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Warden Polearm Builds

Markn

First Post
I'm looking for some suggestions or sample builds for a Goliath Warden based on using a Polearm. I'm just looking for Heroic Tier builds for now.

I've been on the WotC forum and read a few of the char op builds but none of the builds seem to suit my fancy (not that I read too in depth) short of looking at the two Warden handbooks.

As a second option I've been considering a hammer using Warden, but if I do this I would like to focus on Knock Prone.

Any suggestions or sample builds or even people with playing experience for this build type would be great!

PS - I've been thinking Earthstrength but if there is a strong reason to choose another type I'm open to it.
 

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Well, I've played a dwarf craghammer wielding ES-warden in LFR and he's been a blast. Crippling Crush at level 2 (Dwarven Weapon Training at 1st) was great. He did 1d10+str+con on Weight of Earth (primary at-will). Haven't tried polearms (or seen anyone who has either)
 

The real reason to roll a Polearm Warden is that Warden's Fury is "melee weapon" meaning an enemy cannot shift away and attack, you still get to enforce your mark. They can shift away and charge, but with proper positioning that isn't an issue that often (not recommended for LFR, your group needs to cooperate much more then with say, a Fighter).

Here is my build from 1-11. Currently level 28 in my home campaign. If your DM allows you to take Mark of Warding, Dragonmark, take that at level 1 or 2. If you find your DM provokes zero OAs, drop Sudden Roots and take something else you like better. I went with Eternal Defender as my ED, giving me default Reach 3. I kept Warden's Lunge as an At-Will even though with the errata I can charge adjacent, because I do not have to charge adjacent. I can charge and mark from a distance and end next to a clump of enemies, or just stay out of an aura while keeping something marked, etc., If you go this route, Battle Awareness is easily the best MC feat.

====== Created Using Wizards of the Coast D&D Character Builder ======
level 11
Goliath, Warden, Stoneblessed
Build: Earth Warden
Guardian Might: Earthstrength
Versatile Expertise: Versatile Expertise (Axe)
Versatile Expertise: Versatile Expertise (Polearm)
Background: Early Life - Isolated (+2 to Perception)

FINAL ABILITY SCORES
Str 21, Con 21, Dex 13, Int 9, Wis 13, Cha 11.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.


AC: 26 Fort: 23 Reflex: 19 Will: 20
HP: 108 Surges: 14 Surge Value: 27

TRAINED SKILLS
Nature +13, Endurance +14, Perception +13, Athletics +16, Heal +11

UNTRAINED SKILLS
Acrobatics +5, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +6, History +4, Insight +6, Intimidate +5, Religion +4, Stealth +5, Streetwise +5, Thievery +5

FEATS
Level 1: Sudden Roots
Level 2: Guard of Stone
Level 4: Goliath Greatweapon Prowess
Level 6: Versatile Expertise
Level 8: Hafted Defense
Level 10: Toughness (retrained to Unyielding Stone at Level 11)
Level 11: Battle Awareness

POWERS
Warden at-will 1: Warden's Lunge
Warden at-will 1: Weight of Earth
Warden encounter 1: Roots of Stone
Warden daily 1: Form of Winter's Herald
Warden utility 2: Inspiring Fortitude
Warden encounter 3: Earthgrasp Strike
Warden daily 5: Form of Mountain's Thunder
Warden utility 6: Bear's Endurance
Warden encounter 7: Mountain's Stature
Warden daily 9: Form of the Oak Sentinel
Warden utility 10: Spiritual Rejuvenation

ITEMS
Maw of the Guardian Halberd +2, Iron Armbands of Power (heroic tier), Battle Harness Hide Armor +2, Cloak of the Walking Wounded +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 

Here is the level 10 summery for my Polearm Warden.
[sblock]====== Created Using Wizards of the Coast D&D Character Builder ======
Egan, level 10
Goliath, Warden
Guardian Might: Earthstrength
Background: Arcane Student Who Saw Too Much (Arcane Student Who Saw Too Much Benefit)

FINAL ABILITY SCORES
Str 21, Con 19, Dex 10, Int 10, Wis 13, Cha 8.

