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Swordmage Feat Swordbond for a Warden - Thoughts?
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<blockquote data-quote="I'm A Banana" data-source="post: 5339684" data-attributes="member: 2067"><p>Looks pretty solid.</p><p></p><p>FYI, keep an eye out for any power with the "Wildblood" line. Those are going to have an extra kicker for your Warden build, and will likely be a bit more awesome than other abilities. </p><p></p><p>Also, tactics-wise, the Warden is at their best when they can keep creatures next to them, so keep an eye out for things that immobilize, slow, or otherwise stop critters from moving. At the beginning of your turn, you should mark anything that's next to you. Your mark doesn't last very long, so keep applying it. You probably know this already, but you want things trying to hit you (that's what your mark functions as), so AC and HP and other defense-boosters are going to pay off more in your party than attack-boosters. Still, having a few potent attacks is a good plan. Gonna be next to the guys, you might as well wail on 'em. </p><p></p><p>Which Skill Power did you pick up with your feat? Nature Sense is a pretty decent Level 2 Utility for your character, but keep in mind that a feat like Toughness or even Weapon Focus might be more useful over the long term than an additional utility power. Skill powers are fun (and don't let me chase you away if you just want it for character reasons), but it's probably not going to swing the balance in one direction or another. Lasting one more round because of Toughness or killing an enemy one round earlier because of Weapon Focus keeps the action economy on your side. The bonuses also scale with tier. Meanwhile, a feat like Sudden Roots keeps enemies who want to move away from doing so very far (unless they take their full turn to move away from you, you'll be able to keep up with them, even without much in the way of speed). </p><p></p><p>Nature's Abundance can be really useful if there's a rogue or assassin or some other "hidey" character around, and cover is generally useful, but if your allies are more mobile (monks and teleporters and the like), they might not want to sit next to you to get the benefit. You might also consider Warden's Tempest (to keep 'em close) or Erupting Font (to keep 'em marked). If your allies all like to stay in one place, then Nature's Abundance can make you all a big wall, but it might also make you all a big target for area-affect abilities (we're all in cover...and we're all targets of the dragon's breath, too...). </p><p></p><p>Again, I'm no big rulesninja, but there's some baseline advice. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5339684, member: 2067"] Looks pretty solid. FYI, keep an eye out for any power with the "Wildblood" line. Those are going to have an extra kicker for your Warden build, and will likely be a bit more awesome than other abilities. Also, tactics-wise, the Warden is at their best when they can keep creatures next to them, so keep an eye out for things that immobilize, slow, or otherwise stop critters from moving. At the beginning of your turn, you should mark anything that's next to you. Your mark doesn't last very long, so keep applying it. You probably know this already, but you want things trying to hit you (that's what your mark functions as), so AC and HP and other defense-boosters are going to pay off more in your party than attack-boosters. Still, having a few potent attacks is a good plan. Gonna be next to the guys, you might as well wail on 'em. Which Skill Power did you pick up with your feat? Nature Sense is a pretty decent Level 2 Utility for your character, but keep in mind that a feat like Toughness or even Weapon Focus might be more useful over the long term than an additional utility power. Skill powers are fun (and don't let me chase you away if you just want it for character reasons), but it's probably not going to swing the balance in one direction or another. Lasting one more round because of Toughness or killing an enemy one round earlier because of Weapon Focus keeps the action economy on your side. The bonuses also scale with tier. Meanwhile, a feat like Sudden Roots keeps enemies who want to move away from doing so very far (unless they take their full turn to move away from you, you'll be able to keep up with them, even without much in the way of speed). Nature's Abundance can be really useful if there's a rogue or assassin or some other "hidey" character around, and cover is generally useful, but if your allies are more mobile (monks and teleporters and the like), they might not want to sit next to you to get the benefit. You might also consider Warden's Tempest (to keep 'em close) or Erupting Font (to keep 'em marked). If your allies all like to stay in one place, then Nature's Abundance can make you all a big wall, but it might also make you all a big target for area-affect abilities (we're all in cover...and we're all targets of the dragon's breath, too...). Again, I'm no big rulesninja, but there's some baseline advice. ;) [/QUOTE]
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