validifyedneb18_ESO wrote: »The supremely dumb state of warden in update 23 lol
Id wait not only to improve it but also to see if ZOS change things in the next few weeks, some pretty sweeping changes in week 1, going to need equally large amounts of tweaking id bet.
rothtwinsdad wrote: »Why are you using swarm? On trash fights most targets die around the same time from aoe's thus negating the bonus of this morph.
Have you tested lightweight/barbed instead of winter’s revenge?
Has anybody else had trouble weaving Deep Fissure on the PTS?
I normally hit 0.89 LA per second on live, even on my Magden. And I can hit similar on the PTS (if I can avoid bar swapping bugs) except on my Magden, and my weaving is only bad when I use Deep Fissure. If I swap Deep Fissure for Cliff Racer I hit my usual 0.89 LA per second.
BrokenGameMechanics wrote: »Has anybody else had trouble weaving Deep Fissure on the PTS?
I normally hit 0.89 LA per second on live, even on my Magden. And I can hit similar on the PTS (if I can avoid bar swapping bugs) except on my Magden, and my weaving is only bad when I use Deep Fissure. If I swap Deep Fissure for Cliff Racer I hit my usual 0.89 LA per second.
This ^^^^. Deep Fissure has had so many nerfs (direct as well as indirect) capped off by the recent "is now blockable" that super shortened debuff with the 3 sec lag time makes Deep Fissure a serious consideration to drop from the bar/rotation now in many many contexts. Which is a bit sad as this skill is essentially the hallmark of the Warden.
e.g. LA weave Birds on a dummy. Try to add Deep Fissure to that simple rotation and watch your DPS drop.
Weaving your spammable with LAs should never, never do substantially more damage then inclusion of your class'
signature DPS skill (heck you only have 2 to begin with). <sigh>
BrokenGameMechanics wrote: »Has anybody else had trouble weaving Deep Fissure on the PTS?
I normally hit 0.89 LA per second on live, even on my Magden. And I can hit similar on the PTS (if I can avoid bar swapping bugs) except on my Magden, and my weaving is only bad when I use Deep Fissure. If I swap Deep Fissure for Cliff Racer I hit my usual 0.89 LA per second.
This ^^^^. Deep Fissure has had so many nerfs (direct as well as indirect) capped off by the recent "is now blockable" that super shortened debuff with the 3 sec lag time makes Deep Fissure a serious consideration to drop from the bar/rotation now in many many contexts. Which is a bit sad as this skill is essentially the hallmark of the Warden.
e.g. LA weave Birds on a dummy. Try to add Deep Fissure to that simple rotation and watch your DPS drop.
Weaving your spammable with LAs should never, never do substantially more damage then inclusion of your class'
signature DPS skill (heck you only have 2 to begin with). <sigh>
Well i have a LA ratio that goes beyond 0.91 on the parse i linked with just fissure, no bird, so i cannot confirm what you guys refer to right there...
I like that Warden is getting high parses but its sad that to get these high parses you need to use less class skills.
ESO_Nightingale wrote: »Magden is slowly turning into stamsorc. Weapon and guild skill identity.
ESO_Nightingale wrote: »Magden is slowly turning into stamsorc. Weapon and guild skill identity.
You can replace Magden with <insert class>.
ESO_Nightingale wrote: »ESO_Nightingale wrote: »Magden is slowly turning into stamsorc. Weapon and guild skill identity.
You can replace Magden with <insert class>.
Magden always had the least damage skill pressence of any mag class.
ESO_Nightingale wrote: »ESO_Nightingale wrote: »Magden is slowly turning into stamsorc. Weapon and guild skill identity.
You can replace Magden with <insert class>.
Magden always had the least damage skill pressence of any mag class.
And now it’s pretty much on par with the rest except Magcro from what I’ve seen thanks to these changes. All other mag classes have also lost their identity bar Magcro who can successfully use 5 of 6 damage skills.
ESO_Nightingale wrote: »ESO_Nightingale wrote: »ESO_Nightingale wrote: »Magden is slowly turning into stamsorc. Weapon and guild skill identity.
You can replace Magden with <insert class>.
Magden always had the least damage skill pressence of any mag class.
And now it’s pretty much on par with the rest except Magcro from what I’ve seen thanks to these changes. All other mag classes have also lost their identity bar Magcro who can successfully use 5 of 6 damage skills.
