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[WARDEN] Scorch (All) / Fetcher Infection / Dive Feel Awful to Use

Kalthea
Kalthea
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Hello!

I've played ESO for a while, and I use a Warden as my main. But something always bothers me whenever I try to do some form of DPS output. I always, ALWAYS have to use Scorch, and it feels terrible to play with for me. I hate the timer on it, I can't stand having to pay so much attention to its cooldown.

"But OP!" you may say! "You don't NEED to use Scorch! You can pick literally anything you want!"

Oho, you FOOL! I would argue that Scorch's immense damage output and delayed ability use makes it a REQUIRED pick for any build that a Warden plays with! While it's damaging stuff and ticking down to the next hit, you're free to cast other skills and do what you want in the mean-time until you need to cast it again.

And speaking of casting other skills, FETCHER INFECTION! Who thought it was a good idea to make every-other cast be the buffed version of the skill??? Why not just make it so the skill adds additional bleed, or reduce the damage down to 1/3rd of what it gives and have it always be active. Heck, make it require FLANKING or something, I dunno! Something that doesn't require me to cast it TWICE for the bonus to kick in!

Also, Dive is annoying. That's it. It's delayed damage, and makes noises every time I cast it.

Now, I know all of these are kind of "nonsense" in a way, and I apologize for that. But the FEELING of gameplay that I get when I'm using these abilities makes me feel like I'm...sluggish, like I'm doing something wrong, or missing out on a key mechanic in some way. I know I'm not! It just feels that way.

Thanks for reading ♥
~Kal
May your crops be sun-blessed, sweet soul.
  • Skullstachio
    Skullstachio
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    As a Dragonknight main who moved to being a Warden Main a very long while back (because who doesn't love bears.) I know a fair bit of what your saying (but not the complete picture hence why delegation for "paws" and effect is necessary.)

    Scorch: the damage on it is pretty high, even moreso when built into it properly, and the time it takes between bursts, you would be right about the use of skills in between, but there is also the time for resource recovery via heavy attack if needed, while I find subterranean assault to be good for a poison stamina morph despite having less damage on the second tick which happens quicker, I usually have a better time with deep fissure as the added armor debuffs and the chonky damage on the second tick, quite nasty, and on the off-chance it somehow manages to proc the overcharge status effect, it helps a smidge with magicka sustain. On that note, it is technically a form of delayed burst damage and really, unless someone is trying too hard to be a top DPS on a target dummy, it ain't gonna do too well in a real situation such as an actual vet trial or group dungeon where knowledge of mechanics is likely to take greater presidence. (except in cases like rockgrove where some mechs are dps checks but thats another topic for a different time.)

    Fetcher infection: I know of this pain, hence why I prefer Growing swarm as the AoE damage to enemies near the target is too good to pass up (even though it can only be applied to one target at a time unlike its magicka morph), while the 60% bonus damage every second cast on fetcher infection is a pain, I find it teaches one about target frugality, specifically, reserving the first cast for weaker targets while saving the second cast with the 60% bonus for more tougher targets that you know will still be roughly alive enough to suffer a full 20 seconds while using other abilities in the wardens toolkit, that and being able to have fetcher infection applied to more than one target which is nice.

    Dive: where do I begin, I feel as though honestly It could fly faster like back in the morrowind expansion days, I don't mind the noise (just a me thing on that one) and there should be some adjustments to make it easier to weave with ranged light attacks as it sometimes causes rotations to be a bit messed up Global Cooldown wise. aside from that, cutting dive is my jam as if it is already afflicted by the abilities bleed over time, the first tick of bleed damage always occurs on recasting cutting dive on the afflicted target.
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • AcadianPaladin
    AcadianPaladin
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    I also prefer growing swarm (20 second DoT on target & surrounding enemies). Irrelevant that it cost stam due to its 20 second timer.

    My magward uses oakensoul and finds that a rotation of HA weaving shalks, wall and winter's revenge works pretty well for timing. My oaken stam bow warden's rotation is LA weaving silver shards while keeping shalks and the soul trap 10 second sticky AoE active works pretty well.

    I'm not discounting OP's concerns, just offering what works for me - and I very much like both my wardens.
    PC NA(no Steam), PvE, mostly solo
  • Soarora
    Soarora
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    I hate Dive but the other two are just fine. I didn’t like scorch at all but grew to enjoy it, especially because I don’t use it every 3 seconds, I let by sub assault pop both times. I don’t double cast fetcher either.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 3/8 Tris
    • Dungeons: 30/30 HMs - 24/24 Tris
    • All Veterans completed!

      View my builds!
  • KlauthWarthog
    KlauthWarthog
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    I don't like the double-cast thing on fetcher either, but it still beats their standard Warden "solution", tying the additional damage to casting with a staff.
  • SandandStars
    SandandStars
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    Magwarden Main (pvp) for 2 years.

    Birds are not viable for pvp. Way too slow to hit anyone. Way, way too slow.

    Scorch worked when it was on a 3 second timer. 9 seconds killed it for me. You’ve got to develop the skill to line them up and time them perfectly to hit a good player, and 9 seconds is just too wonky (and long) for the pace of pvp.

    Warden (Magwarden using warden skills, not Stamden crutching on polar wind and dizzy swing) is fun because it takes skill to use effectively in pvp; however, it’s also pretty crappy and awkward compared to NB or DK, and a player of equal skill on either class will kill you 99% of the time.

    My biggest issue with the class is birds/cliff racer, which literally does not work for pvp. Having an effective class spammable that synergizes with other class skills is an enormously powerful element. Look at NB & DK, the only 2 classes that have them for pvp.
  • CameraBeardThePirate
    CameraBeardThePirate
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    Birds are not viable for pvp. Way too slow to hit anyone. Way, way too slow.

