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Strange Question RE: 4e.
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<blockquote data-quote="DEFCON 1" data-source="post: 5354026" data-attributes="member: 7006"><p>In answer to your first question... no, there's not much more you can do to make you more durable <em><strong>and</strong></em> deal more damage. That's the point of being a defender... you usually have to forsake one if you want to buff the other. A Greatweapon Fighter can dish out striker-like amounts of damage... but because they aren't wielding a shield, their AC is always at least 2 points less than a sword 'n board fighter.</p><p></p><p>Same thing with the warden. The warden is designed to be <em>the most</em> durable defender class, as one of the main attributes is CON... thereby raising your HP to the highest base level of any class, plus gaining the use of CON for your AC for two of the builds. Add in a heavy shield... and you have the highest HP, one of the highest AC classes at its level.</p><p></p><p>The downside of course is that you aren't going to do (or really even approach) striker-level damage with your weapon. 1d10+5 sounds about right for a 2nd level warden wielding a warhammer. While there are some powers that might be able to up that damage a little... you pretty much are going to stick about that level. And barring spending your feats on damage-dealing ones (like Weapon Focus), you need to pretty much accept that this is your damage potential.</p><p></p><p>As far as the warden Marking... here is pretty much all you need to know:</p><p></p><p>At <em>one</em> point during your turn (either at the start, in the middle while moving, or once you've arrived at your destination) you can use a Free action to Mark every enemy adjacent to you at <em>that specific point you use it</em>. Usually you'll use it when you are already engaged with one or more enemies ior when you use your Move action to move adjacent to one or more enemies. The idea of Marking while in the middle of a Move action *IS* possible... but you will of course usually be subject to Opportunity Attacks if you do so. This is because you will moving from an adjacent enemy (that you moved adjacent to so you could Mark him) to another space on the battlefield (and thus triggering the OA as you leave a space threatened by that enemy).</p><p></p><p>Like all marks, this gives the enemy the Marked debuff... if they attack someone instead of you (or don't include you in a multi-target attack), they take a -2 to each of their attack rolls against those that they attack that round. That's the basic Marked condition that you and the DM need to remember, and the one that all defenders get to use.</p><p></p><p>Now as a warden, you also have two powers that you can use. One is used against someone within melee range that attacks an enemy that does not include you... and one is used against someone within 5 squares of you that attacks an enemy that does not include you.</p><p></p><p>The melee power (Warden's Fury) is an Immediate Interrupt, meaning that your use of this power occurs <em>before</em> the attack your enemy makes that triggers the power's use. You make a STR vs Fortitude attack, and if you hit, you do 1[W] + STR mod damage, plus the enemy grants Combat Advantage to you and your allies until the end of your next turn. Provided that this Warden's Fury attack doesn't knock the enemy dead... the enemy's attack against one (or more) of your allies <em>still goes off</em>... but they do still take the -2 to the attack roll because of the Marked debuff.</p><p></p><p>The ranged power (Warden's Grasp) is an Immediate Reaction (meaning it occurs <em>after</em> your enemy completes the attack he makes against any ally(ies) that trigger the power's use). When you use the power (and so long as that enemy is within 5 squares due to it being a Close burst 5 power)... you slide the target 1 square, and the target is Slowed, and cannot Shift until the end of its turn. You cause no damage against this target at range... you only can slide it and slow it down. This power is meant to be used when you Marked an enemy that had been next to you, it moved away to go after the archer or wizard instead... and you then pull the enemy off of the archer or wizard and make it so the enemy can't shift back to attack him again.</p><p></p><p>That's *it* so far as what you can do with your Marking ability. Add the -2 debuff for the enemy's attacks... hit a Marked enemy within melee range... or slide and slow a Marked enemy within 5 squares.</p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5354026, member: 7006"] In answer to your first question... no, there's not much more you can do to make you more durable [I][B]and[/B][/I] deal more damage. That's the point of being a defender... you usually have to forsake one if you want to buff the other. A Greatweapon Fighter can dish out striker-like amounts of damage... but because they aren't wielding a shield, their AC is always at least 2 points less than a sword 'n board fighter. Same thing with the warden. The warden is designed to be [I]the most[/I] durable defender class, as one of the main attributes is CON... thereby raising your HP to the highest base level of any class, plus gaining the use of CON for your AC for two of the builds. Add in a heavy shield... and you have the highest HP, one of the highest AC classes at its level. The downside of course is that you aren't going to do (or really even approach) striker-level damage with your weapon. 1d10+5 sounds about right for a 2nd level warden wielding a warhammer. While there are some powers that might be able to up that damage a little... you pretty much are going to stick about that level. And barring spending your feats on damage-dealing ones (like Weapon Focus), you need to pretty much accept that this is your damage potential. As far as the warden Marking... here is pretty much all you need to know: At [I]one[/I] point during your turn (either at the start, in the middle while moving, or once you've arrived at your destination) you can use a Free action to Mark every enemy adjacent to you at [I]that specific point you use it[/I]. Usually you'll use it when you are already engaged with one or more enemies ior when you use your Move action to move adjacent to one or more enemies. The idea of Marking while in the middle of a Move action *IS* possible... but you will of course usually be subject to Opportunity Attacks if you do so. This is because you will moving from an adjacent enemy (that you moved adjacent to so you could Mark him) to another space on the battlefield (and thus triggering the OA as you leave a space threatened by that enemy). Like all marks, this gives the enemy the Marked debuff... if they attack someone instead of you (or don't include you in a multi-target attack), they take a -2 to each of their attack rolls against those that they attack that round. That's the basic Marked condition that you and the DM need to remember, and the one that all defenders get to use. Now as a warden, you also have two powers that you can use. One is used against someone within melee range that attacks an enemy that does not include you... and one is used against someone within 5 squares of you that attacks an enemy that does not include you. The melee power (Warden's Fury) is an Immediate Interrupt, meaning that your use of this power occurs [I]before[/I] the attack your enemy makes that triggers the power's use. You make a STR vs Fortitude attack, and if you hit, you do 1[W] + STR mod damage, plus the enemy grants Combat Advantage to you and your allies until the end of your next turn. Provided that this Warden's Fury attack doesn't knock the enemy dead... the enemy's attack against one (or more) of your allies [I]still goes off[/I]... but they do still take the -2 to the attack roll because of the Marked debuff. The ranged power (Warden's Grasp) is an Immediate Reaction (meaning it occurs [I]after[/I] your enemy completes the attack he makes against any ally(ies) that trigger the power's use). When you use the power (and so long as that enemy is within 5 squares due to it being a Close burst 5 power)... you slide the target 1 square, and the target is Slowed, and cannot Shift until the end of its turn. You cause no damage against this target at range... you only can slide it and slow it down. This power is meant to be used when you Marked an enemy that had been next to you, it moved away to go after the archer or wizard instead... and you then pull the enemy off of the archer or wizard and make it so the enemy can't shift back to attack him again. That's *it* so far as what you can do with your Marking ability. Add the -2 debuff for the enemy's attacks... hit a Marked enemy within melee range... or slide and slow a Marked enemy within 5 squares. Hope this helps. [/QUOTE]
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