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Bardrick
03-09-2006, 05:49 AM
I currently have a new warden,  He is level 12 and I enjoy him very much.  The direct healing is growing on me.  I am starting to wondering though, how we are able to tank in the upper levels?I am for example, at say level 40, if the tank starts to go down and we throw a buttload of heal on him.  The three heroic goblins in Runneye sprint past the paladin and start beating on me.  Giving the paladin say a minute to regain agro (2K of heals makes alot of agro for us) how long can we last?I ask this question because I currentlu have a level 40 inquisiter.  I am starting to become unhappy with the reactive heals inquisiters get.  I also have to harvest for my armorsmith.  Having to solo even con mobs can take forver and a day.  And with no "tricks" ie SOW or evec, I am pretty much forced into a solo encounter.  A very long solo encounter(Approx 2-3 minutes and 0 pow at the end).  My best spells are 75 fire damage every 4 seconds for 16 seconds, and a 25 mental damage every 4 seconds for 24 seconds.  Following a 100 divine damage direct spell every 6 seconds.  Lastly a 65 divine damage reactive 5 procs every 30 seconds(IE when it hits me, it takes 65 damage).  Now add all that up vs a critter with 3K health.  Atleast I am at 13% evation and 50% absorbtion.I have read the boards here, and was wondering how it stands.  Not trying to do a inquisiter vs warden battle.  Just looking into the different playstyles each demand. I enjoy the ability of taking a few hits and not needing to start healing myself right away.  So mabey I am better where I am.  However, I REALLY like the ability to rely on healing when needed, and not waiting for a mabey hit, then having to throw my weaker direct heals if the mob is hitting harder then I can heal proc.Delbin 40 inquisiterHarpi 39 Armorsmith<div></div>

Shadus
03-09-2006, 07:57 AM
We don't take an incoming beating as well as a cleric subclass.  However, I can probally solo just about anything a cleric subclass can solo.  Honestly, I don't seem to gain agro as often as templars I've grouped with and I suspect that's somewhat because the healing they do scales up over a shorter period of time while ours is consistant, it WILL take the FULL 10s/6s to do x healing.  I've been able to handle healing as the sole healer on just about everything but epics that give xp still.  Our class form helps keep us alive too compared to cleric... agi/sta for fury and mitigation/focus for warden.<div></div>

Orangegu
03-09-2006, 01:55 PM
<div></div><p>The only time I gained aggro in RE was when wanderers came around and spotted me as their first target, or when I ran into range of aggro before another member. Our healing doens't gain that much aggro suprisingly. </p><p>I don't worry about getting hit... because if I'm gettin hit something is wrong ^.~! But in the case you do, you have a detaunt and 2 root spells. These will save your butt when gettin hit more than you can count.</p><p>The healing... Well, I have a Gaurdian tank that when buffed up by me and himself has over 50% avoidance. We get a group together with us and the rest in DPS and try hard for a enchanter. at level 54 and him 53, We drop the 58 herioc ^^^'s constantly for 3-4 hours. Hope that helps you make your decision ^.^</p>

sAs-Bartleby
03-09-2006, 02:16 PM
<span><blockquote><hr>Bardrick wrote:I currently have a new warden,  He is level 12 and I enjoy him very much.  The direct healing is growing on me.  I am starting to wondering though, how we are able to tank in the upper levels?I am for example, at say level 40, if the tank starts to go down and we throw a buttload of heal on him.  The three heroic goblins in Runneye sprint past the paladin and start beating on me.  Giving the paladin say a minute to regain agro (2K of heals makes alot of agro for us) how long can we last?I ask this question because I currentlu have a level 40 inquisiter.  I am starting to become unhappy with the reactive heals inquisiters get.  I also have to harvest for my armorsmith.  Having to solo even con mobs can take forver and a day.  And with no "tricks" ie SOW or evec, I am pretty much forced into a solo encounter.  A very long solo encounter(Approx 2-3 minutes and 0 pow at the end).  <b>My best spells are 75 fire damage every 4 seconds for 16 seconds, and a 25 mental damage every 4 seconds for 24 seconds.  Following a 100 divine damage direct spell every 6 seconds.  Lastly a 65 divine damage reactive 5 procs every 30 seconds(IE when it hits me, it takes 65 damage).</b>  Now add all that up vs a critter with 3K health.  Atleast I am at 13% evation and 50% absorbtion.I have read the boards here, and was wondering how it stands.  Not trying to do a inquisiter vs warden battle.  Just looking into the different playstyles each demand. I enjoy the ability of taking a few hits and not needing to start healing myself right away.  So mabey I am better where I am.  However, I REALLY like the ability to rely on healing when needed, and not waiting for a mabey hit, then having to throw my weaker direct heals if the mob is hitting harder then I can heal proc.Delbin 40 inquisiterHarpi 39 Armorsmith<div></div><hr></blockquote>Your Inqui damage spells are similar to the wardens. We do cold and Heat damage you metal and devine. Thats it.If you want a Healer/DD mixture you should have chosen a fury.We wardens have a higher avoidence (30%) and less absorbtion. My warden is wearing T6 rare/T5 fabled and selfbuffed i have a mitigation about 2500.That is realy good for a Warden and can easy be reached.I start Healing myself when my Health is half down, it depends a little bit of the damageticks i take.We wardens do not need to heal a tank before he starts the attack because we only heal when the tank has lost some lifepoints.That is important. When the tank pulls a group with the singletaunt, the other groupmobs do not run automaticly to us.</span><div></div>

