My 2 points is that
1) <subterranean assault/deep fissure doesn't do well as an ability.> It has huge drain on resources, doesn't do that much more damage than a spammable (to the point when sometimes on magden it is more dps to ignore this ability) and its hard as a beginner (it's hard to aim) and clunky to use (the animation is quite long compared to abilities from different classes.
2) <cliff racer is underwhelming>. It's animation is slow and hard to weave, the stam morph doesn't gain anything as a morph and it seems strange that you can absorb it with ice shield but not with flappers from dk skill line.
Aldoss wrote:Green Balance
Fungal Growth
- There's no good explanation as to why this burst heal does less than other spammable heals in the game. It currently tooltips at 3-4k less on the same build compared with honor the dead or resistant flesh
- The stam version has an interesting mechanic, but doesn't work on the caster. I disagree with this choice immensely
- The mag morph has an incredible buff, but the buffs are so good that they completely outshine the heal component. 80% of my casts with this skill are for the buffs
- Boost the burst heal of this skill to bring it in line with other spammable burst heals like honor the dead, allow the stam version to boost the heal on the caster, and replace the unique minor buffs to the Nature's Embrace passive. Double down on Wardens being a utility class and give us the passive ability to buff anyone minor endurance and intellect anytime we heal ourselves or someone else with a Green Balance skill
Nature's Grasp
- This is an extremely potent HoT and an excellent feature of the main healing tree, but its mechanics make it only useful to a magden who becomes a full heal.
I definitely don't disagree with your assessment of shrooms, but my frustration comes from the fact that it's balanced only through the lens of a full healer, which magdens actually excell quite well at.
A magden DD struggles to save themselves from the brink of death because shrooms suffers from that smaller tooltip and budding requires 2 gcds to cast.
I don't know what needs to be done, but resto ult seems to be the only sure fire way to save yourself from complete disaster, while plars, dks, and necros can eat so much dmg while block casting their burst heals as DD specs and not full healers.
Release a burst of Healing Vines healing yourself or a wounded ally in front of you for 3485 Health. Gain 10 Ultimate when healing an ally or yourself under 60% Health while you are in combat, this portion has a 4 second Cooldown.
I am PVP, mostly battlegrounds.
Two main pain points of Magden in PVP:
1. Needs a stronger class CC (gripping shards is ineffective in pvp). Maybe something with a knockback because Magden's "burst" is all very slow at the moment (3 seconds while you try to line up shalks against a stam toon 3 times faster than you -- a skill that's possible but takes time to develop) and cliff racer is slow and dodgeable no one uses it.
2. Needs a class burst heal stronger than Blessing of Restoration (which is what every magden I know is using).
A close third is that Bird of Prey would be a great skill if it didn't actually slow you down for almost 2 seconds when you cast it. Kind of defeats the purpose, no?
Goldtistic wrote: »Change Deep Fissure to be one of those Shalks from Fang Lair, instead of a basic mag morph of Scorch, summon 1 (or 3?) slow moving, tanky, and tracking Shalks that upon reaching target will detonate and do some special effect, like reduce armor by 3000. The frost class tree needs more identity, frost mages have to rely way too much on ice staves.
It makes no sense whatsoever that a class with a skill tree dedicated to and themed around Ice which is known to FREZEE things and one to healing lacks both a stun and a burst heal.
I also mostly pvp.
Shards, Gate and Arctic are useless right now, the latter could probably be salvaged if they were to rollback the nerf to the healing from some patches ago, the other two have to be reworked.
The only decent heal wardens get is from the Grove ult which in any fight instantly makes you go full defence only to not die for a few more seconds.
Fungal Growth's last buff wasn't enough it needs a rework maybe give it two magicka mophs, one that is as is, a aoe and the other a that only targets the player and heals for more, similar to vigor only not over time.
It makes no sense whatsoever that a class with a skill tree dedicated to and themed around Ice which is known to FREZEE things and one to healing lacks both a stun and a burst heal.
I also mostly pvp.
Shards, Gate and Arctic are useless right now, the latter could probably be salvaged if they were to rollback the nerf to the healing from some patches ago, the other two have to be reworked.
The only decent heal wardens get is from the Grove ult which in any fight instantly makes you go full defence only to not die for a few more seconds.
Fungal Growth's last buff wasn't enough it needs a rework maybe give it two magicka mophs, one that is as is, a aoe and the other a that only targets the player and heals for more, similar to vigor only not over time.
We've been working on some Warden Changes for Self Healing in our Discord, such as making Bursting Vines a Self Heal:
ESO_Nightingale wrote: »It makes no sense whatsoever that a class with a skill tree dedicated to and themed around Ice which is known to FREZEE things and one to healing lacks both a stun and a burst heal.
I also mostly pvp.
Shards, Gate and Arctic are useless right now, the latter could probably be salvaged if they were to rollback the nerf to the healing from some patches ago, the other two have to be reworked.
The only decent heal wardens get is from the Grove ult which in any fight instantly makes you go full defence only to not die for a few more seconds.
Fungal Growth's last buff wasn't enough it needs a rework maybe give it two magicka mophs, one that is as is, a aoe and the other a that only targets the player and heals for more, similar to vigor only not over time.
We've been working on some Warden Changes for Self Healing in our Discord, such as making Bursting Vines a Self Heal:
When i made the tooltip i probs should've made the ultimate return condition be a bit lower since 60% for self is really easy to achieve.
