.
This would seem to be the case in point. From what little bit I've been able to play of the class. But, then I see so many people roaming around in game as some form of ranger/hunter/w.e it would almost seem that the Warden Class is a live and doing well even in it's misunderstood way.
Thats the way the class was designed
not the way it was advertised. it was advertised as a frost mage that has a bear as an ally.
- The main character was a redguard a well know stamina race
- Wielding a melee weapon specifically a 2handed weapon
- Skill advisors( how ZOS wants new players to build for the game) state for the magic version of the class is a “druid” and stamina as a ranger
- Rich lambert stated in an interview [paraphrased] “the game will finally have a viable bow based playstyle” I will link the vid when I find it.
I don’t think that portrays an ice mage at all, it still doesn’t mean that it shouldn’t exist tho.
You also realize that that redguard only used frost magic, and he used quite a large amount of it yes? In fact, the only animal skill he used was that of the bear, and all of his other skills were frost magic.
Indeed but stamdens right now still use ice magic, I use the Winters embrace ultimate and crystallized slab all the time along with Ice fortress is my stamden still suppose to be an ice mage?
The bear is an iconic animal pet like other MMOs this class is supposed to mirror Hunter/Rangers and or Druid beast masters mages.
Look I get that you want an Ice mage, i support it but the class was definitely not advertised as one
You cannot say the class wasn't advertised as one when the warden from the trailer used almost only ice skills.
Did you read what I typed? What about the healing skill tree how does that fig in the Ice mage theme?
Idk. All I'm saying is that the class was advertised as a warrior who uses a lot of ice magic.
Anti_Virus wrote: »SilverIce58 wrote: »Anti_Virus wrote: »SilverIce58 wrote: »Anti_Virus wrote: »SilverIce58 wrote: »Anti_Virus wrote: »ESO_Nightingale wrote: »Anti_Virus wrote: »Hyperion616 wrote: »Starlight_Knight wrote: »The difference between warden and necro is the necro knows what it is, but the warden has a serious identity crisis.
This would seem to be the case in point. From what little bit I've been able to play of the class. But, then I see so many people roaming around in game as some form of ranger/hunter/w.e it would almost seem that the Warden Class is a live and doing well even in it's misunderstood way.
Thats the way the class was designed
not the way it was advertised. it was advertised as a frost mage that has a bear as an ally.
- The main character was a redguard a well know stamina race
- Wielding a melee weapon specifically a 2handed weapon
- Skill advisors( how ZOS wants new players to build for the game) state for the magic version of the class is a “druid” and stamina as a ranger
- Rich lambert stated in an interview [paraphrased] “the game will finally have a viable bow based playstyle” I will link the vid when I find it.
I don’t think that portrays an ice mage at all, it still doesn’t mean that it shouldn’t exist tho.
You also realize that that redguard only used frost magic, and he used quite a large amount of it yes? In fact, the only animal skill he used was that of the bear, and all of his other skills were frost magic.
Indeed but stamdens right now still use ice magic, I use the Winters embrace ultimate and crystallized slab all the time along with Ice fortress is my stamden still suppose to be an ice mage?
The bear is an iconic animal pet like other MMOs this class is supposed to mirror Hunter/Rangers and or Druid beast masters mages.
Look I get that you want an Ice mage, i support it but the class was definitely not advertised as one
You cannot say the class wasn't advertised as one when the warden from the trailer used almost only ice skills.
Did you read what I typed? What about the healing skill tree how does that fig in the Ice mage theme?
Idk. All I'm saying is that the class was advertised as a warrior who uses a lot of ice magic.
Agreed and an ice mage should be a thing, question is how do we go about doing it?
IMO..Fact that magden gets about the same use out of frost magic with its winters embrace line as stamden is kinda the problem here... mag subclasses are supposed to have more class based offensive options than stam subclasses as they don’t have access to the same range of offensive options through weapon lines... magden without offensive ice magic is like sorc without offensive shock magic, dk without offensive fire magic, nightblade without offensive syphoning magic, or templar without offensive light magic... it just makes no sense... magden right now is just a blue colored stamden with about 2/5 the total number of offensive options
I don’t really want them to do anything to shimmering shield as that could really hurt pve warden tanks but I would like them to completely removal all defensive components from the crystallized slab morph in favor of creating a tactically powerful offensive frost proc skill for magden (sort of like whip for dk, frags for sorc, and will for nb)
SilverIce58 wrote: »I don’t really want them to do anything to shimmering shield as that could really hurt pve warden tanks but I would like them to completely removal all defensive components from the crystallized slab morph in favor of creating a tactically powerful offensive frost proc skill for magden (sort of like whip for dk, frags for sorc, and will for nb)
What about have it turn into something similar to Inferno (Flames of Oblivion)? An ice sphere that floats around you dealing damage to enemies and buffs you and nearby allies.
