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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: 6708015" data-attributes="member: 6793297"><p><span style="font-size: 18px"><strong>Tips and Tactics</strong></span></p><p></p><p><span style="font-size: 12px"><strong>Optimization Packages</strong></span></p><p></p><p><span style="color: #00ccff">Frostcheese</span> — Since you're a weapon user, this is an extremely viable option unless an errata changes that in the future. The first hit causes cold vulnerability, and that causes you to get combat advantage as long as you keep hitting. The frost weapon makes every attack a gold attack. The gloves and paragon path just pile on more goodies.</p><p></p><p></p><ul> <li data-xf-list-type="ul">Feat: Wintertouched (Heroic)<br /> </li> <li data-xf-list-type="ul">Feat: Lasting Frost (Paragon)<br /> </li> <li data-xf-list-type="ul">Item: Frost Weapon (Any)<br /> </li> <li data-xf-list-type="ul">Item: Gloves of Ice (Paragon/Epic)<br /> </li> <li data-xf-list-type="ul">Paragon Path: Icewrought Sentinel (optional)<br /> </li> </ul><p><span style="color: #0000ff">Psychic Lock</span> — This basically abuses the Psychic Lock feat by using a Githyanki Silver weapon to perpetually decrease an opponent's attack rolls.</p><p></p><ul> <li data-xf-list-type="ul">Feat: Psychic Lock (Paragon)<br /> </li> <li data-xf-list-type="ul">Item: Githyanki Silver Weapon (Late Heroic and later, heavy blade only)<br /> </li> <li data-xf-list-type="ul">Item: Headband of Intellect (Any)<br /> </li> </ul><p><span style="font-size: 12px"><strong>Second Wind Optimization</strong></span></p><p></p><p>If second winding is your thing, it's possible to add an incredible amount of things onto the action, such as extra healing, defense boosts, saving throws, etc. There's a whole thread devoted to it here(x) where they provide one for toughness and one for healing, but I've also provided a summary of a very vanilla version using some pretty basic options. A build thread has also opened up showing possible builds for SWO here(x). It's assumed, of course, that you're a dwarf, for obvious reasons.</p><p></p><p>Heroic Tier:</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #00ccff">Toughness</span> (Feat): Increasing your max HP is a start. You should take this anyway.<br /> </li> <li data-xf-list-type="ul">Durable (Feat): Increase your number of surges, since you'll be going through an awful lot of them.<br /> </li> <li data-xf-list-type="ul">Enduring Mountain (Tribal Feat): Additional HP when you spend a surge for any reason.<br /> </li> <li data-xf-list-type="ul"><span style="color: #ff9900">Cloak of the Walking Wounded</span> (Neck Slot Item): Basically a multiplier, as you spend two surges when you second wind while bloodied. Other things that boost healing when you spend a healing surge, such as Enduring Mountain and Armor of Durability, are doubled when this happens.<br /> </li> <li data-xf-list-type="ul">Armor of Durability (Armor): Additional HP per surge that scales with the item's level.<br /> </li> <li data-xf-list-type="ul"><span style="color: #0000ff">Belt of Vigor</span> (Waist Slot Item): Very cheap in each tier, and it's a flat bonus to your surge value.<br /> </li> </ul><p>Paragon Tier:</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #00ccff">Dwarven Durability</span> -or- Improved Second Wind (Feat): The first one is obviously better, but not all of you are going with Constitution. You <em>can</em> take both, of course.<br /> </li> <li data-xf-list-type="ul"><span style="color: #00ccff">Ring of the Fallen</span> (Ring): It doesn't add to the surge value, but for con-based wardens it adds a large amount to your second wind, plus the same amount to surges spent during short rests.<br /> </li> </ul><p>Epic Tier:</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #ff9900">Armor of Enduring Health</span> (Armor): Second wind twice per encounter, that's just... wow.<br /> </li> <li data-xf-list-type="ul"><span style="color: #00ccff">Ring of Regeneration</span> (Ring): Adds to your surge value, so it's multiplied by the Cloak of the Walking Wounded. Oh, and regeneration too.<br /> </li> <li data-xf-list-type="ul">Dauntless Champion's Ring (Ring): If you're willing to pay for a level 30 item to upgrade your +3 from the Ring of Regeneration to a +4 to your surge value, it's there.<br /> </li> <li data-xf-list-type="ul"><span style="color: #00ccff">Epic Recovery</span> (Feat): Requires martial multiclass. Combined with the above Armor of Enduring Health, you're now second winding 3 times an encounter.<br /> </li> </ul></blockquote><p></p>
