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Unread 07-08-2008, 04:34 AM   #1
Sorano

Loremaster
 
Join Date: Nov 2004
Posts: 505
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Since Aeralik has pointed out that some classes have not updated their bugs/issues thread in a very long time, I am attempting to bring the warden one up to date, so we can get some much needed attention.

Bugs

Tranquility Line

The heal on Tranquility is being treated like a HoT, and all +heal mods are only applied to the first heal. This needs to be fixed as +heal should apply to all the heal triggers.

Warden Cure AA end line ability

Shatter Infection does not trigger as stated. It should trigger a cure all once any group member drop below 50% health, but in its current state it does nothing.

The entire Warden cure AA line needs to be reworked. I recommend making the Shatter Infection end line ability change the Tranquility line into a group wide spell. I also suggest that any cure bonuses apply to Tranquility as well as our single target cures.

Faery Ally

The Faery currently gets stuck on attempting to heal dead people. This is particularly annoying during raids.Another thing I have noticed is that the Faery will waste time trying to move to the person with the lowest hps, cutting down the amount of healing it does. I suggest that the Faery heal becomes zonewide, so the Faery does not actually have to move about.

Mythical weapon

The stoneskin clicky buff expires after 3 hits. It should last 12 seconds. The stoneskin effect drops once the Infuriating Thorns damage shield procs 3x.

Clicky buff cannot be cast on the warden themselves

Cast time on Clicky needs to be 1 second or insta cast as it is a save that you use in an emergency, making the current cast time too long

AE Root agility debuff

Since the agility debuff is on our AE root line, we cannot use this ability on epic mobs. Please allow wardens to cast the root on epic mobs and just allow the debuff portion to apply.

Spore heal proc line

The warden 2 set VP bonus increases the proc chance on our Spores heal line. The problem is we currently have an AA line which also does this, and Spores proc chance is capped at 16%. The VP 2 set bonus is currently wasted as we cannot go over the max proc rate. Suggest that the VP set bonus be changed to increasing the heal amount on Spores instead.

Healing GroveThe tree dies from AEs and is therefore very limited in application. Please make the tree AE immune. The size of the tree is also a problem in a raid setting. Please give wardens the option to reduce it to shrub size, even if it is via a fun spell of some sort. The tree heal should also be made raidwide.

Tunare's Watch

The spell somehow missed a T8 upgrade. Please allow it to scale with level like our emergency heals if there are no upgrades intended for it.

Nature's Renewal

The second deathsave trigger does not appear to be healing for the correct amount, and is not taking +heal into account. Furthermore there is some indication that it is actually healing for below the minimum non modified value of the spell on the second death save trigger. 

Nature's Pack

The wolf pack should be treated as a dot and not a dumbfire. Having the wolves die instantly on AE, or on a mobs damage shield is just not worth the power cost of casting this spell during a raid.

 End game viability

The main problem wardens face is a lack of end game raid viability due to buff issues. Please refer to this thread for a more detailed discussion as to why this is so. http://forums.station.sony.com/eq2/...topic_id=421872

Suggestions for buff fixes:

Sandstorm line: Lack of usefulness on raids due to defence being capped/diminishing returns and the secondary kb/stun not being applicable to epic mobs.Suggestions for a fix are to change the buff to +parry/block, which is uncontested avoidance and will always be useful in a raid setting.

Thorns/Damage shield. The damage provided by thorns is minimal and only applies to one mob. Suggest that this buff be changed to add a hate/dps modifier. Increase haste of target by 20. Hate gain by 10. Another option is to have thorns reflect damage based on a fixed percentage of what the mob is attacking for. Something like 10% of any melee hit is reflected back on the mob.

Armour of the seasons. Buffing a measly 300 to all resists is hardly useful given diminishing returns. Compare the secondary effect of the warden mit buff  to defilers who get a 600hp regenerating magical ward, or templars who get +groupwide hps, and it certainly does not stack up. Suggest that this changes to increases the effect of worn armour by 10% for the entire group.

Aspect of the Hawk Wis/power once again has limited usefulness in end game raiding, given that power pool size and resists mean very little. Suggest this changes to a wis/str/power buff, which at least gives melee wardens some better suited buffs.

Instinct. Without the VP set bonus, this buff has very little application, due to +skills being subject to diminishing returns, and orange con epic mobs ignoring player skill stats. The VP set bonus is definitely a start to improving this buff, but it is still limited in that the warden can only apply it to one person. Suggest making this buff a conc slot buff, so the warden can choose to buff multiple people.

VP set discussion

2 set bonus is currently not useful due to the proc cap on spores (see above)4 set Good6 set Good

The one thing wardens request is for the +heal on the pants being moved to the BP, and the BP effect moved to the legs. The reason being is that most wardens would prefer to equip the Abomination Leggings from Leviathan in the leg slot, which means we then give up the extra healing the set legs provide. Moving the healing bonus to the BP gives wardens more flexibility, as we can then equip a pure healing set, or a dps set.

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