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A Rock and A Hard Place: A Warden Handbook (By Alphaant)
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<blockquote data-quote="Veep" data-source="post: 6707998" data-attributes="member: 6793297"><p><span style="font-size: 18px"><strong>At-Will Powers: The groundwork</strong></span></p><p></p><p><span style="font-size: 12px"><strong>Class Features: </strong></span></p><p></p><p>Note: I'm including Warden's Fury and Warden's Grasp here for posterity.</p><p></p><p><span style="color: #0000ff">Warden's Fury</span>: This is your primary mark punishment. Weapon vs Fortitude, and the enemy grants CA. Unfortunately, this is an immediate interrupt, not an opportunity action, so once per turn. And unless you have a polearm, they have to be adjacent.</p><p></p><p>Warden's Grasp: This is for those enemies that move away before they attack. Slide 1 and slowed, no attack roll, though it's a reaction, not an interrupt, so you can't prevent the attack. Push them into the waiting hands of your ranger or rogue, or even better into the zone created by your current form.</p><p></p><p><span style="font-size: 12px"><strong>At-Will Attack Powers:</strong></span></p><p></p><p>With a few exceptions, most Wardens will want Thorn Strike as their first at-will choice, though there's several good options for your second choice (and third, for humans).<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p></p><p>Earth Shield Strike (PH2): If you think you need the slight defense boost, now is a good time to Second Wind instead.</p><p></p><p><span style="color: #800080"><strong>Playful Torment</strong></span> (D 392): I don't like the Melee 1 instead of Melee Weapon, and I don't think gaining CA for yourself only until the <em>beginning</em> of your next turn makes this a good choice at all. I haven't found myself using <em>Warden's Fury</em> enough to make a small damage boost that useful either. There's enough ways to get CA without this that it makes it a complete non-starter for me.</p><p></p><p><span style="color: #0000ff">Resilience of Life</span> (PP): Targeted at Lifespirits, Wildbloods might also find it useful. For an at-will, that's an awful lot of temporary hit points. Kept out of the top tier by the fact that you only dish temp HP to adjacent allies, so you'll want to take your party into consideration when choosing this power.</p><p></p><p>Strength of Stone (PH2): Unlike Resilience of Life, you get the Temp HP, not your ally. And rest assured, you'll find them more useful than he will. For Earthstrength and Stormheart.</p><p></p><p><span style="color: #0000ff">Tempest Assault</span> (PP): Stormhearts love this, as the auto-minion death adds to your controller secondary. Combine with <span style="color: #00ccff">Echoes of Thunder</span> for better results.</p><p></p><p><span style="color: #00ccff">Thorn Strike</span> (PH2): First choice for most Wardens, this is a melee 2 attack that brings the target back to you. If you're using a polearm, not so much.</p><p></p><p><span style="color: #ff0000">Warden's Lunge</span> (D 379): Can be used as a melee basic on a charge, and it marks the target. Except that you can do basically the same thing with a melee basic charge and a free action after the charge to mark all adjacent. There's a corner case where <strong>polearm users</strong> can use it as a charge and not go adjacent (now that it's optional), and still get to mark.</p><p></p><p></p><p><span style="color: #0000ff">Weight of Earth</span> (PH2): For Earthstrength and Stormhearts with Crippling Crush, this becomes <span style="color: #00ccff">even better</span>. For everyone else, remember what I said about your powers being your source of stickiness?</p></blockquote><p></p>
[QUOTE="Veep, post: 6707998, member: 6793297"] [Size=5][b]At-Will Powers: The groundwork[/b][/size] [Size=3][b]Class Features: [/b][/size] Note: I'm including Warden's Fury and Warden's Grasp here for posterity. [COLOR=#0000ff]Warden's Fury[/COLOR]: This is your primary mark punishment. Weapon vs Fortitude, and the enemy grants CA. Unfortunately, this is an immediate interrupt, not an opportunity action, so once per turn. And unless you have a polearm, they have to be adjacent. Warden's Grasp: This is for those enemies that move away before they attack. Slide 1 and slowed, no attack roll, though it's a reaction, not an interrupt, so you can't prevent the attack. Push them into the waiting hands of your ranger or rogue, or even better into the zone created by your current form. [Size=3][b]At-Will Attack Powers:[/b][/size] With a few exceptions, most Wardens will want Thorn Strike as their first at-will choice, though there's several good options for your second choice (and third, for humans).[COLOR=#0000ff] [/COLOR] Earth Shield Strike (PH2): If you think you need the slight defense boost, now is a good time to Second Wind instead. [COLOR=#800080][b]Playful Torment[/b][/COLOR] (D 392): I don't like the Melee 1 instead of Melee Weapon, and I don't think gaining CA for yourself only until the [i]beginning[/i] of your next turn makes this a good choice at all. I haven't found myself using [i]Warden's Fury[/i] enough to make a small damage boost that useful either. There's enough ways to get CA without this that it makes it a complete non-starter for me. [COLOR=#0000ff]Resilience of Life[/COLOR] (PP): Targeted at Lifespirits, Wildbloods might also find it useful. For an at-will, that's an awful lot of temporary hit points. Kept out of the top tier by the fact that you only dish temp HP to adjacent allies, so you'll want to take your party into consideration when choosing this power. Strength of Stone (PH2): Unlike Resilience of Life, you get the Temp HP, not your ally. And rest assured, you'll find them more useful than he will. For Earthstrength and Stormheart. [COLOR=#0000ff]Tempest Assault[/COLOR] (PP): Stormhearts love this, as the auto-minion death adds to your controller secondary. Combine with [COLOR=#00ccff]Echoes of Thunder[/COLOR] for better results. [COLOR=#00ccff]Thorn Strike[/COLOR] (PH2): First choice for most Wardens, this is a melee 2 attack that brings the target back to you. If you're using a polearm, not so much. [COLOR=#ff0000]Warden's Lunge[/COLOR] (D 379): Can be used as a melee basic on a charge, and it marks the target. Except that you can do basically the same thing with a melee basic charge and a free action after the charge to mark all adjacent. There's a corner case where [b]polearm users[/b] can use it as a charge and not go adjacent (now that it's optional), and still get to mark. [COLOR=#0000ff]Weight of Earth[/COLOR] (PH2): For Earthstrength and Stormhearts with Crippling Crush, this becomes [COLOR=#00ccff]even better[/COLOR]. For everyone else, remember what I said about your powers being your source of stickiness? [/QUOTE]
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