Warden Questions

In regards to Warden's Grasp:

It's not a Slow + Cannot Shift. It's a Slow, Cannot Shift, and a slide, and it lasts until the end of their -next- turn. So while it doesn't have an -immediate- benefit, it -does- make it harder for him to escape your mark -next- turn, while pulling him away from the guy he attacked so your ally can get away... don't want your buddies provoking OAs, right?

Are you sure about this? The text for warden's grasp clearly states:
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
Since an immediate reaction would happen during the target's turn, wouldn't the slow wear off almost immediately?
 

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It's useful if the enemy was going to attack, then shift/move. Especially things like Kobolds and Goblins with their damn "Shifty" nonsense. This'll stop 'em!
 

I agree with Hvitserk, you are grasping during the the enemies turn and it just stops him from shifting and slows him for the rest of THAT turn. It won't cause their attack to fail if you shift them out of range because it is a reaction. The other aspects of it are AFAICT basically meant to stop the enemy from moving back into contact with whoever was attacked, yes to give them a chance to escape, but I'm not sure how that will be very effective since the enemy is now only 1 square out of position and even a slowed enemy can surely move one square... Maybe they'll provoke an OA by doing so vs a shift, but they can do it.

Personally I don't think Warden's Grasp is all that great. But it is a free power, so who can complain?

Warden's Fury OTOH is an interrupt, so there is at least a chance that the CA it grants could be available to an OA from another character that was triggered by the same attack. It is not real likely in practice, but it could happen. Plus at least the CA lasts a whole round. Someone will take advantage of it. And yes I'd think extending its range using a polearm would be a nice idea. It isn't quite threatening reach, but it is about as close as a PC can get and again it is a totally free power, so yehaaa!

Just MHO, If I had to choose, I'd probably take Fury, but it would depend on the overall character build.
 

The point is tho, you don't -have- to choose. You use the power that's best in each situation. There are times where moving a monster 1 will save your party when an extra hit will not. It's all down to tactical decisions, something that can't really be compared until the moment figures are set down on the grid, and attack rolls are actually made. From that standpoint, even if you only use it once per combat, that one use is going to be one you'll be thankful for.

Plus, without it, you're not terribly sticky, and a monster can just shift-then-charge your buddy without consequence. With this, the Warden -can- punish someone for doing it.
 

Hello everyone, got some questions about the Warden:


  1. What's the point of Warden's Grasp? I mean, to mark someone, he has to be adjacent to you. So, to be in the range of Warden's Grasp, but not Warden's Fury, he had to have already moved, so what's the point on the Slow + cannot Shift?


  1. Unlike other defenderss, Warden's don't punish critters for attacking your allies as such. In stead, they let their allies get away. For example:

    Monster moves up adjacent to ally and attacks them. The warden then, after the attack, slides them away and prevents them from shifting later that turn(for things like kobolds, or any other power that lets you shift as part of that attack).

    When the attacked allies turn comes up, he can just do a full move away, rather than having to decide between doing a shift+attack(and probably getting smacked again next turn) and a shift+move(and not getting an attack that turn).
 

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