SilverIce58 wrote: »I don’t really want them to do anything to shimmering shield as that could really hurt pve warden tanks but I would like them to completely removal all defensive components from the crystallized slab morph in favor of creating a tactically powerful offensive frost proc skill for magden (sort of like whip for dk, frags for sorc, and will for nb)
What about have it turn into something similar to Inferno (Flames of Oblivion)? An ice sphere that floats around you dealing damage to enemies and buffs you and nearby allies.
That sounds awesome... if this morph functioned as a pb dps turret ability with a damage utility buff instead of a shield with damage return against the next three projectile users it would be an amazing source of pressure against ranged and melee opponents alike while giving magden some dps group utility... when eclipse gives up to 6 heals and 6 damage procs on all direct damage attacks or forces your opponent to use a gcd to remove the condition and dragon fire scale reduces all projectile damage by 50% for 6s while returning damage up to every half second to a max of 12 damage procs the current 3 projectile damage shield with resources returned per hit and 3 damage procs skill that is crystallized slab is rather underwhelming considering that how all three of these skills do about the same amount of damage per proc
Lughlongarm wrote: »My wish list:
It always bothered me that that "Winter's Revenge" is basically a much worse version of "Wall of Elements morphs". It cost more, does the same amount of damage , smaller radius(even before morph), smaller snare, no additional effects(like the root on chilled enemies,explosion when expire etc.. ).
ZOS were fast to emphasize how 6 sec swiftness on "Falcon's Swiftness" is a rule breaker. Didn't they also had a rule that class abilities should be stronger than their weapon abilities counter parts?(when skills doing exactly the same thing and can be directly compared) What about the AOE unshockable rule that doe snot apply scorch anymore?
So ya, stronger "Winter's Revenge". They could give the skill the 60% snare they took from WOE , and some damage boost.
Lughlongarm wrote: »Bear needs some utility and movement assistance in PvP, I suggested before that bear will have self synergy capability, Zos actually decided to put it on the Necro , shame
I think bear should not be a regular pet, it should be regarded as a "companion"(special pet mechanic) My initial idea was(other than the synergy idea) that Bear will be regarded as an ally for application of skills and passives. to give bear another ulty(one for each bar), one is the execute attack and the other is the bear AOE stun maul, warden can decide which attack he would like to do based on the scenario. Bear will have a basic attack(on CD) that taunts. In terms of movement, melee attacks on AI is always a pain in MMO PVP. no wounder most AI pets implications in the game are either range attacks(turret like or AOE attacks that are hard to evade). If they want to keep bear melee attack and make it effective in PvP, I suggest they will add to one of its passive attack(the one with taunt) and the special ulty attacks, the jump- dash mechanic they put on the skelton bomber(I mean the last jump the skelton does before hitting the target).
yeah this skill needs damage and to be unblockable OR SOMETHING to be worth considering over destro touch.Lughlongarm wrote: »Artic wind - rework this one completely, I saw many good suggestion. Stun+tank heal is not a good combo/ tank warden already have good healing support skills for allies(you just added Nature's Grasp to the list).
i like this idea a lot actually. makes the skill more useful in pve and more tactical in general. nice!Lughlongarm wrote: »Nature's Grasp - the movement thingi should be optional, you mark the target with the vine and you have 3 sec to re-use the ability on the same target if you want to jump(after you vine mark the target, the range of movement can go even further than the 28 range limit).
We have a pretty easy suggestion for this to be buffed in pvp. simply: remove enemy pull and increase damage by like 65%. there you go. damage trap with an inbuilt ally save mechanic. shouldn't be overly hard to implement. but i'm not a dev. to further balance it you can increase arming time and make it so you can only have 1 trap at a time again.Lughlongarm wrote: »Frozen gate - maintain its tanking PVE use but add something for this skill to be usable in pvp(frozen retreat morph rework).
i agree on the werewolf front. too many passives are just "slot this! slot that!". what we absolutely need is some reason for magdens to be proccing chilled. one way would be to give the magden minor force for 8 seconds when chilled is applied. this should totally negate the need to use channeled acceleration in pve. and give another bar slot for future winter's embrace skill reworks. but you can also go with "chilled enemies take +10% critical damage". that also works for a short term change.Lughlongarm wrote: »Passives - Major overall , more universal passives that are not tied to the number of skill you have from same tree, less dead passives like 15% snare reduction, no passives that requires an ally to work(unless they go with the bear idea), more synergy potential with WW builds(shouldn't warden be tied to hircine or something?)
yes. i don't wan't animals from a volcanic area mixing with my FROST magic anymore. also why is there a bear in with them? bears aren't in vvardenfell.Lughlongarm wrote: »Animal skins for attacks - this is an easy money grab, so many wardens will pay 10$-15 for that in a blink of an eye, just think about it.
