Talk:What We Wish Other Classes Knew About Wardens
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This list is really good, but I think too long.

Other classes need to read a short list of critical bullet points. Some of this stuff should be removed, and some made more concise.

- This one could be removed entirely: 25% out-of-combat run speed toggle : We're not typically using this while in a group anyway (since we would just get ahead of them), and certainly not using this when we could possibly get into combat. So how does this REALLY affect others critically?

- This one could be removed entirely: Stuns and fears are big problems for Wardens : This is true for everyone, and doesn't even seem accurate in this part: fear prevents us from using any skills at all . Since when does fear prevent skill use? Does the author mean cowering dread?

- What does this mean, in item #13? "Switching from tanking is not always viable because it's tougher to self-heal."

Overflow

I agree with the previous comment... this is data overflow. You need a list of maybe 3-5 things total that other players who are not familiar with the class need to know about us when grouped.

The MAIN thing that people have got to get through their heads is that Wardens take time to build up any of their skills. We cannot simply click one button (usually) and make something happen. Many of our best skills take 4-5 moves, and at ~1 sec per move, that means the fastest we can get to them is 6 seconds (5 for the setup moves, one for the gambit). If things are going south really, really fast, the Warden's ability to suddenly change what he's doing is therefore... limited at best. This is the message that most needs to be ingrained on those who team with us.

Also, it's important for people to know that pre-level 40 or so (and maybe even later, though my character is only 43 right now), there are precious few methods a Warden can use to grab threat from someone after he/she has stolen it from us. The others in the group need to give us time to build threat and then be careful not to peel it away, until we get our higher level skills.

I've said that all in way too much text... but those basic concepts (plus the existing one about ambush) are the ones people really need to know about Wardens. If you haven't played one, you might assume that Wardens play like everyone else and just need to hit a button to get the good heal to go off... and that's just not true.

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Comments on data

  • The +25% run speed is put in there because some people think it works just like the hunter's run speed, ie applies to the whole fellowship. So it's there to inform those who don't know that it is only a self buff.
  • The stun/fear line can probably be removed since it applies to ALL classes.
  • The tanking comment is correct. In order to self-heal we must be in melee range of the mobs. If we aren't tanking then most likely we aren't in melee range or we are running around doing other things thus it's harder to build gambits. At least that is how I take that line.

Run speed

How about this edit for the run speed?

"Our run-speed buff toggle drastically reduces our max power, is canceled when we enter combat and it is self-only."

It's both less wordy, and I think by re-writing it to be like this, the point is made clearer. The % of the toggle really is not important for "what we want others to know about us."

I think this list should be, at most, a "top 10" ... And we need to be more concise.

F