STARTING ABILITY SCORES
Str 17, Con 15, Dex 10, Int 10, Wis 13, Cha 8.


AC: 24 Fort: 24 Reflex: 18 Will: 21
HP: 99 Surges: 13 Surge Value: 24

TRAINED SKILLS
Nature +13, Heal +11, Perception +11, Athletics +16

UNTRAINED SKILLS
Acrobatics +5, Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +6, Endurance +8, History +5, Insight +6, Intimidate +4, Religion +5, Stealth +4, Streetwise +4, Thievery +4

FEATS
Level 1: Goliath Greatweapon Prowess
Level 2: Crushing Earthstrength
Level 4: Sudden Roots
Level 6: Guard of Stone
Level 8: Weapon Expertise (Axe)
Level 10: Courageous Example

POWERS
Warden at-will 1: Tempest Assault
Warden at-will 1: Warden's Lunge
Warden encounter 1: Roots of Stone
Warden daily 1: Form of Winter's Herald
Warden utility 2: Erupting Font
Warden encounter 3: Earthgrasp Strike
Warden daily 5: Thunder Step
Warden utility 6: Treacherous Ice
Warden encounter 7: Earth Gift
Warden daily 9: Form of the Oak Sentinel
Warden utility 10: Warding Vines

ITEMS
Maw of the Guardian Halberd +2, Lifeblood Hide Armor +2, Amulet of Protection +3, Iron Armbands of Power (heroic tier), Acrobat Boots (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]
 

Aulirophile,

Your build is similar to what I had in mind. Same stats, almost identical feats, and short of one at-will and one utility the same powers.

Also thanks for the insight on how it plays.

Unfortunately, we don't allow the Eberron Marks so that is not an option - its the only thing we don't allow to date. The thing I have struggled the most with, is the order of the feats to take - and I am not sure how the DM will be with OAs. Also I was thinking of getting as many bonuses through feats as I can for Second Wind actions. How important do you think that is?

As for magic items, I was thinking of a defensive weapon (bonus to defenses equal to enhancement bonus of weapon). Do you find the Second Wind round to be a combat changer? Also, why Cloak of the Walking Wounded? I figure Amulet of Life is better since it doesn't require a second wind action. Also, just curious why the Battle Harness? I was thinking Lifefont armor.

PS - abyssaldeath, I need to spread some XP around before I can give you some. Your build is pretty different from what I had in mind but I will go through it and check it out. I see you have Acrobatic Boots and that is one item that I think is important to have for sure!
 

My build is about being as sticky as possible and taking as much punishment as possible. Unfortunately, it doesn't really start to get good at that till Paragon. Here is the 24th level version if you want to know where my build is headed.
[sblock]====== Created Using Wizards of the Coast D&D Character Builder ======
Egan, level 24
Goliath, Warden, Stoneblessed, Perfect Guardian
Guardian Might: Earthstrength
Background: Arcane Student Who Saw Too Much (Arcane Student Who Saw Too Much Benefit)

FINAL ABILITY SCORES
Str 26, Con 24, Dex 12, Int 12, Wis 15, Cha 10.

STARTING ABILITY SCORES
Str 17, Con 15, Dex 10, Int 10, Wis 13, Cha 8.


AC: 40 Fort: 37 Reflex: 30 Will: 31
HP: 202 Surges: 16 Surge Value: 50

TRAINED SKILLS
Nature +21, Heal +19, Perception +19, Athletics +27

UNTRAINED SKILLS
Acrobatics +13, Arcana +13, Bluff +12, Diplomacy +12, Dungeoneering +14, Endurance +19, History +13, Insight +14, Intimidate +12, Religion +13, Stealth +13, Streetwise +12, Thievery +13