spudAn
03-09-2006, 07:37 PM
<div></div>root and run

Jayad
03-09-2006, 11:52 PM
<div></div><div>Well, my experience (53 warden) is, you can survive pulling aggro a bit, if the tank pulls it back relatively fast.   Leather doesn't make for surviving very long on the peel, so have the root up when you get it. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  Due to high wis you tend to do okay with certain damage but if strong melee mobs start hitting you it gets bad very fast. </div><div> </div><div>Don't forget about the Sylph (AE de-aggro/teleport) line.  It's actually very good if you are just on the borderline of having the aggro.  Best thing after that is root and back off, stop healing much if you can so the tank can taunt em.</div><div> </div><div>Bottom line.. our armor sucks, don't expect to take a lot.</div>

Eneelia
03-11-2006, 06:17 AM
<div>Our armour cant be that bad, have you seen the number of templars/inquisters in cloth!?</div><div>/steals there mitigation</div><div> </div><div> </div><div>You can survie if your tank is reactive and you are willing to use the tools you have /deagro/root</div><div>as well as groupheals .. to keep both you and tank alive</div><div> </div><div>Least most full groups I have been in, the other classes will step up and taunt too.. most scouts have some taunting rather then let it pound on the healer.</div><div> </div><div> </div><div>Tristin</div><div>Deathdruid</div><div>Najena</div>

Oakum
03-11-2006, 08:34 AM
<div></div>I used to do that before lu13. Not any more. What usually happens in my; experiance, is when the tank goes down the mob usually goes straight to the highest dpser.  If its a scout class sometimes you can heal them long enough to finish off or someone can root  the mob and revive the tank. If you have several mages in the group then it usually takes them all down in the time it takes you to rez the tank (heal attempts are mostly wasted by mob damage amounts) and then starts on you. Mages last about 2 hits from challenging mobs, and I last 4 or 5 with all attempts to heal mostly interrupted. Then the tank dies again unless its a monk that can FD.   So not for 3 up mobs.  If your groups are fighting single arrow ups or two arrow ups and you only have one left 2 up or 2 single ups left then you can last long enough to root,  heal the tank, and the group can finish the fight.

Oakum
03-11-2006, 08:41 AM
<div></div><p>Our roots can be the real group saver as long as someone is sarificed to buy the time it takes to cast and and they dont fizzle or break because of physical damage against the mobs. That is the quickest way for it to break in my opinion/experience anyway. Spells don't seem to break it as quick as physical damage and of course you have to monitor the root status to try and keep both the single and group root on the mob. The snare effect gives you time to reroot hopefully before it kills another group member or starts hitting you and interrupting your spell casting.</p><p> </p>

Arielle Nightshade
03-13-2006, 02:23 AM
<div></div><blockquote><hr>Shadus wrote:We don't take an incoming beating as well as a cleric subclass.  However, I can probally solo just about anything a cleric subclass can solo.  Honestly, I don't seem to gain agro as often as templars I've grouped with and I suspect that's somewhat because the healing they do scales up over a shorter period of time while ours is consistant, it WILL take the FULL 10s/6s to do x healing.  I've been able to handle healing as the sole healer on just about everything but epics that give xp still.  Our class form helps keep us alive too compared to cleric... agi/sta for fury and mitigation/focus for warden.<div></div><hr></blockquote><p>With Wolf at a nice level...Adept III, say - we can take the same, if not a better...beating than a similarly leveled plate wearing cleric.   And it's my experience that we can solo MUCH better than any cleric..due to much better DPS. (Templars, for example, can kill the same stuff we can kill, just...have to put on a pot of coffee to do so <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> )</p><p>Depending on where in Runnyeye you are fighting, your deaggro spell (willow, wisp, sylph...cant' remember the name at that level..) should be used judiciously.   Although it's very nice to help the tank regain aggro -  it will also (depending where you are in that zone) ...pull every possible creature in the area, as well <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />    Bad news:  You die from even more adds than the aggro that was getting you.  Good news:  If you are fast with your 'catalogue' spell...you can finish a copule of quests before you die..<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p> </p>

Roland The Pu
03-13-2006, 07:00 PM
<div></div><p>As a 53 Warden I am renowed as a tank in my guild lol.</p><p>I've soloed the majority of the levels, grouping for HQs and the like and have had very few problems, although slow going sometimes. I would have liked an effective root earlier and definitely wanted EVAC earlier. Now I just root, DoT and then HO the bejeezus out of any mob. Keep the HoTs up and the only issue is whether you run out of power.</p><p>Hardest thing has been finding good solo spots that give good xp - btw beach on Sinking Sands can easily be soloed from 44, at 45/46 was taking heroics 2 levels above with little problem.</p><p>I often group with a Templar and he is reduced to a healing role in spite of his heavier armour.</p><p>Downside is the Warden attracts aggro especially with group heals but Sylph usually works a treat. If not, I just spam heals on myself and wait for the tank to take over.</p><p>The one big weakness for Warden is no really big direct heal - we are great at the HoTs but if there's big spike damage the Inquisitor in our group has to deal with it.</p><p>Other than that, Wardens rock; sure Furys can put out more DPS but I don't see too much difference between them.</p><p>Enjoy your Warden, there aren't many better classes.</p><p> </p>