ESO_Nightingale wrote: »Lughlongarm wrote: »My wish list:
It always bothered me that that "Winter's Revenge" is basically a much worse version of "Wall of Elements morphs". It cost more, does the same amount of damage , smaller radius(even before morph), smaller snare, no additional effects(like the root on chilled enemies,explosion when expire etc.. ).
ZOS were fast to emphasize how 6 sec swiftness on "Falcon's Swiftness" is a rule breaker. Didn't they also had a rule that class abilities should be stronger than their weapon abilities counter parts?(when skills doing exactly the same thing and can be directly compared) What about the AOE unshockable rule that doe snot apply scorch anymore?
So ya, stronger "Winter's Revenge". They could give the skill the 60% snare they took from WOE , and some damage boost.
Eruption is like winter's revenge, except with initial damage, has a 70% snare and lasts for a longer time. we don't need stronger snares in the game. what this skill could do is some unique form of damage. or have a synergy or group utility. perhaps summoning it can give you 2 ice wraiths for the duration?Lughlongarm wrote: »Bear needs some utility and movement assistance in PvP, I suggested before that bear will have self synergy capability, Zos actually decided to put it on the Necro , shame
I think bear should not be a regular pet, it should be regarded as a "companion"(special pet mechanic) My initial idea was(other than the synergy idea) that Bear will be regarded as an ally for application of skills and passives. to give bear another ulty(one for each bar), one is the execute attack and the other is the bear AOE stun maul, warden can decide which attack he would like to do based on the scenario. Bear will have a basic attack(on CD) that taunts. In terms of movement, melee attacks on AI is always a pain in MMO PVP. no wounder most AI pets implications in the game are either range attacks(turret like or AOE attacks that are hard to evade). If they want to keep bear melee attack and make it effective in PvP, I suggest they will add to one of its passive attack(the one with taunt) and the special ulty attacks, the jump- dash mechanic they put on the skelton bomber(I mean the last jump the skelton does before hitting the target).
What i'd do is make both morphs scale damage off correct stat. then make the half useless "Eternal Guardian" morph straight up just "guardian's wrath" execute. so you cast it, the bear runs up and uses it and despawns or even just make it a straight up animation of the bear using it with no jankiness. But make it only need 1 bar. And the wild guardian morph stays the same except that it's damage now scales off max stats. I think that's a win-winyeah this skill needs damage and to be unblockable OR SOMETHING to be worth considering over destro touch.Lughlongarm wrote: »Artic wind - rework this one completely, I saw many good suggestion. Stun+tank heal is not a good combo/ tank warden already have good healing support skills for allies(you just added Nature's Grasp to the list).i like this idea a lot actually. makes the skill more useful in pve and more tactical in general. nice!Lughlongarm wrote: »Nature's Grasp - the movement thingi should be optional, you mark the target with the vine and you have 3 sec to re-use the ability on the same target if you want to jump(after you vine mark the target, the range of movement can go even further than the 28 range limit).We have a pretty easy suggestion for this to be buffed in pvp. simply: remove enemy pull and increase damage by like 65%. there you go. damage trap with an inbuilt ally save mechanic. shouldn't be overly hard to implement. but i'm not a dev. to further balance it you can increase arming time and make it so you can only have 1 trap at a time again.Lughlongarm wrote: »Frozen gate - maintain its tanking PVE use but add something for this skill to be usable in pvp(frozen retreat morph rework).i agree on the werewolf front. too many passives are just "slot this! slot that!". what we absolutely need is some reason for magdens to be proccing chilled. one way would be to give the magden minor force for 8 seconds when chilled is applied. this should totally negate the need to use channeled acceleration in pve. and give another bar slot for future winter's embrace skill reworks. but you can also go with "chilled enemies take +10% critical damage". that also works for a short term change.Lughlongarm wrote: »Passives - Major overall , more universal passives that are not tied to the number of skill you have from same tree, less dead passives like 15% snare reduction, no passives that requires an ally to work(unless they go with the bear idea), more synergy potential with WW builds(shouldn't warden be tied to hircine or something?)yes. i don't wan't animals from a volcanic area mixing with my FROST magic anymore. also why is there a bear in with them? bears aren't in vvardenfell.Lughlongarm wrote: »Animal skins for attacks - this is an easy money grab, so many wardens will pay 10$-15 for that in a blink of an eye, just think about it.
