It is getting to the point where all you see is sorcs running around. Brand new sorcs or sorcs that were put on the shelf some time ago. So many players flocking to the path of least resistance. It would be nice if this is something that gets looked at before another 6 months goes by.
@xylena_lazarow We've had this discussion before...
How is Ward balanced against Runespite Ward if this were the case? Let's compare...
Hardened Ward
"Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 7323 damage for 6 seconds. If no pets are affected, you also heal for 2400 Health. This ability scales off the higher of your Max Health or Magicka and the shield is capped at 72% of your Max Health."
Passive interaction:
Restore 300 Magicka when it ends.
Increase health and stamina recovery by 20% on slotted bar (useless if you have another one on that bar for example bound aegis or curse).
Impervious RuneWard
"Like the rune knights of old, summon a shield that absorbs 9916 damage for 1 second, and then 4958 damage for 5 seconds if the first shield persists. Both shields scale off your Max Health. The first time you take direct damage, the shield retaliates and deals 0 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for 1600 Health, scaling off your Max Health, per Crux spent."
Passive interaction:
Increase armor by 1980.
Increase Magicka, Stamina, and Health Recovery by 129 each. (Unique to each ability slotted)
Grants you and your group Minor Evasion.
When used to consume crux generate 4 ultimate. (Once per 8 seconds)
Your status as illuminatus reduces the cost and increases the strength of your damage shields by 10%.
Warp fate when you generate or consume Crux, increasing your Critical Damage and Critical Healing by 12% for 7 seconds.
Take away the heal from Hardened Ward and the comparison between the two abilities is laughable.
Is it truly balanced because it has the ability to scale on Magicka?
Compared to the loss of all the additional interaction that a comparable skill on Arcanist has?
I'm ALL for changing the skill. What about heal per absorbed hit? It becomes more susceptible to execute scaling but becomes stronger in a 1vX scenario (where Ward performs poorly). Etc etc
But if you want to remove the heal then something else SHOULD be added to it.
huskandhunger wrote: »No change to sorc hardened ward increase scaling from 10% max HP back to 15%
Instead change Streak to a 6800 Magicka cost with a ramping cost of 50% increase within 10 seconds after use.
I think Hardened Ward should be less does-only-one-thing, because that forces it to be ridiculously strong in that one thing - shielding. But having the heal on there fills too much of what I think is a necessary gap - sorcs shouldn't have a skill that covers basically every avenue of defense. It's too much. They could add minor prot or something, maybe minor resolve. Minor maim for hitting the shield.Only if we nerf every other classes self healing then sure nerf hardened ward maybe buff hurricane/lighting form but without Ward Sorc will just be a punching bag for every class and not fun to play ward is all sorcs have left to rally defend themselves properly.