What We Wish Other Classes Knew About Wardens
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Original content created by community member: Mosby

Contents

General

This page is a concise list of what those of us on the Warden forum would like people who play other classes to know, in a nutshell, about our class.

The Warden's Roles in a Group

  1. In groups, we can fill any number of roles: main tank, off tank, interrupts, corruption removal, moderate ranged DPS, or DOT in a protracted fight. Just tell us what you want and we can provide.
  2. However, although we can switch from role to role in the time it takes to build a gambit (a few seconds), our need to stack multiple gambit moves together means that we are most effective when focusing on one role at a time, rather than switching amongst roles.

How the Warden Deals Damage

  1. Our ranged DPS is behind Hunters, Loremasters, Minstrels and Runekeepers and does reasonable burst damage, but cannot be effectively sustained.
  2. We get double damage on our strongest ranged attack if it's from behind the target. (Wages of Fear)
  3. Most of our melee damage comes from bleeds and damage over time. It adds up vs. both single and multiple targets, but it is not instant and we're not going to out-damage a Champion.

How the Warden Tanks

  1. We tank primarily through self-healing, but we are vulnerable to spike (burst) damage, stuns, silence, fear and disarm. If you are healing a main-tank Warden, be ready when the big attack hits.
  2. We build incredible AoE threat. However, most of it is done "over time," so we need some time to get it going. If you do manage to pull aggro from us in the early stages, or from a massive DPS spike - it may take some time for us to get it back.
  3. All of our AOE threat skills also have a DoT component, since most of these attacks have 10m range mezzes within 10 m of the warden are easily broken and stay broken for the next 16 seconds. Warn us if you are going to CC and try to keep them out of our range.
  4. Because so many of our threat building skills have a threat over time component, there is no way to easily shed aggro once we get it. We may have moved on to another task or mob and have the previous mob decide to turn to us.
  5. We have only one forced taunt. It is a legendary skill; the duration is short; it is NOT instant to use. In other words, don't count on it in an emergency.
  6. Wardens make an excellent tank for kiting bosses, as we can execute many of our gambits on the run. The most powerful of these is Conviction, a level 54 gambit that heals all members of the fellowship (generating healing threat) and transfers threat from each party member to the Warden. This is done through the use of 'Masteries' which allow us to build our gambits very quickly, at any range (as long as we are in combat) and without a target. These Masteries have no damage component.
  7. We have an Ambush attack that we like to use as an opener. It has a long induction (5 seconds), and it will be interrupted if we get in combat. So if you see us squatting down, please don't pull the mob. Our attack will stun it for a few seconds which allows us to either further establish aggro on that target or build threat on another while the ambushed mob is still down.
  8. Other than Conviction and Dance of War mobs generally need to be in melee range (6.5m) or just outside of melee range (10m) for us to generate any aggro on it.

Special Class Abilities

  1. We have an 'out of combat' run speed buff toggle, and can port to key locations around the map. Unlike hunters, however, this is 'self only'. It turns off as soon as we enter combat.
  2. We have NO panic buttons, excluding racial abilities.
  3. We have NO ability to resurrect ourselves or fallen comrades.

Miscellaneous

  1. We absolutely love our class, and as a result, have the best forum on the internet.
  2. For more information, see the Official Lorebook Entry for Wardens.
  3. We are the best dance fighters in the game. For instance, when we get Disco Challenge off and follow it up with Dance of War, then stand wide and thrust our spear in the air like we just don't care (but with Conviction) then suddenly starts all the nearby mobs suddenly become our groupies and start clamouring for our autographs. Fame is fickle, though and if we don't continue performing the mobs will get tired of us.

Credits

Content on this page was contributed by the following members of the Warden community: LOTR_Fraktal, tanis0, RazorsKiss, geoboy, LtDiablo, jmarin69, dorablu, jeedai, bigblackwaggylab, Delirium, Japridemor, and Velorim.

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