Lmao i guess you're not wrong. Seeing magdps running fire rune is so bizzarre
Lightspeedflashb14_ESO wrote: »ESO_Nightingale wrote: »ESO_Nightingale wrote: »ESO_Nightingale wrote: »Magden is slowly turning into stamsorc. Weapon and guild skill identity.
You can replace Magden with <insert class>.
Magden always had the least damage skill pressence of any mag class.
And now it’s pretty much on par with the rest except Magcro from what I’ve seen thanks to these changes. All other mag classes have also lost their identity bar Magcro who can successfully use 5 of 6 damage skills.
Lmao i guess you're not wrong. Seeing magdps running fire rune is so bizzarre
wait till you see mystic orbs catch on.
WrathOfInnos wrote: »With all the new Magicka DoTs, I’m working on a Warden DPS rotation that can make the best use of them. It seems that there isn’t really room for a spammable, so Deep Fissure will essentially fill this role. Here is what I have so far for a rotation.
Pre-buff with the Netch, then repeat:
Fissure, Scalding, Swarm
Fissure, Winter, Blockade
Fissure, Degen, Bear
Fissure, Reach, Consuming
Fissure, Scalding, Swarm
Fissure, Winter, Blockade
Fissure, Degen, Netch
Fissure, Reach, Consuming
It’s really the same 12s rotation twice, just alternating between the Bear ultimate and recasting the Netch on step 9 (or 21). This will be performed with the following bars. These are set up in such a way that all passive buffs are on the front bar (4% Mag and Mag Regen from 2 Mage’s Guild skills, and 8% Damage Done from 4 Animal Companion skills). This is done because 16/24 skills are cast from front bar, so it will be the active bar 2/3 of the time. The damage done on front bar will actually be more than 2/3, since every Deep Fissure will hit while on front bar (just before casting the next one) as well as every active bear attack.
Front
1. Deep Fissure
2. Scalding Rune
3. Fetcher Infection
4. Degeneration
5. Blue Betty
U. Eternal Guardian
Back:
1. Blockade of Flame
2. Winter’s Revenge
3. Flame Reach
4. Consuming Trap
5. Dampen Magic
U. Eternal Guardian
The main thing I’m looking to discuss is the possibility of moving skills around to improve the rotation. The order they are cast is somewhat arbitrary. Fissure must be cast every 3s, or there will not be enough skills to fill the entire rotation (and no bar space to add anything else). I’ve kept it to where back bar skills are used in pairs of 2, filling the space between Fissures, so there is minimal bar swapping involved. I’ve also attempted to start with a good burst by beginning with Fissure (3 sec delay), Scalding (2 sec delay) and Swarm (slight delay from travel time), on the first cast of these skills you can skip Light Attacks and not even engage enemies until all of these attacks land together. I put the Bear in the middle of the rotation (instead of opening with it) because I plan to wear Master Architect with this build, and the Major Slayer proc will be more useful if most of my DoTs are already ticking. With a bear every 24s, the 10s buff should have just over 40% uptime on me and 2 allies. The second gear set I’m planning is Z’en’s to go for a full group buff build, and because this rotation keeps 80-100% uptime on 5 single target DoTs (Swarm, Scalding, Degen, Reach, and Consuming).
I want Blockade to be fairly early in the rotation to gain the Maelstrom Light Attack buff as soon as possible (but I put it after Winter’s because I find Blockade it’s easier to bar swap after). I also need to use Blockade morph over Unstable to keep the Maestrom effect the full 12s, despite the fact that Unstable is higher DPS.
I also tried to keep similar skills paired in the rotation, like my 2 AoE DoTs are cast together. I would like to mirror the feel of each attack on the same bar slot on front and back (Fissure and Blockade are both on 1 and are frontal rectangular areas, ideally Scalding and Winter’s should be on the same key since they are both ground-placed circular abilities, and entropy/swarm would be consuming/reach on back bar). I’m struggling a little to make this work, while keeping the rotation as simple as possible (preferring consecutive key presses and similar patterns over something like 1,4,2,1,5,3,1).
The rotation above is currently:
1,2,3,1 swap 2,1 swap
1,4,R,1 swap 3,4 swap
1,2,3,1 swap 2,1 swap
1,4,5,1 swap 3,4 swap
It’s not terrible, but I feel like it can be improved before I spend any time trying to commit it to muscle memory. Please discuss, I’d like to hear any ideas on how to make this build/rotation more effective. Thanks.
Iron_Blurr wrote: »WrathOfInnos wrote: »With all the new Magicka DoTs, I’m working on a Warden DPS rotation that can make the best use of them. It seems that there isn’t really room for a spammable, so Deep Fissure will essentially fill this role. Here is what I have so far for a rotation.