    For crying out loud ZOS, instead of buffing this and Skulls in other ways, speed up the projectiles. That's always been the problem with them and it's gone unaddressed since their inception.
  • merpins
    merpins
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    Personally, I like scorch and its morphs. The set and forget, but need to refresh nature isn't bad, especially on the magicka morph when I only need to refresh after 12 seconds. I wish it was 9 seconds, having the thing appear after 3 and then after 6, but it's fine. I'd also prefer it if it lasted for say 33 seconds, popping up after 3 seconds, then once every 6 seconds after that 6 more times for the duration.

    Fletcher I agree that it's undertuned, but I don't think the feeling of the skill is the problem.

    The feeling of Dive has always sucked in my opinion though, 100%.
  • WrathOfInnos
    WrathOfInnos
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    I really dislike the long duration Scorch. It’s effectively just another long DoT you need to keep track of with a timer. It deals damage so long after casting that it feels random. And the skill simply doesn’t do nearly the damage that it should, previously did, and is expected of a semi-spammable burst skill.

    The original version was excellent. It had a duration of 3s, which gave the entire class a rhythmic feel. You didn’t need to watch a timer or track when it would land, it was just an intuitive pattern (skill, skill, scorch, skill, skill, scorch). This also meant that every tick of scorch damage would occur right as you were casting the next one, so it was easy to plan when are where to aim the linear AoE.

    Scorch was also responsible for 20-25% of Warden’s total damage back then, compared to 9-10% now. This made sense because it occupied more GCD’s. Scorch should not be some fire and forget DoT, it was designed to be so much better. It was class-defining, like Blastbones without the clunkiness and unpredictable timing. It was rewarding to those who aimed, much like Arcanist beam without the 5s break in the rotation.
    Edited by WrathOfInnos on September 17, 2023 7:50AM
  • Kalthea
    Kalthea
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    Apologies for delayed response, I've been busy! Thank you all for the replies.

    I've never liked scorch at all. I think delayed damage attacks in a fast-paced action game are awful, especially when you go to hit something with it only for the enemy to die just before it pops.

    Fetcher infection bad, all in agreement.

    Birds need to be faster (Instant, IMO) or just give us another ability. Let me throw Kwama eggs
    May your crops be sun-blessed, sweet soul.
  • aru
    aru
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    That's why I don't feel like playing Wardens and Necromancers. I want to see the effect when I press the key, not waiting for a few seconds!
  • Mesite
    Mesite
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    Once I got oakensoul on my old account, I couldn't stop playing my warden, just using the standard class skills, for fun
  • Kalthea
    Kalthea
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    Mesite wrote: »
    Once I got oakensoul on my old account, I couldn't stop playing my warden, just using the standard class skills, for fun

    Oakensoul helps out a lit of builds in many ways, and certainly helps warden feel less clunky at times. However, I'd like to stop relying on one particular item to resolve the baseline issues with the class.
    aru wrote: »
    That's why I don't feel like playing Wardens and Necromancers. I want to see the effect when I press the key, not waiting for a few seconds!

    Aye, this certainly is the biggest strain for warden. I often find myself comparing all of wardens abilities with alternate options just so I don't have to use the warden ones.
    May your crops be sun-blessed, sweet soul.
  • Zodiarkslayer
    Zodiarkslayer
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    Mesite wrote: »
    Once I got oakensoul on my old account, I couldn't stop playing my warden, just using the standard class skills, for fun

    I hate the fact that the Frost Warden isn't really happening when you are SOLO in ESO. You need to be in a group for all the frost focus to pay off.
    But when you swap to Oakensoul, at least the Magicka non Frost Warden becomes viable.

    Ironically, the StamDen has better Brittle uptimes, because Arctic Blast hits hard in melee range. You can even take good old Iceheart for flavour and it isn't really downgrade.
    Edited by Zodiarkslayer on October 2, 2023 11:32AM
    If anyone here says: OH! But, PVP! I swear I'll ...

    Thank you for the valuable input and respectfully recommend to discuss that aspect of ESO on the PVP forum.
  • ChRiS_the_GaMeR
    ChRiS_the_GaMeR
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    I agree with almost anything that’s being said until now. I just want to add that I think it’s a shame that the bird is so hard to justify, because while ignoring its flying pace it has a pretty unique animation since it includes the weapons used. I love that part of the skill because almost all other class spammable just removes your weapon in the actual animation which often kills the immersion or rp feeling in my opinion.

    Long story short: You have a really cool class spammable as a warden, so pls make it usable.
  • Necrotech_Master
    Necrotech_Master
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    I also prefer growing swarm (20 second DoT on target & surrounding enemies). Irrelevant that it cost stam due to its 20 second timer.

    My magward uses oakensoul and finds that a rotation of HA weaving shalks, wall and winter's revenge works pretty well for timing. My oaken stam bow warden's rotation is LA weaving silver shards while keeping shalks and the soul trap 10 second sticky AoE active works pretty well.

    I'm not discounting OP's concerns, just offering what works for me - and I very much like both my wardens.

    the problem i have with growing swarm in its current iteration is you can only have 1 instance active at a time (like curse for sorcs, or mark for NB, or backlash+morphs for templar)

    if you have 2 ranged enemies who dont stay near each other, you can only effectively dmg 1 of them at a time with the skill, where as with the other morph you can throw it on both enemies

    i dont really pay attention to when i have the bonus dmg, just like that i can apply the dmg to each enemy regardless if they are standing near each other
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

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