Lughlongarm wrote: »ESO_Nightingale wrote: »Lughlongarm wrote: »My wish list:
It always bothered me that that "Winter's Revenge" is basically a much worse version of "Wall of Elements morphs". It cost more, does the same amount of damage , smaller radius(even before morph), smaller snare, no additional effects(like the root on chilled enemies,explosion when expire etc.. ).
ZOS were fast to emphasize how 6 sec swiftness on "Falcon's Swiftness" is a rule breaker. Didn't they also had a rule that class abilities should be stronger than their weapon abilities counter parts?(when skills doing exactly the same thing and can be directly compared) What about the AOE unshockable rule that doe snot apply scorch anymore?
So ya, stronger "Winter's Revenge". They could give the skill the 60% snare they took from WOE , and some damage boost.
Eruption is like winter's revenge, except with initial damage, has a 70% snare and lasts for a longer time. we don't need stronger snares in the game. what this skill could do is some unique form of damage. or have a synergy or group utility. perhaps summoning it can give you 2 ice wraiths for the duration?Lughlongarm wrote: »Bear needs some utility and movement assistance in PvP, I suggested before that bear will have self synergy capability, Zos actually decided to put it on the Necro , shame
I think bear should not be a regular pet, it should be regarded as a "companion"(special pet mechanic) My initial idea was(other than the synergy idea) that Bear will be regarded as an ally for application of skills and passives. to give bear another ulty(one for each bar), one is the execute attack and the other is the bear AOE stun maul, warden can decide which attack he would like to do based on the scenario. Bear will have a basic attack(on CD) that taunts. In terms of movement, melee attacks on AI is always a pain in MMO PVP. no wounder most AI pets implications in the game are either range attacks(turret like or AOE attacks that are hard to evade). If they want to keep bear melee attack and make it effective in PvP, I suggest they will add to one of its passive attack(the one with taunt) and the special ulty attacks, the jump- dash mechanic they put on the skelton bomber(I mean the last jump the skelton does before hitting the target).
What i'd do is make both morphs scale damage off correct stat. then make the half useless "Eternal Guardian" morph straight up just "guardian's wrath" execute. so you cast it, the bear runs up and uses it and despawns or even just make it a straight up animation of the bear using it with no jankiness. But make it only need 1 bar. And the wild guardian morph stays the same except that it's damage now scales off max stats. I think that's a win-winyeah this skill needs damage and to be unblockable OR SOMETHING to be worth considering over destro touch.Lughlongarm wrote: »Artic wind - rework this one completely, I saw many good suggestion. Stun+tank heal is not a good combo/ tank warden already have good healing support skills for allies(you just added Nature's Grasp to the list).i like this idea a lot actually. makes the skill more useful in pve and more tactical in general. nice!Lughlongarm wrote: »Nature's Grasp - the movement thingi should be optional, you mark the target with the vine and you have 3 sec to re-use the ability on the same target if you want to jump(after you vine mark the target, the range of movement can go even further than the 28 range limit).We have a pretty easy suggestion for this to be buffed in pvp. simply: remove enemy pull and increase damage by like 65%. there you go. damage trap with an inbuilt ally save mechanic. shouldn't be overly hard to implement. but i'm not a dev. to further balance it you can increase arming time and make it so you can only have 1 trap at a time again.Lughlongarm wrote: »Frozen gate - maintain its tanking PVE use but add something for this skill to be usable in pvp(frozen retreat morph rework).i agree on the werewolf front. too many passives are just "slot this! slot that!". what we absolutely need is some reason for magdens to be proccing chilled. one way would be to give the magden minor force for 8 seconds when chilled is applied. this should totally negate the need to use channeled acceleration in pve. and give another bar slot for future winter's embrace skill reworks. but you can also go with "chilled enemies take +10% critical damage". that also works for a short term change.Lughlongarm wrote: »Passives - Major overall , more universal passives that are not tied to the number of skill you have from same tree, less dead passives like 15% snare reduction, no passives that requires an ally to work(unless they go with the bear idea), more synergy potential with WW builds(shouldn't warden be tied to hircine or something?)yes. i don't wan't animals from a volcanic area mixing with my FROST magic anymore. also why is there a bear in with them? bears aren't in vvardenfell.Lughlongarm wrote: »Animal skins for attacks - this is an easy money grab, so many wardens will pay 10$-15 for that in a blink of an eye, just think about it.