FEATS
Level 1: Goliath Greatweapon Prowess
Level 2: Crushing Earthstrength
Level 4: Sudden Roots
Level 6: Guard of Stone
Level 8: Weapon Expertise (Axe)
Level 10: Courageous Example
Level 11: Unyielding Stone (retrained to Second Skin at Level 23)
Level 12: Earth's Punishment
Level 14: Markings of the Blessed (retrained to Axe Mastery at Level 21)
Level 16: Deadly Axe
Level 18: Devastating Critical (retrained to Ancient Stone at Level 22)
Level 20: Earthstrength Defenses
Level 21: Dazing Fury
Level 22: Earthstrength Might
Level 24: Enduring Font

POWERS
Warden at-will 1: Tempest Assault
Warden at-will 1: Warden's Lunge
Warden encounter 1: Roots of Stone
Warden daily 1: Form of Winter's Herald
Warden utility 2: Erupting Font
Warden encounter 3: Earthgrasp Strike
Warden daily 5: Thunder Step
Warden utility 6: Treacherous Ice
Warden encounter 7: Earth Gift
Warden daily 9: Form of the Oak Sentinel
Warden utility 10: Warding Vines
Warden encounter 13: Ponderous Strike (replaces Roots of Stone)
Warden daily 15: Form of the Crushing Mountain (replaces Thunder Step)
Warden utility 16: Vine Poultice
Warden encounter 17: Warden's Lure (replaces Earth Gift)
Warden daily 19: Form of the Rowan Sentinel (replaces Form of Winter's Herald)
Warden utility 22: Strength from Death
Warden encounter 23: Desert Winds (replaces Earthgrasp Strike)

ITEMS
Maw of the Guardian Halberd +5, Stalkerhide Armor of Enduring Health +5, Amulet of Life +5, Iron Armbands of Power (paragon tier), Gauntlets of Destruction (paragon tier), Cord of Foresight (paragon tier), War Ring (paragon tier), Crown of Eyes (paragon tier), Crown of the Dream King (paragon tier), Boots of Quickness (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock]
 

Here's mine (Level 7):
I plan on getting polearm momentum once I reach paragon. I like using a great spear and knocking things prone.

====== Created Using Wizards of the Coast D&D Character Builder ======
Gorden, level 7
Goliath, Warden
Build: Earth Warden
Guardian Might: Earthstrength
Background: Explorer/Guide (Explorer/Guide Benefit)

FINAL ABILITY SCORES
Str 19, Con 16, Dex 14, Int 10, Wis 14, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 10, Wis 14, Cha 8.


AC: 21 Fort: 19 Reflex: 16 Will: 18
HP: 75 Surges: 12 Surge Value: 18

TRAINED SKILLS
Nature +14, Perception +10, Endurance +10, Athletics +13, Heal +10

UNTRAINED SKILLS
Acrobatics +4, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +5, History +3, Insight +5, Intimidate +4, Religion +3, Stealth +4, Streetwise +2, Thievery +4

FEATS
Level 1: Weapon Proficiency (Greatspear)
Level 2: Sudden Roots
Level 4: Weapon Expertise (Spear)
Level 6: Battle Awareness

POWERS
Warden at-will 1: Thorn Strike
Warden at-will 1: Weight of Earth
Warden encounter 1: Thunder Ram Assault
Warden daily 1: Form of the Fearsome Ram
Warden utility 2: Nature's Abundance
Warden encounter 3: Earthgrasp Strike
Warden daily 5: Rampant Forest
Warden utility 6: Returning the Gift
Warden encounter 7: Mountain's Stature
 

One thing to consider is that many people take Sudden Roots and all the handbooks say that it's one of the top feats for a warden. It definitely depends on your DM. Mine very rarely, if ever, drew OAs except for some mindless undead or beasts. That campaign the feat was useless as I never had any OA's to take. Now once you get to Paragon and can grab Polearm Gamble then it might be worth it as you'll have more opportunity to control when you use the feat. I (personally) dislike feats that require another party to do something for them to trigger (well except White Lotus Riposte as I put the DM in a Catch 22 with my swordmage)
 

Aulirophile,

Your build is similar to what I had in mind. Same stats, almost identical feats, and short of one at-will and one utility the same powers.

Also thanks for the insight on how it plays.

