Hello,
Just wanna know if Warden can spec in Shield on this server
Thank you for your answer
Just wanna know if Warden can spec in Shield on this server
Thank you for your answer
inoeth wrote: ↑Mon 3 Sep 2018 11:44 AMshield skill with increase of skill points ofc.... like it was on live several years ago
( 32 reg 49 nurt 42 shield 3 weapon)inoeth wrote: ↑Wed 5 Sep 2018 8:49 AMwarden never was op with and without shield lol
shieldspec without bonus skillpoints is BS ..... BTW mythic only granted about 400 skillpoints when they introduced shield for wardens
try to explain why you think wardens with more spec points and the ability to skill shield, but not actually skilling shield would make wardens OP
either you have good healing, high nurture, shield.... but lack of dmg or ( 32 reg 49 nurt 42 shield 3 weapon)
good healing high nurture ok dmg but suck at defense or (32 reg 49 nurt 39 weapon 15 shield)
no healing, ok dmg, ok defense but low nurture (7 reg 44 weapon 42 shield 38 nurt)
none of these specs are considered OP
majedorcanie wrote: ↑Thu 13 Sep 2018 8:10 PMOn live with spec Shield you can snare back.
No need to put points into a weapon, you hit with the line master level Battlemaster.
Warden have buffs, resists, good heal, hot, cure, speed, bubble, add damage, celerity, and TH Field in Ra.
And you have multi song too.
It's not OP to play with a warden ....
It's the better bodyguarder in this game.
Any groups play just with a bard a druid and a warden with ML perfecter like a druid.
On this server, with group mid playing 3 tanks bubble is very important.
Warden can't slam but can snare.
And have determination and TH F too.
On Hib you must play with a bard 2 druids a warden.
After for me i like play with 4 tanks : hero bm champion and vw.
Deter for all, stoicism for 2, 1 charge, any stun (slam, side, back) for all, debuff and interrupt.
Or hybrid with hero bm enchant moon and eld/menta.
relvinian wrote: ↑Tue 18 Sep 2018 9:48 PMI think they should just make a new class available for all realms called.
Space Force!
They get light sabers and stealth and speed 5.
Once you go far enough custom, anything is possible.
Beefzerkee wrote: ↑Sat 29 Sep 2018 4:59 PMGood thoughts, I'd like to point out though that staying power is less of a concern than you'd think with us having access to mastery of blocking and mastery of parrying plus an off block stun in blades.
What I recommend isn't solo viability, we have that if high enough rank and specced correctly, what I recommend is allowing two chants at once and bringing back the minor celerity on the damage add. That'll help us be less niche and more wanted for tank groups and would drastically improve small man viability.
Magesty wrote: ↑Sun 30 Sep 2018 4:36 PMBeefzerkee wrote: ↑Sat 29 Sep 2018 4:59 PMGood thoughts, I'd like to point out though that staying power is less of a concern than you'd think with us having access to mastery of blocking and mastery of parrying plus an off block stun in blades.
What I recommend isn't solo viability, we have that if high enough rank and specced correctly, what I recommend is allowing two chants at once and bringing back the minor celerity on the damage add. That'll help us be less niche and more wanted for tank groups and would drastically improve small man viability.
I was trying to look at a solo Warden in a realistic RvR environment rather than in a vacuum. If you’re able to get a clean 1v1 they do currently have a ton of staying power, but this is highly unlikely in what is looking to be a jam packed OF environment. As it stands the longer your fight goes the chance you are added on increases exponentially, and the population is only a fraction of what it will be after launch. The Warden has no ability to kill enemies with any sort of expedience nor can they reliably stun or CC. This means that in most cases they will need to draw out a fight and endure being attacked by multiples to even secure one kill. Compare this to almost any other melee outside of the Paladin (although even they have more killing power and slam)— they have success as solos or in small mans because they can kill targets somewhat quickly or deal with adds for at least a short time. The Warden lacks the ability to do either and a solution that affects the fewest other areas of gameplay is to increase their ability to outlast an opponent via melee for long enough to at least have chance to secure a kill before dying to adds.
If you try to solo as a class with low weaponskill that relies on MoB/MoP to land a chain you’re going to quickly find yourself realizing that dodger and the penalty to block from dual wield were removed from the game for a reason. If you think wardens are going to have any level of real solo viability even at higher realm ranks I think you are sorely mistaken. Assassins and frequent adders (the Alb stealth Zerg is already at seemingly every mile gate) are going to make it nearly impossible to get kill RPs outside of the occasional clean 1v1 against a tank or 1H melee.
I think your suggested change is a good one if your goal is fitting them in to tank groups, but I think that’s just about all it will improve. It is unlikely a small man would rather have a Warden over another caster or a proper melee dps because they are bringing a 15% haste. Why would I want 15% extra damage when I could just add 100% via another fighter or more effective utility and damage via something like a mentalist.
It’s a tough thing to fix without going overboard or messing up balance in an aspect of the game. If it were up to me we’d see a lot of granular balance changes and experimental abilities through instant 50 and early launch to try to find something that works for not only the Warden, but all the classes/specs that need some love.
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