WOW man, thank you for the in-depth feedback. Actually I agree with all everything you wrote. Hope ZoS will take notice of your ideas.
Stam Warden still seems pretty good xD
Jesus Christ just reading through the comments here, who have so swiftly yet bumblingly come to the conclusion that magden need buffs or some kind of class changes. I want to iterate that this is completely UNNECESSARY. Magden is insane in PvP because you have literally the highest base magic damage possible with a slottable that gives an 11%!!! BASE damage bonus. You will never need to activate it even with the new magicka snare removal. There is no way that ZOS should buff this class and should look at balancing these insane passives. How is giving 3% damage bonus PER OFFENSIVE SKILL balanced at all? You're the only magicka class in the entire game to have Major breach on an offensive ability, that does insane burst and is undodgeable and is even AOE. Warden shalk was unblockable for nearly 2 years and was the king of group fights for that (and will continue to be so, likely).
How can you say Warden has no group utility? Corrupting Pollen, Living Trellis, Sleet, and extremely high chill chance from winters embrace meaning wall of elements root is proccing off cooldown far more often than any other class. You can't do anything with major defile + ice wall stacking in many fights. Warden is just so heavily overturned for turtling fights with the amount of healing it has, not to mention they can inversely shut down healing completely. What game are you people playing, honestly?
Why is it "crutch" to use clench, let alone sleet? It works very well with the warden kit, which is mostly AOE. It's proc'ing Minor Vuln off RNG. The vast majority of magsorc builds are spamming flame reach, given rune cage is a dead ability with no damage and a very clear telegraph. What's crutch about good damage abilities? Crutch would be resto ult, tree ult, to extend fights artificially etc.ESO_Nightingale wrote: »Okay, 1: Yeah you currently do a lot of AOE damage. but you're also forced to crutch on northern storm and the shock staff clench (a lot of the time, it's Master's Shock Clench) along with deep fissure. The snare enables you to easily hit your deep fissures and does a nice bit of damage while locking down every enemy for your group. Every magden and their mother runs those because it's the only effective way to play in PvP.
Ok, no.ESO_Nightingale wrote: »2, yes. bird of prey gives an 11% buff to your damage. that's a lot, but at the same time, they introduced Race Against Time which likely takes it's place. it's a strong skill for sure. but it's mainly a slotted skill. which we already have too many of. and it's still not really worth casting in combat.
True, I slotted it for maximum effectiveness for my shield, healing and damage. But to be honest my clips were only from a few hours of playing on two separate days, and I had just started playing that build. Probably 3.5 weeks old footage, I've already changed my setup around, and I could easily swap sleet to tree ult backbar or ice meteor even for group play. The reason I double-barred sleet for solo, was because tree ult is sort of ineffective in solo, given I can just cast sleet for tankiness and spam trellis for burst heals. Warden sleet is just so strong that I don't need to even run a true "defensive ult" because sleet double as both an offensive and defensive ult. Temporal guard isn't even a thing because of ice fortress, but for other classes it's almost back-bar BiS given the meta.ESO_Nightingale wrote: »Your increased base magicka is on a SLOTTED ULTIMATE rather than in passives or a normal skill like it is on Nightblade and Sorcerer respectively , meaning you have to double slot ULTIMATES for max effectiveness making you lose out on another ultimate. Which you show in your video.
Bird isn't a generic damage ability at all, it increases based on your distance (kind of a weird mechanic I will admit, given how close you have to stand for shalk), it gives 3% more damage, and is more overall damage than the other spammables by far b/c of your passives. It is also heals you on each cast, meaning you can play more offensively with it. It is also unreflectable and useful against magDKs for the longest time (will still be great against shield ult). The real issue with it is how slow it is and how it won't kill medium builds or most good players because of roll dodge spam.ESO_Nightingale wrote: »Not only with non class skills, but skills within the class as well we have so few damage options that it's absurd we have only 2 other skills screaming cliff racer and fetcher infection. 1 is a generic spammable and the other is a generic DoT that only do damage and offer no unique effects. (winter's revenge isn't used much in PvP but when it is, it's mostly in battlegrounds with the flag capture modes).
