Warden Armor Class

I'm DMing for a level 4 half-orc warden, so I agree about the defender and controller parts, but striker? Wardens are happy if they can get 2[W] dailies at heroic tier from what I've seen. Did you use a fullblade?
He might've been using a Crippling Crush+Maw of the Guardian build. Wardens have at least one ability pew level that slows/immobilizes. So with Crippling Crush and any Hammer you get to add your con mod. Maw of the Guardian makes it so whenever you are in a Form (two/day by level 6) you add your con mod in damage again. At level 11 those builds take hammer rhythm, so you deal your con mod in damage on a miss. It ends up being really consistent DPR.
 

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He might've been using a Crippling Crush+Maw of the Guardian build. Wardens have at least one ability pew level that slows/immobilizes. So with Crippling Crush and any Hammer you get to add your con mod. Maw of the Guardian makes it so whenever you are in a Form (two/day by level 6) you add your con mod in damage again. At level 11 those builds take hammer rhythm, so you deal your con mod in damage on a miss. It ends up being really consistent DPR.

Ah, I suspected it might be an earthstrength warden, but I wasn't aware of that particular build. Thanks for the heads-up. I count myself lucky that my player has a wildblood warden, then. ;)

EDIT: I see you've posted such a build earlier. Shame on me for skipping over that. :)
 
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Ah, I suspected it might be an earthstrength warden, but I wasn't aware of that particular build. Thanks for the heads-up. I count myself lucky that my player has a wildblood warden, then. ;)

EDIT: I see you've posted such a build earlier. Shame on me for skipping over that. :)
Wildbloods that MC into Fighter and take Pitfighter can be pretty beastly as well! +Wis to all damage at level 16. Should be +22 to hit/+21 to damage at 16 with weapon focus/level appropriate items. Something like this, but don't take the feats in this order.

====== Created Using Wizards of the Coast D&D Character Builder ======
level 16
Longtooth Shifter, Warden, Pit Fighter
Build: Wild Warden
Guardian Might: Wildblood
Versatile Expertise: Versatile Expertise (Axe)
Versatile Expertise: Versatile Expertise (Heavy Blade)

FINAL ABILITY SCORES
Str 22, Con 14, Dex 12, Int 9, Wis 22, Cha 11.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 11, Int 8, Wis 16, Cha 10.


AC: 33 Fort: 29 Reflex: 24 Will: 28
HP: 136 Surges: 11 Surge Value: 34

TRAINED SKILLS
Nature +19, Endurance +14, Athletics +18, Perception +19, Heal +19

UNTRAINED SKILLS
Acrobatics +6, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +14, History +7, Insight +14, Intimidate +8, Religion +7, Stealth +6, Streetwise +8, Thievery +6

FEATS
Level 1: Battle Awareness
Level 2: Sudden Roots
Level 4: Versatile Expertise
Level 6: Wildblood Cunning
Level 8: Weapon Proficiency (Bastard sword)
Level 10: Weapon Focus (Heavy Blade)
Level 11: Beasthide Shifting
Level 12: Wildblood Retribution
Level 14: Wildblood Speed
Level 16: Wildblood Fury

POWERS
Warden at-will 1: Thorn Strike
Warden at-will 1: Weight of Earth
Warden encounter 1: Wildblood Frenzy
Warden daily 1: Form of Winter's Herald
Warden utility 2: Eyes of the Hawk
Warden encounter 3: Pressing Attack
Warden daily 5: Form of Mountain's Thunder
Warden utility 6: Treacherous Ice
Warden encounter 7: Guardian's Pounce
Warden daily 9: Form of the Oak Sentinel
Warden utility 10: Spiritual Rejuvenation
Warden encounter 13: Mark of Talons (replaces Pressing Attack)
Warden daily 15: Form of the Crushing Mountain (replaces Form of Mountain's Thunder)
Warden utility 16: Verdant Life

ITEMS
Cloak of the Walking Wounded +3, Heavy Shield, Battle Harness Earthhide Armor +3, Iron Armbands of Power (paragon tier), Blood Fury Bastard sword +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Start the fight, minor action become "bloodied", Move to minor > Longtooth shifting > +2 damage, regen while bloodied, resist 2 all for the whole encounter. Use any of your Move and attack encounter powers (Wildbloods have tons of good ones) mark everything adjacent, end turn. Can do that every fight.

Your second Wind increases your mark penalty by your wis mod, so -8 to any attack that doesn't include you, adds +6 to all damage to EoNT. Allows you to shift 6 squares. If an enemy makes an attack that doesn't include you, you can shift 6 squares as a free action. Then on your turn every enemy that made an attack that didn't include you gets an MBA as a free action for their trouble. So mark, SW, shift away, have the controller slow/immobilize enemies so they have no choice but to either not attack or attack at a huge penalty, shift back, and beat them up with some huge bonuses and multiple attacks.
 

I'm DMing for a level 4 half-orc warden, so I agree about the defender and controller parts, but striker? Wardens are happy if they can get 2[W] dailies at heroic tier from what I've seen. Did you use a fullblade?
Bastard sword. But with one of his powers, he knocked someone down until they saved and they took damage when they got up. However, nobody hit with that power ever lived to take that damage. Now maybe that's a controller thing--granting the strikers the chance to brutalize someone prone for a few rounds--but it sure felt strikery.
 

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