ESO_Nightingale wrote: »It makes no sense whatsoever that a class with a skill tree dedicated to and themed around Ice which is known to FREZEE things and one to healing lacks both a stun and a burst heal.
I also mostly pvp.
Shards, Gate and Arctic are useless right now, the latter could probably be salvaged if they were to rollback the nerf to the healing from some patches ago, the other two have to be reworked.
The only decent heal wardens get is from the Grove ult which in any fight instantly makes you go full defence only to not die for a few more seconds.
Fungal Growth's last buff wasn't enough it needs a rework maybe give it two magicka mophs, one that is as is, a aoe and the other a that only targets the player and heals for more, similar to vigor only not over time.
We've been working on some Warden Changes for Self Healing in our Discord, such as making Bursting Vines a Self Heal:
When i made the tooltip i probs should've made the ultimate return condition be a bit lower since 60% for self is really easy to achieve.
Yeah probably, but it is standard for a lot of self heals to do special effect under 60% just so the special thing does have consistency. But if it was dropped to 50% then it would still have good access to the effect and be more emergency based.
But still Blood for Blood + This Bursting Vines might be an interesting Combo
ESO_Nightingale wrote: »ESO_Nightingale wrote: »It makes no sense whatsoever that a class with a skill tree dedicated to and themed around Ice which is known to FREZEE things and one to healing lacks both a stun and a burst heal.
I also mostly pvp.
Shards, Gate and Arctic are useless right now, the latter could probably be salvaged if they were to rollback the nerf to the healing from some patches ago, the other two have to be reworked.
The only decent heal wardens get is from the Grove ult which in any fight instantly makes you go full defence only to not die for a few more seconds.
Fungal Growth's last buff wasn't enough it needs a rework maybe give it two magicka mophs, one that is as is, a aoe and the other a that only targets the player and heals for more, similar to vigor only not over time.
We've been working on some Warden Changes for Self Healing in our Discord, such as making Bursting Vines a Self Heal:
When i made the tooltip i probs should've made the ultimate return condition be a bit lower since 60% for self is really easy to achieve.
Yeah probably, but it is standard for a lot of self heals to do special effect under 60% just so the special thing does have consistency. But if it was dropped to 50% then it would still have good access to the effect and be more emergency based.
But still Blood for Blood + This Bursting Vines might be an interesting Combo
Could be 40%? Same as major mending proc.
ESO_Nightingale wrote: »ESO_Nightingale wrote: »It makes no sense whatsoever that a class with a skill tree dedicated to and themed around Ice which is known to FREZEE things and one to healing lacks both a stun and a burst heal.
I also mostly pvp.
Shards, Gate and Arctic are useless right now, the latter could probably be salvaged if they were to rollback the nerf to the healing from some patches ago, the other two have to be reworked.
The only decent heal wardens get is from the Grove ult which in any fight instantly makes you go full defence only to not die for a few more seconds.
Fungal Growth's last buff wasn't enough it needs a rework maybe give it two magicka mophs, one that is as is, a aoe and the other a that only targets the player and heals for more, similar to vigor only not over time.
We've been working on some Warden Changes for Self Healing in our Discord, such as making Bursting Vines a Self Heal:
When i made the tooltip i probs should've made the ultimate return condition be a bit lower since 60% for self is really easy to achieve.
Yeah probably, but it is standard for a lot of self heals to do special effect under 60% just so the special thing does have consistency. But if it was dropped to 50% then it would still have good access to the effect and be more emergency based.
But still Blood for Blood + This Bursting Vines might be an interesting Combo
Could be 40%? Same as major mending proc.
That would probably be fine. Either way, have a strong burst heal that doesn't scale off Max Health is important.
I know a lot of people are worried about self healing, but if they just limited the amount of HoTs can be active on a character, that would probably solve the issue
ESO_Nightingale wrote: »ESO_Nightingale wrote: »ESO_Nightingale wrote: »It makes no sense whatsoever that a class with a skill tree dedicated to and themed around Ice which is known to FREZEE things and one to healing lacks both a stun and a burst heal.
I also mostly pvp.
Shards, Gate and Arctic are useless right now, the latter could probably be salvaged if they were to rollback the nerf to the healing from some patches ago, the other two have to be reworked.
The only decent heal wardens get is from the Grove ult which in any fight instantly makes you go full defence only to not die for a few more seconds.
Fungal Growth's last buff wasn't enough it needs a rework maybe give it two magicka mophs, one that is as is, a aoe and the other a that only targets the player and heals for more, similar to vigor only not over time.
We've been working on some Warden Changes for Self Healing in our Discord, such as making Bursting Vines a Self Heal:
When i made the tooltip i probs should've made the ultimate return condition be a bit lower since 60% for self is really easy to achieve.
Yeah probably, but it is standard for a lot of self heals to do special effect under 60% just so the special thing does have consistency. But if it was dropped to 50% then it would still have good access to the effect and be more emergency based.
But still Blood for Blood + This Bursting Vines might be an interesting Combo
Could be 40%? Same as major mending proc.
That would probably be fine. Either way, have a strong burst heal that doesn't scale off Max Health is important.
I know a lot of people are worried about self healing, but if they just limited the amount of HoTs can be active on a character, that would probably solve the issue
Because the tt of this doesn't reach something like resistant flesh or breath of life, and is instead made up through major mending i think it's fair. We just don't need wep/spell dmg scaling for blast though as so many people have suggested. We need it to be a dps skill. Green balance already contains so many spell/wep dmg scaling skills as well as giving access to the class's HEALING passives that it's the only logical line to have it.