Pre-buff with the Netch, then repeat:
Fissure, Scalding, Swarm
Fissure, Winter, Blockade
Fissure, Degen, Bear
Fissure, Reach, Consuming
Fissure, Scalding, Swarm
Fissure, Winter, Blockade
Fissure, Degen, Netch
Fissure, Reach, Consuming
It’s really the same 12s rotation twice, just alternating between the Bear ultimate and recasting the Netch on step 9 (or 21). This will be performed with the following bars. These are set up in such a way that all passive buffs are on the front bar (4% Mag and Mag Regen from 2 Mage’s Guild skills, and 8% Damage Done from 4 Animal Companion skills). This is done because 16/24 skills are cast from front bar, so it will be the active bar 2/3 of the time. The damage done on front bar will actually be more than 2/3, since every Deep Fissure will hit while on front bar (just before casting the next one) as well as every active bear attack.
Front
1. Deep Fissure
2. Scalding Rune
3. Fetcher Infection
4. Degeneration
5. Blue Betty
U. Eternal Guardian
Back:
1. Blockade of Flame
2. Winter’s Revenge
3. Flame Reach
4. Consuming Trap
5. Dampen Magic
U. Eternal Guardian
The main thing I’m looking to discuss is the possibility of moving skills around to improve the rotation. The order they are cast is somewhat arbitrary. Fissure must be cast every 3s, or there will not be enough skills to fill the entire rotation (and no bar space to add anything else). I’ve kept it to where back bar skills are used in pairs of 2, filling the space between Fissures, so there is minimal bar swapping involved. I’ve also attempted to start with a good burst by beginning with Fissure (3 sec delay), Scalding (2 sec delay) and Swarm (slight delay from travel time), on the first cast of these skills you can skip Light Attacks and not even engage enemies until all of these attacks land together. I put the Bear in the middle of the rotation (instead of opening with it) because I plan to wear Master Architect with this build, and the Major Slayer proc will be more useful if most of my DoTs are already ticking. With a bear every 24s, the 10s buff should have just over 40% uptime on me and 2 allies. The second gear set I’m planning is Z’en’s to go for a full group buff build, and because this rotation keeps 80-100% uptime on 5 single target DoTs (Swarm, Scalding, Degen, Reach, and Consuming).
I want Blockade to be fairly early in the rotation to gain the Maelstrom Light Attack buff as soon as possible (but I put it after Winter’s because I find Blockade it’s easier to bar swap after). I also need to use Blockade morph over Unstable to keep the Maestrom effect the full 12s, despite the fact that Unstable is higher DPS.
I also tried to keep similar skills paired in the rotation, like my 2 AoE DoTs are cast together. I would like to mirror the feel of each attack on the same bar slot on front and back (Fissure and Blockade are both on 1 and are frontal rectangular areas, ideally Scalding and Winter’s should be on the same key since they are both ground-placed circular abilities, and entropy/swarm would be consuming/reach on back bar). I’m struggling a little to make this work, while keeping the rotation as simple as possible (preferring consecutive key presses and similar patterns over something like 1,4,2,1,5,3,1).
The rotation above is currently:
1,2,3,1 swap 2,1 swap
1,4,R,1 swap 3,4 swap
1,2,3,1 swap 2,1 swap
1,4,5,1 swap 3,4 swap
It’s not terrible, but I feel like it can be improved before I spend any time trying to commit it to muscle memory. Please discuss, I’d like to hear any ideas on how to make this build/rotation more effective. Thanks.
Try the exact same setup but drop Winters Revenge. Winter tooltip max rank: with 5 pfGod, 5 mothers sorrow and 2 crit Cost=3765 mag. Damage=2044 frost damage every second for 12 seconds.
With same exact setup. Mystic orbs rank 1: Cost=3138 Damage=1577 damage every HALF second.
Basically Mystic orbs does more dps by a HUGE margine(50%+) and costs less mag.
WrathOfInnos wrote: »Iron_Blurr wrote: »WrathOfInnos wrote: »With all the new Magicka DoTs, I’m working on a Warden DPS rotation that can make the best use of them. It seems that there isn’t really room for a spammable, so Deep Fissure will essentially fill this role. Here is what I have so far for a rotation.
