This setup seems like it could be quite strong. It brings a lot of utility while also having the capacity for very high DPS. Because of things like Necropotence and 8% Max Magika on the Sleet Storm morph, this setup will likely hit the highest magika in the game. Obviously complete DPS parses can't be done yet, but it should do reasonably well. It will probably not beat out Mag Sorc in terms of raw DPS numbers, but I think that is fine due to all the utility that it brings to the table.In terms of healing I do not think it competes with Mag Templars. This isn't necassarily a problem with the warden design though. It has a high compacity for healing, potentially even more powerful healing than a Mag Templar. However, Warden healing seems to actually require coordination and smart use, whereas with Mag Templar it is much more reliable and easy to use. It's pretty cool that Warden healing actual requires some skill though.With all this being said, I believe that Magika Wardens will still be desirable in groups. It really does seem to be a true "Jack-of-all-Trades" setup, which I believe was one of the things you guys where trying to do with it. They will be solid options for DPS and healing, they bring a ton of utility, and they look fun the play.This setup looks like it needs work. One of the biggest problems I see is that roughly 2/3rds of the class cannot be utilized by stamina. Winter's Embrace and Green Balance just do not add much for a stamina setup. Even the Stam morphs for Animal Companions are not all that strong. Like pretty much every stamina setup in the game currently, most of skills used are going to be coming from weapon trees and not class trees. Even then, other classes will still utilize stamina setups better at least having a couple incredibly strong abilities (Dark Deal, Hurricane, Suprise Attack) or strong passives (Helping Hands, Battle Roar, Implosion).There is one obviously lacking playstyle in this game: a ranged stamina setup. I think that is what everyone thought that the Warden had the potential to be, a viable ranger type of character. Someone that could use a bow and dish out a respectable amount of damage from a range. Instead, there is nothing unique to this class that would make it more viable at this archetype than any other stamina setup. Dive is the only thing that is even remotely unique in that aspect, but Dive alone is not enough to make ranged play viable. Instead, a bow will be utilized on a backbar with 2H/DW being the core of the setup. This is how it is for all stamina characters and it is disappointing to see the same thing over again.With a few simple changes though, I believe the Stamina Warden could become a solid stamina option and could fill that "ranger" niche that the game lacks.- Some of the strongest abilities in the game are those that have a massive effect on group v. group play. Think of all the chaos that the Destro Ultimate has caused. This ability is a complete game-changer and will just make zergs that much more unkillable. I really do not think that a group wide, 30% damage reduction for allies a good idea. It seems quite unhealthy for the game as a whole. At the very least, this ability should not move around with the caster. A simple solution would be to make it so that it stays on ground where placed, like Standard of Might.(stamina morph of Dive) - This skill needs an actual effect on the morph aside from just "scales of stamina and weapon damage". There are many effects that could work, but here are some ideas that would help compliment a stam warden's kit: Empowers next auto attack, Empowers next ability, Stealth Prevention, Major/Minor Defile, Movespeed Slow.- This skill and both of the morphs actually look really good. I genuinely believe that Swarm, more so than any other skill, is the most in need of a stamina morph. A long ranged DoT like this is something that stamina setups lack. Making one of these scale off stamina and weapon damage would single-handedly turn Stamina Wardens into a very potent bow user, something that is generally missing from this game.- It is currently unclear what the scalings are like on this ability, but in general they seem way too low to actually have comparable resource management to other classes. 3-4k Magika/Stamina over 22 secondsweak. I certainly think this ability would be better off if it was something like "restore a % of magika/stamina every second for 22 seconds". I should also mention that Major Brutality has conflicting buffs with another essential skill for pretty much every Stamina user, Rally. It's not a huge deal but when stamina setups are gated to just a few skills, it is really unfortunate when buffs overlap.- This passive looks incredibly weak. 1k health is extremely low for a pet dying/getting used. Because of the way Growing Swam works with this ability, it would be too strong if it were any higher though. I suggest changing how this ability works with Growing Swarm (from 6+ procs to 1-2) and then buffing up the health restored from this passive significantly.- A flat 500 boost to physical and magical resistance very low. Even with multiple abilities slotted, this bonus will not add up to anything significant at all. I suggest changing it to a single use passive instead, such as "Adds 2500 physical and magical resistance when a Winter's Embrace ability is slotted" or completely change the passive.This is the first iteration of analyzing what the Wardens role will be in ESO and how they will fit it with the rest of the classes. There is still quite a bit of unknown information out there, but that problem should get solved in the next ESO Live and when Morrowind Closed Beta invites go out. There is still plenty of time to make changes to this class. Overall, it has a ton of potential to be a fun, unique class.