Yeah, necro has AOE major debuffs but warden will still have it tagged onto their burst. The other morph of that ability (self-synergy) is very strong for burst on PTS so you probably won't see that morph of graveyard too often outside organized pvp. But for a decent while, Magden had easy access to major breach after the shalk nerf.ESO_Nightingale wrote: »4, We are the only class in the game to provide aoe major breach UNTIL necromancer comes out.
ESO_Nightingale wrote: »Deep Fissure will be horrid next patch in 1v1 fights because people can easily see your fissure coming and block it. Reducing our already lowish potential in 1v1s and slightly reducing our effectiveness in group.
I don't know much about pve, so I can't comment on how effective they are. All I say is that any pve changes should not affect magden in pvp because they will most likely buff the class's damage or group support even harder in pvp, which is the last thing that needs to happen. In 1v1, magden is in no way a low tier class. Like I said, burst pressure is enough to adequately keep someone on defensive. Proper setup would include shadowrend, which is getting buffed by magden's high % base damage and magic bonus, gives you a ton of room for more offensive play. Even without it, you'll be tanky enough with trellis and shield to go offensive for a while. Warden's only weakness is how long it has to stay on offensive to get kills, so it can be riskier when you don't have time to re-apply buffs (which it has many of). I could go into more detail, but it is definitely not low tier. Still not as good as heavy stamblade for sure, but about on par with petless magsorc.ESO_Nightingale wrote: »As it stands Magden is currently not worth running in most pve modes, low tier in 1v1 pvp and high tier in group pvp.
It's good you managed to watch my video, because it's pretty much exactly my point on how crazy magden can be. Now let's address your points. Everything I have to say is related to PvP because I have nothing to say about PvE.Why is it "crutch" to use clench, let alone sleet? It works very well with the warden kit, which is mostly AOE. It's proc'ing Minor Vuln off RNG. The vast majority of magsorc builds are spamming flame reach, given rune cage is a dead ability with no damage and a very clear telegraph. What's crutch about good damage abilities? Crutch would be resto ult, tree ult, to extend fights artificially etc.ESO_Nightingale wrote: »Okay, 1: Yeah you currently do a lot of AOE damage. but you're also forced to crutch on northern storm and the shock staff clench (a lot of the time, it's Master's Shock Clench) along with deep fissure. The snare enables you to easily hit your deep fissures and does a nice bit of damage while locking down every enemy for your group. Every magden and their mother runs those because it's the only effective way to play in PvP.
I don't know how you can say sleet is a crutch either, by what you're saying. I don't even need it to kill most targets in Cyrodiil because my ult-less burst is crazy, even against tanky players. In fact, warden is able to burst extremely well without an ultimate, whereas other classes NEED an ultimate to do a fraction of that damage. Sleet's really only being used either as a group support ability or to safely push or go all out with Major Protection, extra damage, and a snare, as you mentioned. But the snare is NOT the main reason. It's a very good snare, but if I fought more capable players, they'd just kite or snare break through it. The initial reason for its slot is, like you mentioned, for max magicka. No other ultimate is really fitting besides ice meteor (which is actually also very useful burst in group).Ok, no.ESO_Nightingale wrote: »2, yes. bird of prey gives an 11% buff to your damage. that's a lot, but at the same time, they introduced Race Against Time which likely takes it's place. it's a strong skill for sure. but it's mainly a slotted skill. which we already have too many of. and it's still not really worth casting in combat.
Race Against Time isn't going to replace Bird of Prey; it's going to replace mist form. Why would I drop an 11% damage buff for it when I can just get rid of mist form + vampire? Yeah, I use it a lot in my video to catch up to nightblades, but I could have easily abused mist form bug as well to get major expedition. Next patch, though, I'm going to gain minor force and actual snare immunity, meaning mist form isnt going to break my tempo anymore, though I'm losing the potential stam regen from spamming it. But I won't miss the 25% fire damage and the 20% increased dawnbreaker damage, that's for sure. Undeath passive though, is really the only other thing to consider over that now.True, I slotted it for maximum effectiveness for my shield, healing and damage. But to be honest my clips were only from a few hours of playing on two separate days, and I had just started playing that build. Probably 3.5 weeks old footage, I've already changed my setup around, and I could easily swap sleet to tree ult backbar or ice meteor even for group play. The reason I double-barred sleet for solo, was because tree ult is sort of ineffective in solo, given I can just cast sleet for tankiness and spam trellis for burst heals. Warden sleet is just so strong that I don't need to even run a true "defensive ult" because sleet double as both an offensive and defensive ult. Temporal guard isn't even a thing because of ice fortress, but for other classes it's almost back-bar BiS given the meta.ESO_Nightingale wrote: »Your increased base magicka is on a SLOTTED ULTIMATE rather than in passives or a normal skill like it is on Nightblade and Sorcerer respectively , meaning you have to double slot ULTIMATES for max effectiveness making you lose out on another ultimate. Which you show in your video.Bird isn't a generic damage ability at all, it increases based on your distance (kind of a weird mechanic I will admit, given how close you have to stand for shalk), it gives 3% more damage, and is more overall damage than the other spammables by far b/c of your passives. It is also heals you on each cast, meaning you can play more offensively with it. It is also unreflectable and useful against magDKs for the longest time (will still be great against shield ult). The real issue with it is how slow it is and how it won't kill medium builds or most good players because of roll dodge spam.ESO_Nightingale wrote: »Not only with non class skills, but skills within the class as well we have so few damage options that it's absurd we have only 2 other skills screaming cliff racer and fetcher infection. 1 is a generic spammable and the other is a generic DoT that only do damage and offer no unique effects. (winter's revenge isn't used much in PvP but when it is, it's mostly in battlegrounds with the flag capture modes).
