Warden Goliath Polearm Stoneblessed PP

The Eternal defender epic destiny level 24 feature also gives you +1 reach (and bigger weapon). Requires fighter, but a goliath stoneblessed eternal defender fighter (or MC fighter) with a reach weapon has reach 4 all day long.

Warden has 3 form that gives +1 reach. Oak sentinel (9), Rowan sentinel (15) and Autumn Reaper (25)
 

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The Eternal defender epic destiny level 24 feature also gives you +1 reach (and bigger weapon). Requires fighter, but a goliath stoneblessed eternal defender fighter (or MC fighter) with a reach weapon has reach 4 all day long.

Warden has 3 form that gives +1 reach. Oak sentinel (9), Rowan sentinel (15) and Autumn Reaper (25)

ah so that ED gives you the other +1 Reach.
How cool is that, easy to get to most enemy on the board.

Move into a room with threatening reach encounter power and just stand there.

All enemy attacking you get an OA and slow them.

Anything special on polearm (Halberd) that you can do.
I see that weapon that adds 1 to your pulls, not bad for the at-will which pulls 1.

Any other obscure feats that can add to the fun.
 

Problem for me is that to get Polearm gamble, the wonderful Warden AC is compromised with no shield, and you cant start Con at 20, did this lesser AC cause problems ?

It's a reach-build, the idea is to keep enemies away from you. Polearm Gamble's probably not the best fit, that one's better for a Fighter cause of their ability to stop enemies with their opportunity attacks.

However, where the reachwarden shines with reach is when it gets combined with Nature's Fury, allowing them to punish violation of their mark over a distance competitive with paladins.
 

It's a reach-build, the idea is to keep enemies away from you. Polearm Gamble's probably not the best fit, that one's better for a Fighter cause of their ability to stop enemies with their opportunity attacks.

However, where the reachwarden shines with reach is when it gets combined with Nature's Fury, allowing them to punish violation of their mark over a distance competitive with paladins.

Okay thats a whole heap of issues brought up in one short commentry.
If possible could you give a more detailed reply and explain fully.

Polearm Gamble for me, was to get heaps of OA's against all the enemy I was tanking against, plus extra attacks and epic 19-20 crit to maybe get Holy Blade working to spend a surge on a crit, poss opening up a few build options in other areas.
Plus with Sudden Roots and difficult terrain etc then it will do the same thing as a fighter and effectively stop them.

Yes the key aspect of warden with reach is Natures fury from level 1 being able to stop the shift 1 and charge someone else.
And latter up to reach 3,4, poss 5.

So I dont see a reach build being about keeping enemies away from you, as a Warden or tank wants to keep enemies close to him.

But a reach build can be used to get in a lot more attaks, and attacks that slow.

is there anything you can add to opportunity attacks.
As with the Threatening Reach, there would be eaps of em.
 

Where are you Draco, can you come back and let me know the benefit of you wisdom.

p.s. I had a NPC in my campaign called "Draco Nightcap" :)
 


There are a bunch:

Hafted defence: +1 to your AC and ref when using a polearm in 2 hands
Polearm Momentum: knock target prone if you push/slide it 2+ sq. with polearm
Polearm Flanker: gives you flanking even if not adjacent
Polearm Gamble: get attack against foes moving adjacent, but grant CA
Spear Push: Add +1 sq. to pushes with polearm
Maneuvering Strike: When you push/pull/slide a target with your polearm, they grant CA to you.

There are some more if you are multiclassed fighter/warlord.

Note that the to take all the feets above requires Str, Dex and Wis of 13+.

As for the Axe portion, there are a whole bunch of other feats, which include:

Headman's Chop: Extra damage to prone targets.
Axe Expertise: +1 to hit per tier, plus can reroll a 1 on one damage die/damage roll
Deadly Axe: Makes all axes high crit
Axe Mastery: Crit on 19-20
Cleaving Axe: Get a free melee basic 1/round when you drop an enemy to 0 HPs

Plus, there are a whole bunch more if you multiclass fighter (especailly), ranger warlord or barbarian.
 
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Polearm Flanker: gives you flanking even if not adjacent

I'm just making sure this is put out there every time this feat is mentioned, as I got hosed on it due to sloppy reading. Polearm Flanker doesn't just give you flanking. It allows you to count as occupying an adjacent square when figuring out if you flank on your attack. If you've got a flanking buddy, he'll eventually get frustrated that you are not contributing.

For a Warden this is a bit more helpful than it is for a Fighter, I think, as the Warden can punish within reach as opposed to just adjacent foes.
 

I am thinking of a tactic that completely nerfs the Wardens Mark.
Tell me what you think.
Use powers to slow enemies as much as can, and put down a daily form that causes difficult terrain.
Then shift back 1 from the enemy and actually dont mark anything.
Or possibly use the form that marks within 3 squares.

But leave 1 space from me and enemy.
And have them too slow to attack anyone else but me.

Then use Polearm Gamble to get a whole heap of OA's when they move in to atttack me.

Either way with Polearm Gamble and Threatening Reach encounter power for 2 rounds.
I will get a lot of OAs with slow on them, is there anything else I can add to the mix to make my melee basic attacks stronger.
 

Reviews tend to put down Warden as a class that does not make a good striker.
But I have decided to make this guy more of a striker than a tank, and so far he more than match's the Barbarian.

I am going back to taking Burst 1 attacks which were not recomended in guides.
But I am surprised how well they do.
As the Warden is usually surrounded by and being attacked by the enemy as he is marking them, you can usually get these encounter burst attacks off on 3 to 5 enemy.

Plus the Dailys have wonderful burst attacks as well such as the Boiling Cloud and Mountain Thunder one.
 

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