Quote:
Originally Posted by Oakmiser
Discuss, or support us all by demanding a fix that will make us more valued on a raid.
Trubs I see have gotten a fix to POTM by demanding it...maybe something can be done for wardens.
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first of all, the troubadour thing is totally irrelevant to your case. they were dealing with a daze which affected their performance to the point that some of them weren't casting it as often as they could, while the dirge counterpart spell had no drawbacks. the troubadour spell was originally different and needed the effect to create balance. when it was changed, however, the daze was not removed.
wardens, on the other hand, have been broken for years as a class. to compare this to the troubadour issue would be to say that if the root was removed from sandstorm, you would be fine. that is not the case. wardens have major and deep-rooted issues. everything about the class is in conflict, and without massive changes that would throw off whatever balance the devs believe they have you are not going to see a fix.
for example, the fact that one of the more popular warden AA specs gives melee abilities. then, every piece of raided warden gear has loads of int and wis, but no str. min/maxing wardens end up having to find brawler pieces to wear to increase their effectiveness. AA specs are a problem in themselves because there aren't really any viable "healing" choices or the class abilities being enhanced are just that useless. (warden death prevention? probably the most useless spell ever. hey, let's make it trigger twice... now it's useless twice in a row, assuming it even triggers.) if the role of a warden on a raid is to heal, cure, and do some damage (since they have no debuffs to speak of) and the only sensible damage augmenting choices affect melee attacks, then why should warden gear have int, +spell damage, and enhance: damage spell characteristics?
some issues are even more intrinsic to the class. the only time that a warden can attempt to pull ahead of another class is in raw healing power. however, ward and reactive healing is often more effective, and those classes have more potent protective buffs, which makes the competition for raw healing almost pointless. yes, the warden's heals count and can be really useful, but the overall effectiveness is not even close to that of the other "MT" healers. while offering little to no actual protection with buffs, wardens also have a limited damage output because of low-damage spells and the aforementioned conflict between viable AA specs and gear. new spells, additionally, have been lame and extremely situational abilities that don't really add anything to the warden's spell list. group death prevention (which doesn't even work), a tree that dies if you look at it the wrong way, a multi-cure that heals, and a summoned fairy that heals. the pack of wolves was the only new spell that i could call useful. take a look at what these spells effectively do... heal! does a warden really need more heals? no! wardens need some love in the buffing or damage area. because of their limited overall effectiveness (aka one-dimensional strength), wardens get the short end of the stick when it comes to raiding.
can wardens be useful? yes. if you want to see tons of green numbers, wardens are the way to go. sadly, they don't do anything else for your group or raid that another class couldn't do better.
unfortunately, the warden class was annihilated a long time ago. there are, honestly, no small fixes that are going to make it better. everything that made wardens great has been oversimplified; the warden's strength was in the complexities.
so, in conclusion, unless you want another massive combat revamp, you will most likely never see a satisfactory answer to the warden question.