[QUOTE="Veep, post: 6708015, member: 6793297"] [Size=5][b]Tips and Tactics[/b][/size] [Size=3][b]Optimization Packages[/b][/size] [COLOR=#00ccff]Frostcheese[/COLOR] — Since you're a weapon user, this is an extremely viable option unless an errata changes that in the future. The first hit causes cold vulnerability, and that causes you to get combat advantage as long as you keep hitting. The frost weapon makes every attack a gold attack. The gloves and paragon path just pile on more goodies. [LIST][*]Feat: Wintertouched (Heroic) [*]Feat: Lasting Frost (Paragon) [*]Item: Frost Weapon (Any) [*]Item: Gloves of Ice (Paragon/Epic) [*]Paragon Path: Icewrought Sentinel (optional) [/LIST] [COLOR=#0000ff]Psychic Lock[/COLOR] — This basically abuses the Psychic Lock feat by using a Githyanki Silver weapon to perpetually decrease an opponent's attack rolls. [LIST][*]Feat: Psychic Lock (Paragon) [*]Item: Githyanki Silver Weapon (Late Heroic and later, heavy blade only) [*]Item: Headband of Intellect (Any) [/LIST] [Size=3][b]Second Wind Optimization[/b][/size] If second winding is your thing, it's possible to add an incredible amount of things onto the action, such as extra healing, defense boosts, saving throws, etc. There's a whole thread devoted to it here(x) where they provide one for toughness and one for healing, but I've also provided a summary of a very vanilla version using some pretty basic options. A build thread has also opened up showing possible builds for SWO here(x). It's assumed, of course, that you're a dwarf, for obvious reasons. Heroic Tier: [LIST][*][COLOR=#00ccff]Toughness[/COLOR] (Feat): Increasing your max HP is a start. You should take this anyway. [*]Durable (Feat): Increase your number of surges, since you'll be going through an awful lot of them. [*]Enduring Mountain (Tribal Feat): Additional HP when you spend a surge for any reason. [*][COLOR=#ff9900]Cloak of the Walking Wounded[/COLOR] (Neck Slot Item): Basically a multiplier, as you spend two surges when you second wind while bloodied. Other things that boost healing when you spend a healing surge, such as Enduring Mountain and Armor of Durability, are doubled when this happens. [*]Armor of Durability (Armor): Additional HP per surge that scales with the item's level. [*][COLOR=#0000ff]Belt of Vigor[/COLOR] (Waist Slot Item): Very cheap in each tier, and it's a flat bonus to your surge value. [/LIST] Paragon Tier: [LIST][*][COLOR=#00ccff]Dwarven Durability[/COLOR] -or- Improved Second Wind (Feat): The first one is obviously better, but not all of you are going with Constitution. You [i]can[/i] take both, of course. [*][COLOR=#00ccff]Ring of the Fallen[/COLOR] (Ring): It doesn't add to the surge value, but for con-based wardens it adds a large amount to your second wind, plus the same amount to surges spent during short rests. [/LIST] Epic Tier: [LIST][*][COLOR=#ff9900]Armor of Enduring Health[/COLOR] (Armor): Second wind twice per encounter, that's just... wow. [*][COLOR=#00ccff]Ring of Regeneration[/COLOR] (Ring): Adds to your surge value, so it's multiplied by the Cloak of the Walking Wounded. Oh, and regeneration too. [*]Dauntless Champion's Ring (Ring): If you're willing to pay for a level 30 item to upgrade your +3 from the Ring of Regeneration to a +4 to your surge value, it's there. [*][COLOR=#00ccff]Epic Recovery[/COLOR] (Feat): Requires martial multiclass. Combined with the above Armor of Enduring Health, you're now second winding 3 times an encounter. [/LIST] [/QUOTE]
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