Online:Steadfast Ward

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ON-icon-skill-Restoration Staff-Steadfast Ward.png Steadfast Ward
Line Restoration Staff
Line Rank 20 Cost 4590 Magicka
Cast Time Instant Duration 6 seconds
Target Area
Area 28 meters
Morphs
Morph ON-icon-skill-Restoration Staff-Ward Ally.png Ward Ally
Cast two shields instead of one, with one shield always on yourself. Reduces the cost as the ability ranks up.
ON-icon-skill-Restoration Staff-Healing Ward.png Healing Ward
Heals target based on the shield's strength every second it persists.
Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
Steadfast Ward: Call on your staff's strength to protect you or the lowest health ally around you with a damage shield that absorbs [6149 / 6215 / 6283 / 6352] damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds.
Ward Ally: Cost: [4590 / 4500 / 4410 / 4320] Magicka.
Call on your staff's strength to protect you and the lowest health ally around you with a damage shield that absorbs 6352 damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds.
Healing Ward: Call on your staff's strength to protect you or the lowest health ally around you with a damage shield that absorbs [6352 / 6421 / 6491 / 6561] damage. The shield's strength is increased by up to 100%, depending on the severity of the target's wounds. While the shield persists, the target is healed for 33% of the shield's remaining strength every second.

Steadfast Ward grants a Damage Shield to you or an ally with the lowest Health, scaling based on the targets missing Health. Ward Ally also shields you when you cast it, while Healing Ward restores Health to the target equal to 33% of the shield's remaining strength, every second.

Notes[edit]

Gallery[edit]

Patch Notes[edit]

  • Corrected this ability's tooltip so that it matches what the ability actually does. The tooltip no longer states that it only heals allies in front of you.
  • Fixed an issue where Healing Ward (morph of Steadfast Ward) wasn't causing critical hits.
  • Healing Ward: Fixed an issue where the shield heal from this ability was being applied when you refreshed the ability. It now correctly only applies the heal if the shield duration expires.
  • Healing Ward: Fixed an issue where the shield heal from this ability was being applied when you refreshed the ability. It now correctly only applies the heal if the shield duration expires.
  • Increased the strength of this ability by approximately 4%.
  • Healing Ward: Fixed an issue where this ability's damage shield was not properly reduced by Battle Spirit.
  • This ability and its morphs can no longer shield allies through walls and other line of sight blockers.
  • Healing Ward: Fixed an issue where this ability and its morphs could be cast on environmental traps.
  • Healing Ward: This ability will now heal targets more reliably after the ward expires during high-latency scenarios.
  • Healing Ward: Removed the initial heal from this ability.
    • Developer Comment: The change affecting the Forward Momentum, Quick Cloak, and Hasty Retreat abilities is the same movement speed changes noted previously, and the desire to have variability in the positive and negative directions during combat.
  • Increased the base shield size of this ability by approximately 14%, but reduced the bonus scaling to 100% from 300% to better align it with other abilities, and reduce the polarizing effectiveness it has.
  • Healing Ward: This morph will no longer heal you after the shield ends, because the shield hardly remains to do that. This morph will now heal you once every second for 33% of the remaining shield size instead, to ensure you gain effectiveness out of it. This heal can critically strike, due to the fact that the shield itself cannot crit.
  • Ward Ally (morph): Fixed an issue where the ally targeting shield was not considered a Restoration Staff ability.
  • Ward Ally (morph): This morph now reduces in cost as the ability ranks up, rather than increasing in shield size by 1.1% per rank.
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