Unfortunately, we don't allow the Eberron Marks so that is not an option - its the only thing we don't allow to date. The thing I have struggled the most with, is the order of the feats to take - and I am not sure how the DM will be with OAs. Also I was thinking of getting as many bonuses through feats as I can for Second Wind actions. How important do you think that is?

As for magic items, I was thinking of a defensive weapon (bonus to defenses equal to enhancement bonus of weapon). Do you find the Second Wind round to be a combat changer? Also, why Cloak of the Walking Wounded? I figure Amulet of Life is better since it doesn't require a second wind action. Also, just curious why the Battle Harness? I was thinking Lifefont armor.

PS - abyssaldeath, I need to spread some XP around before I can give you some. Your build is pretty different from what I had in mind but I will go through it and check it out. I see you have Acrobatic Boots and that is one item that I think is important to have for sure!
My suggestion is always take Sudden Roots at level 1 or 2. If your DM doesn't provoke OAs, drop it, but also if your DM does provoke OAs and the monsters get slowed, he might stop provoking them and just attack you cause it is easier. Then you still drop sudden roots. ;-)

Well... at level 28 I have Crushing Earthstrength, Earthstrength Defenses, and that feat lets you make a melee basic attack when you SW. I can SW three times per encounter (Enduring Health Armor, there is an epic Martial Feat that I can take because I MCed Fighter), and yeah, when I use it, it changes the fight. Each time.

Cloak of the Walking Wounded is just about efficiency. Your SW will heal for so much that the leader can basically ignore you and it gives you a way to spend the ridiculous number of surges you have in combat. You will Second Wind basically every encounter where you get bloodied, because Wardens really like doing it. So Walking Wounded kicks in a lot. Battle Harness, I just like going first but don't have room for initiative feats. At epic I switched to Enduring Health. Also I carry around a magical hand axe, since I can release my polearm with one hand as a free action, draw hand axe as a free action, stow it as a minor, and then re-grip my polearm as a free action, it only costs me a minor and a standard to make a ranged attack without screwing up my melee (I would miss this if my melee reach wasn't so huge at epic).
 

My suggestion is always take Sudden Roots at level 1 or 2. If your DM doesn't provoke OAs, drop it, but also if your DM does provoke OAs and the monsters get slowed, he might stop provoking them and just attack you cause it is easier. Then you still drop sudden roots. ;-)

Well... at level 28 I have Crushing Earthstrength, Earthstrength Defenses, and that feat lets you make a melee basic attack when you SW. I can SW three times per encounter (Enduring Health Armor, there is an epic Martial Feat that I can take because I MCed Fighter), and yeah, when I use it, it changes the fight. Each time.

Cloak of the Walking Wounded is just about efficiency. Your SW will heal for so much that the leader can basically ignore you and it gives you a way to spend the ridiculous number of surges you have in combat. You will Second Wind basically every encounter where you get bloodied, because Wardens really like doing it. So Walking Wounded kicks in a lot. Battle Harness, I just like going first but don't have room for initiative feats. At epic I switched to Enduring Health. Also I carry around a magical hand axe, since I can release my polearm with one hand as a free action, draw hand axe as a free action, stow it as a minor, and then re-grip my polearm as a free action, it only costs me a minor and a standard to make a ranged attack without screwing up my melee (I would miss this if my melee reach wasn't so huge at epic).

I'm still torn on Sudden Roots and whether or not it will be useful. I think I will take it on level 2 - that way I can gauge the DM and how often he will provoke,

Since Second Wind involves spending a healing surge, Amulet of Life should trigger with that - but not only that like Walking Wounded. You can use it anytime a surge is spent which makes it more versatile.

I plan to go your route as well MCing to fighter (probaby in Paragon Tier), to get the Epic Martial Recovery (I think that is the name) to get an additional second wind and eventually have 3 per round like you.

As for PP and ED I was thinking stoneblessed and Reincarnated Champion (I think thats the name - basically the primal power one that gives you access to other racial powers). I LOVE the flavor behind this epic destiny and it may not be the best one out there but for me it feels really cool.
 

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