In comparison, fetcher is a weaker ability, and I don't find any use for it. Perhaps adjusting it in some way for PVE would be nice if it didn't coincide with PvP. Magden is very much a burst-heavy class and shouldn't have a really strong dot in addition. Winter's Revenge is pretty relevant in organized fights though just to cancer up the other group and proc chilled a thousand times. But you won't see it too often in OW.Yeah, necro has AOE major debuffs but warden will still have it tagged onto their burst. The other morph of that ability (self-synergy) is very strong for burst on PTS so you probably won't see that morph of graveyard too often outside organized pvp. But for a decent while, Magden had easy access to major breach after the shalk nerf.ESO_Nightingale wrote: »4, We are the only class in the game to provide aoe major breach UNTIL necromancer comes out.ESO_Nightingale wrote: »Deep Fissure will be horrid next patch in 1v1 fights because people can easily see your fissure coming and block it. Reducing our already lowish potential in 1v1s and slightly reducing our effectiveness in group.
Yeah, they will block your fissure. That makes perfect sense because that's the way it should have been in the first place. And it's a good nerf. In 1v1, the problem is that you can just keep spamming fissure in your burst combo. You're just draining their stamina if they block every single time, so they will HAVE to not block eventually (unless they're just a tank). Your damage is consistent and deadly, so you can just keep bursting every so often. The fissure change was needed 100% because it just let wardens destroy players through block and was almost like a counter against s&b defensive bar. It will still be effective given how much queued up burst there is with warden.I don't know much about pve, so I can't comment on how effective they are. All I say is that any pve changes should not affect magden in pvp because they will most likely buff the class's damage or group support even harder in pvp, which is the last thing that needs to happen. In 1v1, magden is in no way a low tier class. Like I said, burst pressure is enough to adequately keep someone on defensive. Proper setup would include shadowrend, which is getting buffed by magden's high % base damage and magic bonus, gives you a ton of room for more offensive play. Even without it, you'll be tanky enough with trellis and shield to go offensive for a while. Warden's only weakness is how long it has to stay on offensive to get kills, so it can be riskier when you don't have time to re-apply buffs (which it has many of). I could go into more detail, but it is definitely not low tier. Still not as good as heavy stamblade for sure, but about on par with petless magsorc.ESO_Nightingale wrote: »As it stands Magden is currently not worth running in most pve modes, low tier in 1v1 pvp and high tier in group pvp.
Warden is overperforming both this patch and next patch, gaining Minor Force in addition to its already solid burst. Why you could say it needs more options for some kind of cool damage abilities would just push it to the edge. It's eventually going to get the mDK treatment at this rate and will be nerfed to oblivion if you keep asking for unneeded buffs. Classes that perform this well will only have their performance dwindle over time with more and more nerfs to it. If someone really thinks this class is weak or "low-tier" in any way in PvP, they really need to re-analyze how well they're playing and how well their build is performing then.
Yeah, I'm using vDSA xD but I agree that sleet was always overperforming. One of the greatest thing it does is that its undodgeable and keeps people stuck like glue to you. I don't agree that it's crutch but I agree that it's pretty overloaded as an ultimate since, it's giving major protection, damage, soft CC, etc. so I don't have to think about running tree ult or any other ult. The duality of offensive and defensive just makes it good for full pressure. But yeah without vDSA I wouldn't be able to deal nearly as much damage in both the AOE and single target department sadly. Not to mention the cost reduction from master's is alone quite insane.ESO_Nightingale wrote: »Thank you for being civil with this comment. So many responses are negative.