Pre-buff with the Netch, then repeat:
Fissure, Scalding, Swarm
Fissure, Winter, Blockade
Fissure, Degen, Bear
Fissure, Reach, Consuming
Fissure, Scalding, Swarm
Fissure, Winter, Blockade
Fissure, Degen, Netch
Fissure, Reach, Consuming
It’s really the same 12s rotation twice, just alternating between the Bear ultimate and recasting the Netch on step 9 (or 21). This will be performed with the following bars. These are set up in such a way that all passive buffs are on the front bar (4% Mag and Mag Regen from 2 Mage’s Guild skills, and 8% Damage Done from 4 Animal Companion skills). This is done because 16/24 skills are cast from front bar, so it will be the active bar 2/3 of the time. The damage done on front bar will actually be more than 2/3, since every Deep Fissure will hit while on front bar (just before casting the next one) as well as every active bear attack.
Front
1. Deep Fissure
2. Scalding Rune
3. Fetcher Infection
4. Degeneration
5. Blue Betty
U. Eternal Guardian
Back:
1. Blockade of Flame
2. Winter’s Revenge
3. Flame Reach
4. Consuming Trap
5. Dampen Magic
U. Eternal Guardian
The main thing I’m looking to discuss is the possibility of moving skills around to improve the rotation. The order they are cast is somewhat arbitrary. Fissure must be cast every 3s, or there will not be enough skills to fill the entire rotation (and no bar space to add anything else). I’ve kept it to where back bar skills are used in pairs of 2, filling the space between Fissures, so there is minimal bar swapping involved. I’ve also attempted to start with a good burst by beginning with Fissure (3 sec delay), Scalding (2 sec delay) and Swarm (slight delay from travel time), on the first cast of these skills you can skip Light Attacks and not even engage enemies until all of these attacks land together. I put the Bear in the middle of the rotation (instead of opening with it) because I plan to wear Master Architect with this build, and the Major Slayer proc will be more useful if most of my DoTs are already ticking. With a bear every 24s, the 10s buff should have just over 40% uptime on me and 2 allies. The second gear set I’m planning is Z’en’s to go for a full group buff build, and because this rotation keeps 80-100% uptime on 5 single target DoTs (Swarm, Scalding, Degen, Reach, and Consuming).
I want Blockade to be fairly early in the rotation to gain the Maelstrom Light Attack buff as soon as possible (but I put it after Winter’s because I find Blockade it’s easier to bar swap after). I also need to use Blockade morph over Unstable to keep the Maestrom effect the full 12s, despite the fact that Unstable is higher DPS.
I also tried to keep similar skills paired in the rotation, like my 2 AoE DoTs are cast together. I would like to mirror the feel of each attack on the same bar slot on front and back (Fissure and Blockade are both on 1 and are frontal rectangular areas, ideally Scalding and Winter’s should be on the same key since they are both ground-placed circular abilities, and entropy/swarm would be consuming/reach on back bar). I’m struggling a little to make this work, while keeping the rotation as simple as possible (preferring consecutive key presses and similar patterns over something like 1,4,2,1,5,3,1).
The rotation above is currently:
1,2,3,1 swap 2,1 swap
1,4,R,1 swap 3,4 swap
1,2,3,1 swap 2,1 swap
1,4,5,1 swap 3,4 swap
It’s not terrible, but I feel like it can be improved before I spend any time trying to commit it to muscle memory. Please discuss, I’d like to hear any ideas on how to make this build/rotation more effective. Thanks.
Try the exact same setup but drop Winters Revenge. Winter tooltip max rank: with 5 pfGod, 5 mothers sorrow and 2 crit Cost=3765 mag. Damage=2044 frost damage every second for 12 seconds.
With same exact setup. Mystic orbs rank 1: Cost=3138 Damage=1577 damage every HALF second.
Basically Mystic orbs does more dps by a HUGE margine(50%+) and costs less mag.
Yes, I’ve come to the same conclusion about Winter’s Revenge. At least on Sorc or Necro there’s still a trade off for using Graveyard or Lightning Flood vs Mystic Orb, since they give a unique synergy to teammates. Even Blazing Spear is has some benefits with good passives and Burning Light procs. There’s no redeeming quality on Winter’s Revenge though. Bad damage, bad passives, high cost, relatively small size, weak status effect, and no group utility. It made my list here: https://forums.elderscrollsonline.com/en/discussion/491186/3-underperforming-skills-that-should-be-addressed-in-update-24#latest
WrathOfInnos wrote: »Iron_Blurr wrote: »WrathOfInnos wrote: »With all the new Magicka DoTs, I’m working on a Warden DPS rotation that can make the best use of them. It seems that there isn’t really room for a spammable, so Deep Fissure will essentially fill this role. Here is what I have so far for a rotation.
