It looks like SSG has completly abandoned the idea of a warden self-healing tank, or even a self-healing class. Blue melee restoration healing 60-70kish initially while classes stand around a million morale is just a slap in the face of everyone who ever thought that warden is (or WAS) a tank... at the moment the only heals that do something are the AoE morale taps, persevere line is just broken, the heals are TINY. Offensive strike morale tap should be significantly bigger, conviction heal is LAUGHABLE even with the tracery.
The whole idea of a warden tank was around the fact that it would take more damage being a medium armor class, however it is more mobile, CAN HEAL UP and CAN INCREASE AVOIDANCES to reduce damage. Leveling up from 130 to 140, my ranged yellow-line restoration STAYED FLAT at around 13k heal tooltips... this is just a bad joke and an insult to anyone who ever rolled a warden seriously. How hard can it be to change some numbers just so we can have decent healing? I'm not asking for uber heals like warden had at 105, just for something that's not completly broken and unscaled and can compete with other classes 1-button healing... at the moment hunter blood arrow is a better heal than restoration... how pathetic is that?
- Atleast double the base healing for all persevere line gambits including the ranged versions
- AoE morale taps could get a small boost although they seem reasonable
- Offensive strike should get a big boost to help with single target fights, probably a 50-100% increase is a good ballpark, and add ST morale taps to the rest of the offensive strike line, at least combination strike (which is a useless gambit at the moment). Ranged versions of those gambits should also apply morale taps.
- Conviction heal should be increased by atleast 300% - I'm not joking. Healing 8-9k for a finishing 5 builder gambit at 140 honestly? Warden is already one of the more underwhelming supporting tanks, why not make the fellowship heal atleast somewhat decent?
- Never surrender should go back to protecting from one-shots, at the moment the skill is nearly useless, its just like a bigger potion on a long cooldown while other classes have big panic 1-button skills that greatly reduce damage or heal you up. At the moment hard-hits can oneshot you THROUGH never surrender, without it applying before you die.
Additionally, there are other problems with warden: the traceries which increase morale-tap damage are supposed to also increase the heal recieved? Or do they work as intended? Because at the moment they just increase the TINY damage which morale taps do on the enemy, THEY DO NOT INCREASE THE HEAL RECIEVED (i tested this). Red-line trait offensive strike morale-tap increase also DOES NOT increase the heals, although the blue line traits which claim to do the same actually do.
And one more suggestion: please, change the ranged offensive strike - outgoing damage debuffs to be ADDITIVE, like other proper debuffs, even if values have to be lowered. At the moment the debuffs just reduce the mastery of the mob by a few % which is laughable, make them a proper debuff so warden can have more support roles.
Please do not turn warden into a purely DPS class... I leveled up my warden long ago to be able to also have a tank which can also solo content, NOT TO HAVE YET ANOTHER DPS CLASS along my hunter (or burglar, although burglar still has SOME useful supporting roles)