I'll just quickly try to adress the things you rebutted.
Clench and Storm crutch
Shock clench is a crutch mainly because of vDSA staff. If you did not use it, i applaud you. So many people do. Most magdens out there use it because its just so easy to spam they rely on it so because it's the only real stun magden has that is worth anything at all. And you can turn it into a spammable with the vdsa staff. Most magdens don't even use their own skills over this because of the waste that is arctic blast. Sleet storm was the crutch because im pretty much locks down a bunch of enemies you may not think that. But it does(did) Especially magicka based toons. A lot of the time you're going to be hit with the snare just long enough for the deep fissure and shock clench to hit you to put you in a serious position. It doesn't matter if you were roll dodging or had major expedition. But also. Because of the lockdown, it allows your group to decend upon the enemies while also having aoe major protection up on them which is one of the biggest reasons as to why it's so strong along with its nice damage.
With race against time. I'll agree with you saying it wont be replaced because on some builds it wont be. You don't seem to have highlighted what i said about it not being worth casting which you may have started responding to before a post edit i may have done. I can't remember. But this skill still isn't worth casting because race against time now exists.
I made a bit of a mistake on the screaming cliff racer one. When i was typing that up my focus was on swarm. Cliff racer's magicka morph is very unrelated to the class though. The +1% damage per meter capped at 15m was a bandaid fix for me because its still trying to force the magden to be at range even though the magden doesn't want to be any more than 10 meters away from a target because past there it becomes hard to hit fissure.
With buffs that me and my frost community came up with, one was a pve proc skill that would be pretty hard to use in pvp not to mention it reworked crystallised slab. So you'd choose it or shimmering shield. Another idea we had was reworking the frozen retreat morph to no longer pull enemies. But it would keep its synergy and gain a large damage increase to become a really cool ally saver trap. We want arctic blast to deal some decent frost damage to make it worth it over shock clench, be it a DoT or some burst. And the other thing was making glacial pressence actually do something helpful for damage dealers. The ideas i had (before Elsweyr. So race agaisnt time wasn't in the picture) were that chilled applies minor force to you for something like 6 seconds. This would remove the need for channeled acceleration or trap in pve and thus free up another slot and remove a buff you have to juggle. The other much older idea from something like november last year was making it so chilled enemies take +10% critical chance which would increase our overall damage by a lot. Personally im still leaning towards the force idea because i don't like channeled acceleration or trap. Maybe I'm biased XD. If you're wondering why it's specifically critical damage, thats the frost dps theme we are going with and trying to get implemented.
I hit you with an agree though. Good conversation.
this animal companions passive alone is just overperforming imo, way too much damage potential if you run at least shalk and bird of prey. Even necro struggles to get damage next patch since it really only has 10% DoT damage increase and a small bit of penetration (assuming flesh atro ulti isnt considered).
1. Eternal Guardian should change to a one slot ultimate that persists through weapon swap.
Guardian's Wrath costs 100, up from 75. No need to change morph's name.
2. Fetcher Infection into a single cast execute.
Similar to Poison Injection, but at 25% instead of 50%.
3. Betty Netch & Morphs - A visual change that's similar to the DragonKnight's Spiked Armor.
Link to a visual aid
https://wiki.guildwars2.com/images/8/8c/Sclerite_Karka_Shell.jpg
Side note for Bear.
With the changes to Charge skills in 5.0.2 I would like to see the Guardian's Wrath to have a 22m charge added prior to maul for both morphs.
Add a 2second immobilize or stun at the end of charge, prior to maul, & ignore Fetcher Infection execute.
3. Betty Netch & Morphs - A visual change that's similar to the DragonKnight's Spiked Armor.
Link to a visual aid
https://wiki.guildwars2.com/images/8/8c/Sclerite_Karka_Shell.jpg
3. Betty Netch & Morphs - A visual change that's similar to the DragonKnight's Spiked Armor.
Link to a visual aid
https://wiki.guildwars2.com/images/8/8c/Sclerite_Karka_Shell.jpg
3. Betty Netch & Morphs - A visual change that's similar to the DragonKnight's Spiked Armor.
Link to a visual aid
https://wiki.guildwars2.com/images/8/8c/Sclerite_Karka_Shell.jpg
Aw c'mon it's way better! Can't stand being walked on a leash by a jelly. Just imagine sprouting out of your back, and crawling back in at the end of duration 😳