Pre-buff with the Netch, then repeat:
Fissure, Scalding, Swarm
Fissure, Winter, Blockade
Fissure, Degen, Bear
Fissure, Reach, Consuming
Fissure, Scalding, Swarm
Fissure, Winter, Blockade
Fissure, Degen, Netch
Fissure, Reach, Consuming
It’s really the same 12s rotation twice, just alternating between the Bear ultimate and recasting the Netch on step 9 (or 21). This will be performed with the following bars. These are set up in such a way that all passive buffs are on the front bar (4% Mag and Mag Regen from 2 Mage’s Guild skills, and 8% Damage Done from 4 Animal Companion skills). This is done because 16/24 skills are cast from front bar, so it will be the active bar 2/3 of the time. The damage done on front bar will actually be more than 2/3, since every Deep Fissure will hit while on front bar (just before casting the next one) as well as every active bear attack.
Front
1. Deep Fissure
2. Scalding Rune
3. Fetcher Infection
4. Degeneration
5. Blue Betty
U. Eternal Guardian
Back:
1. Blockade of Flame
2. Winter’s Revenge
3. Flame Reach
4. Consuming Trap
5. Dampen Magic
U. Eternal Guardian
The main thing I’m looking to discuss is the possibility of moving skills around to improve the rotation. The order they are cast is somewhat arbitrary. Fissure must be cast every 3s, or there will not be enough skills to fill the entire rotation (and no bar space to add anything else). I’ve kept it to where back bar skills are used in pairs of 2, filling the space between Fissures, so there is minimal bar swapping involved. I’ve also attempted to start with a good burst by beginning with Fissure (3 sec delay), Scalding (2 sec delay) and Swarm (slight delay from travel time), on the first cast of these skills you can skip Light Attacks and not even engage enemies until all of these attacks land together. I put the Bear in the middle of the rotation (instead of opening with it) because I plan to wear Master Architect with this build, and the Major Slayer proc will be more useful if most of my DoTs are already ticking. With a bear every 24s, the 10s buff should have just over 40% uptime on me and 2 allies. The second gear set I’m planning is Z’en’s to go for a full group buff build, and because this rotation keeps 80-100% uptime on 5 single target DoTs (Swarm, Scalding, Degen, Reach, and Consuming).
I want Blockade to be fairly early in the rotation to gain the Maelstrom Light Attack buff as soon as possible (but I put it after Winter’s because I find Blockade it’s easier to bar swap after). I also need to use Blockade morph over Unstable to keep the Maestrom effect the full 12s, despite the fact that Unstable is higher DPS.
I also tried to keep similar skills paired in the rotation, like my 2 AoE DoTs are cast together. I would like to mirror the feel of each attack on the same bar slot on front and back (Fissure and Blockade are both on 1 and are frontal rectangular areas, ideally Scalding and Winter’s should be on the same key since they are both ground-placed circular abilities, and entropy/swarm would be consuming/reach on back bar). I’m struggling a little to make this work, while keeping the rotation as simple as possible (preferring consecutive key presses and similar patterns over something like 1,4,2,1,5,3,1).
The rotation above is currently:
1,2,3,1 swap 2,1 swap
1,4,R,1 swap 3,4 swap
1,2,3,1 swap 2,1 swap
1,4,5,1 swap 3,4 swap
It’s not terrible, but I feel like it can be improved before I spend any time trying to commit it to muscle memory. Please discuss, I’d like to hear any ideas on how to make this build/rotation more effective. Thanks.
Try the exact same setup but drop Winters Revenge. Winter tooltip max rank: with 5 pfGod, 5 mothers sorrow and 2 crit Cost=3765 mag. Damage=2044 frost damage every second for 12 seconds.
With same exact setup. Mystic orbs rank 1: Cost=3138 Damage=1577 damage every HALF second.
Basically Mystic orbs does more dps by a HUGE margine(50%+) and costs less mag.
Yes, I’ve come to the same conclusion about Winter’s Revenge. At least on Sorc or Necro there’s still a trade off for using Graveyard or Lightning Flood vs Mystic Orb, since they give a unique synergy to teammates. Even Blazing Spear is has some benefits with good passives and Burning Light procs. There’s no redeeming quality on Winter’s Revenge though. Bad damage, bad passives, high cost, relatively small size, weak status effect, and no group utility. It made my list here: https://forums.elderscrollsonline.com/en/discussion/491186/3-underperforming-skills-that-should-be-addressed-in-update-24#latest