yesnomu
First Post
I'll ignore the points that are just listing class features, especially since some of them are pretty unremarkable (Warden's Grasp is easily the least useful defender punishment, for example). Likewise, two other defenders have THP-granting at-wills, and anyone can take weapon focus and iron armbands.
Now, crippling crush, crushing guardian and maw of the guardian are a pretty nice combination. However!
1) This only works for two encounters per day if the warden takes two level 1s instead of a level 1 and 5, and then only uses slowing/immob powers every turn. In my games, the wardens like using encounter powers that do other things (Earthgrasp Strike and Wildblood Frenzy are favorites), and like to use their THP at-will as well, so the +10 damage bonus wouldn't always come up.
2) Now, if they do just use Weight of Earth every turn, that +10 damage is pretty decent. But seriously, compare the kinds of damage bonuses real strikers can pile on: A twin-striking Ranger gets +3.5/4.5 from Quarry, double the bonuses from Weapon Focus and Iron Armbands/Bracers of Archery/Talon Amulet, and they haven't even used a power yet. My group's Ranger has a neat utility Stance that adds +3 damage to all Quarry attacks when he wins initiative over everything else, and he tends to win a lot. The Warden's situational damage bonuses are nice, but not really comparable.
Now, crippling crush, crushing guardian and maw of the guardian are a pretty nice combination. However!
1) This only works for two encounters per day if the warden takes two level 1s instead of a level 1 and 5, and then only uses slowing/immob powers every turn. In my games, the wardens like using encounter powers that do other things (Earthgrasp Strike and Wildblood Frenzy are favorites), and like to use their THP at-will as well, so the +10 damage bonus wouldn't always come up.
2) Now, if they do just use Weight of Earth every turn, that +10 damage is pretty decent. But seriously, compare the kinds of damage bonuses real strikers can pile on: A twin-striking Ranger gets +3.5/4.5 from Quarry, double the bonuses from Weapon Focus and Iron Armbands/Bracers of Archery/Talon Amulet, and they haven't even used a power yet. My group's Ranger has a neat utility Stance that adds +3 damage to all Quarry attacks when he wins initiative over everything else, and he tends to win a lot. The Warden's situational damage bonuses are nice, but not really comparable.