Player's Handbook 2: I haz it


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Edit: Anyone could give an overview of the Warden powers pas lvl3? Are all dailies polymorph with nice effects and a nice but not so strong attack added to be done latter?(hope yes, or at least the majority) Any polymorph feats that indentified as crazygood? How about the specif encounter powers of the two builds? could we get something on then?

thanks in advance

The warden 1, 9, 15,25, 29 dailies are all take this form, get a long-lasting ability (much like a rage, really) and attack once per encounter with a special attack.

Dailies 5 and 19 are elemental based weapon or close blast 3 attacks.

The encounters are virtually all weapon with a few blast attacks too. There re a nice variety of attacks here. It looks like a fun class, though its defender abilities are not as good as a fighter. You can mark more enemies and more easily, but you can only punish them if they attack someone else, not if they move away from you. It is an interesting class, overall.
 
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Wow, that feat is epic for half elves...

too bad there's nothing of similar scope with humans, I always embraced them more so for their versatility.

It seems they switched humans from "versatile" to "focused" A human can be anything he wants, and he will be among the best in his area of expertise, rivaling even those races that traditionally focus on this.

I like this image of humans, too. Humans as a race are versatile, humans an individual are experts. It explains how they can always compete with all other races - whatever a human is set out to do, he can achieve greatness.

A Half-Elf is the versatile now - he is between two cultures, between two societies, and mixes them to create something unique.
 


The warden 1, 9, 15,25, 29 dailies are all take this form, get a long-lasting ability (much like a rage, really) and attack once per encounter with a special attack.

Dailies 5 and 19 are elemental based weapon or close blast 3 attacks.

The encounters are virtually all weapon with a few blast attacks too. There re a nice variety of attacks here. It looks like a fun class, though its defender abilities are not as good as a fighter. You can mark more enemies and more easily, but you can only punish them if they attack someone else, not if they move away from you. It is an interesting class, overall.

Thanks a lot! I'm getting great feelings about this class! :D

But I have to disagree with you a little bit. They are not as sticky as a fighter, sure(witch is the golden standard of the defenders), but can take a feat that add a slow effect to they OA, and the feats for the build are extremely nice! The wildblood lets you shift your wisdom as a free action when your mark triggers so you can reach anything that managed to get past you. and the earthstrength one at paragon gives you CON temp HP whenever the mark triggers. not has nice as the wildblood, but the point is, they function very similar to the fighter, but have one of the immediate to work at ranged from beginning, and can improve their mark effect by much.

I think the warden will be at least comparable to the fighter in defender abilities, at least if they powers do comparable damage to the fighter ones (not as a swordmage with are good defenders, but have pretty low damage powers at higher levels). Of course, no seeing the actual thing, this might be all crazy talk by me. :p

And thanks again for the info!!
 

Witch is the more awesome part of feat. The PMC stuff is nice if you are PMC, but since you normally PMC for the the at-will and you are already gaining one non-class at-will.

I guess you could have an at-will from your class, one from another class from the half-elf, and another from PMC, but I don't see much of the point. ;)

The biggest problem would be perhaps the half-elf having a hard time pulling from multiple classes (there is still only one CON based class, and even that one is mostly charisma anyway). Still, a charisma/con bard can take a paladin attack as a dilletante for additional weapon action, and can multi into warlock and/or paladin, etc ... heck, with the half-elf feat you at least get more excuses to multiclass than just the at-will swap (since you can, if nothing else, cherry pick a utility power from any class ... and some classes have daily attacks that are stance based, etc). It would be funny to see an epic tier half-elf bard/paragon muticlass/eternal seeker just to see how many different classes it can juggle ... investing in the combined items like holy avengers, pact blades and the like would be a must (or just going with a wand for bard/wizard/warlock fun, etc).
 

[The warden] looks like a fun class, though its defender abilities are not as good as a fighter. You can mark more enemies and more easily, but you can only punish them if they attack someone else, not if they move away from you. It is an interesting class, overall.
I, personally, am getting a little tired of the viewpoint that fighters are the best defenders because they're 'sticky'. There will likely never be another defender in 4e that can punish enemies for moving away, so if that's your measuring stick, fighters will be gods among defenders forever.

Fighters get to try to keep marked enemies from moving away because their mark does pretty much squat unless the enemy is adjacent to them. If you're fighting an enemy with a high AC or who can teleport frequently, fighters are horrible defenders, while most other defenders are orders of magnitude better, because their marks don't depend on being adjacent and/or hitting with an attack.

Please don't take this as an attack of any sort. This probably isn't the right place for a defender debate anyway. I just needed to vent that somewhere, and this was convenient. If you disagree (speaking to anyone, not just the post I quoted), then lets agree to disagree and leave it at that.

I do have a question though - what exactly is it that makes wardens less efficient at defending than fighters? Is it purely because they aren't 'sticky', or is it something else? I ask because I don't actually know what wardens get to do with their mark.
 
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I, personally, am getting a little tired of the viewpoint that fighters are the best defenders because they're 'sticky'. There will likely never be another defender in 4e that can punish enemies for moving away, so if that's your measuring stick, fighters will be gods among defenders forever.

Fighters get to try to keep marked enemies from moving away because their mark does pretty much squat unless the enemy is adjacent to them. If you're fighting an enemy with a high AC or who can teleport frequently, fighters are horrible defenders, while most other defenders are orders of magnitude better, because their marks don't depend on being adjacent and/or hitting with an attack.

Please don't take this as an attack of any sort. This probably isn't the right place for a defender debate anyway. I just needed to vent that somewhere, and this was convenient. If you disagree (speaking to anyone, not just the post I quoted), then lets agree to disagree and leave it at that.

I do have a question though - what exactly is it that makes wardens less efficient at defending than fighters? Is it purely because they aren't 'sticky', or is it something else? I ask because I don't actually know what wardens get to do with their mark.

Well, I tend to agree with you.

Stickyness is the Fighters shtick, and it helps him Defend. That doesn't mean other Defenders have to be sticky. The goal of a defender is ensuring that in the end, he takes the damage and his allies don't. He tries this by creating incentives to attack him, or outright force enemies to attack him. And sometimes he does it "after the fact" - Lay on Hands of the Paladin is basically undoing the fact that an enemy hit your ally.
 

I actually think the Wardens look like decent defenders on paper, at least.

They are basically melee controllers. They do very little damage, but looking at their powers, it revolves around punishing any monster that's near them. Slowing, creating difficult terrain, one encounter power even prevents enemies from shifting (1) and other effects that hamper an enemy from getting to anyone else. If the enemy gets away, the Warden's marking power lets them drag the bastard back to the warden. He also marks anyone adjacent to him.

The Warden's point, is thus, "I'm the best target because I'm the easiest for you to reach."

Of course, it suffers the same problems as the fighter: if your enemy has teleportation, or the warden can't get adjacent, your defender is declawed.
 

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